C-X-X-C or C-X-X-X-X-C?

With C-X-X-X-X-C you can almost exclusively use those lovely BGs wheareas C-X-X-C will perforce have to make do with G.

Yes, this might hold for a few cities around your capital. But the second 'ring' will already be either in the tundra stretches in the extreme north/south or in the desert/jungle/plains streches towards the center. (Or, even worse in the ocean.)

And then you are trading in grassland tiles for deserts, tundra. (Or even worse, nothing at all.)

Furthermore, I'm talking of normal to huge maps where you do not run out of grassland that quickly! ;)

It does not matter what kind of map you play. What matters is that with wasteful placement you will run out more quickly.
 
With all due respect:

Pyrrhos, you make too many assumptions in your favor :)
You are such a good troll. But anyway.

- Your cities are founded sooner by 1-2 turns with C-x-x-C.
You discredit this.
You argue "the CXXC site is placed bad" -> fallacy (that's the hypothesis)

- Your cities grow faster with shared tiles (sharing avoids waste).
You discredit this.
You assume "within N turns, CXXC is required to do more" -> fallacy (you apply higher requirements for CXXC = hypothesis)

- Your workers travel less distance, so more flexibility in improving optimal tiles...
You discredit this.
You assume "CXXC tiles are placed poorly"... -> fallacy (again, that's your hypothesis, not proof)

- The early game is more important than the late game.
You discredit this.
You assume "each turn is independent of the previous turn" -> fallacy

The early game is all about food / shields / trade.
And CXXC gives you more food / shields / commerce within N turns.

Run this test for good terrain:
1) Make every single tile in game a cow Grassland.
test a) Found your second city at CXXC
test b) Found your second city at CXXXXC
2) After 25 turns, save each game.
3) Compare. Which is in a better position to win??

Run this test for average terrain:
1) Make every single tile in game a bonus grassland.
test a) Found your second city at CXXC
test b) Found your second city at CXXXXC
2) After 25 turns, save each game.
3) Compare. Which is in a better position to win??

Run this test for bad terrain:
1) Make every single tile in game a tundra.
test a) Realize you're all snowed in, and abandon ship :crazyeye:
test b) Realize you're all snowed in, and abandon ship :crazyeye:

Maybe I will run this test tonight... :)
 
With C-X-X-X-X-C you can almost exclusively use those lovely BGs wheareas C-X-X-C will perforce have to make do with G.

Furthermore, I'm talking of normal to huge maps where you do not run out of grassland that quickly! ;)

It can't be that hard to see, right?

With OCP I can have my cities use the bonus grass exclusively.

With tighter placement, I can have my cities use those same bonus grass, plus all the other tiles as well!



As I expected, everyone who is for C-X-X-C are so because of the military advantages (with one exception). I do believe I began the topic by saying "Apart from the obvious military advantages of the tighter formation". Now, to attempt an answer to each and everyone's most salient points:

No, the main advantage is economic in nature. The purely military advantages are minor, and sometimes its even a defensive disadvantage.

MAS: "take an other look at my Korea game in your thread about religious vs scientific debate"

Yep, I made an error there, I mined the cow instead of irrigating it and chose Litt and not Rep as my free tech. obviously, I have to do it again. But as was pointed out in that thread, you cannot compare your Korea to my India. As yet, and in spite of repeated urgings by others, you have not done a India so your claims about rel and litt based on just your Korea are without foundation and of little merit.

My claims about what?

I have the whole island roaded, and cleared of jungle, this has nothing to do with religious/scientific, temples or libs. And was never my point.
 
With all due respect ZzarkLinux, you are the one making assumptions. I count no less than ten assumptions about me, my opinions and what you think I have said - in addition to two general ones. Furthermore, your suggested tests are worthless as you do not encounter them in a game situation. With such "tests", the results are guaranteed to be in your favour.

With all due respect:

Pyrrhos, you make too many assumptions in your favor :)
You are such a good troll. But anyway.

- Your cities are founded sooner by 1-2 turns with C-x-x-C.
You discredit this.
You argue "the CXXC site is placed bad" -> fallacy (that's the hypothesis)

- Your cities grow faster with shared tiles (sharing avoids waste).
You discredit this.
You assume "within N turns, CXXC is required to do more" -> fallacy (you apply higher requirements for CXXC = hypothesis)

- Your workers travel less distance, so more flexibility in improving optimal tiles...
You discredit this.
You assume "CXXC tiles are placed poorly"... -> fallacy (again, that's your hypothesis, not proof)

- The early game is more important than the late game.
You discredit this.
You assume "each turn is independent of the previous turn" -> fallacy

The early game is all about food / shields / trade.
And CXXC gives you more food / shields / commerce within N turns.

