I took some time to calculate about how many cities an "average" world can hold. I placed cities in the editor in a psudeo-random fashion (to simulate our sometimes, utter neglect in city placement of a city or two...). I was able to find a pattern in the tiny and small maps, and used that as a basis for the other world sizes. I based my findings on a 4 billion year old world. You can see that each size goes up by 30 cities, except for large and huge. However, the sizes and cities are in direct proportion to each other, so I merely added the extra 10x10 tiles given to large and huge (an extra 15 cities each).
You can see that, with a "worst case scenario", those are the maximum number of provinces that we would have. (give or take an oddly placed island or two). In our last two demogames, we've been very lucky to have pangaeas (or pangaea like continents), so we had the liberty of making islands a province.
Anyway, to prevent oversized or undersized provinces (since right now, we have an average of 10 cities per province, I propose to change the number of cities in the province based on world size.
Such as this:
Remember, this is if we have the max city number (meaning conquest and/or domination). In DG1, we had about 50 cities, and closer to 80 towards the end (about half the world's cities). That's 8-12 provinces out of the max 15-18 total.
With that in mind, we could adjust the above chart to reflect that. The large number of province only put a strain during the last few terms of the game (granted, it was summer, and people were on vacation...). Personally, I think 12-15 max provinces is a healthy number (6-8 for a normal non-domination game). Notice that there's a slight change.
Code:
(assuming 4 billion years - [b]Provinces are the maximum number for the ENTIRE world[/b])
World Size Cities Landmass Provinces (assuming an avg. of 10 cities)
Tiny 40/60/80 (80%/70%/60%) 4-8
Small 70/90/110 (80%/70%/60%) 7-11
Standard 100/120/140 (80%/70%/60%) 10-14
Large 145/165/175 (80%/70%/60%) 15-18
Huge 190/210/230 (80%/70%/60%) 19-23
You can see that, with a "worst case scenario", those are the maximum number of provinces that we would have. (give or take an oddly placed island or two). In our last two demogames, we've been very lucky to have pangaeas (or pangaea like continents), so we had the liberty of making islands a province.
Anyway, to prevent oversized or undersized provinces (since right now, we have an average of 10 cities per province, I propose to change the number of cities in the province based on world size.
Such as this:
Code:
World Size Cities Landmass Old Provinces New Provinces
Tiny 40/60/80 (80%/70%/60%) 4-8 10 - 14 [b](4 - 6 per prov.)[/b]
Small 70/90/110 (80%/70%/60%) 7-11 10 - 14 [b](7 - 8 per prov.)[/b]
Standard 100/120/140 (80%/70%/60%) 10-14 10 - 14 [b](10 per prov.)[/b]
Large 145/165/175 (80%/70%/60%) 15-18 10 - 14 [b](13 - 15 per prov.)[/b]
Huge 190/210/230 (80%/70%/60%) 19-23 10 - 14 [b](17 - 19 per prov.)[/b]
Remember, this is if we have the max city number (meaning conquest and/or domination). In DG1, we had about 50 cities, and closer to 80 towards the end (about half the world's cities). That's 8-12 provinces out of the max 15-18 total.
With that in mind, we could adjust the above chart to reflect that. The large number of province only put a strain during the last few terms of the game (granted, it was summer, and people were on vacation...). Personally, I think 12-15 max provinces is a healthy number (6-8 for a normal non-domination game). Notice that there's a slight change.
Code:
World Size Cities New Provinces 2nd Way
Tiny 40/60/80 10 - 14 [b](4 - 6 per prov.)[/b] 12 - 15 [b](3 - 6 per prov.)[/b]
Small 70/90/110 10 - 14 [b](7 - 8 per prov.)[/b] 12 - 15 [b](6 - 8 per prov.)[/b]
Standard 100/120/140 10 - 14 [b](10 per prov.)[/b] 12 - 15 [b](9 - 10 per prov.)[/b]
Large 145/165/175 10 - 14 [b](13 - 15 per prov.)[/b] 12 - 15 [b](11 - 12 per prov.)[/b]
Huge 190/210/230 10 - 14 [b](17 - 19 per prov.)[/b] 12 - 15 [b](15 - 16 per prov.)[/b]