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Post by akreider on Jan 4, 2007 0:58:59 GMT -5
I think a valuable strategy is to structure your front so that you can predict where your neighbor is most likely to attack.
I believe a good way to do this is to have a jagged front. Though this also increases the length of the front, and might lead to less production.
You could have a front that looks like:
ACity-----City-----City-----ACity
ACity-----City-----City-----ACity
Or a jagged front -----City-----City-----City-----ACity
ACity-----City-----City-----City
With the jagged front (and a city depth of two), in this example you reduce your number of likely targetted cities from 4 to 2.
This works well for inland_sea where you should have only two borders to worry about, and generally a rectangular space to fill.
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Post by zzZhenon on Jan 4, 2007 1:03:37 GMT -5
I don't understand your diagram
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Post by tamijo on Jan 4, 2007 2:41:18 GMT -5
true no clue
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Post by Tony on Jan 4, 2007 6:40:33 GMT -5
I think he means placing the cites in a zig-zag, instead of having a flat line of 4 cites, so 2 are slightly forward and 2 are slightly back.
But i dont really think the piont is important, all you need to do is see the attack coming, and have good roads. Place your cites where they need to be, the odd thing is you hardley ever have a totally flat front of 4 cites anyway.
Maybe you got this logic from ren-teamers where a single front city is placed and bombed, but ancient is not the same, the fast units are killed by almost any unit in a city, so double moving and hitting a city unexpectedly is way too hard.(alot of people dislike this about civ4) The reason this works in ren is because the fast units are very strong.
In ancient there is 1 way and 1 way only to kill late in the game, catapults. (If city defense is not reduced even archers are impossible to kill)
But no matter how you attack, you need more units then the defender, if they are even roughly the same, 4get about it, unless he's built some really silly units.
With slow moving catas being a key ingredient, dancing around your land is not an option, as he will lose more and more units every turn.
Placing only a single city up front in ancient should only be done if you not comfortable defending, or in special cases, but generally speaking place your cites in the best spots IMO and get culture in them quick time, ideally 40% rather then 20%.
Can you even get 4 flat cites on inlandsea? Even 3 is kinda pushing it, without huge overlaps.
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Post by Necrominousss on Jan 7, 2007 8:06:57 GMT -5
i think he means this. Am i right? If in a corner make it arc shaped.
-----city-----city-----city-----city-----city
city-----city-----city-----city-----city-----city
-----city-----city-----city-----city-----city
And to this I say, there is no system to this game, but to play your land. There is always an ideal city location and order in my brain, for the land and situation given to me. I can't imagine trying to force it into a calculation like this. If it's convienent, this layout is best for inland sea.
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Post by Bantams on Jan 8, 2007 7:30:31 GMT -5
Well sure if we were all still playing CIV3 which thankfully im not you can plant cities like he says, but not really in CIV4 due to the maps used in most ladder games you just plant where you have best use of the surrounding tiles usually on a nice plains Hill if you find one
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Post by zzZhenon on Jan 11, 2007 16:48:52 GMT -5
People plant their cities too far apart in civ4. you should share food tiles and micro growth between them. Well that's the secret to good production, or at least to unit production (my fellow slavery gurus know what i mean).
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Post by churchill1 on Jan 16, 2007 16:45:06 GMT -5
Hmmm. I think I qualify as a slaving guru ;D. I would say if you can provide it with a four food tile or at least two 3 food tiles then build it. In typically short ladder games, sharing tiles is definitely a good idea as is micromanaging. Unfortunately most n00bs insist on a blazing timer so us micromanaging connoisseurs find we don't have enough time to perfect our craft .
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Post by akreider on Feb 26, 2007 0:44:01 GMT -5
I think this might be a fine theory, but I've found that in practice it really is hard to carry out.
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Post by ironclad on Feb 26, 2007 22:49:08 GMT -5
its usually super packed in middle, and 2 culture bombs at ends ;D
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Post by astax on Aug 7, 2007 22:23:27 GMT -5
On a Donut map, you can have 2 players tunnel in the same direction, one takes the inside the other takes the outside. It's pretty cool, but only works well when the inside area is an ocean or the donut is pretty thick. Also when I am doing the forward crawl on donut I usually alternate by having one coast city and one away from coast. This is mostly because of how food is spaced out on donut map. But I found that to be a very solid strategy.
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