Pinstar
Ringtailed Regent
I've found a neat little rule of thumb for creating and choosing the locations for well-balanced cities. These cities are meant to be general cities, and won't work as specialist cities (GP factories, wonder cities etc)
When mapping out a city, assign it a "Food count"
Start the "Food count" at 2 (for the 2 food produced by the base city square)
Map out the tiles that the city will use.
For each tile, calculate how much food it will produce once it is upgraded.
For every tile that will produce 2 food when worked, don't shift the food count.
For every unit of food a tile produces above 2, add to the city's "food count"
For every unit of food a tile produces below 2, subtract from the city's "food count"
As long as you keep the food count positive, the city will grow.
Spare food count can be used to support specialists, or sustain an unhealthy city.
You can plan the growth order of the city to keep it growing and productive with this method. You can also fine-tune city placement by getting a good mix of tiles.
When mapping out a city, assign it a "Food count"
Start the "Food count" at 2 (for the 2 food produced by the base city square)
Map out the tiles that the city will use.
For each tile, calculate how much food it will produce once it is upgraded.
For every tile that will produce 2 food when worked, don't shift the food count.
For every unit of food a tile produces above 2, add to the city's "food count"
For every unit of food a tile produces below 2, subtract from the city's "food count"
As long as you keep the food count positive, the city will grow.
Spare food count can be used to support specialists, or sustain an unhealthy city.
You can plan the growth order of the city to keep it growing and productive with this method. You can also fine-tune city placement by getting a good mix of tiles.