Run this test for good terrain:
1) Make every single tile in game a cow Grassland.
test a) Found your second city at CXXC
test b) Found your second city at CXXXXC
2) After 25 turns, save each game.
3) Compare. Which is in a better position to win??

Run this test for average terrain:
1) Make every single tile in game a bonus grassland.
test a) Found your second city at CXXC
test b) Found your second city at CXXXXC
2) After 25 turns, save each game.
3) Compare. Which is in a better position to win??

Run this test for bad terrain:
1) Make every single tile in game a tundra.
test a) Realize you're all snowed in, and abandon ship :crazyeye:
test b) Realize you're all snowed in, and abandon ship :crazyeye:

Maybe I will run this test tonight... :)
 
Yes, this might hold for a few cities around your capital. But the second 'ring' will already be either in the tundra stretches in the extreme north/south or in the desert/jungle/plains streches towards the center. (Or, even worse in the ocean.)

And then you are trading in grassland tiles for deserts, tundra. (Or even worse, nothing at all.)
Go to the editor, generate a few huge maps of each kind - pangea, continent and archi - look at all the starting positions and see for yourself how "well" that statement holds up...

It does not matter what kind of map you play. What matters is that with wasteful placement you will run out more quickly.
During actual gameplay, what usually happens is that your expansion is limited not by tundra and oceans but rather by the territories of other civs. When that happens, I'd much prefer to have the territory granted me by 50-odd towns placed OCP (~1000 tiles) than the one with 60-odd towns placed C-X-X-C (~550 tiles). ;)
 
Neither, both, and other. I might start my first ring as CxxxC, second ring CxxC, and settler farms as CxC. It depends on game circumstances. I used to do CxxxxC in my Warlord days, but I wasn't a very good player then. I'd say at least 25% of my improvement is due to closer spacing, 50% if you include the fact that I didn't use specialist farms then. Micromanaging is not my forte, so I'll probably never get past Emperor, unless I get much less lazy. I'm sure my SG team members get irritated with my sloppy micromanagement, but when the game becomes hard work, it's not as fun. You aren't going to convince me that looser spacing is better. Head to head, with the same start location, tighter wins every time, by ANY measurement. In fact, thats the challenge. Do both with the same start. That eliminates the better player factor that showed up in your religious vs scientific debate. But ask yourself this.... Why is MAS a better player than you are?
 
Not wanting to be harsh...CxxxxC is for noobs, CxxC is for real civ3 players :D
 
Go to the editor, generate a few huge maps of each kind - pangea, continent and archi - look at all the starting positions and see for yourself how "well" that statement holds up...


I have played enough games to know that it holds true. I mean otherwise I would not have made it ...


During actual gameplay, what usually happens is that your expansion is limited not by tundra and oceans but rather by the territories of other civs. When that happens, I'd much prefer to have the territory granted me by 50-odd towns placed OCP (~1000 tiles) than the one with 60-odd towns placed C-X-X-C (~550 tiles). ;)

I'll take the 1000 tiles with about 40-odd core cities(!) and 90-odd ICSed specialist farms.

(Sorry, but what kind of level are we talking about here? And/Or what kind of map size? To me it sounds much like a huge, low level game. But that is just an aside observation.)
 
Umm, isn't that sort of a big advantage, though? I think it's a mistake to ignore it.
I am not ignoring it, I am saying that the arguments used in favour of C-X-X-C quoted above are based on economic factors rather than military, therefore we should look at those claims from an economic, not military point of view. You see, one cannot say "because C-X-X-C is better militarily it is automatically better in every other respect as well". That is about as smart as saying "because I am stronger than you, I am more good-looking than you and more intelligent"

I disagree that it's a waste of worker turns. Improving tiles increases food, shields and gold. Your empire gets richer, stronger, smarter and larger. How is that a waste?
Depends on which tiles you improve! Grassland and plains, wooded or not, plus hills should be improved. But to spend nine worker turns to road a mountain without iron or gems, then eighteen to mine it is poor economy during the early game. To spend sixteen (or is it 24?) worker turns to clear a jungle or a dozen to clear a swamp before you even begin to road and mine/irrigate is poor economy during the early game. To irrigate and road a desert for one food and one shield is not very clever either.

