Northen Wolf
Young Hunter
I'm low skilled in these things, so I won't go into tiny details. If anyone is English-Should-Be-Written-correctly-And-I-Have-English-Degree-And-Everyone-BEsides
me- are-dumb - then DO NOT, for RNG god sake, DO NOT read this post - saves time, new keyboard cost, nerves(if you have any), forum space.
Also, my English is not best I'll try to write as I can.
*Pulls on his anti-flaming suit*
1. This thread is going from discussion to flaming competition
.
2. Sure it(flaming) makes even me laugh, but it is funny only if used for right time and right PERIOD.
3. Respect your opponent views, like you respect yours, if he says things are more correct in CxxC style, explain why is yours better, not why is his/hers/its(you can never know these days) are bad. visa versa(spelling?) same thing but CxxxxC instead of cxxc.
4. Comments should be proofed up with atleast something (example of 'dumb, not funny, flaming post' "pfft, this does better than that pfffft")
(sorry, if this kind of posting is allowed in these forums and I am just being whiny member)
---------------------------------
I have minimal skill in c3 compared to many of you, but this is My view:
******Prehistoric time
CxxxxC needs either river or aquad. to be useful.
CxxC
More defense - Units can cover large area, stack of 6 knights can protect CxxCxxKNIGHTSxxCxxC area, also defense in early ages/medieval ages can move where they are needed, in one 1 (1 movement point defense unit) turn.
CxxxxC
Knights(2 movement point units) can still cover some area, but you have less towns, so less knights needed for mobile defense. But if knight moves into city, it can attack outside of it. Then again, CxxxxC needs less units for defense, as it has about same (bit lower) unit support, but fewer towns to protect(As AI loves empty towns).
CxxC - More cities on harder level is useful for higher military support and you'll be boxed in quite fast.
CxxxxC - Has hard time for starts (you don't get to use free road under city tile, as soon as in CxxC and CxxC can conquer resources faster (due CX*4C needs cultural pop for fat cross style. Otherwise it would ruin CxxxxC placement)). Also not using one free road tile, lengthens time of settler-travel by at least 1 turn
And Cx4C has about same high unit support as CxxC. CxxC simply fits more 1 military limit allowing cities, while your CxxxxC city will allow only 3 (in repo.) unit support, counting out Theater.
********Mid-Early Game
CxxxxC Has easier time (if not war) It city support limit(before extra corruption applies) might be low enough, for extra production/extra gold.
In CxxC cities overall production is higher, but alot of cities produce 2-3 shields, due corruption, and not much science, while CxxxxC cities produce lots of more shields or at least equal, with CxxC.
********Early Medieval age
CxxxxC has to go builder style due it needs libs, courthouse and marketplaces.
CxxC can produce units(slow with few shields per turn in town, but more units than Cx4 that produces improvements.) but has to focus on core too.
CxxxxC can move tiles and Micromanage cities into higher production, while CxxC has problems with it.
*******Late med. age
CxxxxC has its focus on improvements (uni), while CxxC is getting mass unit production up. CxxC just produces more units and less science that period. But CxxC can use more specialist farms.
***********Industrial age
Boosts CxxxxC production, but also CxxC production. Problem is CxxC loses its production outside its core(corruption), while CxxxxC has lower corruption(courthouses and nearness to capital) and as high production, at the cost of less gpt per turn.
*******Tank age(you call it "modern" age)
CxxC and CxxxxC are highly railroaded and produce about same (after corruption). Production is same due CxxxxC can choose tiles it works on. But CxxC is finally getting up high size towns, due RR boosting food).
******
*****
So total:
CxxC wins in overall production, but production levels are about same, due cx4c has less corruption (city amount, and farness from capital)
CxxC can use more space than CxxxxC in early ages, maximizing income/use of tile.
In med. age and later Cx4C Has more production/income due it can choose where citizens work.
Cx4C needs more improvements and no-war-period, to keep up with CxxC
CxxC makes up lost shields/commerce with science/gold farms, getting (depends of map) ahead of CxxxxC.
CxxxxC can't even risk a city loss, too much will go.
CxxxxC has less defense units, so it can have same size military(offense) as CxxC
CxxxxC produces faster
CxxC Produces more, but more slowly.
CxxC has no happiness /improvements issues while CxxxxC has more.
In the end, everything depends of map, but cxxc is better in low producing tiles or games (like desert tiles or island start).
In the end CxxC wins due it is less influanced by outside factors(loss of town, more production, can use bad tile as city center and main thing is that loss of city is not THAT bad) .
