What's the largest city you grew?

anandus

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I was wondering how large the cities can become.

In my last game I had a few 25-sized cities (gotta love those maritime city-states).

So how large were youre largest cities? :)
 
I think around 20 was the most i ever got, they looked really sweet too :D

Started a game on an earth map and saw the most amazing spot ever for a huge city.
It was around where Egypt would be IRL, and it had no less than 8 wheat + floodplain tiles next to each other o0
 
28 - Earth, started in South America.

Only had 6 cities in total, never got into a war with any nation, won a UN victory in the end as I had 75% of the city states on my pay roll :)
 
I had 3 21 level citys near each other.They look cool BUT my beef is that in civ 4 you could have a way more realistic landscape with cottages.Those markets are a JOKE and ruin the overall nice layout of the tile improvements and citys.
 
Munich got to 31. I found a nice area with lots of flood planes, wheat and sugar.
 
I have a 38, I'm doing an OCC though

You can have up to I think a 49-size city (IIRC) considering 35 workable tiles and a few more specialist slots. After that it's unemployed citizens.

I really think unemployed citizens should get boosted to +2 production. Adds more strategy - if one of your flatland cities needs some emergency production, pull a few guys off the TPs.
 
Mine is "only 27". How do you think the new path will affect this?

I had 3 21 level citys near each other.They look cool BUT my beef is that in civ 4 you could have a way more realistic landscape with cottages.Those markets are a JOKE and ruin the overall nice layout of the tile improvements and citys.

What I didn't like about cottages in Civ 4 was their "grow" function. I don't see why a cottage build 2000 bc should yield more in 1800 ad than something built 1750. Cottages was one of my main beef with Civ 4. But yes they were better looking in Civ 4 but then again I only play on the strategic view map in Civ 5. :)
 
Wow, some of these numbers are insane. 35,31... My record was about 23 (4 cities close to that in an 8-city empire).

How did you manage to do it and keep production high at the same time? (I guess that spamming farms is a way, but you end up losing production that way.)
 
What I didn't like about cottages in Civ 4 was their "grow" function. I don't see why a cottage build 2000 bc should yield more in 1800 ad than something built 1750. Cottages was one of my main beef with Civ 4. But yes they were better looking in Civ 4 but then again I only play on the strategic view map in Civ 5. :)

Paradoxically, the fact cottages GREW was one of my favourite features on civ4.

It encouraged long term strategy, initial planning and continual development and protection. A fully fledged town was a wonderful tile.

Ideally i would of liked towns adjacent to cities to merge (suburbs?) into super conurbations, but perhaps thats best for civ6!!

Still, at least we've got a trade post to enjoy now :sad:...
 
Wow, some of these numbers are insane. 35,31... My record was about 23 (4 cities close to that in an 8-city empire).

How did you manage to do it and keep production high at the same time? (I guess that spamming farms is a way, but you end up losing production that way.)
If you've got a riverside city with some hills then you farm the hills, later on build hydro plant and you get 2:c5food:3:c5production:1:c5gold: tiles, whereas grassland farms net 4:c5food:, add maritime bonus for capital, buy a hospital and you're set, not to mention that you can have loads of golden ages to increase production.

At least that's how it was before the patch, but somehow I think it'll be even easier now with op early aqueduct, landed elite bonus plus Aztec Floating Gardens nets you +30% food, Granary etc can easily lift the city into 40+ imo.

Current problem after patch is the nerfed trade post, so you have to rush to Currency/Banking in order to keep your economy afloat. As it should be btw.

Paradoxically, the fact cottages GREW was one of my favourite features on civ4.

It encouraged long term strategy, initial planning and continual development and protection. A fully fledged town was a wonderful tile.

Ideally i would of liked towns adjacent to cities to merge (suburbs?) into super conurbations, but perhaps thats best for civ6!!

Still, at least we've got a trade post to enjoy now :sad:...

Totally agreed, those "circus is in town" identical tents are so hideous it's beyond belief, cottages were ideal to make the world map diversified, adding to that animated mines/lumbermills so you instantly knew which tiles were being worked... So many good ideas shunned... Why?
 
Got to 26 in last game with the new patch on a quite meh place when it comes to grow. Aqeduct really makes the difrence (CS are esencial too)
 

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The highest I ever got to was like 29 and it was a beast, but this was before the december patch and there was not much reason to grow huge citys I just did it for my 0cc game. Someone posted a city where they had like 60 or something anyone remember that?
 
I got close to 40 in an older culture victory game. Had all maritime CS allied and Tradition and quite a bit of food around the capital.

EDIT: I think this was before the maritime CS nerf.
 
Behold the mighty Babylon! (OCC)

I'm seriously considering making a tri-city state (without puppets) for small maps to see how it plays out (as a strategy).

Spoiler :
 

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how many turns did that take bibor
 
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