With OCP, the chances are that you have enough grassland, plains and hills within the 20 workable tiles to ignore those worker-intensive tiles and set up a viable town. With C-X-X-C, the chances are that quite a few of your towns leave you with no choice but to improve such tiles.

I don't see how that means wasted production. If they stop growing at size 9 or 10, they stop growing. So? Keeping tighter city spacing just allows you to shoehorn in more cities. That means more citizens and more tiles can be worked. In a C-X-X-C formation, the area occupied by 20 cities might only hold 10-12 under C-X-X-X-X-C. (This is only an estimate, no actual mathematical calculations have been performed. Your mileage may vary.)
Look again at the example from the core of my most recent game:

As for the six cities closest to the capital in the previously reffered to game, true, there was no corruption with C-X-X-C. However, they only produced between 13 and 16 shields (roaded, mined, rep). With C-X-X-X-X-C, they would have produced 17 to 24 shields with a loss of one to two from corruption (no CH or PS) making it C-X-X-C 13 to 16, C-X-X-X-X-C 15 to 22.

Now, which of these two cores is most productive and utilises the advantage of proximity to the capital best?

You seem to be ignoring the fact that you can squeeze more cities in the same area by using C-X-X-C, rather than C-X-X-X-X-C. Even with the former, I can work the best tiles. I might just need more cities to do it. I don't consider that a disadvantage.
And you seem to ignore that in order to do so, one would have to produce about twice the number of settlers and improve all tiles, not only just the "easy" ones such as grassland, plains and hills that require few worker turns to improve, but also mountains, jungles and swamps that take huge amounts of worker turns to improve. :)

But why would you want to? Every specialist farm produces 1 shield and 1 gold to the treasury, even if it's size 1, and that's not counting specialist output. That means:

Twenty (20) size 1 specialist farms, each housing one (1) scientist, C3C:
20 gpt
20 spt
60 bpt

One (1) size 30 specialist farm, housing twenty (20) specialists, C3C:
1 gpt
1 spt
60 bpt
Again you ignore the fact that your "Twenty (20) size 1 specialist farms, each housing one (1) scientist, C3C:" require twenty settlers @ 20 food & 30 shields each = 400 food & 600 shields and take, roughly, 100 turns for a settler factory to produce. Furthermore, those 20settlers could have been used to build 20 potential size 30 specialist farms, each giving 10 gpt and 15 bpt or a total of 200 gpt 300 bpt to your grand total of 20 gpt and 60 bpt.

easy to compare apples and pears, eh? ;)

I don't think that getting earlier settlers is necessarily negated by needing fewer of them. You may grab territory with fewer settlers, but those fewer settlers don't automatically translate into more worked tiles. Yes, you want the tiles roaded, anyway, but how is it an advantage to make it take longer to perform?

Besides, why would I want to simply deny the AI use of the tiles when I can both deny the AI and use them myself?
Again, apples and pears. The interesting part is what the same amount of settlers can grab for you!

* The first six settlers C-X-X-C will grab 90 workable tiles for you (provided you expand the cultural borders) or 90 / 7 = 12.8 tiles per town. The same first six settlers OCP will net you 136 workable tiles (again, provided you expand the cultural borders) or 136 / 7 = 19.4 tiles per town.

* The first eighteen settlers C-X-X-C will grab 204 workable tiles for you (provided you expand the cultural borders) or 204 / 19 = 10.7 tiles per town. The same first eighteen settlers OCP will net you 366 workable tiles (again, provided you expand the cultural borders) or 366 / 19 = 19.3 tiles per town.

The odds are that the much larger of number of workable tiles per town of OCP will indeed be workable and that at least some of the much smaller number of tiles available per town with C-X-X-C will require a lot of work to become profitable.

I can't argue with your statement regarding your gaming time. By all means play the game in whatever way you best enjoy! As you might imagine, the micromanagement doesn't bother me very much.

Besides, what about the MP factor? If you're playing an MP government, having your cities at C-X-X-C allows you to move MPs from one town to another in the same turn. If you couldn't do that, you'd have to have to use specialists, the lux slider or (gasp) temples! ;)
Or place one MP in every town. As MPs only work under despo and not rep/demo, that is not an issue, especially as you're allowed a certain number of units per town free of upkeep cost under despo but every unit costs under rep/demo.

