Limited Cities

What is the point of having of these extra game options. Im not gona use a city cap so WHY SHOULD I HAVE TO LOOK AT IT. I don't care if it's a optional rule.
We will when, long after are sun burns out. WE WILL BE ON MARS OR SOME OTHER PLANET

.......

yeh okay when earth gets ravaged by the eternal deep freeze we'll just head over to the colder world in the habitable belt....

my point was that humans will perish long before the earth does. most likely. pleasant thought.

Limited cities will potrobably be in the form of a one-city challenge..
 
I only enjoy limited cities in certain scenarios where the cities are located historically and/or based on specific snenario requirements and where no settlers are required.

The following might work better:

1) Rather than allowing the cities to be limited, I wouldn't mind using a slider of some sort that reduces the visual impact of roads, farms, and other improvements.

2) Another suggestion, which I haven't seen here, is a cultural/technology requirement for building cities above a certain number. For example, limit the number of cities to 1 until the wheel is researched, increase the limit to 3 until writing is researched, etc. Or perhaps require a certain cultural point total before settlers can be built?
 
I only enjoy limited cities in certain scenarios where the cities are located historically and/or based on specific snenario requirements and where no settlers are required.

The following might work better:

1) Rather than allowing the cities to be limited, I wouldn't mind using a slider of some sort that reduces the visual impact of roads, farms, and other improvements.

2) Another suggestion, which I haven't seen here, is a cultural/technology requirement for building cities above a certain number. For example, limit the number of cities to 1 until the wheel is researched, increase the limit to 3 until writing is researched, etc. Or perhaps require a certain cultural point total before settlers can be built?

Totaly agree, WW2 scenario with people running around building more citys bad.

1) This has some merit. It would do alot to give the map the illusion of unsettled space. Possible help older systems run game to.

2) Im not sure how this would effect game play. It's intresting. Certantly that seems like something for civ 6. But I still think alowing the player to choose his cap works better. In the sense it rocks the boat less, in terms of gameplay.
Waiting to get wheel, culture, etc. would slow city spam down alot. I would love to see a mod with this sort of thing.

Nice to get some support on this thread.
 
I would love to see a Mod that did at least what I propose in #2.
 
We used to have 2)
Couldnt' build above size 6 without an aqueduct, or above 12 without sewers.

It was really annoying, and unncessarily hard-coded.

We moved to a health system instead, which was much superior.
 
We used to have 2)
Couldnt' build above size 6 without an aqueduct, or above 12 without sewers.

It was really annoying, and unncessarily hard-coded.

We moved to a health system instead, which was much superior.

Not exactly, He is talking about limiting citys a player could have, not the population of a city.
 
Didn't they mention that cities would not be able to produce settlers until they reached a certain size? That should slow city spam to some degree.
 
Did they i don't recall, although they could have simply gone back to the civ 3 and rev route, have settlers cost population.
 
I always liked settlers costing population, they should put that in civ 5. Even changed all land unit's to cost pop. But that got a bit ruff after awhile.
 
I wonder how something like that Final Fantasy mod would work (mind you, my civving computer has no internet so I never could download it) where you have a building that produces a settler every few turns, but possibly have the number of turns vary with your advances or ffort you put into it otherwise (granary speeding up this process or something?)
 
Thank you for your constructive criticism and scathing rebuttal. I'm sure I speak for everyone in this thread when I say we value your contributions.
 
I agree with seidrik's idea of limiting the number of cities by technology/culture. But as butterbail so kindly pointed out, some players would dislike this, so it would probably be optional.
 
I hope the lumber mill option is lower in the tech tree... I think you should be able to make a lumber mill earlier, as it's no fun to have wait so long to make forests viable for city-working.

I found that making lumbermills available with Guilds instead of Replaceable Parts was a significant incentive to keep more forests around.
 
I like the culture tec aspect to control infinite City Sprawl. Cool idea as a mod. See how it workds. But back to the city cap thing. In my opinion, not really having a issue with dead space. Mabye you tell game I want cap of x cities max. Then game caculates how many tiles would be improved based on the map it's going to generate. If every city had all land in it's workable radius.
So you say I want x citys max, game then comes back with a percent land tiles that would be improved.
X cities = 90%
Player then adjusts number intill they find correct percent. Or just enter percent. Dead space gets small gold and or cultural value.

I know im beating I dead horse but I can't stop.
 
ohhhh big deal cities stand out more. that is pointless. Less cities means less score at the end of the game. I will always have a bigger score at the end the game. cause im smart enuff to build more cities.
LIMITED CITIES IS BAD IDEA
 
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