Constant City Number

Should 'cities' grow dramatically in size through the ages?

  • Great, Must be in in Civ V at least

    Votes: 5 19.2%
  • Nice, but terrribly impractical

    Votes: 13 50.0%
  • Never, this will ruin Civ

    Votes: 8 30.8%

  • Total voters
    26
sir_schwick said:
I know you already posted here Krikkitone, but it handles what your asking in a sense. My system could be ammended by the ability to place several cities under an 'administrative' bubble b/c of techs.

Yeah, although I'd abstract it a bit more by not saying what population units were working on which tiles in a 'city'.. Instead just have it 'abstracted' by general settings (Degree of focus on Food, Production, and Trade and/or Special Resources)

So that some improvements would be tile based and some would be based over the whole 'City' like popunits. Where rather than being a single tile with reach, the City would be defined more like a 'region' ie a certain collection of tiles that are connected enough to work together.
 
Ok, here's how the health rating could work...

For terminology purposes, health is the inverse of pollution. A city's total health + total pollution always equals 100.

Pollution causing stuff:
1 pop = 1 pollution
square root of total shields produced is pollution
certain buildings cause pollution, such as factories, power plants, city walls (encourages overcrowding)
certain buildings reduce pollution, such as aqueducts, sewers, recycling centres

Total pollution = % of *excess* food production lost.

If pollution > 100 then:
(pollution - 100) = % of *base* food production lost. All excess food production is automatically lost.
 
little offtopic, it would be nice if huge cities could occupy more then 1 tile. So like if they have 3 tiles you can have defenders in all 3 "parts" of the city, and it would be much harder to take over such huge city. (and much more fun)
 
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