Good debate! :)
 
I will run tests tonight. With "random maps" as you wish.
- Play to 35 turns. With same map.
- Scientific & Militaristic to reduce trait influence.
- CXXC for 1st test
- CXXXXC for 2nd test
I will post the pics.

[With CXXC] To spend sixteen (or is it 24?) worker turns to clear a jungle or a dozen to clear a swamp before you even begin to road and mine/irrigate is poor economy during the early game.
You assume we have jungle & swamp surrounding our capitol?

With OCP, the chances are that you have enough grassland, plains and hills within the 20 workable tiles to ignore those worker-intensive tiles and set up a viable town

IMO These are terrible assumptions. ALL of my previous games were great starts, I never touched a single hill / jungle / whatever. All grasslands and forests. No wasted worker turns.
 
Not wanting to be harsh...CxxxxC is for noobs, CxxC is for real civ3 players :D

Oh dear...

If your definition of a "real" civ player is one who will beat Sid in the shortest amount of time irrespective of civ and starting position and is placed highly in the hall of fame, fine. Only thing is you're saying everyone else, those who play for enjoyment, are noobs.

That is the attitude of a blinkered or limited person, wouldn't you agree?
 
I will run tests tonight. With "random maps" as you wish.
- Play to 35 turns. With same map.
- Scientific & Militaristic to reduce trait influence.
- CXXC for 1st test
- CXXXXC for 2nd test
I will post the pics.
:goodjob:

Only some people claim that you will quickly run out of useable territory and into oceans, deserts, swamps and tundra if you use OCP. Even if you have a great starting position, you will sooner or later run into that kind of terrain and some starting positions are indeed in close proximity to such terrain.
 
Pyrrhos go play some ladder games online with C3C on CxxxxC and then will see who is the limited person :D:D:D
 
2 extra turns to get the settler placed can often cost you dearly in a close game, as that settler is eating up unit support 2 extra turns. You carefully didn't put CxxxC in the mix, as that has some advantages over either extreme in the core. A looser spacing is only of use if you plan on going commie or using Monarchy, as Republic is best suited for tight spacing. I guess that will be Pyrrhos' next thread, arguing how Communism and Monarchy are the only good governments....
 
Test 1 is done:

Germans
Large map
No barbs
Full civs.
Regent.
Everything else random
TECH PATH: pottery->masonry
TECH RATE: 100% always (except to "crank it down near discovery")
order of tile improvement: mine -> road -> next

Capitol's production:
1 warrior
1 warrior
1 warrior
1 settler
1 spear
1 warrior
1 settler. It won't finish

2nd city production
1 spear
1 granary or 1 spear. It won't finish.

Start:
Spoiler :
attachment.php


Result with immediate spacing at end of turn 35:
Capitol production was identical in both tests
The only differences in test came from 2nd City.
2nd city is settled on dyes, and dyes were hooked up earlier
2nd city is working a full-improved bonus grass & a roaded floodplain
Masony is due in 3
Gold 11 / +2gpt
My 1 worker is CHOPPING the forest dyes nearby to gain shields.
When capitol shrank to size 1, there was a full improved oasis that wasn't used at all...
My third city would be close, and could work a full improved oasis from the start.
Spoiler :
attachment.php


Result with wide spacing at end of turn 35:
Capitol production was identical in both tests
The only differences in test came from 2nd City.
2nd city was founded 2 turns later.
2nd city IS STILL working a unimproved bonus grassland...
I've only got 1 worker who had to road a dyes forest...
Masonry is due in 6
Gold 9 / +0 gpt
Worker is chopping the second dyes forest to send shields to 2nd City, then road...
When capitol shrank to size 1, there was a full improved oasis that wasn't used at all...
My third city would be far, and have to work an unimproved tile "somewhere out there" ...
Spoiler :
attachment.php


My conclusion:
Settling closer increases commerce and production.
Settling closer saves critical early worker turns (you've only got 1 worker, he can't work 2 cities).
Having all those free tiles did nothing for 2nd city...
 

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I guess that will be Pyrrhos' next thread, arguing how Communism and Monarchy are the only good governments....

No way! :eek:

Despo is the only way to go! If you are a "real" CIV III player, your games shouldn't last long enough for any other form of government to be a viable option. Anyone who uses Rep is a noob.

