why do we use dot mapping instead of RCP??

well earlier on in the thread I had suggested that we use a large map (or bigger) what I meant was that civ 3's maps were bigger at the standard level. explain to me why the top border is at the "north pole tundra" and the south border of the fat cross is at the equator...

Sorry, but this is rubbish. Civ 4 maps are larger than the corresponding size maps in Civ 3. Rather than looking at vague "I'm close to both tundra and desert" try opening the map up and count a few squares. Or you could look up the dimensions in the XML.

This patently false idea has been flying around for a ludicrous amount of time, and I hate this kind of persistent misinformation. Civ 3 maps were smaller than corresponding Civ 4 ones. There was a certain amount of confusion at first due to the stange way they counted the XxY dimensions on Civ 3 maps, which owing to the diamond style map made it sound as if the map was 4 times as big as it actually was.
 
NaZdReG said:
well earlier on in the thread I had suggested that we use a large map (or bigger) what I meant was that civ 3's maps were bigger at the standard level. explain to me why the top border is at the "north pole tundra" and the south border of the fat cross is at the equator...

*catches up on thread*

Actually, the southern boarder of the fat cross isn't at the equator. It looks like the city's at the northern edge of the northern temperate zone. I can't see any jungle, so you're not even close to the equatorial zone.

NaZdReG said:
sadly aelf I think I have to agree with you.

while the distance upkeep is minimized.. the impact of focusing on this does cost us early wars or critical wonders. i've done 3 playthroughs to 0ad and honestly it puts us in a weaker position then using dot mapped farther spaced optimally placed cities.

perhaps firaxis did finally kill the ics and tight city placement strategies...

its a little sucky but civ 4 is still appealing or we wouldnt be playing ;)

too bad though.. rcp was very useful in civ 3.. resulting in a core of your empire capable of soo much strength.

perhaps one of the better players will expose/unlock weather or not this strat is worth it at all, but atleast I have to take the time to thank those involved for giving it a serious look.

NaZ

The advantage of "RCP" (I get the idea of the strategy, but what does that stand for anyways?) in Civ III was that both commerce and hammers decreased with distance, so there was a lot of incentive to settle close.

In Civ IV, it's the number of cities (rather than distance) that's the determining factor, so settling "junk" cities isn't really worthwhile.

That being said, based on the map above, it would be worthwhile to settle five of those cities: N, NE, E, SE, and SW. I'd also move those cities out by one tile. The slight increase in distance costs is more than made up for by the saving you get for less cities, shifting them around slightly to maximize food. As it is, I'd settle N last, right after NE. It'll be a while before you need those health resources.

I think I'll give this strategy a spin. I usually spread out, trying to maximize resources, floodplains, and rivers in each city's fat cross, rather than settling close. I'd usually try to keep the cities in a ring around the capital, but I've always considered distance costs to be a nuisance, rather than a killer like the number of cities cost. I'd also rather have my initial citizens in each city working resources or floodplains if at all possible, rather than ordinary tiles. Maximum benefit for minimal cost, as it were. It would be rare for a city to share borders with another city, let alone share tiles.

That being said, I was a little skeptical about the advantage of the Specialist Economy until I tried it. Now, I usually shoot for the Pyramids whenever I see stone nearby and I'm not playing a leader with the Financial trait. But unlike the SE, I have a hard time seeing any benefit of keeping my cities really close, besides being easier to defend.

Edit: I think this strategy might be more worthwhile if you start near the equatorial zone. The resource density is higher, you'll have a lot more grasslands, and you could cut down on your health costs since you could cut down the shared jungles first. You'd need more workers, unfortunately, to carve out you empire from the jungle, though.
 
if you move them out by 1 tile you defeat the purpose of settling in "ring city placement" designed to limit distance upkeep. refer to the link in the 1st post it explains the math behind that.

hopefully this strat is salvageable.. but probably not based on us looking at it

NaZ
 
NaZdReG said:
hopefully this strat is salvageable.. but probably not based on us looking at it

I'm really not sure it is. You sort of hinted at it in your recent reply to aelf when you mentioned that it rules out war. Not only are you settling 8 suboptimal cities, but you're also pretty much stuck with that as the extent of your empire for quite a long time due to number of cities maintenance. You can raze, but there's no way you can afford to capture any enemy cities until well into the game, so whatever is in that ring around your capital is what you've got until some time in the Middle Ages at the earliest. By then, the AI has had more than enough opportunity to get out of control.

The bottom line is that at best this saves you about 1 gold per turn from each of your first cities and a total of 8 gold per turn once you get all 8 built. You can make up all of that by working one gold mine on a river (yes, I know you won't always have a gold mine on a river available, but I think it illustrates that 8 gold isn't that much if you're building trashy cities to save it).

