Celebithil
Warlord
- Joined
- Sep 2, 2004
- Messages
- 219
Introduction:
As we all know Civilization is not about winning the game, or conquering enemies, it is about building a pretty empire. In particular everything should be as you want it and nice and ordered. Especially the cities should all follow a preset pattern. Now in Civ4 quite often an obstruction occurs for your nice pattern. There is a mountain, or a lake square, where you want to found your city. Or there is some resource, which you don't want to settle on top of. However diverting from your pattern (by not founding the city, or founding a city close to the intended spot) will often lead, not only to imperfections in the pattern of cities, but also to tiles which can not be worked. This guide will explore the different lattices (grids) on which you can place your cities and how flexible they are when you have to move a city.
More seriously, I think that placing your cities along some specific grid is NOT the optimal strategy. In civ2 you could do this very well, as any terrain could be transformed by your engineers into something useful, and not very useful cities were no problem, as they did not drag upon your entire empire. In civ 4 this has changed dramatically and you should only found cities in very good spots (at least in the first stages of the game, later you can backfill the leftover marginal spots). This implies in particular that I have abandoned the plan to have some specific pattern in city placement. However when I get into the mood I sometimes cannot suppress the urge to start a game and place all cities in a nice grid. Moreover it is a pretty good tactic if you come upon a large unsettled land and want to use all the land anyway (halfway in the game, so you can afford the higher maintenance cost induced by not first only settling in the good spots).
Definition:
Let me now define a gridlike city placement:
A gridlike city placement is obtained by taking two (not collinear) vectors (x_1,y_1) and (x_2,y_2) and placing cities on the tiles (nx_1+mx_2,ny_1+my_2) for integers n and m.
An ICS would use the vectors (3,0) and (0,3), and place cities on (3n,3m), while OCP would correspond to (4,2) and (0,5), let me draw this
ooooooooXoooooooo
ooooooooooooooooo
ooooXoooooooooooo
oooooooooooooXooo
ooooooooooooooooo
ooooooooXoooooooo
ooooooooooooooooo
ooooXoooooooooooo
oooooooooooooXooo
In this picture X's denote the location of cities, while o's denote empty spots. I coloured a few BFC's, and note the single purple spot, where two BFC's have overlap.
I will only consider gridlike city placements which can work every tile. With this condition there are only 23 different grids possible (taking into account the restrictions Civ4 places on founding cities close to each other), a list of which is given below.
Number of working tiles:
One important decision before making a gridlike city placement is how many tiles each individual city should work. There have been many disputes on what is optimal, and I do not want to give an answer to that. Let me just mention that the main argument for wanting a low numbers of working tiles for each city (for example in ICS), is that you can work those tiles earlier. An argument for wanting a high number of tiles (for example OCP) is that you have less cities and therefore less maintenance cost.
Given the vectors (x_1,y_1) and (x_2,y_2) the (average) number of working tiles per city equals
|x_1 y_2 -x_2y_1| (for the knowledgeable amongst you, this is the norm of the cross product, if we consider the vectors to be in R^3 by adding a third component which is zero). Of course one can vary the
number of tiles worked by each city, since overlapping tiles can either all be assigned to one city or distributed amongst the different cities (one can even work the tile by one city on odd turns, and by another city on even turns, though this requires a lot of micro management
).
Flexibility of a grid:
As mentioned in the introduction the main problem I have when building cities on a nice grid is that sometimes you have to move a city one spot, because there is a mountain or ocean in the way. Thus I considered for each grid whether one could move a city (assuming all neighbouring cities are founded on the grid), and how many tiles you would miss (i.e. not be able to work with any city) by moving your city.
For each grid one can draw the boundaries of the BFCs of all neigbouring cities of some give gridpoint, and this gives a "hole" of tiles which can only be worked by a city on the gridpoint. Generally these tiles are also the tiles on which you can perhaps found your city if it is not possible to found it on the grid, with the exception of points in the corners of BFCs (i.e. (2,2) away from another city).
Thus the flexibility of a grid can be visualized by drawing this hole, and denoting on which positions it is impossible to found a city.
To give an example for this, consider the grid (3,1), (-1,4). This gives the image
ooooooooooooXo
oooooooooXoooo
ooooooXooooooo
oooXoooooooooo
XooooooooooooX
ooooooooooXooo
oooooooXoooooo
ooooXooooooooo
oXoooooooooooo
oooooooooooXoo
ooooooooXooooo
and the hole is of the form
is-
-X-
-si
where i denotes a spot where you cannot settle. s a spot where you can settle, and X the intended
spot in the grid. Moving the city one south, is therefore possible, and your city still works all tiles in the hole, so you do not lose any squares.
In the list below I have given all these holes, together with a list of how many tiles you lose when moving.
