In Misfit's Quick Domination Thread
http://forums.civfanatics.com/showthread.php?t=112335
some ppl were discussing how to predict border expansion and how to use it to maximise territory...
Here is a thread with explains the rules for border dynamics, and as far as I know, they are correct (though maybe hard to completly grasp at first) :
http://forums.civfanatics.com/showthread.php?t=106882
Now I had give some bad advice in Misfit's thread, so I decided to correct that by being useful and studying optimal city placement to maximise territory.
For sake of simplicity, I will assume all cities are the same rank (meaning they all have 9 tiles, or all 21 etc..)
although this is usually not the case, for example capital usually has bigger rank, in quick dominations this is usually the only exception, especially if you use ToA, so the difference is negligible, especially since at the start you want to maximise growth, not territory right away...
If all cities are rank 1, then the optimal city placement is to put them in a square lattice,
x000x
00000
00000
00000
x000x
as many ppl probably figured out.
In this configuration, there will be no cultural holes, and you need one city per 4x4 square in the long run, so each city controls 16 squares. (except the edge one, but they are negligible if the lattice is big enough)
Now if the cities are rank 2, then it is not so obvious...
After understanding the culture expansion rules, I tested all lattices configuration (by lattice I mean regular in the sense that the cities are on parallel lines, but not necessarly orthogonal, so 4 close cities form a parallelogram)...
CONCLUSION :
There are 2 optimal lattices for rank 2 cities, and you can combine them.
This is how you do it:
1. Choose the orientation for you axis, either NW-SE or NE-SW
2. Cities are placed on lines parallel to the axis chosen, with exactly 5 spaces between each.
3. Between each axis there is exactly 4 spaces.
4.THIS IS IMPORTANT : you must start off cities on adjacent lines either 2 or 3 (this is why i said there are 2 optimal lattices) squares off...
I will give an example after but let me point out that this configuration leaves no holes for rank 2 cities, and each city control 30 squares, so 9 (30-21) of them are eextra, given by the exception to the normal cultural expansion rule. This means that about 30% of your tiles will not be in usable radius of any city!! (this is the maximum for a lattice, I checked...)
x0000000000
0000000000x
00000000000
00000x00000
00000000000
00000000000
x0000000000
0000000000x
00000000000
00000x00000
Here is an example, mixing both type of lattices.
Columns containing x's have 4 spaces between them.
x's on a column have 5 spaces between them.
On adjacent columns, the x's are off by either 3 (see middle and left column) or 2 (see middle and right column)
http://forums.civfanatics.com/showthread.php?t=112335
some ppl were discussing how to predict border expansion and how to use it to maximise territory...
Here is a thread with explains the rules for border dynamics, and as far as I know, they are correct (though maybe hard to completly grasp at first) :
http://forums.civfanatics.com/showthread.php?t=106882
Now I had give some bad advice in Misfit's thread, so I decided to correct that by being useful and studying optimal city placement to maximise territory.
For sake of simplicity, I will assume all cities are the same rank (meaning they all have 9 tiles, or all 21 etc..)
although this is usually not the case, for example capital usually has bigger rank, in quick dominations this is usually the only exception, especially if you use ToA, so the difference is negligible, especially since at the start you want to maximise growth, not territory right away...
If all cities are rank 1, then the optimal city placement is to put them in a square lattice,
x000x
00000
00000
00000
x000x
as many ppl probably figured out.
In this configuration, there will be no cultural holes, and you need one city per 4x4 square in the long run, so each city controls 16 squares. (except the edge one, but they are negligible if the lattice is big enough)
Now if the cities are rank 2, then it is not so obvious...
After understanding the culture expansion rules, I tested all lattices configuration (by lattice I mean regular in the sense that the cities are on parallel lines, but not necessarly orthogonal, so 4 close cities form a parallelogram)...
CONCLUSION :
There are 2 optimal lattices for rank 2 cities, and you can combine them.
This is how you do it:
1. Choose the orientation for you axis, either NW-SE or NE-SW
2. Cities are placed on lines parallel to the axis chosen, with exactly 5 spaces between each.
3. Between each axis there is exactly 4 spaces.
4.THIS IS IMPORTANT : you must start off cities on adjacent lines either 2 or 3 (this is why i said there are 2 optimal lattices) squares off...
I will give an example after but let me point out that this configuration leaves no holes for rank 2 cities, and each city control 30 squares, so 9 (30-21) of them are eextra, given by the exception to the normal cultural expansion rule. This means that about 30% of your tiles will not be in usable radius of any city!! (this is the maximum for a lattice, I checked...)
x0000000000
0000000000x
00000000000
00000x00000
00000000000
00000000000
x0000000000
0000000000x
00000000000
00000x00000
Here is an example, mixing both type of lattices.
Columns containing x's have 4 spaces between them.
x's on a column have 5 spaces between them.
On adjacent columns, the x's are off by either 3 (see middle and left column) or 2 (see middle and right column)