Gold diminishes too quickly?

If I may interject, for the sake of discussion:
temples, they are especially useful in newly taken towns on different islands

In terms of efficiency:
If the terrain is good, you CxC on other islands for science farms
If the terrain is bad, why settle there at all?

For difficulties above Regent:
You don't need big cities on other continents.
a) They aren't flip risks, they're flips waiting to happen. No, temples won't help.
b) You are forced to raze / replace or starve the big cities. Either way, buildings are a waste.
c) They are all 90% corrupted anyway at levels above regent. Read: make specialist farms

With wide city spacing on other continent:
you have 1 city = uses 21 tiles = 1 gold and 1 shield produced. Those building cost more than 1 gpt...
So you are losing money with each city, due to building costs, and using 21 tiles.

With tight city spacing on other continent:
you have 1 city = uses 3 tiles = 1 gold + 9science from scientists + 1 shield. No buildings needed.
You are gaining tons of commerce and unit support, and only 3 tiles are needed.

For more information see this thread, specifically Overseer's pictures in post #13
http://forums.civfanatics.com/showthread.php?t=268611
If you don't like that style of play, that's you're problem
Never make that assumption :)
We are just discussing the most efficient strategy in the game, not the most fun way.

All OCP placement discussions come down to this...
Play the game the way you want to play it. I play to be most efficient / strongest player.

City placement and getting as much production out of a city as possible are more important to me
It's vital to me too. And within a finite space of tiles, You can fit more cities with CXXC :D
This way, as you expand, your cities actually use the BG and forests that you seize.

EDIT:
If you want a more builder friendly game, try Civ 4 :D
 
As I wrote, AI tries to start cities one tile away (cxc) in every game I've played before the city expands to a fat x shape on the first culture expansion. If they have an opportunity. That's every game and when I'm not at war with them. In the thread I recently started here called 2 AI cheats I describe an example of this in the 2nd "cheat" description. There two different AIs tried starting cities one tile from a new town I began. Most of my early wars start when I attack their settler pairs or new towns in that situation to prevent them driving a wedge in my player's territory that way.

I'd like to see a safe where the AI is about to settle a town 1 tile away from your's, so I can hit next turn and see them do it.

If it happens in every one of your games, it shouldn't be to hard to get an example.
 
@meisen post #26

I have played plenty of games with a wide placement (OCP) exactly for the reason you described, for the fun of it. And many of your claims do not match my experiences. Are you playing a modified game or something?

Also, playing with tight placement isn't more boring than playing OCP. The variety isn't inherent to OCP, it comes from doing something else than usual.
 
@meisen

It's probably more efficient to put that 5 star restaurant meal in a blender and drink it down rather than take your time with a knife, fork and spoon :)
:lol: you've figured me out.
Ever see that Simpsons episode where Homer eats the hot dog by swallowing it whole :goodjob:
Lenny: He eats like a pig.
Carl: I think he eats more like a duck. Pigs actually chew their food.

I'm a programmer, every detail is vital to my very existance :whipped:
Yes, actually, I am a very linear person.
No, each game is totally fun and random. Civ3 has lots of variables.

-------------------------------------------------------
scrap those 12-20 pop metros
I was referring to your discussion about cities "on the other continent".

Science farms are technically the most efficient way to research: 3 uncorrupted science per tile (1 scientist per tile).
Your cities above are at about 1.5 beakers per tile.

-------------------------------------------------------
Communism is better than monarchy
In theory yes, but the late-game switch doesn't pay off before time runs out.
Revolution / rebuilding cities costs too much.

-------------------------------------------------------
The first thing I usually mod to get rid of that tedious rubbish.
I'm curious, are you using an actual mod or just hand-picking?
Which rules do you recommend?

Also, is there a way to hand-pick rules without seeing the whole map in the editor?
I've been thinking of making a custom game, but I don't want to see the globe view...

BTW thanks for the test data. I'm "working-it" now, cause right now
my job is kinda boring (software installs :sleep:)
 
I think people are talking across each other here. Meisen, you are playing a modified game, so the "regular" rules don't necessarily apply. ;)

MAS said:
I'd like to see a safe where the AI is about to settle a town 1 tile away from your's, so I can hit next turn and see them do it.

If it happens in every one of your games, it shouldn't be to hard to get an example.
I have to agree. The AI will *never* settle right next to your city, and is programmed to NOT settle within the fat cross, IIRC.
 
