NuclearElephant said:
Interesting point, Gruther, about the ideal number of cities. And Krikkitone so you are saying that maybe cost is calculated differently for different cities based partly on the order in which they were founded? I hadn't ever thought of it that way, but I guess it is possible.
Well it wouldn't have to be the order that they were founded in, but that would work just as well (since... well I guess it does matter which city generates the maintenance because then it matters which city the courthouse is in)
Eg.
group of 2 cities (A and B) total maintenance=20
group of 3 cities (A, B, and C) total maintenance =40
It matters which city generates the maintenance because what happens if I add a courthouse to C only...
did C add 20 extra maintenance itself [so adding a courthousewould save you 10 gpt], or
did C's presence cause an increase in the maintenance of A+B [so adding a courthouse to C will save you less than 10 gpt because C doesn't have 20 maintenance cost]
Actually given that game mechanic, I can see why they said some is added based on the city and some based on the total # of cities, so
A=0
A=1, B=2
A=2, B=3, C=4
A=3, B=4, C=5, and D=6
(although that does seem a bit fast of an increase, I'm sure fractions and rounding will come in, as well as civics... And the reason I think Civics will affect the City maintenance cost is because otherwise, they Don't really matter for a civ with say 10 cities)
It probably would be easiest (in terms of balancing, and keeping track of things) to have all cities have the same 'city number' maintenance and have the distance be the only differentiating factor. That way you avoid bugs like the RCP from Civ3. (determining the order of cities)
OK, so on the argument from simplicity, here is my PROPOSED Maintenance formula for Civ 4
Maintenance to support a City=
(Civics Factor*Map Factor*Total Number of Cities+
Civic Distance Factor*Map Distance Factor*Distance)
/2^(Number of anti corruption buildings)
Where Distance is to either the Palace or Forbidden Palace, whatever is closer.
What I'm interested in is if Distance is the tile distance or the travel time distance, and if things like radio or electricity decrease it (given that they provide for rapid communication)
And as someone pointed out the number does exist [again depending on Civics, and assuming fully developed cities at a certain tech level], especially if the amount of terrain is fairly large, because once you have a fairly large amount of terrain your gold per TILE should be fairly close to the average, because you won't have any unusual spots in your empire (there will be enough of them that they aren't unusual)
It's just like for Civ3 Communism you could determine the number of cities that would give maximum production for your empire... if you had a reasonably large number of well spaced cities the Average production of a city was pretty much fixed (2 per tile +bonus grasland+hill+floodplain-Desert-Tundra+bonuses... the numbers of those bonuses and penalties per city would average out after a decent # of cities... Nuclear plants complicated things, but you can assume ~X% have access to a River, based on the map)