Top 10 City Locations.

This are some results of my script, however it's probably not working completely right.
Please discuss :)

Spoiler :

NUMBER. XxY NAME (ALTERNATIVE NAMES) = OUTPUT
where output = commerce + food + production
with all tech bonuses, with some basic buildings in mind
also with improvements placed, but the behind it is kind of complicated
cities blocked by existing city are skipped, also cities cannot be build on sea, peak, marsh, ice, etc

1. 110x45 Hancheng (Hancheng, Fuzan, Busan, Hancheng) = 122
2. 77x40 Kish (Kish, Seleukeia, Tisfun, Mesopotamia, Baghdad, Bagdat) = 121
3. 69x14 Sofala (Sofala, Fort Lydsaamheid, Fort Lydsaamheid, Sofala) = 121
4. 66x40 Korinthos (Korinthos, Corinthus, Anavarin, Korinf, Anavarin) = 120
5. 52x59 Caledonia (Caledonia, Lindisfarne, Dundee) = 119
6. 116x47 Jianghu (Jianghu, Edo) = 118
7. 54x53 Durovernum (Durovernum, Canterbury) = 117
8. 61x40 Syrakousai (Syrakousai, Messana, Messana, Kasr'Yanni, Messina, Messina, Messina, Sigonella) = 112
9. 70x53 Gunwald (Gunwald, Smolensk) = 111
10. 61x45 Ariminium (Ariminium, Ariminium, Ariminium, Ancône, Ravenna) = 111
11. 58x42 Hyknusa (Hyknusa, Caralis, Caralis, Cagliari, Ajaccio, Cagliari) = 110
12. 100x39 Kunming (Kunming, Kunming, Konmei, Kunming) = 109
13. 107x41 Fuzhou (Fuzhou, Fukushuu, Fuchzhou, Fuzhou) = 109
14. 73x43 Kanesh (Kanesh, Mazaka, Mazaka, Caesarea Mazaca, Kayseri, Kayseri, Kayseri) = 109
15. 121x6 Port Louis-Philippe (Port Louis-Philippe, Christchurch, Moordenaarsbaai, Christchurch) = 108
16. 49x57 Eblana (Eblana, Eblana, Dubh Linn, Dublin, Dublin) = 108
17. 110x40 Naha (Naha, Naha, Nakha, Futenma) = 108
18. 19x39 Tampico (Tampico, Tampico, Tampico, Tampiko, Tampico, Tempico) = 108
19. 42x22 America (America, Bahia, Fort Maurits, Bahia) = 107
20. 20x46 Fort Crevècoeur (Fort Crevècoeur, Oklahoma, Oklahoma) = 107
21. 57x50 Augusta Treverorum (Augusta Treverorum, Metz, Trier, Metc, Brussel, Spangdahlem Air Base) = 107
22. 107x24 Surabaya (Surabaya, Surabaya, Surabaya, Surabaya, Surabaya, Kupang) = 106
23. 35x4 Puerto Soledad (Puerto Soledad, Port St. Louis, Stanley) = 106
24. 61x50 Castra Regina (Castra Regina, Praga, Ratisbonne, Prag, Praha) = 106
25. 117x24 Rae (Rae, Manokwari, Port Moresby, Deutsch-Neuguinea, Manokwari) = 106
26. 29x47 Baccalearum Regio (Baccalearum Regio, Älfsborg, Philadelphia, Fort Beversreede, Fort Beversreede, Philadelphia) = 106
27. 49x41 Onuba (Onuba, Pax Iulia, ‘Uhshunubah, Palos, Palos, Faro) = 105
28. 20x50 Fort Pierre (Fort Pierre, Grand Forks, Grand Forks) = 105
29. 63x56 Scandia (Scandia, Kalmar, Kalmar, Kalmar, Kalmar, Kal'mar, Kalmar) = 105
30. 110x32 Dabao (Dabao, Davao, Davao, Davao, Davao) = 105
31. 113x43 Matsuyama (Matsuyama, Matsuyama) = 105
32. 50x53 Isca Dumnoniorum (Isca Dumnoniorum, Plymouth) = 105
33. 104x25 Jayakarta (Jayakarta, Jayakarta, Jayakarta, Jayakarta, Jayakarta, Semarang) = 104
34. 66x54 Svebicum (Svebicum, Riga, Kauen, Kovno) = 103
35. 69x39 Knossos (Knossos, Gortyna, Lefkosa, Knoss, Lefkosa) = 103
36. 106x33 Puerto Princesa (Puerto Princesa) = 103
37. 70x42 Halikarnassos (Halikarnassos, Xanthos, Halicarnassus, Izmir, Gelikarnas, Bodrum, Bodrum) = 103
38. 92x33 Chennai (Chennai, Chennai, Chennai, Coromandel, Pondichéry, Madras, Palikol, Coromandel) = 103
39. 106x47 Sanshan (Sanshan, Dairen, Dal'nij, Liaoyang) = 103
40. 50x44 Helmantica (Helmantica, Emerita Augusta, Burtuqal, Salamanca, Salamanca, Oporto) = 102
41. 103x39 Haojing (Haojing, Makao, Macao, Macau, Haojing) = 102
42. 101x29 Singapura (Singapura, Singapura, Shounantou, Singapura, Singapura, Malacca, Singapore, Malakka, Malacca) = 102
43. 82x37 Sirajis (Sirajis, Harmozeia, Sirajis, Parthia, Shiraz, Hormuz, Bandar Abbas, Hormuz, Siraz, Hormuz) = 102
44. 52x56 Mancunium (Mancunium, Manchester) = 101
45. 63x42 Taras (Taras, Cannae, Brundisium, Tarent, Lecce, Lecce, Lecce, Otranto, San Vito Air Station) = 101
46. 2x18 Alofi (Alofi) = 101
47. 27x38 Santiago de Cuba (Santiago de Cuba, Havana, Havana, Gavana, Havana, Guantanamo) = 101
48. 114x51 Zahuang (Zahuang, Sapporo, Sapporo) = 101
49. 40x17 America (America, Santos, France Antarctique, Santos) = 100
50. 69x31 Yebu (Yebu, Elephantine, Elephantine, Gallabat, Aswan, Aswan, Aswan) = 100