Alot of threads any more seem to be argumentative, and and it seems to boil down to "I wanna play my own way" after asking advice after moving up a level or two. If you want to win at a higher level, you need to be willing to accept the advice, and also be willing to scrap your notions, because the game changes radically from Chieftan to Sid. Things that work fine at a lower level just do not work at the higher ones. I'm not naive enough to say "why can't we all just get along", but I will say that each person has their own opinion, and that chances are, it is different from yours.
 
.
What the hell are you talking about?
You got a big mouth for someone who's playing a "less corruption mod". :shake:
.
Your reaction to ZzarkLinux really made NO sense at ALL. You're playing a less-corruption mod!!! Chuuuuuuuu chuuuuuuuuuuuuuu!
Now. In no mean I want this to get to a personal level - I really don't care or have time for that. I just want people to give other people valid advice.
 
Phew, the last software install is done. Now the closing email....

Yet they [my cities] are producing equal or more science, in the early middle ages, and
with smaller populations, than those science farms are
Your own test proves otherwise.

NAME------CORR / COMM----MAINT----TOWN SIZE
AN----------4-----21---------5-----------7
AR----------4-----25 --------5-----------7
COR--------3-----46----------8-----------8
CUZ--------1-----40---------10-----------7

These are your best cities. I don't want to throw in others, because they hurt your average...

Science per tile = (net science - maintenance) / tiles available per city

AN has (21 - 5) / 13 = 1.23 beakers per tile
AR has (25 - 5) / 13 = 1.53 beakers per tile
COR has (46 - 8) / 13 = 2.92 beakers per tile
CUZ has (40 - 10) / 13 = 2.30 beakers per tile
Of course, you probably make room for more that 13 tiles per city, but again, that only hurts your average.
13 tiles = 12 tiles + city center.

(2.92 + 2.30 + 1.53 + 1.23) / 4 = 1.995 beakers-per-tile-per-city average for your metros.

Middle age science farms (2 pop and 2 scientists + 1 uncorrupted science)
This is 7 beakers total / 3 tiles worked = 2.333 beakers per tile for farms
All MA-farms are the same. 2.333 beakers-per-tile-per-city.

So:
- farms are better in raw-power (above)
- farms are available sooner (pop 4 vs. pop 7+)
- farms are more numerous than metros ("more smaller cities" as you say)
- farms don't require buildings (if you rush-buy, you're adding debt...)

Conclusion:
Even city vs. city, farms are better for the first half of the game.
Then we get into the fact that there are more farms than metros...

Thanks for the test case.
 
empty figures
The game is made of 1's and 0's that follow rules.

I got 13 cause you're planning to grow to size 12. So if you're budgeting 13 tiles per city, and only using 7-8 tiles, that's not my problem. It's what happens for "planning too far ahead". A settler pump would be farming all those tiles for science already.
Maintenance is lost science. Gold that pays maintenance, by definition, cannot pay for science.

This is illustrated by what I said in another thread
The biggest assumption of "wide-spacing" is:
My cities are large
While perfect in theory, the game doesn't work out that way...

Planning for your cities to be size 15+ means:
- For the first 1/4th of the game, your cities are size 1-6
- For the second 1/4th of the game, your cities are size 7-12
That's a bad plan... in fact, it's a harmful plan...

Wide spacing is a risk that has late-game "pay-off".
But if you plan your game for the "late-game"... well... that's a harmful plan...
Because a lot of things happen in the early game...
The late game depends on the early game, not the other way around.

EDIT: You are correct that I confused commerce with science... Grr that's what working late does to ya.
EDIT2: if you're using a mod, then why are you offering advice for temples / metros?
 
Besides doubts on the usefulness of these farms (if you are in the modern age, like in that exampole, and still not ahead of the AI in tech without having to use gimmicks and tricks the AI would not be able to use, well.... ), I also have a philosophical problem about them. . . . .
I won't argue the philosophy of playing, meisen. Play how you want to play. If you think specialist farms are gimmicky and don't want to use them, that's fine. I can assure you, though, that they're extremely useful.

. . . . On the mod, the only reason I used that modded game as an example is because the part being discussed, I changed very little. I wouldn't have used it for comparison if I though my changes would have skewed the comparison.
You say that you "changed very little," but:
Shield and commerce in the terrain and resource tiles has been only slightly changed and is actually overall probably a little bit less than the stock game. Likewise, the government corruption is problematical for the republic government I am using and the stock monarchy that I was comparing it to. What would be different is the number of optimal cities allowed. I doubled this in the world sizes and in the rules difficulty levels section, I set the percentage of optimal cities to 100% for all levels.

