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Thread: Cities within one tile of each other (screenie incl.)

  1. #1
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    Cities within one tile of each other (screenie incl.)

    A new bug or...?

    Looky here:

    Was a tad shocking to see not only two, but three cities that the A.I had built within one tile of each other... Oh dear, oh dear...

    Large map on Immortal.

  2. #2
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    those would be two tiles apart and not 'within one tile', which IMO is just impossible.

    so no bug, just dumb AI city placement as usual.

  3. #3
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    Quote Originally Posted by MadDjinn View Post
    those would be two tiles apart and not 'within one tile', which IMO is just impossible.

    so no bug, just dumb AI city placement as usual.
    Okay bad wording sorry about that, still, the limit is two tiles in between not one. Or have they changed that at some point? Would be hilarious, making possible for cities to bombard each other....

  4. #4
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    Question

    Is "King Tut" happy to see you, (are my eyes deceiving me), or is Akhetaten blessed with having not one, but two lighthouses in its pocket?

  5. #5
    Quote Originally Posted by Devilbound View Post
    A new bug or...?

    Looky here:

    Was a tad shocking to see not only two, but three cities that the A.I had built within one tile of each other... Oh dear, oh dear...

    Large map on Immortal.
    I have to try it, but maybe the restriction applies only to cities on the same landmass?

  6. #6
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    Quote Originally Posted by BammBamm View Post
    Is "King Tut" happy to see you, (are my eyes deceiving me), or is Akhetaten blessed with having not one, but two lighthouses in its pocket?
    LoL good spotting yea, that's how it appears to be! I'm going to have to go there to take another look if that is another citys lighthouse just drawn erroneusly. EDIT: Byblos doesnt seem to have one, so it is likely that citys lighthouse. Looks really weird tho....

    Quote Originally Posted by DoctorStrangelove View Post
    I have to try it, but maybe the restriction applies only to cities on the same landmass?
    Yes suppose that is a possibilty, tho it would still make for some glitch-breeding possibilities with cities able to bombard each other and whatnot. have to try it yes like you said...

    If that is a bug, it indeed is a rather big one, with having not one bug in there (with two cities), but a dual-bug of three cities too close to each other... Then again, far from being not possible, just as "funny" as having a enemy having two units in a city; then you capture the city, the other unit stays there (yes, along with your unit, in what is now YOUR city) and the next turn moves out and attacks the same city again....


    ANOTHEREDIT: Also my happiness dropped by 5 in one turn just now in that same game, with only one city growing and no difference in luxuries or garrisons, no new cities or really anything other happening except one city growing by one... Whatta... I think I am getting tired, but why can I not wrap my head around to how is that possible...? o_O FURTHEREDIT: Gaaah! The happiness is jumping up and down by every other turn now with around 5! Whatta hell... It seems the amount of unhappiness I get from population changes even tho population stays the same... Arrgh!!! ...Oh but wait, I have a lot of puppets, must be their fiddling around with specialists coupled with freedom social policy.
    Last edited by Devilbound; 12-28-2010 at 02:19 PM.

  7. #7
    I think this is awesome, imagine the cross fire these cities can lay down on any enemy ship that is foolish enough to get close enough to all three cities at once heh.

  8. #8
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    Quote Originally Posted by martin4444 View Post
    I think this is awesome, imagine the cross fire these cities can lay down on any enemy ship that is foolish enough to get close enough to all three cities at once heh.
    Hehe yea I just did this actually mapping out the environs, nice xp x)

    But seriously tho, if you can place cities with only one hex in between than you can place a ranged unit in your city and bombard the other city for endless levels and xp without them getting anything... Ripe for exploiting again. They should just remove any xp gain from cities that are on red health, and make the medic promotion work again like it first was (they nerfed/broke it to counter city xp farming).

  9. #9
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    Quote Originally Posted by Devilbound View Post
    A new bug or...?

    Looky here:

    Was a tad shocking to see not only two, but three cities that the A.I had built within one tile of each other... Oh dear, oh dear...

    Large map on Immortal.
    Question:
    Is this a game you continued that you started before the recent patches? Weird things like this have been noticed by others who played old pre-patch saves.

  10. #10
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    Quote Originally Posted by Dale View Post
    Question:
    Is this a game you continued that you started before the recent patches? Weird things like this have been noticed by others who played old pre-patch saves.
    Nope, fresh game, playing as Incas (marathon, large, immortal). Started I think yesterday or the day before that.

  11. #11
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    Hmm yea almost forgot about this. So yep, there was a fourth and a FIFTH city there as well, all with just one hex in between them, in a chain. Inane. All in all just take a look at the map, god thats some serious city-spamming! I hope to one day see this fixed as well... A.I placing cities right next to each other whilst at same time we have more room for cities to grow and area to encompass than ever before in the series...



    ^Clicky on the linky%)^

  12. #12
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    yeah, the AI code for settling got messed with in the latest patch and now they over spam cities. It's pretty bad.

  13. #13
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    Quote Originally Posted by Devilbound View Post
    Hmm yea almost forgot about this. So yep, there was a fourth and a FIFTH city there as well, all with just one hex in between them, in a chain. Inane. All in all just take a look at the map, god thats some serious city-spamming! I hope to one day see this fixed as well... A.I placing cities right next to each other whilst at same time we have more room for cities to grow and area to encompass than ever before in the series...



    ^Clicky on the linky%)^
    What ever you do don't send ships in there it will be instand death

  14. #14
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    It's land hexes that determine city placement, water hexes don't count. For example you could have several one tile islands in the ocean separated by one hex and you could place a city on each. But you couldn't have just one hex between cities on land...

  15. #15
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    Quote Originally Posted by Kevik View Post
    What ever you do don't send ships in there it will be instand death
    Heheh how do you think I mapped it? Yup, wartime ocean-exploration. God knows how my frigate made it out of there!

    Quote Originally Posted by Easy Money View Post
    It's land hexes that determine city placement, water hexes don't count. For example you could have several one tile islands in the ocean separated by one hex and you could place a city on each. But you couldn't have just one hex between cities on land...
    Yea, so it does seem to be. Doesn't really make too much sense imo. Ah well.

  16. #16
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    Quote Originally Posted by Devilbound View Post
    Heheh how do you think I mapped it? Yup, wartime ocean-exploration. God knows how my frigate made it out of there!
    I meant if your at war don't go in there.

  17. #17
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    so if u take one of those cities
    can u use a city to bombard a city?

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