Overlapping city tiles

The coruption in the game in my opinion is way out of hand and should be lower you can change this is the editor if you want tho. But remember anything you do in there will also benefit the AI as well. So its not really cheating when it comes down to it. If a game is as good as over i will still play it out to the end.
 
onomastikon said:
- Won't overlapping to save corruption due to distance become negligable fairly soon once you start your domination process, at the latest once you start military or even cultural takeovers?
By using tighter city spacing early on you get to this point quicker because your productivity is so much better.
- Won't overlapping to save corruption due to distance shortly become negligable due to corruption from too many cities (>Nopt)?
By using tighter city spacing early on you get to this point quicker because your productivity is so much better.
- What exactly is CxxC vs CxxxC?
Two empty tiles between cities instead of three.
- @Alan and other Pros of his League: If the game is "wrapped up" or decided around the time you mention, doesn't that make Civ3 boring for you? Do you usually quit games then, or do you play them out?
I'm not a "pro", because I don't play many games, because I don't have time. The ones I do play are competitive - GOTM or SGOTM - and when I don't complete a GOTM it's for time pressure, not because I'm bored. Reducing the time to conquest or domination is the only way I can finish a game in a month with a respectable score. Working out how to minimise the total turns at all stages of the game is mathematically challenging, not boring.
 
CxxC means have 2 squares between cities : City, free square, free square, City.

In most game (standard map), I try to produce 10/15 cities around my capitol with a CxxC placement.
- You start with very low corruption (often at the beginning under despotism, a city with 2 populations with CxxC placement near capitol won't have corruption, while a CxxxC will have...)
- You save a turn to settle your city (which is not useless)
- You can move your unit from a town to another while under attack.

In most games, the period BC is key to win or loose a game. The corruption you get with a tight city placement is fairly negligible as you will start to suffer from it after BC...
 
The question of how much to overlap is a complicated one. In my games, I count how many tiles I will want the city to use before the advent of sanitation and railroads (which closely correspond, anyway) and then plan city placement.

Typically, you will want no more than enough food to supply 12 population, and enough production and commerce to make those 12 pops happy. This is a dynamic calculation, of course. You can and should change irrigation to mining and vice versa to suit your purposes. For example, balancing food and production is the key to making settler factories. The food should make 2 pops in exactly the same amount of time for the shields to make one settler.

To a greater or lesser extent, this can be held true for other purposes. For example, if you are planning to pop-rush like mad, irrigating the heck out of your grasslands and plains is a viable strategy. You won't need the mines since your production will only minimally depend on shield production anyway - so max out that food! (Or at least try to match the shield sched to what you're planning on pop rushing.)

As far as placement goes, you can be forced on a great deal of non-overlap when you're dealing with hard to develop areas or poor food areas - frequently both. For example, a thickish range of mountains is almost always occupied only by one city. Conversely, an area with a great deal of grasslands means lots of food - and that means a great capacity for overlap. You can overlap as much as 8 or more tiles for every city and still get to 12 population.

By Corollary, overlapping food tiles is a tricky business. You will almost always want to have each 12 pop to have independent food supply, but you will sometimes want to have things such as Flood Plains and Wheat Resources available to 2 different cities as that you can focus the concentrated food power on whichever city needs it the most. On the whole though, overlapping food means counting the food and making it right.

On the other hand, you can more gratuitously overlap on production rich tiles like hills. Hills are hard to develop and generally adversely affect population growth, so you tend not to place workers on them early anyway - overlapping hills is a non-issue early on the game where in matters. More importantly, overlapping hills allows you to direct shield production to the city that requires it, even pinching every last shield out of your production so that no shield gets wasted, ever. Also, overlapping hills means that you can direct production to the area that needs it for either units or infrastructure, without needing to devote worker time more than you otherwise would. Overlapping production tiles means production control - and that's a very powerful thing.

There are also the usual considerations, of course - corruption being the leading reason to overlap cities - and such things as special resource and strategic resource placement, water, defense, and all that jazz.
 
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