. . . . The major changes I've made are first to use a 3 food per population base, with terrain and resources modded to utilise this ( in a way that wont overflow the food storage box every 2 turns). . . . .

. . . . I'm testing changes I've been making to the basic Conquests game. I've probably changed things on every "rules" page in the editor, some almost completely. The happiness part I mentioned, setting the threshold to 4 on all the levels so higher levels can be played without devoting so much time to happiness micromanagement. Doubling the number of optimum cities in world sizes is another easy change that vastly improves play I think.
So, if I've understood your posts correctly, you've modified:
  • The content citizen number;
  • The corruption model;
  • The number of optimum cities;
  • The base food requirement;
  • The shields and commerce produced by terrain;
  • The percentage of optimal cities; and
  • Movement issues not relevant to the discussion at hand.

Now, maybe it's just me, but I have a real hard time believing that all those changes don't affect your results.


. . . . Do you remember when I said that close grouping your cities causes you to reach the max optimum limit while occupying a smaller territory?
You've made several comments about the optimum city limit. Having more cities that are more closely spaced also allows you to work more of the available tiles in that territory.

Another consideration: I don't honestly know what effect the optimal city number has on communism, but for the other governments, that effect is only relevant until you hit 90% corruption, because of the 90% corruption cap. My 103rd city has the exact same corruption as my 193rd.

1) What each tile can produce. You can only get so many shields, food and commerce out of each tile. City spacing wont affect this.

No, but city spacing will affect how many tiles can be worked.

2) The number of cities it takes to reach the optimum amount when severe corruption kicks in. That doesn't change with city spacing, either.
See above.

Say you are playing a standard map and you are allowed 40 cities before the corruption pear shapes (I don't remember the exact stock number). Those 40 obviously will be your strongest producers of everything. With each tile limited in what it can produce, this means a 9 tile cxxc city can only produce roughly half what a 21 tile full city can.
This is the same discussion that I had in Pyrrhos' thread recently. Until a city can hit size 21, it cannot work 21 tiles. Until hospitals or Shakespeare's, it can only work 12 tiles.

That means with cxxc spacing, your 40 strongest cities will be producing roughly half what 40 full sized cities would produce. . . . . But there is more. Not only will you be roughly twice as productive with the 40 full sized cities, you will also produce things roughly twice as fast. So you'll have a double advantage. :cool:
And just like in the other thread, we get back to: Why would I put the same number of cities in a smaller area? Why wouldn't I expand to the same area and put in more cities?
 
Unless you're able to build every city by a river or lake, you'll be limited to size 6 during the 1st quarter because you cant build aquaducts. Like wise, the limit of 12 for the 2nd quarter.
Yep. Your cities start at size 1 and have to grow. That's exactly what I said.

Farms reach fruition at size 4.
In a standard game, this short term investment has good "pay-off".

Metros, in a standard game, don't reach "pay-off" until after the game is over.

Not only are science farms good for short term "pay-off", but as you reach the Optimum City Limit (which is fudged in meisen's games), science farms also ignore the corruption penalties.

@ tight spacing vs wide spacing
Here's a example of my logic in post 32 of this thread:
http://forums.civfanatics.com/showthread.php?t=267177&page=2

Results:
Tight spacing is 3 turns ahead in research of "wide spacing".

@shanemckay and forumers
I'm sorry I tried to discuss city management, I've ruined this thread as a result.

@meisen
I have been trying to discuss farming vs wide spacing, for the sake of the OP.
Your only arguments are "in my game" "in my game".
Not only is that not an argument, but you have been very rude, arrogant, and closed minded.
I sure hope you're a troll.
 
Say you are playing a standard map and you are allowed 40 cities before the corruption pear shapes (I don't remember the exact stock number). Those 40 obviously will be your strongest producers of everything. With each tile limited in what it can produce, this means a 9 tile cxxc city can only produce roughly half what a 21 tile full city can. That means with cxxc spacing, your 40 strongest cities will be producing roughly half what 40 full sized cities would produce. Now these cities will be the core and most productive block of your empire (Now if you're planning on winning by the industrial age, that's fine. But you wont get to play with the advanced toys, either. ;) ).

(bold added)

This is what always gets me - I do win most of my games by the industrial age. Even if I am aiming for a diplomatic or spaceship victory condition, the game will be "won" by the Industrial Age.

