I've been working on a mod that makes the town-city ecosystem work better IMO, part of which involves having more towns and making cities harder to get. The first step in this process has been to increase growth rates, so that growth is actually sensitive to food and food buildings actually trade-off with other building types. The result has been a Civ III style of play with 20 towns in antiquity that get to 12-20 in size with a couple 30 sized cities. If you play it on the modded map that was one size bigger than what's available in vanilla, it's perfect. It feels really good.
The problem is, it inherently breaks the exploration and modern ages. This speaks to the design flaw behind the age system, which is meant to prevent snowballing, but snowballing in the expansionist Civ III style is fun. Of course V dialed that back for a tall style, but I genuinely believe that having a difference between towns and cities renders the tall v wide debate moot. The game should be calibrated for Civ III style wide, but trading off with investment into cities if tall is preferred. I also think this means cities need to go a lot taller, with 5 tile radius and without the nerfed growth rates. Where setting up farming towns can actually skyrocket city growth, and with other town specializations that are very good and painful to trade off from in order to grow cities. That's the balance that seems right, at least philosophically.
What hinders growth, so that "food doesn't matter" is the game's age calibration where food actually does finally matter in the modern age. In order to prevent snowballing, they have to calibrate it so that food cannot matter until the end. This means the 4th age is already broken since food "takes off" in the modern age. Then, they have to tighten up growth and make food worthless in antiquity. This is so settlements which reach growth limits of a given age can then keep growing even bigger in the next age. You can see this with the overbuilding in terms of the art direction, where each age's buildings are a bit taller than previous ages so they stand out. I like that art decision, but I disagree with the mathematics.
Here's a question: do settlements need to be larger as ages progress?
Rome was 1-2 million people. Antioch 500,000, Alexandria 200,000. Medieval Baghdad was 900,000. Paris was 700,000. Chinese capitals were pretty consistently around 1 million. Edo Japan was 1 million. Paris didn't reach 1 million until 1850 and never got past 2 million.
In the modern era (up to 1950), you start to get 2+ million up to around 10 million. Obviously there are monster cities 20-40 million today.
Maybe population should shrink in the exploration/antiquity age transition?
There are other nuances. Rome was so large because it was fed by hundreds of farming settlements. That's sort of in the game, although the tight growth rates nullify that. If Rome was 1-2 million, that's modern Paris. So if a Modern Age city will get to 35-45 pop, then that means Rome in antiquity, if you max out farming towns, should get to around 40 in size. See what I mean? The current growth curves don't support that.
On the other hand, medieval populations were much larger than antiquity because of things like the steel plow. However, the population was distributed.
Here are some takeaways from this information:
The problem is, when you're talking about tight maps and balanced game for online play, you just can't have that much growth. But this is 4X, this is Civilization. There should be runaway growth by the end. Antiquity mega cities should have their population reduced and be half ruin at the start of Exploration. Some ruined urban tiles should have farms built over them for the entirety of the Exploration Age. In many ways, if Antiquity civilization was about consolidating technology and knowledge in cities, centralizing their effect, Medieval civilization distributed those technologies (monasteries, writing, crafts) which then allowed for modularity and colonization.
Another way to look at this problem is that in past Civ games, population can shrink. There's a demand for food, and it can be met, exceeded, or fall short. In 7, if I want to represent why Antiquity towns are smaller than in Medieval, it would have to do with antiquity having buildings with smaller food yields. However, that translates into fewer tiles developed and slower growth which isn't the point. Antiquity farming wasn't about growth rates, it was about max capacity (which 7 has no system for). Meanwhile, to mitigate slower growth as a calibration, that's what builders used to be about in how they could connect in farther flung resources. How do you work this into Civ.
I have a solution here:
Anyway, what do you think about population, growth, age theming, balance, design premise?
