City Placement

We have one settler (Which way do I go?) who will reach the green dot next turn (#52). We'll have another ready to move as well. Should the new one head south to the pink dot or should we move him towards the yellow or blue dot so we can save the hut till after we get lit? There is still one Yue Chi up north (blue dot area). There are Uzbek to the west (yellow dot) with two of our warriors nearby.

I like the idea of keeping the hut in the bank awhile longer so I vote we head to the yellow dot. Not sure what to name it though.
 
:lol: funny, I don't like it anymore... :crazyeye:

I think I put the whole placement a bit too dense.

I'd rather move yellow dot 1 tile west to give it four more forests at least - all its *nice* tiles to east will be used by The Treasury and The Gulag so right now I see it using grassland and a lake :(

Should we also move green dot (The Silo?) a tile NW? It gets another BG and another forest on grass which is problaby better (chance for a BG) than the one on plains we are losing...
However being distance 8 from The Chamber then, it would suffer higher corruption if we place yellow and orange dots according to the current dot map (at distance 7) - while yello could move to RCP8, too, orange is quite fixed. :hmm:

Should The Silo start for the FP right away (prebuild of course, maybe court to lower waste)? :hmm:
Or are there other suggestions on FP placements?
 
Let's not forget that we could also move the Palace. I've never done it myself, but I know of one team that did it last game ;)

But that's certainly quite a lot of shields. Would it be worth it, though, to lower the corruption in more cities?
 
FPJ anyone? :D
 
F = Free.

By disbanding your former capitol, preferably by building a worker at size 2 with stagnant growth, the palace jumps to your "best" town, as decided by a rather complicated equation (which CAII will calculate for you ;)). You can then resettle your old capitol on the spot and use it as just another town.
 
I don't think TNT's FPJ was very successful last game. But then again we didn't really have a good group of players or even a good team effort. I'm not sure of the benefits we'd gain. First of all, we're using The Chamber as our settler pump which we want to keep going for now (with maybe a short pause for workers). Also, we've planned our cities around The Chamber being our capital. Doesn't seem like we'd get an optimum structure if we move the palace now. We could engineer it so the palace went to a city of our choosing but where would that be? Seems we'd have to decide that now as well as the placement of future cities.
 
To jump the palace does not solve our problem - to build the FP.
Of course it would allow to build it in a 1st ring city but I don't want to disband our most productive town. :nono:

I like our captial where it is and I don't see us moving before Industrial Ages - if ever. :rolleyes:
 
Just to make sure... our current settler is heading for Brown Dot in the latest dotmap (see post 74). Everyone agree?
 
Yep. And the final (to meet the FP precondition) should be on blue dot cracking the hut imo.
After that one we should let The Chamber do some workers.

edit: Just saw TC is working on a lib - certainly okay, do some one-turn-workers before the 9th settler to build FP. Should be in time easily.
 
I've made a new dotmap:

Spoiler :
DotmapoftheCouncil1300BC.jpg


I would settle more or less in this order:
  • Red dot: ship yard. Production will be low probably.
  • Blue dot: ship yard, with some extra food. I moved it 1 NE compared to Paul's map, to grab a hill and another plains. We may need to move this one up or down to coincide its settlement with finishing a research project (for the hut).
  • Grey dot: pulls in 2 bgs for The Siloo.
  • Purple dot: another shipyard? The largest benefit of this town is that it pulls in a gold hill for The Treasury.
  • Lightblue dot: will be quite good when the FP finishes. I moved this compared to Paul's map because his Yellow and Green moved.
From here on the order probably doesn't matter so much.
Settling Yellow Dot will pull in the Deer, but they need quite some work. Black Dot can only be settled after we clear the marsh, and is a filler anyway. Please note that Lightgreen, Lightblue, Orange and Grey Dots are all at distance 12 from The Chamber. For corruption considerations, I would settle Grey and Lightblue before the other two. The island dots and squares are not a high priority yet I think, and they will mainly add a bit of commerce.

What do you think?
 
Hmm....looks nice.
One comment:
What about the cape of plains on the north east coast, don't we want a city out there on the tip?
Could that be done by moving the white dot one W and then the pink one NE and putting a new town on that cape?
I guess that means the blue dot is too close eh?