Things like tighter city spacing and not building temples will enable you to have an earlier victory date and a higher score - two completely objective criteria on the "quality" of the game.

When people say it is "better" to use wide spacing, or it gives you an "advantage", what exactly are they referring to? More fun? Fine - say you enjoy the game more playing that way, and I won't say a thing; enjoy the game as you see fit. If you are trying to argue some objective measure, then please let me know what you are measuring.
 
So, if I've understood your posts correctly, you've modified:
  • The content citizen number;
  • The corruption model;
  • The number of optimum cities;
  • The base food requirement;
  • The shields and commerce produced by terrain;
  • The percentage of optimal cities; and
  • Movement issues not relevant to the discussion at hand.

Now, maybe it's just me, but I have a real hard time believing that all those changes don't affect your results.

Not just Aabraxan. That is a *lot* of changing to the rules. And a lot of them are inter-related. For instance, changing the OCN indirectly changes the corruption. Changing the percentage of OCN indirectly changes the corruption. Etc.

This is *definitely* not the same game I play, when I click on "New Game". Comparing the two is a case of apples and oranges. The internal formulas used are the same, but you've changed all the variables used!

I'm not saying you shouldn't play this way. IMHO, play however it makes you happy! But don't come around trying to tell people who play the standard game that they're all wet, just because in your modified game things work differently.
 
No maybe about it, it is "just you". Read what I wrote and apply some comprehension to it and less strawmen arguments and misinterpretation.
I did read what you wrote, and there's nothing wrong with my comprehension. If you believe that I've applied strawman arguments and misinterpretation, please show me where.

Actually, outside of some really sad reactionary political forums, I've never seen so many closed minded, "everybody must do it exactly the same as we do it" types in one place before. :eek:
I have never said that you must play in any given manner. I do not think anyone has said that. I encourage you, as I do everyone, to play in whatever manner is most enjoyable. It's a game, after all. However, you have argued that specialist farms are of dubious utility and less efficient than the manner in which you choose to play. That's an entirely different argument.
 
meisen you've been dodging lots of stuff

The biggest assumption of "wide-spacing" is:
My cities are large
While perfect in theory, the game doesn't work out that way...

Planning for your cities to be size 15+ means:
- For the first 1/4th of the game, your cities are size 1-6
- For the second 1/4th of the game, your cities are size 7-12
That's a bad plan... in fact, it's a harmful plan...

Wide spacing is a risk that has late-game "pay-off".
But if you plan your game for the "late-game"... well... that's a harmful plan...
Because a lot of things happen in the early game...
The late game depends on the early game, not the other way around.
Yep. Your cities start at size 1 and have to grow
Post 36 and Post 40. You dodge

It's what happens for "planning too far ahead". A settler pump would be farming all those tiles for science already.
Post 36. You dodge

So, if I've understood your posts correctly, you've modified:
* The content citizen number;
* The corruption model;
* The number of optimum cities;
* The base food requirement;
* The shields and commerce produced by terrain;
* The percentage of optimal cities; and
* Movement issues not relevant to the discussion at hand.
Can you explain how tile output, food requirements, corruption, and OCN are not game changing?
Your statement in Post #44 "I changed very little" is a conclusion, not an explanation.
Stop dodging.

My 103rd city has the exact same corruption as my 193rd.
Post 39. What happens when you reach Optimal Limit in normal game?
You don't, because you modded it. And you dodge.

Not only are science farms good for short term "pay-off", but as you reach the Post Optimum City Limit (which is fudged in meisen's games), science farms also ignore the corruption penalties.
Post 40. You dodge


@ tight spacing vs wide spacing
Here's a example of my logic in post 32 of this thread:
http://forums.civfanatics.com/showthread.php?t=267177&page=2
Post 40. You dodge.

In fact, some meisen responses are:
You're rushing through a modified nintendo game "for points".
If you look at the figures I posted yesterday (in my modded game)
I have explained the reasons why and the context I am giving them
Been a while since I played a stock game.
I changed very little (in my mod)
in a stock game, those cities would probably

Please, point out your other arguments and your reasoning for an modded game.
Aabraxan & I have thoroughly explained our reasoning and logic. Grace us with your reasoning.
Oh wait, we get this response.
Try a bit of comprehension
You dodge.

I don't want to hear your "explanations" anymore.
I hope that Padma either warns certain people for flaming, or closes this thread altogether.
 
