Induktio
Chieftain
- Joined
- Aug 5, 2007
- Messages
- 52
Yeah sure, I could probably research some cheaper techs from IA in 4 turns with 10% science. MA techs seem to be a lot more expensive so I have to go around 60-70% science.I'm assuming you're getting every tech in 4 turns?![]()
Yes, the layout got quite a suboptimal because I just plopped towns randomly between captured opponent towns. Next time I might as well raze everything that doesn't fit the pattern.You may find it beneficial to put the farms in a cxc pattern. That would obviously mean many more cities crowded into that same area.
The advantages of a cxc spacing are no maintenance costs needed for aqueducts, plus each city will produce an additional 1gpt from wealth. Fully corrupt bigger cities, of course, only produce the same amount of gold from wealth as a size 1 city.
Ideally, your cities would each be around size 6, working 2 irrigated, railroaded grass tiles and supporting 4 scientists each. Areas with less amounts of grass tiles will support fewer scientists per working citizen.

CxC spacing is probably the most optimal one, but with ~150 towns and 1300+ citizens the game got enough of a micromanagement nightmare already.
An alternative I thought about using in future games is this kind of a spacing:
xxxx
cxcx
xxxx
If there was a straight river running along the edge of the cities, no aqueduct would be needed. Each city gains 5 tiles to work with. On grassland, that adds up to 5*4 +2 =22 food produced. That's enough for 11 citizens, but if there's a +2 food bonus, it can reach size 12. The best thing is that it shouldn't look like as horrible as the most extreme version of ICS.