:mischief:
 
i used to think that 12 tiles per city was best. but now ...

maybe 9 or 10...

for those who like large metros a common argument is that in the expansion phase a larger chunk of land can be gained by grabbing sizable 20-tile chunks with each settler.

it is not my goal to have the largest possible area by the end of the expansion phase. it is my goal to have high net production and commerce. by "net" i mean after accounting for corruption/waste, unit support, needed lux-slider use, needed buildings (like aquaducts), and so on. i also keep in mind that for the first 100 turns of the game NONE of my cities will ever be above size 6 or so, so even a size 12 footprint for a city is looking pretty wasteful.

Maybe someday soon I'll start a game with a house rule that my entire empire (core and all) must be ics. I have a feeling it will be a fairly strong game. i certainly won't have much happiness problem.
 
I am not ignoring it, I am saying that the arguments used in favour of C-X-X-C quoted above are based on economic factors rather than military, therefore we should look at those claims from an economic, not military point of view.
What you have stated is:
. . . .
Therefore, if we disregard the military aspects, C-X-X-X-X-C is preferable, at least on normal to large maps, because: . . . .
Apart from the obvious military advantages of the tighter formation . . . .
. . . . I do believe I began the topic by saying "Apart from the obvious military advantages of the tighter formation". . . . .
Yes it is (a lot of disregarding). But then the arguments I refer to have little or nothing to do with military aspects!.
You say that you're not ignoring them, but you keep reiterating that your conclusions are drawn, based on factors other than the military advantages. If you like wider spacing, more power to you. But even if we assume that a case can be made for C-X-X-X-X-C spacing if we disregard military advantages of C-X-X-C, why do so? How much difference does that really make in gameplay? And I would argue that in Civ, your military and your economy are too closely intertwined to safely disregard one aspect or the other. It's a bit like saying, "If you disregard the additional defensive points, Hoplites are no better than spearmen." In a theoretical vacuum, the statement might be true, but why would you disregard the extra defensive points?

You see, one cannot say "because C-X-X-C is better militarily it is automatically better in every other respect as well". That is about as smart as saying "because I am stronger than you, I am more good-looking than you and more intelligent"
Not quite. In real life, my strength, my intelligence and my good looks may be more or less independent of one another. In your example, I cannot increase my intelligence by increasing my strength. In Civ, I can directly increase my economic strength by increasing my military strength.

Depends on which tiles you improve! Grassland and plains, wooded or not, plus hills should be improved. But to spend nine worker turns to road a mountain without iron or gems, then eighteen to mine it is poor economy during the early game. To spend sixteen (or is it 24?) worker turns to clear a jungle or a dozen to clear a swamp before you even begin to road and mine/irrigate is poor economy during the early game. To irrigate and road a desert for one food and one shield is not very clever either. . . . . With C-X-X-C, the chances are that quite a few of your towns leave you with no choice but to improve such tiles.
We both know that results will vary according to the map. With that said, I'd agree that the above statements, as long as you're in despotism, would constitute poor economy of worker moves. So why in the world would I do them? Those things are just as big a waste of worker moves at CxxxxC as they are at CxxC. Once you're out of despotism, how is mining a mountain a waste? It's labor-intensive, but not necessarily a waste. Irrigating grassland in despotism -- that's a waste.

Part of your argument seems to be that you only want to improve the easily improved tiles. I detest marsh as much as the next player, but having my cities spaced further apart won't keep me from having to clear it. It may only delay it. Besides, if a citizen is going to use it, I need it cleared regardless of my city spacing. If no citizen is going to use it, it doesn't matter if it's cleared.

With OCP, the chances are that you have enough grassland, plains and hills within the 20 workable tiles to ignore those worker-intensive tiles and set up a viable town.
Only if you're willing to put up with lots of unworked tiles for a long time. I contend that unworked tiles are more wasteful than worked ones. Until you've got the citizens to work the tiles, they're no good to you.

Look again at the example from the core of my most recent game:

As for the six cities closest to the capital in the previously reffered to game, true, there was no corruption with C-X-X-C. However, they only produced between 13 and 16 shields (roaded, mined, rep). With C-X-X-X-X-C, they would have produced 17 to 24 shields with a loss of one to two from corruption (no CH or PS) making it C-X-X-C 13 to 16, C-X-X-X-X-C 15 to 22.

Now, which of these two cores is most productive and utilises the advantage of proximity to the capital best?
Again? I don't recall seeing this in any of your other posts. With that said, I can't tell how many cities you're talking about, nor how many tiles the are in question takes up. Can you post a screenshot? I need more information before I can tell which one is most productive or utilizes the advantage of proximity to the capitol the best. 20 cities at 16 shields each (total of 320 spt) is still more productive than 15 at 22 spt (330 total spt). In this case, you sound like you're focusing on the productivity of each individual city, rather than the productivity of the core as a whole.