How about right here:
Mar 26, 2008, 06:58 AM
Pretty much that whole post is a misrepresentation of what I've written and is full of strawmen based upon those misrepresentations.
Then you shouldn't have any trouble pointing to a specific one, should you?

And I have explained the reasons why and the context I am giving them. Nobody has yet refuted the reasoning I provided with anything that could even generously be termed evidence. That includes you. The arguments against have been "because I say so's", misrepresentations of my arguments and flimsy statistical manipulations such as those provided by ZzarkLinux.
Actually, ZzarkLinux has repeatedly (& politely, I might add) run through the numbers for you. I don't dispute that larger cities generate more stuff. They also require more of an investment in time and shields and the return on that investment comes much later, if at all.

If you want my evidence that specialist farms work, there's a screenshot here. It's from an unmodded, epic, Monarch level game, Carthage, standard size map, continents, 8 opponents. Second screenshot from the bottom. My science farms are generating 603 bpt. None of that is affected by corruption and it allows me to research The Corporation, at 2600 beakers, in 5 turns at 0% science. I don't even have Sanitation, as you can see from the screenshot. If I remember correctly, I never learned it, either. Started the game without horses, without iron, and without saltpeter and closed the game with Conquest win in 1756, just a few turns from Synthetic Fibers.

And I have explained the reasons why and the context I am giving them. . . . .
Here's where I throw the Hogwash Flag on this. By this time, you have explained some of your reasons and some of the mods to your game. But you've been unnecessarily rude and insulting to a variety of posters. And you got rude and insulting before you explained the context of your reasoning. It's very rude to accusing them of not comprehending under the circumstances of this thread: if they (or I) failed to understand what you were saying, it's because you did not mention how heavily your game was modded.

In this thread, and in the context of city placement & specialist farms, you started by saying:
I've found the AI will settle the unclaimed end tile on a long penensula and that can be annoying. And yes, the AI will settle one tile away from another's city. I've seen it happen often when I've let them. I usually don't leave any tiles between the city fat X areas. But having only 2 tiles between every city makes the game play to much like a repetious meat grinder. Not very interesting after a short while. Like watching the same film over and over. Do you like to watch the same film repeatedly? Anyway, I already explained I prefer to expand outwards with the settlers and grab more land rather than play with a densly packed beehive of small towns.

If you don't like that style of play, that's you're problem, not mine.
Post #22. I reviewed the thread. You had not "already explained" that, but how you prefer playing is not something to argue over.

You then went with:
As I wrote, AI tries to start cities one tile away (cxc) in every game I've played before the city expands to a fat x shape on the first culture expansion. If they have an opportunity. That's every game and when I'm not at war with them. In the thread I recently started here called 2 AI cheats I describe an example of this in the 2nd "cheat" description. There two different AIs tried starting cities one tile from a new town I began. Most of my early wars start when I attack their settler pairs or new towns in that situation to prevent them driving a wedge in my player's territory that way.

Getting back to temples, they are especially useful in newly taken towns on different islands when it is before sea trading can take place (before astronomy, I believe). Then, there is no luxury boost to these towns even after building harbors and you need something for happiness (except the uncommon ones who have luxuries in their radius). Also with conquests on your own continent, it can take a while to build up a road network to newly conquered towns, especially if the AI is close enough to be able to reach your workers. Temples are cheap and being cheap, rushing them is not as expensive. Besides the happiness benefit, they provide that 1st culure expansion sooner than the other buildings, like a library or colosseum or cathedral. Because of corruption and their smallish sizes, many of these new conquered towns only produce 1-3 usable shields a turn and unless you have a whole lot of gold where you can rush an expensive building on the 1st or 2nd turn from when you started building it, it will take a long time for one of those towns to build a library or one of the other more expensive buildings. And as has been already mentioned, they fill in those territory holes faster that the AI settler pairs like to exploit. At higher levels of play, above emperor, I can see where temples are not that useful as the front line has to be constantly expanded faster and towns are more unit factories than anything else and you concentrate on the research and production/commerce buildings almost exclusively instead in towns not building a constant stream of units.

Post 24. In fairness to you, I have tried to underline those sections which, arguably, pertain to the discussion of specialist farming, corruption, and city spacing. As of this post, you had not mentioned that you are playing a modded game.

