Hammurbabble
Warlord
- Joined
- Jan 31, 2008
- Messages
- 239
The first thing I noticed from the first save you posted is that your cities are MUCH too far apart! You're wasting a lot of tiles.
Here's how you position two cities for zero overlap (start with this as a template and diverge).
From the first city's location:
1) Go 5 squares directly north, south, east or west; or
2) Go one square diagonally, then one square straight left or right, then another two squares diagonally in the same direction you did before.
Either of these will EXACTLY match up the BFCs so that there is neither overlap nor unused tiles. Diversions are of course often warranted, to take advantage of resources, fresh water, river commerce and trade, coastal positions (as opposed to one square removed from the coast, almost always a bad idea), and so on. Some overlap may often be a good idea in order to do that. Conversely, if the "unused" tiles between cities that are more distant consists of desert, peaks, ice, or other useless (or sometimes even marginal) land, that's fine; you can't use that anyway.
However, your cities leave perfectly good tiles unused, including an iron mine and a pig farm! You still get the iron and the pork, but you don't get all those lovely hammers or food unless it's in a city's BFC.
For example, starting from Paris, if you had gone one square northeast, then one square due east, then two more squares northeast, and placed Rheims there instead of where you did, which was two squares further -- that is, if you had put Rheims one square due west of the horses -- you'd have included both the horses and the pig in the cross, the horses would have been just as convenient, but the city location would have been much better, with more food and hence faster growth. Plus there were some good grassland and hill tiles that could have been used that you weren't using. Orleans could usefully have been two squares further west, too. Not only less wasted tiles, but also less peaks in its cross.
All in all, I think you could have gotten maybe 3-4 more cities profitably in the same space.
Second thought: it sounds to me like you went wonder-crazy. OK, you're Industrious in this game, and obviously you COULD build all those wonders (since you did), but every one you built was something else you didn't, like more settlers, military units, or ordinary buildings. It's much better to be a little selective about what wonders you want to build, based on what kind of game you intend to play and what kind of victory you're shooting for.
But on the subject of being selective about wonders, we're talking about falling behind in technology, right? So where's the Great Library? Why wasn't that one a priority?
And a final thought: Research with your eye on tech-trading. Particularly when everyone likes you, which seems to be the case here, your best bet is often to research something everyone else is going to want (e.g. that Code of Laws you got from the Oracle to found Confucianism) and trade it to each and every one of them. Even though each trade will give you less than it gives the AI, in the aggregate you will have gained three, four, or even six or seven technologies for the price of having researched the one.
Sometimes it's even a good idea to gift a tech so as to facilitate a trade on the next turn. For example, going back to CoL again, I frequently find that when I'm ready to trade this to someone for something juicy, I can't because he doesn't have Priesthood yet -- sometimes he doesn't even have either Meditation or Polytheism. Now if he's got Mathematics, there's no way he's going to trade it to me for Priesthood. So if he's got something that's low enough to trade for Priesthood I'll make that trade, but if not I'll just give it to him. Makes him happy, and then I'll come back the next turn and trade CoL for Mathematics, or Alphabet, or whatever. Also, it's often a good idea to put the thing you want to trade up and ask what they'll give you for it. Sometimes they'll offer more than you would have thought to ask!
That's all that comes to mind right at the moment.
Here's how you position two cities for zero overlap (start with this as a template and diverge).
From the first city's location:
1) Go 5 squares directly north, south, east or west; or
2) Go one square diagonally, then one square straight left or right, then another two squares diagonally in the same direction you did before.
Either of these will EXACTLY match up the BFCs so that there is neither overlap nor unused tiles. Diversions are of course often warranted, to take advantage of resources, fresh water, river commerce and trade, coastal positions (as opposed to one square removed from the coast, almost always a bad idea), and so on. Some overlap may often be a good idea in order to do that. Conversely, if the "unused" tiles between cities that are more distant consists of desert, peaks, ice, or other useless (or sometimes even marginal) land, that's fine; you can't use that anyway.
However, your cities leave perfectly good tiles unused, including an iron mine and a pig farm! You still get the iron and the pork, but you don't get all those lovely hammers or food unless it's in a city's BFC.
For example, starting from Paris, if you had gone one square northeast, then one square due east, then two more squares northeast, and placed Rheims there instead of where you did, which was two squares further -- that is, if you had put Rheims one square due west of the horses -- you'd have included both the horses and the pig in the cross, the horses would have been just as convenient, but the city location would have been much better, with more food and hence faster growth. Plus there were some good grassland and hill tiles that could have been used that you weren't using. Orleans could usefully have been two squares further west, too. Not only less wasted tiles, but also less peaks in its cross.
All in all, I think you could have gotten maybe 3-4 more cities profitably in the same space.
Second thought: it sounds to me like you went wonder-crazy. OK, you're Industrious in this game, and obviously you COULD build all those wonders (since you did), but every one you built was something else you didn't, like more settlers, military units, or ordinary buildings. It's much better to be a little selective about what wonders you want to build, based on what kind of game you intend to play and what kind of victory you're shooting for.
But on the subject of being selective about wonders, we're talking about falling behind in technology, right? So where's the Great Library? Why wasn't that one a priority?
And a final thought: Research with your eye on tech-trading. Particularly when everyone likes you, which seems to be the case here, your best bet is often to research something everyone else is going to want (e.g. that Code of Laws you got from the Oracle to found Confucianism) and trade it to each and every one of them. Even though each trade will give you less than it gives the AI, in the aggregate you will have gained three, four, or even six or seven technologies for the price of having researched the one.
Sometimes it's even a good idea to gift a tech so as to facilitate a trade on the next turn. For example, going back to CoL again, I frequently find that when I'm ready to trade this to someone for something juicy, I can't because he doesn't have Priesthood yet -- sometimes he doesn't even have either Meditation or Polytheism. Now if he's got Mathematics, there's no way he's going to trade it to me for Priesthood. So if he's got something that's low enough to trade for Priesthood I'll make that trade, but if not I'll just give it to him. Makes him happy, and then I'll come back the next turn and trade CoL for Mathematics, or Alphabet, or whatever. Also, it's often a good idea to put the thing you want to trade up and ask what they'll give you for it. Sometimes they'll offer more than you would have thought to ask!
That's all that comes to mind right at the moment.

and 