The problem is, it inherently breaks the exploration and modern ages. This speaks to the design flaw behind the age system, which is meant to prevent snowballing, but snowballing in the expansionist Civ III style is fun. Of course V dialed that back for a tall style, but I genuinely believe that having a difference between towns and cities renders the tall v wide debate moot. The game should be calibrated for Civ III style wide, but trading off with investment into cities if tall is preferred. I also think this means cities need to go a lot taller, with 5 tile radius and without the nerfed growth rates. Where setting up farming towns can actually skyrocket city growth, and with other town specializations that are very good and painful to trade off from in order to grow cities. That's the balance that seems right, at least philosophically.
What hinders growth, so that "food doesn't matter" is the game's age calibration where food actually does finally matter in the modern age. In order to prevent snowballing, they have to calibrate it so that food cannot matter until the end. This means the 4th age is already broken since food "takes off" in the modern age. Then, they have to tighten up growth and make food worthless in antiquity. This is so settlements which reach growth limits of a given age can then keep growing even bigger in the next age. You can see this with the overbuilding in terms of the art direction, where each age's buildings are a bit taller than previous ages so they stand out. I like that art decision, but I disagree with the mathematics.
Here's a question: do settlements need to be larger as ages progress?
Rome was 1-2 million people. Antioch 500,000, Alexandria 200,000. Medieval Baghdad was 900,000. Paris was 700,000. Chinese capitals were pretty consistently around 1 million. Edo Japan was 1 million. Paris didn't reach 1 million until 1850 and never got past 2 million.
In the modern era (up to 1950), you start to get 2+ million up to around 10 million. Obviously there are monster cities 20-40 million today.
Maybe population should shrink in the exploration/antiquity age transition?
There are other nuances. Rome was so large because it was fed by hundreds of farming settlements. That's sort of in the game, although the tight growth rates nullify that. If Rome was 1-2 million, that's modern Paris. So if a Modern Age city will get to 35-45 pop, then that means Rome in antiquity, if you max out farming towns, should get to around 40 in size. See what I mean? The current growth curves don't support that.
On the other hand, medieval populations were much larger than antiquity because of things like the steel plow. However, the population was distributed.
Here are some takeaways from this information:
- City growth rates should not be nerfed in antiquity relative to modern. Growth should be sensitive to food in Antiquity as it is in Modern
- Maybe Antiquity towns need population caps, but removing or lightening settlement caps for towns.
- In Exploration, town population caps will be raised, representing a critical difference.
- In Modern, not much has changed except there are much better food buildings.
The problem is, when you're talking about tight maps and balanced game for online play, you just can't have that much growth. But this is 4X, this is Civilization. There should be runaway growth by the end. Antiquity mega cities should have their population reduced and be half ruin at the start of Exploration. Some ruined urban tiles should have farms built over them for the entirety of the Exploration Age. In many ways, if Antiquity civilization was about consolidating technology and knowledge in cities, centralizing their effect, Medieval civilization distributed those technologies (monasteries, writing, crafts) which then allowed for modularity and colonization.
Another way to look at this problem is that in past Civ games, population can shrink. There's a demand for food, and it can be met, exceeded, or fall short. In 7, if I want to represent why Antiquity towns are smaller than in Medieval, it would have to do with antiquity having buildings with smaller food yields. However, that translates into fewer tiles developed and slower growth which isn't the point. Antiquity farming wasn't about growth rates, it was about max capacity (which 7 has no system for). Meanwhile, to mitigate slower growth as a calibration, that's what builders used to be about in how they could connect in farther flung resources. How do you work this into Civ.
I have a solution here:
- Antiquity towns are only 2 tile radius, at which point they cannot grow or be set to growing.
- Cities always have 5 tile radius for tall play.
- No settlement cap, distance from capital based settlement limits (so you can build many towns if they're close together, to mitigate smaller town radii to capture resources).
- Exploration halves city sizes, leaving ruins. Towns disappear but legacy effects let you replace some of them.
- Exploration towns now have 3 tile radius.
- Farming towns in exploration NO LONGER send food to cities. They specifically convert food to gold.
- Cities now have higher gold maintenance costs and will shrink without gold.
- Modern returns to the antiquity growth model, but with substantial boosts to food production.
Anyway, what do you think about population, growth, age theming, balance, design premise?