jeremiahrounds
Prince
- Joined
- Nov 3, 2003
- Messages
- 404
So I play alot on monarch large marathon so I popped open a monarch large marathon and started tinkering with building cities as it relates to upkeep cost.
Through out this I will refer to +4 cities or add 4. or maybe even "4 cities" confusingly. Really I mean 4 cities plus your capital.
I was very interested in learning if there was a maintanence advantage to tight city placement versus no overlap placement with these world settings. An advantage would be say getting an extra city in for the same price. Note that a distance of 5 is no overlap and a distance of 3 is the tight city placement.
What I learned was this:
-City placements of 5 distance are basically as cheap as 3 distance
-Early on +3 cities is alot more efficient than +4 cities.
[EDIT: this is an error. There are issues with making the 4th settler city pay for itself, but they arnt insurmountable if you are aware of them and work towards them.
A schedule of cost for the 4th city in the early game at reasonable distances w/slavery is approximated by:
3 pop average ~ 4 GP
6 pop average ~ 7 GP
9 pop average ~ 8 GP
]
-Population totals and not number of cities is the dominate civic cost parameter.
-Buildings cost you nothing. (someone just the other day said on a strategy thread that walls cost you money. They dont. Build to your hearts desire its 0 punishment)
-Average a distance is nearly as good as ring placement (that is averaging 5 squares from the capital (two 7s and two 3s) was as good as being exactly 5 from the capital. So no need for ring placement but you should pick how far you want to average from your capital. 5 is good)
Youll note that just plain population growth can be dangerous in its own way. But the most dangerous spike is associated with a 4th settler when your population per a city is low (under 9). The first 3 settlers found cities that are fairly low stress.
MY BELIEF ABOUT OPTIMAL EARLY PLAY:
Once you go settlers build 3 and place them in the most perfect squares possible in a ring around your capital. Delay the 4th city until workers have created some financial support.
As far as distant land grabbing. It was only +3gp to go for a city distance 10 at a population of 10 in a +4 city configuration. So one long distance land grab is reasonable to get some strategic stuff. However, beyond that its crazy talk.
Also note that if you have to reach out to 7 in one or two cities you can "fix" that by putting a couple cities 3 from your capital. The numbers came out the same as having every city 5 squares from your capital.
I played around alot but I ended up deciding these numbers showed what I was interested in note civics are slavery and organized religion.
TIGHT EARLY TEST SHOWING +3 CITY ADVANTAGE OVER +4 CITIES
+3 cities distance 3 population 7
Cities +7
Civics +6
Total 13
SIMILIAR POPULATION BUT EXTRA CITY AND FURTHER OUT
+4 cities distance 5 population 5
City Maitenence 12
Civics 8
Total 20
TIGHT EARLY TEST NOTE THAT THIS 4th city cost 12 GP
+4 cities distance 3 population 7
City 11:
Civics 12
Total both: 23
MIDDLE GAME SIZE TIGHT CITY PLACEMENT
+4 cities distance 3 population 10
City: 13
Civic: 20
Total from both 33
SAME POPULATION AS ABOVE BUT SPREAD OUT OVER +9 cities instead of +4
(NOTE not much change in civic cost)
+9 cities distance 3 and 3 diagonal population 5
City:Total 29
Civics Total 24
Total from both 53
OPTIMAL CITY PLACEMENT MID GAME POPULATION ONLY COST 3 gp more:
+4 cities distance 5 population 10
Cities:Total 16
Civics: 20
Total from both 36
INSANE DISTANCE IS SUBOPTIMAL:
+4 cities distance 10 population 10
Cities Total 25
Civics:Total 20
Total from both 45
HOTDOG +4 CITY PLACEMENT
One city 5 distance south, two cities 3 diagonal and 1 south, one city 10 south
City 19
Civics 20
Total 39
Edit: I wanted to know if averaging to a distance of 5 was nearly as good as having a distance of 5.
So I made two 10 population cities at a distance of 7 and two 10 populations cities at a distance of 3.
Cities: 16
Civics: 20
Total 36
Youll note that averaging 5 distance was the same as being exactly 5 distant with every city. No punishment for outliers.
