sir_schwick
Archbishop of Towels
My idea is designed to reduce the advantage players get from MM the citizens in cities. It is also designed to allow cities to work more then 21 tiles.
This grid is the basis for how citizens can work the terrain. Assuming the cultural borders extend as far as needed workers can use terrain in that grid. The Red area marks how far a city of up to size eight can work. The Orange area marks how far a city of up to size twenty-four can use. Here is a little guide.
Red I - Up to eight citizens.
Orange II - Up to twenty-four citizens.
Yellow III - Up to forty-eight citizens.
Green IV - Up to eighty citizens.
Blue V - Up to one-hundred and twenty citizens.
Assuming that a city that uses the red area can have up to eight citizens working, eight tiles are chosen. The total production of food, shields, and trade is calculated. The city gets to use how many citizens out of that eight of the total pot. Example, the city has four citizens and the eight squares normally generate 20 food, 10 shields, and 8 trade. Since that is four citizens out of eight potential, you get half of that possible production. That is 10 food, 5 shields, and 4 trade.
Since you never use all the squares you have access too, you theorhetically can choose which squares to work. To avoid MM advantage for humans, you can now choose what kind of production you want to emphasize.
Imagine the city is size ten. It gets to use all the red and orange area. Now, the cut of production you get is ten out of twenty-four possible. The potential production is the best combination of twenty-four squares for your production goal.
It goes further on, but also, you can produce fractiosn and decimals of food, shields and trade. Non-intergers are just accumulated each turn until integers can be made. This way no more then a fraction of a production point is lost per city.
Also, you can now build a port if you have a road to a coastal tile within a cities workable radius. When the port is finished, a little port graphic appears on the square. This is much how Athens connected itself to the sea after the Persian invasion of Darius.
This is a demonstration on how cities can become metropolitan areas.
In this example A is the Urban area.
B, C, D, E, and F are possible suburbs sites.
For spacing purposes, all cities in a metropolitan system have a eight-tile ZOC directly surroudning them. These ZOC cannot touch each other, as you can see in the illustration.
1) One of the first criteria for B/C/D/E/F to become a suburb is to be in the worker radius of A. That means for D to be in that radius, A would have to have a Metropolitan population of nine or more. For B twenty-five or more. 2) For F fifty or more. For C and E eighty-two or more.
The second criteria is that A be connnected by road or harbour(cross-bay connection) to the suburb.
3) The third criteria is that any suburb of A cannot have more then 1/2 the population of the Urban center.
4) The fourth rule is that the total population of all the suburbs that service the urban center is no more than twice that of the Urban center, or in this case A.
If the population of a suburb rises beyond the 1/2 point, a unit of population will migrate from the suburb to the urban center. Same goes whenever suburban population goes beyond twice urban population.
The population of a suburb works the tiles of the urban center. THis means that if A was 17 citizens, and D was 8, then A would count has having 25 working citizens. This means its working radius would increase to where B was. If B had 7 citizens, then A would have 32 working citizens. This means that A will generate production like it had a population of 32. The food needed to sustain suburbs is automatically shipped back. Growth rates(where excess food goes) of subrubs vs. the urban center can be dictated directly by you. Production and trade stay in the urban center.
The populations of suburbs are still seperate from that of the city for things such as unhappiness due to overpopulation and war-weariness. The metropolitan system will try to spread around its happy faces and entertainers to keep everybody happy. If a suburb riots, only that suburb is affected, although the rioters refuse to go to work. If a suburb is conquered, only that suburb is lost, like any city. Local happiness generators will only export happiness if it is completely used in the suburb. The metropolitan system chooses which suburb or urban center gets a completed building. Non-happiness buildings are utilized by the entire metro system. Growth limit breakers, such as aqueducts and hospitals, are still unique to each urban center or suburb. This will be a major limiting factor for ancient and middle age metropolises, since you need an aqueduct to get to size eight.
Some might say players would start putting settlers in a ring-square pattern around a fast growing city to produce an early metro. This is not a bad thing in my opinion. It would also make ICS easier to clean up in the late game.