The basic idea of accepting some overlap in your early cities in order to develop cottages faster, improve defensibility, reduce maintenance, etc. is a good one, but you need to weigh that with the rest of what you see. Just mindlessly building 8 cities in preset locations isn't going to work.
 
i do agree with that assessment. one couldnt just produce the ring without considering current events ingame. the question would be though is the ring better for the "core" of your empire or should you just settle with your first 2 settlers and whatever cities you capture after that...

perhaps settling in tight like that should just be taken advantage of where it is advantagous to do so.. not preselected as the ideal strat. just like a high food start may lead you to consider a specialist strat etc.

some games i've been able to get up the 4 diagonal cities and use just that as my core, sometimes its 1/3-1/2 of a ring because of being coastal. Its nice to have the reduced upkeep, but such a thing isnt worth skipping iron or some other resource.

ultimately firaxis may have actually killed the ring city placement strategy after multiple patches in civ 3 and a redesign of the actual game.

NaZ
 
I think this is a good principle that must be loosely followed. Ultimately, terrain and resources must come first in deciding where to place even your core cities. If you happen to have plenty of good stuff near your capital, you can start thinking about RCP.
 
I am now even more convinced that Ring City Placement is not a killer strategy in Civ IV. The number of cities cost far outweighs the distance cost in this game once you have more than a handful of cities. You still don't want to spread your cities out to the four corners of the world straight away, but the incentive to pack 'em as tight as possible is no longer very strong.

Kudos to NaZdReG for going through the discussion again. I didn't join the forum until around the 1.61 patch was released so I also missed the earlier discussions from the opening days (that I envision would have had hundreds of posters trying out the old strats and quickly killing off the ones that just didn't work, lamenting the death of RCP, ICS, and the like). I started reading the threads when "Bronzeworking for the Killer Axe Rush", or "How to leverage a Cottage Econ for an Oracle-based Metalcasting or Civil Service Slingshot" was the rage.

I wondered how the old strats did with the new game and did very badly with the game because of the old habits, but then I tried the Axe rush, science city, oracle slingshot, mace/cat rush, cottage/market/bank econ, Rifle/Cannon, domination victory on Monarch and totally forgot about the way things used to be.
 
Ring city placement in Civ3 was a borderline exploit having to do with the fact that the corruption of two cities equi-distant to the capital was the same, instead of one being worse than the other. Since civ4 doesn't have corruption this strategy doesn't really accomplish much of anything.
 
yes origionally ring city placement (rcp) was used to combat corruption. firaxis replaced corruption with maintanance.. and if you stay withing the ring the "distance from capitol" cost is only 1 gpt. making a 9 city ring only cost you 17 or so gpt.

17 gpt can be covered by the capitol running 3 cottages to pay for the entire upkeep. if you grab a religion and found the shrine it will take care of 9gpt of that upkeep and this strat could potentially put you way ahead in research and such

but our research showed that focusing on settler production hurts early war efforts and wonder building.

also unless you are willing to pay a little bit for 1-2 of the cities that just miss a good resource you could end up missing important horses and iron.. too costly to pass up.

best suggestion for anyone still willing to try this strat would be:

continents, LARGE, prince difficulty, look further down the thead for civ suggestions. victoria (if im' not mistaken) is a good call since she is financial/imperialistic.

when you're building settlers under that trait normally food=hammers but if you can work a 1f2h instead of 2f1h it actually speeds up production because hammers get magnified by 50% during settler production.

settle the diagonal axis' first.. thats a total of 5 cities of early REX. the other 4 spots on the circle will already be within your cultural borders or just barely outside of them.. meaning the ai probably wont go there.

the cost of this strat is if you war with another civ you pretty much have to raze instead of capture.. and those areas may get resettled i suppose.

but 9 cities is hard to pull off outside of this strat by midgame due to land size and distance upkeep.

dont know if this strat is worth even doing but if the 9 cities could be up by 0ad that would be pretty strong i guess

what we really need to pin this strat down as good or bad would be like I suggested a # of test games by people good at emperor level or so (playing on prince) so that their experience in all other areas could support the regular strats being weakened by this effort.

maybe it will pan out.. probably not but I still think its worth doing.
unfortunately my work schedule makes running that many games prohibitive but I've had mixed results so far. sometimes it makes you a powerhouse sometimes it sets you back.. but then again at pop 5 with 6 cities running 5 cottages you've got quite a lot of beakers there.. or 6 cities at 2 scientists a piece under representation.. you get the idea

best of luck if anyone attempts this.. please post your results here

NaZ
 
NaZdReG said:
yes origionally ring city placement (rcp) was used to combat corruption. firaxis replaced corruption with maintanance.. and if you stay withing the ring the "distance from capitol" cost is only 1 gpt. making a 9 city ring only cost you 17 or so gpt.

For one thing maintenance is an extremely weakened form of corruption for a number of obvious reasons. Second, RCP in civ3 effectively bypassed the number of cities corruption, whereas RCP in civ4 does not do that at all; it only affects the distance maintenance. It just does not make sense to move a city to a suboptimal location to save yourself 1 or 2 gpt. It's common sense that RCP is a bad strategy in civ4.
 
My two cents: if you can afford to worry about overlapsing and optimal (long term) city placement to make sure you hit size 999 with all of them, you should move up a level in difficulty.
 
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