I really,
really should know better than to feed the troll. Nonetheless, here goes:
Why is it that you will not see or cannot understand what I am saying, Aabraxan?
I understand it just fine, Pyrrhos. It's still wrong.
1. With OCP, each town has somewhere in the region of 19+ workable tiles
Incorrect and irrelevant. Either you've got to expand borders or "sweep tiles in" to have access to them. Until that happens, each city has 9 tiles. And we get back to workable tiles vs. worked tiles.
2. With C-X-X-C, each town has no more than ten workable tiles
Irrelevant. Until a town hits size 10, it doesn't need more. Some cities get a few crappy tiles. Others get better tiles. Until they grow enough that all the choice tiles are taken, it doesn't matter how many "workable" tiles they've got.
3. With OCP, the chances are that each town can work only the best and easily improved tiles - mined bonus grassland, irrigated grassland/plains and mined hill, all roaded of course. Thus each town will be more productive in all and every respect. Eventually, the other tiles will have to be improved if the city is to grow into a metro
"If the city is to grow into a metro." Until hospitals (or Shakespeare's, for one lucky town), they won't grow into metros. There's a lot of time between the expansion phase (when I'm planting most of my towns) and getting hospitals built (if I build any). Why let tiles stay unproductive for all that time?
4. With C-X-X-C, the chances are that you have to mine ordinary grassland, work lakes or coast (ie few or no shields) and irrigate desert, mine mountains (little or no food) in addition to have to clear jungle or wetlands to make the tiles productive
Irrelevant. If City A doesn't have access to a BG, that's because City B is already using it. My empire still gets the shield. It's not about what a city needs. It's about what my empire needs for my city to have.
5. With C-X-X-C, you work all the tiles, granted, but you need twice the number of settlers/towns to cover the same area/territory! If you make do with the same number of settlers/towns, you end up with only half the territory!
Until you approach the domination limit, total territory doesn't matter, except to the extent that resources are within my cultural boundaries. Worked tiles do. What is the value of denying the AI territory if I can't work the tiles myself? Not nonexistant, but small. As for needing twice as many settlers, so? Each of those settlers turns into a town. It goes from eating my unit support to providing more, not only of unit support, but gold, shields and beakers.
6. As you need twice the number of towns to cover the same territory, you will have to build twice as many granaries - unless you build the Pyramids or capture them early enough to aid you during the expansion phase
Only if you assume that you'll get twice as many cities in which a granary is a worthwhile investment. For that to happen, you'd have to be working twice as many food- & shield-rich tiles, not just have them be "workable."
7. As you need twice the number of towns to cover the same territory, you will have to build twice as many barracks - unless you build the Sun Tzu's or capture it. Anyhoo, you have to build the barracks to build the troops who are to carry the town holding Sun Tzu's
I'll grant you that I probably build more than I would if I used looser city spacing. But, still, that only holds true for core, and some semi-core areas, depending on shield output. Low-shield semi-core areas tend to produce artillery. My specialist farms certainly don't get raxes.
Frankly, while I don't really use ring city placement, I usually try to put my first ring of cities CxxxC from the capitol. I do like having a nice, big capitol.
8. As you need twice the number of towns to cover the same territory, you will have to build twice as many libraries and universities to enhance, not twice the number of beakers, but the same!
There may be more merit here than in your other arguments, but generally, see above, on raxes. I probably do wind up building more libraries than I would if I used C-X-X-X-X-C, but I generally only build a couple of unis, so that's not a real issue for me.
OTOH, if I were going for a culture win, I'd think more libraries, universities and, yes, even temples would be an advantage.
9. As you need twice the number of towns to cover the same territory, you will have to build twice as many marketplaces, banks and stock markets to enhnce the commerce of the same tiles
Markets, yes. Banks, maybe a few extra. But until you can actually build stock markets, irrelevant.
10. As you need twice the number of towns to cover the same territory, you will have to build twice as many factories and power stations to enhance the same number of shields.
Until you can actually build factories and power stations, irrelevant.
11. As you need twice the number of towns to cover the same territory, you will have to build twice as many MTS & RCs. Make no mistake, just because your cities can only reach pop 12 does not make you immune from pollution, oh no!
I don't believe I've ever said it made them immune from pollution. But why build MTSs and RCs if you don't have to? Besides, until you can actually build an MTS or RC (you know what's coming), irrelevant.
12. The only thing that you can build in a greater number with twice the number of towns that is beneficial is troops. However, you will not build twice the number of troops in a set space of time as the metros of OCP will churn out Modern Armour, Mech Inf and Radar Art in one to two turns whereas the cities of the C-X-X-C core will only turn them out once every three to four turns.
Not true. Reduced corruption results in more uncorrupted commerce. More uncorrupted commerce results in faster research or more gold in my bank. Take a look at ZzarkLinux's test. In 35 turns, the more compact empire winds up 3 turns ahead of the looser one in terms of research (Masonry in 3 vs. Masonry in 6), with more gpt. That's pretty significant for a test that only lasted 35 turns.
I'll grant that if the game goes to Modern Armor, Mech Infantry and the like, a C-X-X-C setup probably won't fully produce them twice as fast as a C-X-X-X-X-C setup full of metros. The problem for the latter comes long before that. Until you get to hospitals (and, again, Shakepeare's for one lucky city), all you've got is higher corruption and more unworked tiles in your territory. So up until at least the end of the Middle Ages, C-X-X-C may very well outproduce the looser formation. IOW, the game can be decided before a C-X-X-X-X-C empire "hits its stride." This is certainly true of military victories. In the case of SS victories, building lots of aques and hospitals, along with markets to help happiness in all of these hypothetical metros, cuts into the research budget.
Give over! The only arguments in favour of C-X-X-C are the military ones; ease of defence and ability to move troops from town to town in one move. The way CIV III works with its emphasis on warmongering means that at higher levels of difficulty, the military advantage is so great as to make any other strategy non-viable. That does not make C-X-X-C better at economy or culture or any other aspect of CIV but the military one.
Not true. Reduced corruption (economic). More worked tiles, not merely workable ones (economic). More places to put libraries, universities, temples and other culture buildings (cultural). More troop support (economic).
And yes, military advantages. And it's a mistake to attempt to take that out of the equation.