Next, we get to post 26, which is the first mention that you make of playing a modded game:
. . . .
You missed the point. I specifically mentioned conquered towns on another island. An island you still can not connect up with your own luxury trade because of lack of the sea trading tech. Not some unoccupied spot you just settled. Comprehension. Look it up. See what it means. Then apply it. Your grades will improve. Trust me.
First off, this was rude. Second, only later do we discover that you're talking about a modded game.

Just scrap those 12-20 pop metros and build up some 5-6 pop towns in their place from scratch? No thanks. In no time flat I usually have factories up and those metros are producing front line units, on the front lines. The core can then concentrate on science, wonders, wealth and later, aircraft and missiles. Stuff like that. I've found this works through emperor. Above that level I find trying to keep the pop from rioting makes the game too tedious to be enjoyable in the stock set-up and setting the happiness threshold to 4 at all levels is the first thing I usually mod to get rid of that tedious rubbish. And 90% corruption? What do you play? Monarch all the way through? Having all those tiny cxc towns causes you to reach the max city number that causes that high corruption. You did know that - right? It's not a very large number, especially on the smaller sized maps.
The bolded section is the first mention that you make of having modded your game, and the only revelation is that you've increased the number of content citizens to 4 for all difficulty levels.

1 shield and 1 gold per city? What drugs do you use while playing? :lol: By late game, except for the just conquered cities, most of mine are metros that pump out 200 shield units in 4-5 turns and I usually have enough gold to rush a university or factory through in those newer cities so they can catch up.

And the town is just taking up space...

I'm currently playing a game where I'm in the very early middle ages. The oldest cities are around 7-9 pop, they produce 30-40 gold, shields in the upper teens and can whip out the latest unit in 4-5 turns. Research takes 5-7 turns per subject at about 3/4 science. This is a mod where I upped the costs of units and research as I was finding it too easy to research and produce units in regular games. The cities that are currently the largest producers are ones I took in my first war soon after the game began. Because they are on rivers.

If I played as you are suggesting, By the time I reach the end of the MA, I would have a continent of perhaps 60+ tiny towns not capable of producing much besides corruption, a wee bit of gold, and a wee bit of science. Take over the next continent and I'll find the corruption threshold has been passed. Or, I can have about half that many cities, which I do, build them all up to the metro threshold, which they will easily be by the end of the MA and still have plenty of cities left to build before I cross the corruption threshold, to expand on other continents. And each and every one of those cities will be able to produce anything.

At this point, you've only explained that you've modded the game so that you always have 4 content citizens in every city, but you've stated that specialist farming only produces "perhaps 60+ tiny towns not capable of producing much besides corruption, a wee bit of gold, and a wee bit of science." Your words, not mine.

It hasn't been mentioned yet, but bears mentioning, that increasing the number of content citizens to 4 can have a serious impact on the effect of your lux slider, freeing up lots of gold for science and building maintenance.

I don't know how to do the screenshots so this is the info from a similar screen in the game I mentioned above.

Regent - Inca, republic (corruption setting=problematical, with the usual trade bonus tile flag)

Income=624, expenses=642, -376 sci, -0 ent, -95 corruption, -127 maint, -44 units, -0 other civs.

Sci=70%, lux=0%., chivalry in 4 t.

The following is town name, shield prod, commerce, maintenence, science, treasury, town size, current production item and how long to go ( the 1st figure before the slash in some is the bite corruption takes, the 2nd figure is the net).

And... 3/12, 4/21, 5, 15, 6, 7, colo-1t.
Are... 2/12, 4/25, 5, 18, 7, 7, colo-8t.
Ati... 2/6, 3/11, 1, 8, 3, 3, court-9t.
Bap... 1/9, 2/9, 3, 6, 3, 4, mark-7t.
Bej... 4/3, 5/5, 0, 4, 1, 4, court-22t.
Can... 1/5, 3/5, 0, 4, 1, 4, set-1t.
Chu... 2/2, 2/4, 0, 3, 1, 2, tem-5t.
Cor... 2/15, 3/46, 8, 33, 13, 8, Sistine-22t.
Cuz... 0/17, 1/40, 10, 28, 12, 7, drom-2t.

Compare those figures with the ones in the screenshot you mention in your link. Then note these figures are from the early middle ages, not the modern age. Both using the same level of corruption, problematical. In my sample above, only the 2 top and bottom 2 cities are older and of any size, the others are recent conquests or settled. Yet they are producing equal or more science, in the early middle ages, and with smaller populations, than those science farms are. And they are still fully capable of producing anything else at the same time. All of those cities will be size 12 by the end of the MA and all will be fully capable of building anything while producing probably nearly twice the science of the top two above are producing now.

