Commando Bob said:
How big do you plan your cities to be? If more than 12, well, you will need hospitals to do that, and they don't come early.
My preferred city spacing style is to do a rough cxxc that leaves most core cities with 12 or less workable tiles. By rough, I mean that I do not rigorously keep this spacing pattern if the terrain is not ideally suited for it (i.e. mountains get in the way, the sea, etc.), so some of my cities may get a slightly larger quota of tiles. This style of play allows nearly all the core tiles to be worked without needing the hospitals to grow beyond size 12.
Therefore, for a long time I've avoided the supercity style of play that needs mass hospitals (cxxxc or looser and cities of 20 pop or higher) because of the waste I mentioned. There may be situations that warrant it, such as needing a mega-producer for a 20k try or some other production reason, but generally don't find supercities worth as much as many, many cities infesting the map.
BTW, I like the "disband city" idea.

I've heard of it, though never tried it before, but it could be a wonderful workaround solution to city spacing.
Commando Bob said:
In general terms, a war game will take longer to play in time per turn because of all the fighting and unit movement. Takes longer to record in Notepad, also. A space/diplo game will take more turns but each turn will require less time.
Good point. You just made we want to try the peaceful route.

My last COTM took 90+ hours of micromanaging (although I let the game run unattended for some stretches of time), so I'm a little "massive game" burned out at the moment. Still, I'm up for any VC.
TheOverseer714 said:
Othniel, you hit so many things right that I wonder if you should be running this thing.
Thanks, but no. You are the boss.
TheOverseer714 said:
I have Conquests v1.0 on this computer, would a map made with that work for v1.22?
No, pretty sure it WON'T work. Sorry.
@Kumquat
-Yep, those rules are what I had in mind. Except for possibly picking our civ...