Tomice
Passionate Smart-Ass
Does it mean I'm stupid if reading this makes my brain hurt? ^
No, you're stupid, because stupid is as stupid does.
Just kidding!

Does it mean I'm stupid if reading this makes my brain hurt? ^
Nice, how did you create this?
I hope the ciy outskirts will look more like actual, natural provinces, like here on this island (not my work):
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You guys forgot about roads. If I place a city in the most optimal spacing possible with little overlap. It would mean I would have a longer road to build and trade road to maintain, no?
Don't laugh at my paint artistic abilities but I was just playing around with spacing and noted some interesting military points for a 4 space city perfect placement. Each city on a 4 space distance is sharing 4 tiles with a city on each corner. Each city is noted with a white dot in center.
On the map you see where 3 overlapping cites are next to each other is an opportune placement for a fort obviously you have to factor if there is a resource there or not. The particular placement that is there is awesome because with a 2 tile defense that range have would open this placement to max defense for your capital and inner defense for your outer cities with these fort placements.
Tell me what y'all think whether I am totally crazy or if this would actually work properly?
I'm curious as to what strategy the AI will use for city placements.
In this screenshot it looks like Rome (an AI I think?) has placed all its cities 4 steps apart.
It'll use the same one we should use. Get a good placement based on available resource tiles, and try to minimize gaps.
Yep, confirmed by the screenshots posted above.I forgot where I saw it but I am pretty sure the axis direction for the grid is East-West and not North-South. Thus, those grids should all be turned 90 degrees.
In summary:
TPC(3) = 9
TPC(4) = 12 *
TPC(4) = 16
TPC(5) = 25
TPC(6) = 27 *
TPC(6) = 34
TPC(7) = 37
Also for D >= 6 there are gaps between the cities.
So what's the best distance? I'd guess gaps are bad and between 16-25 tiles per city is reasonable, so a city distance of 4-5 is probably best.
Any thoughts?
1. About the grid orientation: Do we know if the map is rotatable again? I never really used that feature at all, but it was kind of cool the first time I saw Civ4.
2. Do we know if it's possible to swap worked tiles between cities again? I'd assume that's got to be an option, but I'm not sure how that works in regards to capturing cities. For instance if I capture a border city do I (a) get all of its tiles as well, or do they (b) belong to the original civ if they have a city that can work them? With the 3 hex radius I'd imagine most city captures get swamped if the game implements option b. But if they go with option a, and you're allowed to swap tiles couldn't you "give" all the tiles of a city that's about to be captured to your other cities?
No, you're stupid, because stupid is as stupid does.
Just kidding!![]()
I made some diagrams illustrating the arrangements I was talking about in the first post.
Now I can call myself an artist.![]()