Let me be clear: I don't dispute the validity of your numbers, but they're not the product of a standard game. By ensuring that you have 4 content citizens, you can lower the lux slider, allowing you to raise the science slider. If you've built libraries or unis (if available at that point), that commerce gets run through the library or other multiplier. It's a direct effect of your modifications.

Now let's go back to the claim that your cities produce more science. If I remember Overseer's picture correctly, most of his farms were producing ~12-15 bpt. A few lower, a few higher. Let's look at the top 2 and bottom 2:
The following is town name, shield prod, commerce, maintenence, science, treasury, town size, current production item and how long to go ( the 1st figure before the slash in some is the bite corruption takes, the 2nd figure is the net).
And... 3/12, 4/21, 5, 15, 6, 7, colo-1t.
Are... 2/12, 4/25, 5, 18, 7, 7, colo-8t.
Ati... 2/6, 3/11, 1, 8, 3, 3, court-9t.
Bap... 1/9, 2/9, 3, 6, 3, 4, mark-7t.
Bej... 4/3, 5/5, 0, 4, 1, 4, court-22t.
Can... 1/5, 3/5, 0, 4, 1, 4, set-1t.
Chu... 2/2, 2/4, 0, 3, 1, 2, tem-5t.
Cor... 2/15, 3/46, 8, 33, 13, 8, Sistine-22t.
Cuz... 0/17, 1/40, 10, 28, 12, 7, drom-2t.
Now, you claimed that your cities, in the Middle Ages, were producing more science than the ones in Overseer's. The only ones that might be true for are the top 2 and bottom 2. Bear in mind that Overseer's farms, or the ones I use, provide free beakers. Also bear in mind that he's probably got ~70-80 of them. In the screenshot that I linked above, I have ~200 scientists. That's ~40-50 farms at that stage of the game.

And monarchy in the modern age? No wonder corruption eats up half their total potential income. Those cities don't have courthouses, which reduce a lot, as much of 50% of the corruption. There's also the forbidden palace.
You do understand that specialist output is unaffected by corruption, right?

Communism is better than monarchy if he's at war and the corruption is lower and you get that 2nd forbidden palace. I've played late era games using the stock civ communism government and with all the above aides the corruption wasn't that bad on far flung cities when I passed the number of cities that bumps corruption way up. They were good for at least 50% of what the core originals could do. If not at war, why not republic or democracy?

The closer city spacing makes the problem worse because you pass the optimum city number for the map sooner and with a smaller amount of territory under your thumb. In other words, that close placement at the centre of your civ sacrifices the usefulness of the cities further out. If you're an expansionist, crippling your outer cities makes further expansion more difficult because you cant make the units right there, but must transport them longer distances.
At this point, still no mention of the shields and commerce modifications to your game. No mention of changes to the optimum city numbers.

So was I. But nevermind.

. . . .

Those cities just got out of the ancient age and they were not using any scientist specialists. They were producing more science than the larger, modern age science farms you were using as examples in your link.
Here's the misrepresentation. Of your cities, only 4 are producing comparable amounts of science.

Besides doubts on the usefulness of these farms (if you are in the modern age, like in that exampole, and still not ahead of the AI in tech without having to use gimmicks and tricks the AI would not be able to use, well.... ), I also have a philosophical problem about them.
You can have a philosophical problem with them. That doesn't bother me. But I said it before and I'll say it again. They are very effective in the standard game. See my screenshot. If you don't want to play that way, that's your problem, not mine.

The AI obviously could not use specialist cities. The cities were not intended to be used in the game by the designers. And they make the game less realistic with regard to history. It also makes the game seem more like a gimmicky nintendo type game instead of a historical strategy game and I really don't care for that kind of thing. Also, if you are playing at the higher levels and the game requires players to use totally unrealistic, out of place, gimmicks like that in order to win, then there is something wrong with the way the game was designed. But, that can be edited.... ;)
The AI irrigates grass in despotism, too. It rarely uses gangs of workers larger and 2-3, and it gladly settles tundra far from its core in the Ancient Age, looking for oil that it won't use for 3000 years. I don't want to play like the AI. I want to beat it.