I also wanted to see the effect of taking all 4 settlings at distance 7:
Cities: 20
Civics: 20
Total 40
Through out this I will refer to +4 cities or add 4. or maybe even "4 cities" confusingly. Really I mean 4 cities plus your capital.
I was very interested in learning if there was a maintanence advantage to tight city placement versus no overlap placement with these world settings. An advantage would be say getting an extra city in for the same price. Note that a distance of 5 is no overlap and a distance of 3 is the tight city placement.
What I learned was this:
-City placements of 5 distance are basically as cheap as 3 distance
-Early on +3 cities is alot more efficient than +4 cities.
[EDIT: this is an error. There are issues with making the 4th settler city pay for itself, but they arnt insurmountable if you are aware of them and work towards them.
A schedule of cost for the 4th city in the early game at reasonable distances w/slavery is approximated by:
3 pop average ~ 4 GP
6 pop average ~ 7 GP
9 pop average ~ 8 GP
]
-Population totals and not number of cities is the dominate civic cost parameter.
-Buildings cost you nothing. (someone just the other day said on a strategy thread that walls cost you money. They dont. Build to your hearts desire its 0 punishment)
-Average a distance is nearly as good as ring placement (that is averaging 5 squares from the capital (two 7s and two 3s) was as good as being exactly 5 from the capital. So no need for ring placement but you should pick how far you want to average from your capital. 5 is good)
Youll note that just plain population growth can be dangerous in its own way. But the most dangerous spike is associated with a 4th settler when your population per a city is low (under 9). The first 3 settlers found cities that are fairly low stress.
MY BELIEF ABOUT OPTIMAL EARLY PLAY:
Once you go settlers build 3 and place them in the most perfect squares possible in a ring around your capital. Delay the 4th city until workers have created some financial support.
As far as distant land grabbing. It was only +3gp to go for a city distance 10 at a population of 10 in a +4 city configuration. So one long distance land grab is reasonable to get some strategic stuff. However, beyond that its crazy talk.
Also note that if you have to reach out to 7 in one or two cities you can "fix" that by putting a couple cities 3 from your capital. The numbers came out the same as having every city 5 squares from your capital.
I played around alot but I ended up deciding these numbers showed what I was interested in note civics are slavery and organized religion.
TIGHT EARLY TEST SHOWING +3 CITY ADVANTAGE OVER +4 CITIES
+3 cities distance 3 population 7
Cities +7
Civics +6
Total 13
SIMILIAR POPULATION BUT EXTRA CITY AND FURTHER OUT
+4 cities distance 5 population 5
City Maitenence 12
Civics 8
Total 20
TIGHT EARLY TEST NOTE THAT THIS 4th city cost 12 GP
+4 cities distance 3 population 7
City 11:
Civics 12
Total both: 23
MIDDLE GAME SIZE TIGHT CITY PLACEMENT
+4 cities distance 3 population 10
City: 13
Civic: 20
Total from both 33
SAME POPULATION AS ABOVE BUT SPREAD OUT OVER +9 cities instead of +4
(NOTE not much change in civic cost)
+9 cities distance 3 and 3 diagonal population 5
City:Total 29
Civics Total 24
Total from both 53
OPTIMAL CITY PLACEMENT MID GAME POPULATION ONLY COST 3 gp more:
+4 cities distance 5 population 10
Cities:Total 16
Civics: 20
Total from both 36
INSANE DISTANCE IS SUBOPTIMAL:
+4 cities distance 10 population 10
Cities Total 25
Civics:Total 20
Total from both 45
HOTDOG +4 CITY PLACEMENT
One city 5 distance south, two cities 3 diagonal and 1 south, one city 10 south
City 19
Civics 20
Total 39
Edit: I wanted to know if averaging to a distance of 5 was nearly as good as having a distance of 5.
So I made two 10 population cities at a distance of 7 and two 10 populations cities at a distance of 3.
Cities: 16
Civics: 20
Total 36
Youll note that averaging 5 distance was the same as being exactly 5 distant with every city. No punishment for outliers.
I also wanted to see the effect of taking all 4 settlings at distance 7:
Cities: 20
Civics: 20
Total 40