Tips on planning layout of cities, please.

I hear you, but micromanaging more than 15 cities sucks big. The 3rd layer of cities always suck, no matter what you do. They can be used for several uses: cannon fodder, producing workers and drafting defenders, and also absorbing dmg if the enemy can get through my outer line of defense. They block your friendly civs from building more. And if I ever build a crappy city, it's bc it'll be sitting right over a resource.
Score... who cares. Even when my civ is so powerful that no one messes with me, even if I'm the bastard that razed 30+ cities, the historigraph shows I'm behind, my military advisor says I have a weak military, and the trade advisor says I need more resources, even if I monopolize 3 or 4.
If great leaders and military victories would count as score (which makes sense), then I'd get a high one :) .
Being a peacelover is cool, but since they blackmail me no matter what, well, WTH.
 
I dont know how much corruption got fixed in the patch, i haven't upgraded yet as i need to actually buy the game, *I'm in the middle of a game i dont want to loose, plus my comp crashed so i needed to take a break * but in the old version i found out that the best way to build cities is to optimize the first 10 or so cities, on a huge map, and as you start to build more cities then they can get closer and closer together as they are farther from your boarder b/c the corruption will prevent them from making use of all those squares. So the middle of your empire will be building all of the wonders and pumping out units in war time, while the outer cities produce culture to expand your boarders and units all the time.

Hope it helped

And an easy way to fix curruption is to use the editor and make other buidlings decreas corruption as well as the courthouse. :) but i gotta see what the patch does.:goodjob:
 
I am up to about 45 cities now, most by conqureing. I cant micromanage them all. Set queues for temple, librarry and marketplace, and let them be. Let the governor manage happiness. they sometimes go into anarchy, and he takes them out. I see starvation, but they are conquered. If they won't work, let them starve. Now that Rome is eliminated, I will build the FR in the old Rome. Its a good location, and most roman cities are producing 3-7 shields.
Score is screwy anywya. For me and my comp, who cares... but it would be fun to post to the board when I complete. I have twice the score of my nearest rival at this point, 1776, and have maintained that the whole game, but when I retired, it said I lost.... :confused:
 
I could have sworn that I already posted to this thread - but I was having a lot of connection problems that day so I guess it just disappeared into www.limbo.com. There are a lot of good tips/ideas in this thread but there is an element missing that is missing in a lot of the discussion threads on strategies and that is map size. There are two critical factors affected by map size.

In Civ3, arguably the most important factor in winning will be access to resources, with luxury resources being almost as important as strategic resources. What has this got to do with map size? Well, the number of resources is independent of map size so as the map size gets larger, resources get relatively scarcer. The differences in relative resource density are huge. For example, if the settings (strategic is settable in the editor, luxury does not appear to be) provides 1 strategic or luxury resource per 10 tiles on a tiny map, that corresponds to one every 17 tiles on a small map, 28 tiles on a standard map, 55 tiles on a large map, 90 tiles on a huge map and 180 tiles on a fully expanded map. So on a tiny map, each fully expanded city provides on average 2 critical resources, whereas on the fully expanded map, roughly 8 fully spaced/expanded cities are required to get 1 critical resource. So if managing more than 15 cities is a pain, don't play on very large maps as 15 cities, on average, will provide one strategic and one luxury resource.

The second critical difference is that for any given number of AI civs, the larger the map size, the further apart they will be (one doesn't need to discover Rocket Science to work this one out). This changes both the strategy and tactics of city placement. A lot of the stuff discussed in this thread and others remains relevant, but both the time and distance scales are much greater. As well, expansion by conquest is very difficult when one's nearest opponent is 20 or more game turns away, even given a 2 MP attacking unit. Taking cities is still possible. Keeping, reinforcing, etc becomes very, very difficult with ancient units and no road network.

I play huge or larger maps so my contribution to this discussion will be for those map sizes. I suspect from reading the other posts, that most other tips are for standard or smaller. The first thing to remember is that one has more time since neither barbarians nor another civ are likely to be threats for a couple of thousand years. Therefore my first priority is to get a couple of settler farms and a worker farm going. You will be using these cities into the ADs so getting the placement right is important. Two or more bonus food resources is the requirement for these cities. All my other cities fall into either specialist or filler categories. Specialist cities are either unit factories, settler/worker farms or Wonder cities. Unit factories are high shield/low food (so I can just produce units without too many concerns about pop management) - plains with some hills are perfect sites. Wonder Cities are the great cities of the civilization -high growth and high production. Settler/worker farms are high food/low shield and are the growth engines for the expansion.