You accuse several posters of not comprehending your posts, but it's not until Post 34 that you disclose more of the changes that you've made to your game.
YW. I'm testing changes I've been making to the basic Conquests game. I've probably changed things on every "rules" page in the editor, some almost completely. The happiness part I mentioned, setting the threshold to 4 on all the levels so higher levels can be played without devoting so much time to happiness micromanagement. Doubling the number of optimum cities in world sizes is another easy change that vastly improves play I think. I'll list some more specific things I'm testing now in another post since Padma is making some faulty assumptions.
. . . .

You've accused me of misrepresenting your posts. and using strawmen, but you've failed to point to any in particular. You've insulted my comprehension, as well as ZzarkLinux's and said that
. . . . Nobody has yet refuted the reasoning I provided with anything that could even generously be termed evidence. That includes you. The arguments against have been "because I say so's", misrepresentations of my arguments and flimsy statistical manipulations such as those provided by ZzarkLinux.
And your reasoning is backed only by "proof" from a modified game that gives you 4 content faces, in addition to a host of other changes. If you want to play with only a few large cities as your empire, have at it and enjoy yourself. I truly mean that. But please knock off the rude and insulting comments.

Other posters, please forgive my threadjack.
 
Meisen is clearly playing another game than we are.
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[sarcasm mode]
Reminds me of that time I had this talk with someone on a Red Alert 2 forum... he liked to fire fireballs at the big guys he said.
Turned out he was playing Super Mario Bros...[/sarcasm mode]
 
meisen
didn't dodge your arguments, I dismissed them as fatuous dribble.
You can't respond to criticism about your reasoning? I asked you to explain your reasoning, which you dodge.

And now both Aabraxan and I are posting:
"your reasoning is backed only by "proof" from a modified game that gives you 4 content faces, in addition to a host of other changes."
Bottom of post #48

I looked through your reply in post #51, you dodged this point too.
You can edit your reply if you want...

That is dishonest and insulting.
I totally agree. Your responses in posts 22, 26, 32, 42, 50, and 51 were kinda extreme.
You can edit those if you want, too...

Aabraxan has clearly outlined a timeline:
-first you attack people (posts 22 & 26)
-second you kinda mention that you have a mod (1 line in post 26)
-third you mention you haven't played standard in a while (post 35)
-fourth you say you have severely modded your game(post 38)
You dodge this, even though it's important.

Not only have you violated the forum's EULA, but you've violated the spirit of this site.
http://forums.civfanatics.com/faq.php?faq=vb_faq#faq_cfc_forum_rules
You agree, through your use of this service, that you will not use this forum to post any material which is knowingly false and/or defamatory, inaccurate, abusive, vulgar, racist, hateful, harassing, obscene, profane, sexually oriented, threatening, invasive of a person's privacy, or otherwise violative of any law.

This brings us back to your summation:
It adds nothing to the debate
Yes, you added nothing to the debate by lecturing us on "strategy for the standard game" (OP's question) when you have been using a mod all along.

Furthermore, I tried to be positive in posts 25 and 29 even though you were flaming and degrading in posts 22 and 26.
Others restrain themselves better than I have, and you have flamed them too.

Several people have posted proof and demos of standard game farming and tactics.
Not only have you failed to provide any of this, but you flame and dodge.

Can the moderators even close this thread, or no?
 
That is just plain childish and abusive. It adds nothing to the debate, or the forum in general.

Oh yes, it WAS childish.
But do you want me to react seriously to a debate where 1 person is talking about a standard game and another one is talking about a self-modded game? ITS DIFFERENT THINGS!!
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Sure, your way of playing can be pretty darn effective and likable - IF you modded the game the way you did.

Back 3 years ago when I first joined, there was a lot more people here in this section. People with a lot of varied viewpoints. Don't see this so much now. In fact, not many people now at all. And I can understand why. It's a "one size fits all" crowd now and one better agree with them. With behaviour such as this garbage above having become the norm, it's hardly inviting to anyone to stick around after they see this crap. Sad.
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I've just joined and like it. So uhm... what's your point again?
If you liked it 3 years ago, get in your time machine. Or act as you would like it to be - which you are clearly not.
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Now everybody stop threadjacking! :D:D
 
Hey Theov, what levels do you like to play? Any specific game types?

I'm trying to stay at higher levels. For example, I'm doing Always-War Demigod now.
And I'm trying to use a little variety at higher levels. Like, right now I'm using a non-agricultual civ.

I'm also want to try some X-Built City games.
Now that will be a change. Making peace in the game is a very abusive strat !! I can't wait :lol:
 
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