Spoiler :

Some visualisation as proof:
map.png

 
Wait, so you optimize over food+production+commerce? That's highly impractical.

Food doesn't have much value in itself, production or commerce are rather a function of available food. So a more useful algorithm should examine the maximum value of either commerce or production given the maximum population a city can acquire.
 
Thanks for your suggestions guys. The city output calculation may not work properly yet. I'll validate the results later.
I'm trying to find cities with biggest possible output, also during the process i'm placing various improvements automatically. I'm aware of that it's not completely optimal, but it's good enough for start .)
 
I'd also value grassland much higher than sea. Towns are much stronger than coast tiles so obviously a grassland city in Russia is better than Korinthos. Towns simply offer the highest output per tile so it is safe to assume that as many tiles are converted to towns as possible. The question is whether to have towns over plantations, but I think it is safe to assume in this script that they shouldn't
 
Optimize over commerce should assign the commerce value of a fully developed town to grassland, and half a town's value to plains (or two thirds if you assume biology).
 
I see what you mean, i'll try to optimize it as much as possible. Currently there are still some general glitches.
If you want check the "live" version here. It's kind of big (3.5M), please download it if you plan use it often, thanks.
Rollover the X (possible city), and you see the equation + city plots.
Colors: 0 FPC -> white, grey, blue, green, red, black <- 149 FPC
I also updated the screenshot:
Spoiler :

map.png

 
Denver, Kiev, Chicago, Philly, Rome and Buenos Aires/Montevideo.
And the best food locations are Jayakarta, Lisboa, Chicago and Istanbul(6 food resources).
And some Siberian cities can produce 1 tank in 1-2 turns, you just need watermills+SP+factories+power+levee.
 
I see what you mean, i'll try to optimize it as much as possible. Currently there are still some general glitches.
If you want check the "live" version here. It's kind of big (3.5M), please download it if you plan use it often, thanks.
Rollover the X (possible city), and you see the equation + city plots.
Colors: 0 FPC -> white, grey, blue, green, red, black <- 149 FPC
I also updated the screenshot:
Spoiler :

map.png


Checked it out, its AWESOME:goodjob:
 
I think this coming much closer to perfection.:) Do you also take rivers into account? Leevees are almost a standard building in each late city and you don't want many cities not to be on a river. I think this will increase the gap between Europe and central India.
 
If you are interested, check the map now, it's basically heat map, you can switch between food / commerce / production, total fpc, and population.
Probably most important cities are those with most population, because they have huge bonus from specialists (for example big city with 43 population have 22 specialists, i'm using them as engineers / merchants 1:1, which is not ideal, but it's how it is...).

The heat map is generated for hypothetical situation, beyond the sword version with corporations, when you have all technologies (which means all bonuses from technologies), and map with all resources (some resources are dynamically placed during history, for example lot of them in america). Civics are "set" to universal suffrage, free speech, and free market giving bonuses to cottages / towns. And you have all access to all resources (strategic +1 production = 9, food +1 food = 11, +15 commerce luxuries).

I'm also assume you have 2 corporations - sid's sushi and mining and co, giving you bonus 15 foods, and 15 production, for cost 40 commerce (so you need big empire or get lot resources from foreign trade).