On a somewhat tangential note: No matter how many shields you produce, or how much gold you've got, each individual city can only produce one item per turn, whether it's a city improvement or a military unit. If you are cash-rushing items, twice as many cities means that you can rush them twice as fast (given enough cash, obviously).

And you seem to ignore that in order to do so, one would have to produce about twice the number of settlers and improve all tiles, not only just the "easy" ones such as grassland, plains and hills that require few worker turns to improve, but also mountains, jungles and swamps that take huge amounts of worker turns to improve. :)
Twice the settlers, yes. But my example was about specialist farms. I don't improve mountains or hills in the farmlands unless they contain a resource or lux, and then only a road. I do, however, clear the jungles and swamps. Granted, I didn't think much about the additional settlers, but by the time I'm setting up specialist farms, coming up with additional settlers isn't a big deal.

Again you ignore the fact that your "Twenty (20) size 1 specialist farms, each housing one (1) scientist, C3C:" require twenty settlers @ 20 food & 30 shields each = 400 food & 600 shields and take, roughly, 100 turns for a settler factory to produce. Furthermore, those 20settlers could have been used to build 20 potential size 30 specialist farms, each giving 10 gpt and 15 bpt or a total of 200 gpt 300 bpt to your grand total of 20 gpt and 60 bpt.

easy to compare apples and pears, eh? ;)
I don't think I'm comparing apples and pears at all. You are partially correct in that I didn't think much about the additional settlers, as noted above. However, your example above isn't quite right.

First of all, what version are you playing? In C3C, each size-30 specialist farm, assuming 20 specialists, ought to produce 1 gpt, not 10, and 60 bpt, not 15. Is that just a typo?

Second, the 20 settlers could only have formed 20 potential size 30 specialist farms assuming (1) that they had enough available land tiles to support them; (2) that each one has built, at a minimum, an aqueduct and a hospital; and (3) the time for each one to grow. With 20 specialists, that leaves 10 citizens to work the land. How many size-12 or smaller science farms do you think I can fit in the area required for 20 size 30 specialist farms?

Growth time. Each of my hypothetical 20 size-1 will each produce its maximum (for better or worse) on the same turn its founded. Each of the hypothetical size 30s will require ~100 turns after founding to reach full capacity, even assuming: (1) a +5 food surplus at all times (just to make the math easy); (2) no slowed growth while the aque and hospital are being built; and (3) that you never peel off a worker or settler. Obviously, those farms built on fresh water won't require aques, but they'll all require hospitals, which will cost upkeep.

Again, apples and pears. The interesting part is what the same amount of settlers can grab for you!

* The first six settlers C-X-X-C will grab 90 workable tiles for you (provided you expand the cultural borders) or 90 / 7 = 12.8 tiles per town. The same first six settlers OCP will net you 136 workable tiles (again, provided you expand the cultural borders) or 136 / 7 = 19.4 tiles per town.
I don't care about workable tiles. I care about worked tiles. You need 46 additional citizens for those additional workable tiles before they do you any good beyond denying them to the AI. In order to achieve this, each and every one of your initial six settlers must found a city that builds an aqueduct or be on fresh water, because each and every one of those initial six cities will require an additional 46 / 6 = 7.67 citizens before those tiles can be worked.

* The first eighteen settlers C-X-X-C will grab 204 workable tiles for you (provided you expand the cultural borders) or 204 / 19 = 10.7 tiles per town. The same first eighteen settlers OCP will net you 366 workable tiles (again, provided you expand the cultural borders) or 366 / 19 = 19.3 tiles per town.
No city can work 19.3 tiles until hospitals. Until then, that's a lot of wasted tiles.

The odds are that the much larger of number of workable tiles per town of OCP will indeed be workable and that at least some of the much smaller number of tiles available per town with C-X-X-C will require a lot of work to become profitable.
Unless it's polluted, every tile produces something. Some will require more work. Why let them lie there producing absolutely nothing until late game?

Or place one MP in every town. As MPs only work under despo and not rep/demo, that is not an issue, especially as you're allowed a certain number of units per town free of upkeep cost under despo but every unit costs under rep/demo.

Good debate! :)
Granted, not an issue under republic or demo. But, again, what version are you playing? Not every unit costs upkeep under republic in C3C.
 
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