1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Top civs for progress?

Discussion in 'Strategy Section' started by besset, Dec 27, 2017.

  1. Matutin

    Matutin Warlord

    Joined:
    Jun 2, 2016
    Messages:
    117
    Just one question: How can you do a qualified decision which policy tree you want to follow that early? For progress you need lots of available space, but you can't have scouted that Already that early, don't you?
     
  2. Favorius

    Favorius I am not a Chief!

    Joined:
    Nov 14, 2002
    Messages:
    273
    Location:
    Constantinople
    Space is rarely a problem, I build cities as close as possible and do not care for overlapping. Past experiences of progress qualify the decision.
     
  3. Matutin

    Matutin Warlord

    Joined:
    Jun 2, 2016
    Messages:
    117
    Because Wide Cities don't get much pop anyway, but? Or how do you justify that?
     
  4. Magean

    Magean Prince

    Joined:
    Aug 7, 2009
    Messages:
    474
    Remember that Progress isn't necessarily about settling all over the place, it's about leveraging a wide empire all over the game. You can conquer it, too.

    Authority is the tree you want if you're going to try and settle a lot of available space before your neighbors. In my previous posts in this topic, I detailed while Authority is so much better than Progress for that.
     
  5. Stalker0

    Stalker0 Baller Magnus

    Joined:
    Dec 31, 2005
    Messages:
    6,298
    this is one thing I'm accepting more and more in my game play. Between the long amount of time it takes to grow a city big enough to use the tiles around it, and the advantages of using specialists late game....you really don't need a lot of tiles for a city to work.

    Heavy overlapping doesn't hinder things nearly as much as it might appear at first glance.
     
  6. Magean

    Magean Prince

    Joined:
    Aug 7, 2009
    Messages:
    474
    It depends on map type though, on Communitas resources are typically abundant so it's easier to have close-by cities. On other map types you may not have enough good tiles.
     
  7. Workerspam

    Workerspam Prince

    Joined:
    Aug 22, 2016
    Messages:
    324
    I play on Planet Simulator maps and I've been on a maddening run of semi-desert starts, the types where you end up with a ton of unproductive tiles but there's not quite enough desert resources/oasis to make spirit of the desert worthwhile. I've still found Progress to be potent, even with multiple cities with only 5-6 workable tiles. Those cities simply start working specialists earlier than usual.

    I used to be very meticulous with my city placement, really aiming for 4 tiles of separation for all cities. I've since come to realize that city distance is not as important as simply having enough workable tiles per city; for Progress that can be as low as 5 tiles. If the land is rich in good tiles I have no problem throwing multiple cities in the minimum 3 tile distance if that makes optimum use of the space. Tile poor lands can go 6-7 tiles between if necessary. I'd rather have longer roads than worse cities.
     
  8. tu_79

    tu_79 Deity

    Joined:
    Feb 11, 2016
    Messages:
    6,966
    Location:
    Malaga (Spain)
    I feel the same. Sometimes I place next cities at 3 tiles west and east, but none at north or south, so effective area for each city is larger than a 2 tiles circle. But in the end, it comes at how many workable tiles are in city range.
     

Share This Page