A+ombomb said:Well, first off, I rarely have cities that reach size 8 until the very very late game. During the early game cities are often size 3 at best (except the SSC which is the lone city with improvements), and mid game most all cities vegetate at a measly 5 on the average. At first glance, a bunch of size 5 cities doesn't seem so appealing, but when you consider the fact that none of them have improvements, 2 size 5 cities are just as good as a size 10 from a trade standpoint and equal or better from a shield standpoint. Then there is the ability to produce 2 times as many caravan commodities and rush job two caravans, one from each city, in a turn and the "recursive" nature of 2 cities benefitting a net happiness/contentness boost twice as much as 1 city of double the size from wonders such as mike's or the hanging gardens. Finally, you have internal trading with your super city combined with luxuries, esentially making colossus a global wonder just as mike's and the gardens as each of your cities is benefitting from colossus inflated trade routes.
I'm not so sure I see the answer in here. Of course there is an advantage to expending no resources on a size 3 or 5 city. Hell, there's even more advantage if it's a size 17 city. But, again, at diety with no temple and no warrior your first 8(?) cities revolt on the second citizen and thereafter are in revolt condition from the moment of build.
Yes, my one or two Super cities are begging for sewers before all the rest are even thinking about aqueducts but, I still don't see how it is possible without something being expended on elating the citizens--units, improvements or both. Please reveal this trick.