On my way to perfection (next stop being mediocrity) I'm sure I must master the dot mapping as well as many other skills. Unfortunately I haven't seen too much material relating to it. This far my main study buddy has been, unawaringly I suppose, Sisiutil whose Strategy Guide for Beginners has been very helpful and the same can be said about his ALC threads. So even though I do refer to his material quite often this is in no way meant to be a critique of his work which I do value highly, it's just that I haven't found much about dot mapping that isn't related to him so there's nothing else for me to refer.
I'll start with the Strategy Guide's explanation as it was my first encounter with the idea. My initial impression was that the primary reason for dot mapping was to ensure that all our cities can eventually reach size 20. So that's how I started playing.
This seemed to result the following:
Only rarely did I find a location that could sustain 20 population without excessive farming while being helpful otherwise. Definetely I wasn't seeing enough of such locations to be able to have all my cities built on one. So I went to look the answers elsewhere.
After reading about half of the ALC's and having looked at the dot maps in them I'm starting to think that in an attempt to be beginner friendly Sisiutil's guide is somehow offering a distorted image of dot mapping. At least I have an impression that many cities proposed and built in the ALC threads are much on the negative side on food count.
To get to the bottom of this I'm going to make a bunch of questions about dot mapping and other things I feel are related to the subject. I'm hoping to get some detailed answers from the experienced players who feel they have a good grasp of this tech. I've divided the questions to couple of sub-categories. And I know there is some redundancy in the questions but I hope they're easier to answer when they're split into smaller parts.
Importance of Being Able to Work All Tiles in the End
Q1: First things first, do we really need to be able to work all tiles in all of our cities in the end?
Q2: Is it smart to sacrifice a point or few of the maximum population to gain short term advantage (to get an early resource; to have a city that works well up to a medium size, like 8-12, but would be a pain to grow much further; or one of those space filler cities we often see in ALC's)?
Q3: To my noobish mind it seems that a good early city location can be very different from a good late city location. So wouldn't it be more important for the cities with good late game potential to be able to hit the population cap than it is for the cities that better serve their purpose earlier in the game?
Gaps and Overlapping
Q4: Disregarding very early rush conquests, does avoiding gaps in city placement (i.e. trying to have as many tiles as possible within some city's fat cross) have value in itself?
Q5: How much unused quality tiles (gaps) we can afford to make actual cities better? And to how small gaps it makes sense to build a filler city later on?
Q6: Overlapping obviously limits the number of tiles citizens can work on but on many occasions it's said to be even beneficial or at most a minor nuisance. Is there a clear point where overlapping becomes clearly a burden?
Actual Dot Mapping
Q7: Put the following criterias in order of importance starting with the most important (not considering very specific and rare cities like GP farms):
Q8: How much can we afford to divert from perfection? What I mean is that AI often builds cities close to but not on the locations we've dot mapped so how small improvement is worthy of building a settler?
Q9: Any words of wisdom about dot mapping that is beyond the scope of my other questions?
Wow, that was certainly longer than I intended
I may be a noob but I'm still a HC gamer so I need to learn. Huge thanks to anyone who answers!
I'll start with the Strategy Guide's explanation as it was my first encounter with the idea. My initial impression was that the primary reason for dot mapping was to ensure that all our cities can eventually reach size 20. So that's how I started playing.
This seemed to result the following:
- Grasslands cities with poor early production
- Floodplains cities with poor to mediocre early production
- Coastal cities with poor to mediocre production
- Cities with half of the tiles eventually requiring a farm
Only rarely did I find a location that could sustain 20 population without excessive farming while being helpful otherwise. Definetely I wasn't seeing enough of such locations to be able to have all my cities built on one. So I went to look the answers elsewhere.
After reading about half of the ALC's and having looked at the dot maps in them I'm starting to think that in an attempt to be beginner friendly Sisiutil's guide is somehow offering a distorted image of dot mapping. At least I have an impression that many cities proposed and built in the ALC threads are much on the negative side on food count.
To get to the bottom of this I'm going to make a bunch of questions about dot mapping and other things I feel are related to the subject. I'm hoping to get some detailed answers from the experienced players who feel they have a good grasp of this tech. I've divided the questions to couple of sub-categories. And I know there is some redundancy in the questions but I hope they're easier to answer when they're split into smaller parts.
Importance of Being Able to Work All Tiles in the End
Q1: First things first, do we really need to be able to work all tiles in all of our cities in the end?
Q2: Is it smart to sacrifice a point or few of the maximum population to gain short term advantage (to get an early resource; to have a city that works well up to a medium size, like 8-12, but would be a pain to grow much further; or one of those space filler cities we often see in ALC's)?
Q3: To my noobish mind it seems that a good early city location can be very different from a good late city location. So wouldn't it be more important for the cities with good late game potential to be able to hit the population cap than it is for the cities that better serve their purpose earlier in the game?
Gaps and Overlapping
Q4: Disregarding very early rush conquests, does avoiding gaps in city placement (i.e. trying to have as many tiles as possible within some city's fat cross) have value in itself?
Q5: How much unused quality tiles (gaps) we can afford to make actual cities better? And to how small gaps it makes sense to build a filler city later on?
Q6: Overlapping obviously limits the number of tiles citizens can work on but on many occasions it's said to be even beneficial or at most a minor nuisance. Is there a clear point where overlapping becomes clearly a burden?
Actual Dot Mapping
Q7: Put the following criterias in order of importance starting with the most important (not considering very specific and rare cities like GP farms):
- Short term value (next 50 or so turns in standard speed)
- Long term value (max population and usage at the time when it's reached)
- Taking resources
- Not wasting quality tiles (i.e. no gaps)
- Strategic location (i.e. blocking AI's in some way)
- Avoiding the cultural pressure from AI civs
Q8: How much can we afford to divert from perfection? What I mean is that AI often builds cities close to but not on the locations we've dot mapped so how small improvement is worthy of building a settler?
Q9: Any words of wisdom about dot mapping that is beyond the scope of my other questions?
Wow, that was certainly longer than I intended
