limiting city spamming is a fool's errand

Joined
Sep 21, 2012
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952
It seems that every iteration of Civ tries to limit cities in some way. In 4, it's gold. In 5, it's happiness. In 6, it's housing and amenities.

The way I see it, there shouldn't really be any "punishment" for founding too many cities. There should only be trade-offs. If history tells us anything, the only reason new cities came along was because people did not like it where they were, so they just up and left. The world wasn't plunged into chaos because "too many" cities were founded in an empire.

So how about this: creating settlers costs population. Found a new city? Your old city loses people. That means less production, less gold, less tiles worked, less everything in that old city. Want to attract people to a new city? Make it attractive by building/improving things that citizens want. This plays into the theme of migration. (I know there's a Civ 5 mod which tries this, but I haven't played it, so I don't know...)

The only problem I foresee is how many citizens move and what causes them to do so. This will probably be done indirectly and be based off a percentage chance of a citizen moving to another city. Each city will have a "rating" based off how attractive it is (A, B, C, D, F). At the end of X number of turns, there is a % chance of one citizen from a low-grade city moving to a high-grade city.

To summarize, there's nothing wrong with spamming cities, there should just be sacrifices which don't hurt the player overall.
 
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