City Size And Improvements

Pembroke

Tribune
Joined
Jul 1, 2002
Messages
622
I think most of us are familiar with the following syndrome:

Your productive core cities get each and every city improvement you can build. The only thinking applied is that completely useless improvements might not be built, although sometimes you build just everything thinking that with culture points more is better than less. Your useless corrupted frontier cities might get barracks but otherwise they are just kept small and used as a source of workers and gold income (=taxmen). Also, unless you are milking for points you usually don't bother with building hospitals because a population of 12 is generally enough to cover all workable tiles even in a moderately dense city build.

IMO it shouldn't be like this. Where's the difficulty of having to decide which improvements are really _needed_ in a particular city? The hard choices that would make me prioritize things because I couldn't build everything everywhere?

My suggestion is that the number of improvements a single city can support is tied to its size, i.e. there would be a number of city improvement slots and you simply couldn't build more until your city grew bigger giving you additional slots.

Before you cry out that you could fit thousands of cathedrals on a 100 x 100 mile civ tile, I agree, so you can. But that's completely beside the point. The slot system would be a game thing with the explicit purpose of giving you a hard time, not simulate any reality. And if you like you could always think of it as the number of facilities a city can _support_.

Ok, how many slots would be enough but not as many as you liked? This would require some play testing, of course, but it probably ought to be tied to the difficulty level. For example ranging from "city size + 8" in Chieftain to "city size + 1" in Sid. Or something else. The idea that counts is that you have _some_ maximum number of slots for city improvements.

Then the problem of cities with a decreasing population. I'd say that if a city had more improvements than slots because its population just grew smaller (building a worker or settler, starvation, etc.) then you would have a short "grace period", say 3 turns, during which to correct the problem either by selling less important buildings or by adding workers/settlers to it. If the city still had more improvements than slots available after the 3 turns a random improvement gets sold and the grace period starts again if things are still not balanced.

I think that a max number for improvements would enhance the stragtegical aspect of the game. You'd have to plan your cities more carefully which in turn would affect other things like where you should build military units, where to put your science improvements, etc. And of course, with city specialization would also come a more exposed vulnerability to enemy attacks...
 
I thought of an idea similar to this in my "Bad buildings" thread. Each city would have an "area" and each building would take up a certain amount of space on the city. A hospital might take up only 2 units of area while an airport 10.
BTW the location is here:
http://forums.civfanatics.com/showthread.php?s=&threadid=56954
It's actually Simcityish in that way.
 
I agree that it would be much more interesting if I didn't just mindlessly built everything I wanted in each core city, mostly in the same order each time as well.

This was one of the things I really, really liked when Shogun: Total War came. There, I neither had the money nor time to build everything. Some provinces would get improved farmlands only, other would get the necessary improvements to specialize it for certain units, but if you started building something in every province, then you would be without money within a turn or three.

Linking the number of buildings to city size is a simple way to accomplish this, although I would much prefer a system where it came naturally due to limited resources (time, money, production capacity). This is much harder to get right, so maybe your idea is the best.

Another good thing with your idea, is that it will give a reason to make cities larger than size 12. As it is now, there's no good reason not to build cities so close that they never need to grow past size 12 to use all available squares, except maybe for the cities bordering the sea.
 
good idea, but we all know the ai would never be able to comprehend it :( As is the ai cant determine what units it needs, can you imagine its 'confusion' trying to build for a specific city? I can see it tearing down a building to free up a slot then immediately rebuilding it. Plus you'd have to make it editable for those of us that modded in a bunch of buildings.
 
I was just thinking wouldn't a "ignore size" rule be needed for each building. I wouldn't want a TOE to take up valuable space when it's really just free techs as opposed to a physical building.
 
You could just have the size rule apply to the city improvements only and leave the Wonders as a "special case" taking up zero space. It's not as if you built wonders regularly in every city of yours. :)

But I agree: a flag for "zero size" would be useful for the modders.

I think that city improvements taking up limited city space would not be too hard to the AI, either, because it's basically an optimizing problem solvable with computing power. A human player wouldn't solve it that way because he has his intuition and strategical planning, but if there's a preset goal for the AI, like set percentages of special cities (settler factory, military, trade, science, etc.) and general cities (balanced) then all it takes is running an optimizer matrice algorithm to get an optimal development plan to fill the slots. This is something a computer can do extremely well.

A human would need a few hours with a paper and a pen but that's why he wouldn't solve the problem that way either. :)

The hardest part would be to figure out what's a good "preset distribution goal of cities" for the AI to aim for. _That_ requires human thinking, but if a player can figure it out then the game designer should, too.

Or he could ask us here in CFC. :)
 
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