This grid is the basis for how citizens can work the terrain. Assuming the cultural borders extend as far as needed workers can use terrain in that grid. The Red area marks how far a city of up to size eight can work. The Orange area marks how far a city of up to size twenty-four can use. Here is a little guide.
Red I - Up to eight citizens.
Orange II - Up to twenty-four citizens.
Yellow III - Up to forty-eight citizens.
Green IV - Up to eighty citizens.
Blue V - Up to one-hundred and twenty citizens.
Assuming that a city that uses the red area can have up to eight citizens working, eight tiles are chosen. The total production of food, shields, and trade is calculated. The city gets to use how many citizens out of that eight of the total pot. Example, the city has four citizens and the eight squares normally generate 20 food, 10 shields, and 8 trade. Since that is four citizens out of eight potential, you get half of that possible production. That is 10 food, 5 shields, and 4 trade.
Since you never use all the squares you have access too, you theorhetically can choose which squares to work. To avoid MM advantage for humans, you can now choose what kind of production you want to emphasize.
Imagine the city is size ten. It gets to use all the red and orange area. Now, the cut of production you get is ten out of twenty-four possible. The potential production is the best combination of twenty-four squares for your production goal.
It goes further on, but also, you can produce fractiosn and decimals of food, shields and trade. Non-intergers are just accumulated each turn until integers can be made. This way no more then a fraction of a production point is lost per city.
Also, you can now build a port if you have a road to a coastal tile within a cities workable radius. When the port is finished, a little port graphic appears on the square. This is much how Athens connected itself to the sea after the Persian invasion of Darius.
This is a demonstration on how cities can become metropolitan areas.
In this example A is the Urban area.
B, C, D, E, and F are possible suburbs sites.
For spacing purposes, all cities in a metropolitan system have a eight-tile ZOC directly surroudning them. These ZOC cannot touch each other, as you can see in the illustration.
1) One of the first criteria for B/C/D/E/F to become a suburb is to be in the worker radius of A. That means for D to be in that radius, A would have to have a Metropolitan population of nine or more. For B twenty-five or more. 2) For F fifty or more. For C and E eighty-two or more.
The second criteria is that A be connnected by road or harbour(cross-bay connection) to the suburb.
3) The third criteria is that any suburb of A cannot have more then 1/2 the population of the Urban center.
4) The fourth rule is that the total population of all the suburbs that service the urban center is no more than twice that of the Urban center, or in this case A.
If the population of a suburb rises beyond the 1/2 point, a unit of population will migrate from the suburb to the urban center. Same goes whenever suburban population goes beyond twice urban population.
The population of a suburb works the tiles of the urban center. THis means that if A was 17 citizens, and D was 8, then A would count has having 25 working citizens. This means its working radius would increase to where B was. If B had 7 citizens, then A would have 32 working citizens. This means that A will generate production like it had a population of 32. The food needed to sustain suburbs is automatically shipped back. Growth rates(where excess food goes) of subrubs vs. the urban center can be dictated directly by you. Production and trade stay in the urban center.
The populations of suburbs are still seperate from that of the city for things such as unhappiness due to overpopulation and war-weariness. The metropolitan system will try to spread around its happy faces and entertainers to keep everybody happy. If a suburb riots, only that suburb is affected, although the rioters refuse to go to work. If a suburb is conquered, only that suburb is lost, like any city. Local happiness generators will only export happiness if it is completely used in the suburb. The metropolitan system chooses which suburb or urban center gets a completed building. Non-happiness buildings are utilized by the entire metro system. Growth limit breakers, such as aqueducts and hospitals, are still unique to each urban center or suburb. This will be a major limiting factor for ancient and middle age metropolises, since you need an aqueduct to get to size eight.
Some might say players would start putting settlers in a ring-square pattern around a fast growing city to produce an early metro. This is not a bad thing in my opinion. It would also make ICS easier to clean up in the late game.