List of possible grid:
So here is the list of possible grids, ordered by the average number of working tiles. The list contains all grids, up to symmetries (i.e. rotating a grid 90 degrees, or taking its mirror image). The items in the list contain first the two vectors, then the hole, in a format where each line is broken of by a \, so the hole above will be denoted is- \ -X- \-si (this allows me to describe a hole in a one line notation). On the next line I give the possible numbers of lost tiles on different actions, where directions as S and N denote moving the city one tile South or North, and rem denotes not placing the city at all.
Some final remarks:
I'd like to give especial prominance to the (4,1), (1,4) grid. It provides a lot of flexibility (there are four different tiles you can found your city without losing squares). It moreover gives an average number of working tiles (which I now believe is the best).
The next time I am in the mood I will definitely use this grid
.
As we all know Civilization is not about winning the game, or conquering enemies, it is about building a pretty empire. In particular everything should be as you want it and nice and ordered. Especially the cities should all follow a preset pattern. Now in Civ4 quite often an obstruction occurs for your nice pattern. There is a mountain, or a lake square, where you want to found your city. Or there is some resource, which you don't want to settle on top of. However diverting from your pattern (by not founding the city, or founding a city close to the intended spot) will often lead, not only to imperfections in the pattern of cities, but also to tiles which can not be worked. This guide will explore the different lattices (grids) on which you can place your cities and how flexible they are when you have to move a city.
More seriously, I think that placing your cities along some specific grid is NOT the optimal strategy. In civ2 you could do this very well, as any terrain could be transformed by your engineers into something useful, and not very useful cities were no problem, as they did not drag upon your entire empire. In civ 4 this has changed dramatically and you should only found cities in very good spots (at least in the first stages of the game, later you can backfill the leftover marginal spots). This implies in particular that I have abandoned the plan to have some specific pattern in city placement. However when I get into the mood I sometimes cannot suppress the urge to start a game and place all cities in a nice grid. Moreover it is a pretty good tactic if you come upon a large unsettled land and want to use all the land anyway (halfway in the game, so you can afford the higher maintenance cost induced by not first only settling in the good spots).
Definition:
Let me now define a gridlike city placement:
A gridlike city placement is obtained by taking two (not collinear) vectors (x_1,y_1) and (x_2,y_2) and placing cities on the tiles (nx_1+mx_2,ny_1+my_2) for integers n and m.
An ICS would use the vectors (3,0) and (0,3), and place cities on (3n,3m), while OCP would correspond to (4,2) and (0,5), let me draw this
ooooooooXoooooooo
ooooooooooooooooo
ooooXoooooooooooo
oooooooooooooXooo
ooooooooooooooooo
ooooooooXoooooooo
ooooooooooooooooo
ooooXoooooooooooo
oooooooooooooXooo
In this picture X's denote the location of cities, while o's denote empty spots. I coloured a few BFC's, and note the single purple spot, where two BFC's have overlap.
I will only consider gridlike city placements which can work every tile. With this condition there are only 23 different grids possible (taking into account the restrictions Civ4 places on founding cities close to each other), a list of which is given below.
Number of working tiles:
One important decision before making a gridlike city placement is how many tiles each individual city should work. There have been many disputes on what is optimal, and I do not want to give an answer to that. Let me just mention that the main argument for wanting a low numbers of working tiles for each city (for example in ICS), is that you can work those tiles earlier. An argument for wanting a high number of tiles (for example OCP) is that you have less cities and therefore less maintenance cost.
Given the vectors (x_1,y_1) and (x_2,y_2) the (average) number of working tiles per city equals
|x_1 y_2 -x_2y_1| (for the knowledgeable amongst you, this is the norm of the cross product, if we consider the vectors to be in R^3 by adding a third component which is zero). Of course one can vary the
number of tiles worked by each city, since overlapping tiles can either all be assigned to one city or distributed amongst the different cities (one can even work the tile by one city on odd turns, and by another city on even turns, though this requires a lot of micro management

Flexibility of a grid:
As mentioned in the introduction the main problem I have when building cities on a nice grid is that sometimes you have to move a city one spot, because there is a mountain or ocean in the way. Thus I considered for each grid whether one could move a city (assuming all neighbouring cities are founded on the grid), and how many tiles you would miss (i.e. not be able to work with any city) by moving your city.
For each grid one can draw the boundaries of the BFCs of all neigbouring cities of some give gridpoint, and this gives a "hole" of tiles which can only be worked by a city on the gridpoint. Generally these tiles are also the tiles on which you can perhaps found your city if it is not possible to found it on the grid, with the exception of points in the corners of BFCs (i.e. (2,2) away from another city).
Thus the flexibility of a grid can be visualized by drawing this hole, and denoting on which positions it is impossible to found a city.
To give an example for this, consider the grid (3,1), (-1,4). This gives the image
ooooooooooooXo
oooooooooXoooo
ooooooXooooooo
oooXoooooooooo
XooooooooooooX
ooooooooooXooo
oooooooXoooooo
ooooXooooooooo
oXoooooooooooo
oooooooooooXoo
ooooooooXooooo
and the hole is of the form
is-
-X-
-si
where i denotes a spot where you cannot settle. s a spot where you can settle, and X the intended
spot in the grid. Moving the city one south, is therefore possible, and your city still works all tiles in the hole, so you do not lose any squares.