For each plot i'm considering if city is on coast (bonus trade routes, and sea plots food from buildings), or on river (river plots +1p), also other types of plots, like peaks, or tundras, deserts (without water resource), which doesn't produce anything etc... Also if improvements is building, on top of forest, it's "chopped" (-1 production).

Production and commerce counted with city modifiers in mind (+25% market, 25% grocer, 50% bank = +100% commerce, +25% forge, +50% factory with power). For trade routes (coastal cities have more), i assume they are all foreign and modifiers are +50% harbor +100% custom house, total number of trade routes is 2 + 1 airport + 1 corporations + 1 free market, and another 2 for coastal cities.

The map is still not perfect but i'm still updating it and considering all possibilities.

The updated map is still here. Be careful the page can eat your cpu alive :)

The color coding is worst <- white (40%), grey (50%), black (60%), blue (70%), red (80%), yellow (90%) -> best

Mouse over any plot with possible city will show city plots and city details, other plots only plot details.

And under the map are lists of the cities by commerce, food, production, total fpc, and population.

Enjoy!! :)

PS: Also any suggestions for further improvements are more than welcomed. I would like to release the code later, but currently it's too poor and unreadable ;)
 
It's beautiful.

Never realized how good French cities are.

Too bad they give you crappy cities like Bordeaux and Marseille.
 
If you are interested, check the map now, it's basically heat map, you can switch between food / commerce / production, total fpc, and population.
Probably most important cities are those with most population, because they have huge bonus from specialists (for example big city with 43 population have 22 specialists, i'm using them as engineers / merchants 1:1, which is not ideal, but it's how it is...).

The heat map is generated for hypothetical situation, beyond the sword version with corporations, when you have all technologies (which means all bonuses from technologies), and map with all resources (some resources are dynamically placed during history, for example lot of them in america). Civics are "set" to universal suffrage, free speech, and free market giving bonuses to cottages / towns. And you have all access to all resources (strategic +1 production = 9, food +1 food = 11, +15 commerce luxuries).

I'm also assume you have 2 corporations - sid's sushi and mining and co, giving you bonus 15 foods, and 15 production, for cost 40 commerce (so you need big empire or get lot resources from foreign trade).

For each plot i'm considering if city is on coast (bonus trade routes, and sea plots food from buildings), or on river (river plots +1p), also other types of plots, like peaks, or tundras, deserts (without water resource), which doesn't produce anything etc... Also if improvements is building, on top of forest, it's "chopped" (-1 production).

Production and commerce counted with city modifiers in mind (+25% market, 25% grocer, 50% bank = +100% commerce, +25% forge, +50% factory with power). For trade routes (coastal cities have more), i assume they are all foreign and modifiers are +50% harbor +100% custom house, total number of trade routes is 2 + 1 airport + 1 corporations + 1 free market, and another 2 for coastal cities.

The map is still not perfect but i'm still updating it and considering all possibilities.

The updated map is still here. Be careful the page can eat your cpu alive :)

The color coding is worst <- white (40%), grey (50%), black (60%), blue (70%), red (80%), yellow (90%) -> best

Mouse over any plot with possible city will show city plots and city details, other plots only plot details.

And under the map are lists of the cities by commerce, food, production, total fpc, and population.

Enjoy!! :)

PS: Also any suggestions for further improvements are more than welcomed. I would like to release the code later, but currently it's too poor and unreadable ;)

There are no yellow plots currently?

EDIT:What do the 'ignoring:' mean?

EDIT2:Green?
 
DylanAraki: yeah they are ones of the bests
Akbarthegreat: no i changed the color, because green wasn't very good visible over the world map (lot of green grass land make green spots invisible). The color codes again are now: worst <- white (<40%), grey (+50%), black (+60%), blue (+70%), red (+80%), yellow (+90%) -> best
However i tried to apply this map and building all the great cities, but it raise up different problem, which is optimal city placement. For example you can have one giga city with +40 pop or you can have two large with +35 pop etc... So next step is generate map with the "right" cities :) Also the improvement placement (except bonus plots, and water, which are really simply to decide) may not be optimal, but i hope it's pretty close to reality.
 
I didn't have very much time lately work on this, and i'm kind of stuck with further improvements. Now i'm thinking about getting exact list of all cities without overlapping each other. Any idea how to count best location including optimal city placement (e.g. optimal coverage of the Earth). I was thinking about manually opt-in the cities, but would probably take for ages .) Any ideas?
Also i would welcome any suggestions for further improvements as well. Thanks in advance for all your replies .)
 
Very nice map! :goodjob:

Care to make it play nice with Firefox? :D
Spoiler :
attachment.php
 

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