Jedi asks: Correct, or not, is this analyze???
*pulls on extra anti-flaming suit*
me- are-dumb - then DO NOT, for RNG god sake, DO NOT read this post - saves time, new keyboard cost, nerves(if you have any), forum space.
Also, my English is not best I'll try to write as I can.
*Pulls on his anti-flaming suit*
1. This thread is going from discussion to flaming competition

2. Sure it(flaming) makes even me laugh, but it is funny only if used for right time and right PERIOD.
3. Respect your opponent views, like you respect yours, if he says things are more correct in CxxC style, explain why is yours better, not why is his/hers/its(you can never know these days) are bad. visa versa(spelling?) same thing but CxxxxC instead of cxxc.
4. Comments should be proofed up with atleast something (example of 'dumb, not funny, flaming post' "pfft, this does better than that pfffft")
(sorry, if this kind of posting is allowed in these forums and I am just being whiny member)
---------------------------------
I have minimal skill in c3 compared to many of you, but this is My view:
******Prehistoric time
CxxxxC needs either river or aquad. to be useful.
CxxC
More defense - Units can cover large area, stack of 6 knights can protect CxxCxxKNIGHTSxxCxxC area, also defense in early ages/medieval ages can move where they are needed, in one 1 (1 movement point defense unit) turn.
CxxxxC
Knights(2 movement point units) can still cover some area, but you have less towns, so less knights needed for mobile defense. But if knight moves into city, it can attack outside of it. Then again, CxxxxC needs less units for defense, as it has about same (bit lower) unit support, but fewer towns to protect(As AI loves empty towns).
CxxC - More cities on harder level is useful for higher military support and you'll be boxed in quite fast.
CxxxxC - Has hard time for starts (you don't get to use free road under city tile, as soon as in CxxC and CxxC can conquer resources faster (due CX*4C needs cultural pop for fat cross style. Otherwise it would ruin CxxxxC placement)). Also not using one free road tile, lengthens time of settler-travel by at least 1 turn
And Cx4C has about same high unit support as CxxC. CxxC simply fits more 1 military limit allowing cities, while your CxxxxC city will allow only 3 (in repo.) unit support, counting out Theater.
********Mid-Early Game
CxxxxC Has easier time (if not war) It city support limit(before extra corruption applies) might be low enough, for extra production/extra gold.
In CxxC cities overall production is higher, but alot of cities produce 2-3 shields, due corruption, and not much science, while CxxxxC cities produce lots of more shields or at least equal, with CxxC.
********Early Medieval age
CxxxxC has to go builder style due it needs libs, courthouse and marketplaces.
CxxC can produce units(slow with few shields per turn in town, but more units than Cx4 that produces improvements.) but has to focus on core too.
CxxxxC can move tiles and Micromanage cities into higher production, while CxxC has problems with it.
*******Late med. age
CxxxxC has its focus on improvements (uni), while CxxC is getting mass unit production up. CxxC just produces more units and less science that period. But CxxC can use more specialist farms.
***********Industrial age
Boosts CxxxxC production, but also CxxC production. Problem is CxxC loses its production outside its core(corruption), while CxxxxC has lower corruption(courthouses and nearness to capital) and as high production, at the cost of less gpt per turn.
*******Tank age(you call it "modern" age)
CxxC and CxxxxC are highly railroaded and produce about same (after corruption). Production is same due CxxxxC can choose tiles it works on. But CxxC is finally getting up high size towns, due RR boosting food).
******
*****
So total:
CxxC wins in overall production, but production levels are about same, due cx4c has less corruption (city amount, and farness from capital)
CxxC can use more space than CxxxxC in early ages, maximizing income/use of tile.
In med. age and later Cx4C Has more production/income due it can choose where citizens work.
Cx4C needs more improvements and no-war-period, to keep up with CxxC
CxxC makes up lost shields/commerce with science/gold farms, getting (depends of map) ahead of CxxxxC.
CxxxxC can't even risk a city loss, too much will go.
CxxxxC has less defense units, so it can have same size military(offense) as CxxC
CxxxxC produces faster
CxxC Produces more, but more slowly.
CxxC has no happiness /improvements issues while CxxxxC has more.
In the end, everything depends of map, but cxxc is better in low producing tiles or games (like desert tiles or island start).
In the end CxxC wins due it is less influanced by outside factors(loss of town, more production, can use bad tile as city center and main thing is that loss of city is not THAT bad) .
Jedi asks: Correct, or not, is this analyze???
*pulls on extra anti-flaming suit*