Grid Strategy

LivingDog

Warlord
Joined
May 15, 2006
Messages
139
This topic fascinates me. It is at the root of your civilization. I think that even if you are a decent player, then with a weak grid you will have a difficult time maintaining your civilization.

After hearing about CxxC and seeing that my cities had trouble growing, I realized that the grid is actually a 5x5 space. I tried that and it was difficult to defend, but growing was no problem. The reason was that one AI after another stepped easily between my cities while each fell like leaves to the invasions.

Now, after starting my latest game Warlord game 5, I see a new grid strategy. One that allows space for growth for each city, yet also allows for defense. The pattern has no rhythm, but it isn't really random either.

The idea is that if you have to "scrunch" a city 2 tiles next to another city, then you should leave at least 3 on the other side. I guess it's like this: take a 5x5 space and build your city anywhere within it. Then do the same with the next city. So you can build two cities 2 tiles away from each other, but leave room on the other side of each city in order to allow them to grow.

Well, that's the best I see so far. I'll see if this idea works out as my current game progresses.
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Yes, CxxC was because cities have trouble growing beyond level 10 without an aquaduct. (this was reduced to 6 for Civ3, and I think this is where you got the idea from).
So in civ1, 2 cities could do well on a one city grid (the 21 tile large cross as we call it)
 
Wen I was Civ adict some 15yrs ago, I spent hours at drawing desk for this topic.
Yes, 21 squares can be approximated as 5x5 box, but CORNERS ARE NOT USED!

The best regular grid to which I came:

...............X...............
.......X..ccc..............X...
..aaa....xcccc.....X...........
.aaaaa...ccCcc.................
.aaAaabbbccccx.........X.......
.aaaaxbbbbccc..X...............
..aaabbBbbddd..............X...
.....bbbbxdddd.....X...........
......bbbddDdd.................
...X.....ddddx.........X.......
..........ddd..X...............
.......X...................X...


x squares are shared by two city's, you can micromanagement that use it.
You can rotate and mirror this grid, it's flexible and error forgiving.

For example:

X.........................X....
.......X..ccc..X...............
..aaa....xcccx........X.......X
.aaaaa...ccCcc.................
.aaAaabbbccccc....X............
.aaaaxbbbbccc.............X....
..xxabbBbbddd..X...............
.....bbbbxdddx........X........
..X...xxbddDdd.................
.........ddddc.....X.......X...
......X...ddd..................
...............X.......X.......


If You decide not to play superhuge perfectionist city's, then the grid can be far more tight.
Reasonable minimum to place a city is 5 guaranteed surplus-food squares including city square (e.g. grassland, river, plains,(forests, swamps, jungles), in some cases hills can be irrigated to, with railroad it gives 3 food).
 
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