The specialist cities are founded wherever and whenever an appropriate location is available. The other cities are filler cities with two main purposes. The first is simply to control enough tiles to ensure a high probability of getting the needed startegic and luxury resources. The other purpose is to block AI expansion where possible and to provide a continuous border. Expansion will be towards an AI civ, a strategic/luxury resource, or an excellent city site. The position of the filler cities is not critical but they are normally well-spaced to provide maximum area coverage per city. On borders, I normally space them 5 tiles apart to provide a continuous border at 10 culture points, closer if it is urgent that a continuous border be formed very quickly. This type of expansion has been described elsewhere (see Vel's threads on REX) - get to the key city points early and backfill later. The point with very large maps is that you won't do this with your first five or ten cities but your first 50 or so. The other point is that by the time one has a border with one or more other civs, they are also pretty large as the AI expands much more agressively than in previous versions. Taking a city or two from a 10 city civ is a big blow to them and a big boost to you. When each side has 50+ cities, both the blow and boost are pretty marginal, unless resources or other strategic situations are in play.

In summary, determine as early as possible the key places you need cities (specialist, resources, blockers, borders, etc) and get cities there ASAP - which on very large maps may literally be in thousands of years as there are always more things to do than capabilities to do them. These cities are sited carefully to maximize whatever it is that they are designed to do. The filler cities are much less carefully placed, maximizing coverage, minimizing overlap and optimizing whatever terrain features there are. Sometimes they are in terrible sites - jungle or desert - but these tiles will eventually provide the later game strategic resources so you need some in your empire. The AI builds there early, so should you. The only exception is if you can 'surround' a jungle or desert with your cities, in which case you can wait for the resource to appear and then colonize/settle it.
 
Good thoughts, Anglophile, thanks. :goodjob:

I did not even think about the amount and placement of resources and luxuriees on the smaller maps. I like my 'elbow room' (a la one of my ancesters, Daniel Boone), and feel entirely too cramped on even 'normal' maps. I like the room on Huge maps, but the game slows down so much in later stages thay I will probaly not try them again... we'll see. Even on the large map I am currently on the game is slowing. Not so much for size.. the ai part is still only a minute or so, but the number of my own cvities. But I am trying for a dominance win on a large map, late civilizations era. Whether I make it or not remains to be seen.
There are 15 iron deposits on this map--I currently own 8 of them. I have only seen 5 coal, and dont own any of them. Yet.
I sold stram power to England and traded for coal next turn--before she knew what she had. I dont think she likes me any more. Hopefully I can finish my intercontinental railroad before the 20 years runs out, but it will be close. That is almost all the way across the world. A little larger than like from Spain to China.
Conquering the rest will not be easy. They all have cavalry and some have Ironclads. America should be a pushover--but no resources.
My city placemet was to set the borders first, backfill later, and the border cities are pretty optimum. The interior cites are also, for the most part.
I have 3 'wonder cities' and half-dozen production cities. But at this point, max size is still 12. I'll get tanks first, then medicine, and set tem free to grow. With this layout, I should get all future wonders. I have all but three now, but 2 I had to capture:D

It does take a long time to fill a large world. ON the last huge world I played, some of it never got colonized. I was fighting barbarians right up to the end.
 
I´m afraid that the only real effort that you can make in order to prevent a city rebellion is to create a "gap" of culture around the captured city by the brutal destruction of the rival cities beyond the captured one. This isn´t honorable, but most of the times is your only alternative.
Of course, this sollution fits better when you are dealing a major offensive deep inside a great nation territory.
When leading the german army against the indian controled midlle-east, in order to keep Bagdad and Tabriz, both indian cities, I had to order my panzer divisions the total destruction of Riad, Teera and Aden. I´m not proud of it, but it was either this or defeat.
There is, however, a less violent solution if you don´t want to raze cities and kill civilians. You should gain control of the cities that you want and a few more beyond. In order to create the so called "gap" simply give away the cities you don´t want to a neutral nation. The culture will be reduce as the third power enters the city, gaving you time to reorganize the cities you do need and you may still earn a few gold coins.
Finnaly, I agree that the assimilation of a recentily captured city should be a bit more hard and must be linked with the size of the military keeping it, but I also believe that once assimiled the troops in the city should be added to the rivals army. It would be very fun to fight rebel german soldiers.
P.S. - I haven´t been able to read all the replys, so I sorry if I´m repeating someone else point of view.:)
 
I don't like big maps bc they take forever to play.
I've chosen Romans and played the huge earth map. It was surely fun, but when we approached the 1700's, I gave up. Every turn took about 15mins.
And fo my perfect cities, I manage every single detail about them. This is why they're huge, powerful, and I don't need more than a dozen. You know, all border 4 ;) . BTW, any border 5 and I get a cultural victory, isn't it?
Too bad I like to wage wars all the time :) .
 
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