I am not that familiar with the ring placement deal, so bear with me. I was just thinking about using the land.
 
One thing we need to address sooner or later is settling the large island(s). Doing so without the great lighthouse will be expensive (due to sunk galleys) but the investment may be worthwhile. A ship hopping tactic has been proposed so we'd need at least two galleys to ferry a settler to an island. Since there are two unsafe crossings we may need three or four galleys to get a settler to one of the islands. :hmm: I wonder if we can even build that many ships before the expected completion of the lighthouse?
 
Hmm....looks nice.
One comment:
What about the cape of plains on the north east coast, don't we want a city out there on the tip?
Could that be done by moving the white dot one W and then the pink one NE and putting a new town on that cape?
I guess that means the blue dot is too close eh?

I am not that familiar with the ring placement deal, so bear with me. I was just thinking about using the land.

Ring city placement is only strictly relevant to vanilla and ptw, there were large changes to the corruption model in conquests that made RCP redundant.

Agree with placing a city on that plains tip but I think a better way to achieve this would be by moving blue dot 1SW, this has the additional benefit of putting blue dot on the fresh water lake. The down side to this is that the less corrupt blue dot can not work as many of the high commerce yielding coastal tiles.

Other than that I like the dot map however should we give grey dot a higher priority as it opens up the bg's for our FP build?
 
Settlement map is looking good. :thumbsup:

However, everyone realizes that RCP is dead in C3C right? (EDIT: x-post with Aigburth!)
DavoddesJ said:
Note: This strategy/exploit does not work in C3C v1.5 and later versions.

and

AlexMan said:
If several cities have the same distance to the capital, they are ranked in order of founding, and if they also have the same date of founding, they are ranked by their order in the database.

So I would worry more about getting prime locations that in getting equal distances to the capital or FP.

Also, I agree we really want to settle at least one of the big islands, so I'd like to help by offering some info regarding Ship Chaining!

Spoiler Ship Chaining :

From the MTDG 1 ruleset:
3.5 - Chaining naval transports to move land units across water

Description: It is possible to wake a land unit at sea, and transfer it from one transport to another. Given enough ships, a chain can be created to instantaneously move units across bodies of water (by ending in port).

Verdict: This is allowed.

From Tips & Tricks Part 2:
ElephantU said:
24. SHIP CHAINS

It is possible to transport a unit via ship further than a single ship can move in one turn. The process is called "ship chaining" and allows units moved by sea to go as far as a continuous chain of transport ships can reach, as long as they are on station at the beginning of the turn. The trick is to move the first transporting ship into the same tile as the second ship, to "wake up" the unit that you want to continue moving (click the stack, then click the "sleeping" unit once), then to move out the second ship before moving the first ship any further. The "awake" unit will go "back to sleep" aboard the second transporting ship (as long as there is room aboard it - getting something "out of the way" on the second ship can be very tricky). As long as no movement points are expended you can transfer units this way any number of times in the same turn.

Ship chains work only one way; if you need to move things in both directions at once you should set up a second chain parallel to the first. Another trick when dealing with large numbers of islands is to keep the transports in cities that are close enough to make a transit in one turn. Connect cities at either end of the island via rail and the ship can sail into the port, the units move at no cost to the other side of the island and reload in the second city to continue their "chain" journey with no loss of movement points.
http://forums.civfanatics.com/showpost.php?p=2089010&postcount=2


:salute:
 
The trick with ship chaining is that we'll have to have a ship (or ships) in unsafe waters if we try this without the lighthouse. SO it seems to me we'd have to assemble an armada in safe waters with one ship carrying a setter. Then we move one or more ships into unsafe waters and wait till next turn to see if any remain afloat. If one survives then we move the ship with the settler to it, transfer the settler to the surviving ship and then sail it forwarfd to safe waters. Since each leg of the journey involves two unsafe passages, we'll then have to have the ship with the settler wait around till we get another batch of ships into the second unsafe waters and see if any survive...

The Great Lighthouse would make this much easier since we could just put a settler on a galley and send it to the island.
 
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