In the list below I have given all these holes, together with a list of how many tiles you lose when moving.
List of possible grid:
So here is the list of possible grids, ordered by the average number of working tiles. The list contains all grids, up to symmetries (i.e. rotating a grid 90 degrees, or taking its mirror image). The items in the list contain first the two vectors, then the hole, in a format where each line is broken of by a \, so the hole above will be denoted is- \ -X- \-si (this allows me to describe a hole in a one line notation). On the next line I give the possible numbers of lost tiles on different actions, where directions as S and N denote moving the city one tile South or North, and rem denotes not placing the city at all.
- 9 working tiles
- (3,0), (0,3): X
1: rem - (3,0), (1,3): X
1: rem
- (3,0), (0,3): X
- 10 working tiles
- (3,1), (-1,3): X
1: rem
- (3,1), (-1,3): X
- 11 working tiles
- (3,1), (-2,3): i \ X \ i
3: rem
- (3,1), (-2,3): i \ X \ i
- 12 working tiles
- (3,1), (0,4): is- \ -X- \ -si
0: N,S 5:rem - (3,0), (0,4): s \ X \ s
0: N,S 3:rem - (3,0), (1,4): s \ X \ s
0: N,S 3:rem
- (3,1), (0,4): is- \ -X- \ -si
- 13 working tiles
- (3,2), (-2,3): -i- \ iXi \ -i-
5: rem - (3,1), (-1,4): is- \ -X- \ -si
0: N,S 5:rem
- (3,2), (-2,3): -i- \ iXi \ -i-
- 14 working tiles
- (3,2), (-1,4): ss- \ iXi \ -ss
0: N,S 1: NW,SE 7: rem - (3,1), (-2,4): -i- \ is- \ -X- \ -si \ -i-
1: N,S 7: rem
- (3,2), (-1,4): ss- \ iXi \ -ss
- 15 working tiles
- (3,0), (1,5): isi \ -s- \ -X- \ -s- \ isi
3: N,S 4: NN,SS 9:rem - (4,1), (1,4): iss \ sXs \ ssi
0: N,E,S,W 1: NE,SW 9:rem - (3,2), (-3,3): -s- \ is- \ iXi \ -si \ -s-
1: N,S 3: NN,SS 9:rem - (3,1), (0,5): is- \ is- \ -X- \ -si \ -si
2: N,S 4: NN,SS 9:rem - (3,0), (0,5): isi \ -s- \ -X- \ -s- \ isi
3: N,S 4: NN,SS 9:rem
- (3,0), (1,5): isi \ -s- \ -X- \ -s- \ isi
- 16 Working tiles
- (4,0), (2,4): -i- \ sss \ sXs \ sss \ -i-
0: E,W 1: N,S 2: NE,SE,SW,NW 11:rem - (4,0), (1,4): i-- \ sss \ sXs \ sss \ --i
1: N,E,S,W 2: NE,SE,SW,NW 11:rem - (3,2), (-2,4): --i-- \ sss-- \ -iXi- \ --sss \ --i--
2: N,S 3: SE,NW 6: SEE,NWW 11:rem
- (4,0), (2,4): -i- \ sss \ sXs \ sss \ -i-
- 17 working tiles
- (4,1), (-1,4): ---i- \ isss- \ -sXs- \ -sssi \ -i---
2:N,E,S,W 3:NE,SE,SW,NW 13:rem
- (4,1), (-1,4): ---i- \ isss- \ -sXs- \ -sssi \ -i---
- 18 Working tiles
- (4,1), (-2,4): --is- \ isss- \ -sXs- \ -sssi \ -si--
2: E,W 3: N,S 4: NE,SE,SW,NW 9: NNE,SSW 15:rem
- (4,1), (-2,4): --is- \ isss- \ -sXs- \ -sssi \ -si--
- 19 working tiles
- (4,1), (-3,4): -iss- \ isss- \ -sXs- \ -sssi \ -ssi-
3: E,W 4: N,S 5: NE,SE,SW,NW 7: NN,SS 9: NNE,SSW 17:rem
- (4,1), (-3,4): -iss- \ isss- \ -sXs- \ -sssi \ -ssi-
- 20 working tiles
- (4,2), (0,5): -sss- \ isss- \ isXsi \ -sssi \ -sss-
4: N,E,S,W 6: NE,SE,SW,NW 9: NN,SSE,SS,NNW 10: NNE,SSW 19:rem
- (4,2), (0,5): -sss- \ isss- \ isXsi \ -sssi \ -sss-
Some final remarks:
I'd like to give especial prominance to the (4,1), (1,4) grid. It provides a lot of flexibility (there are four different tiles you can found your city without losing squares). It moreover gives an average number of working tiles (which I now believe is the best).
The next time I am in the mood I will definitely use this grid
