Maximum number of cities?

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Az

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what is the maximum number of cities you can have in a game?

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255 or 256. if you try to build beyond that it says "you cant build more cities, there are to many"

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Whats the point of living if you cant do anything stupid?
 
Hey we shouldbe able to build far more cities than that irrespective of city size. I mean even if you count the number of cities with the population of over 10,000 in the US itself, it comes to more than 256. I hope no such limit is kept in CIV3 and the maps are a little more bigger.
 
yes 255/256 is the limit. People have been trying to break the code to have unlimited amount of cities but its really complex and would take a very long time....the city limit is the only thing stopping the gigamap from becoming a huge hit in the gaming world!

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It would be 255 as opposed to 256 (since 2^8 is 256, thus the highest value of a standard 8 bit number is 255 - you would be suprised the number of limits in various games that correspond to some value of (2^X)-1.

Having played games with over 100 cities it gets pretty slow managing them all :-)

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Karlsen
 
Frankly, I am not *that* bothered by the limit. Of course I would welcome it's removal or at the very least a raising of the limit, but since I never tend to build that many cities in any given game it ain't such a pain in the ***
 
Well I've never reached that limit in one P games this would be too borring to have so many cities...

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Well on the regular maps the limit doesn't affet the game. BUt on gigamaps like we played a giga world map once in a diplogame but only have 33% of the land colonized and had already reached the limit! So the game died off cause it was so far between each other

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Hope they'll fix that in Civ III

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It will be 255 the limit of an unsigned char variable, they prolly weren't expecting to need more that in one game but they could easily change it AFAIK.
 
With that many cities (around 100, I have never reached the 255 limit) I usually put the cities on autobuild -- let them bother with deciding what to build -- and pick a few "primary" cities that I micromanage. When there is a new city improvement I particularly want them all to build, I edit the citypref.txt file and put it first. Then close the game and restart. Now, when they finish what they were building before, they build that item first.
 
A Diplo game is a game of Civ2 where there are only human players, often all seven Civs.

As to the 255/254 city limit, I hate it, I love to micro manage all my cities and expand as mush as possible so there are times when I really really hate it.

BTW the reason I write it 255/254 is because the max number of cities is 255, but you can't have more than 254 cities if the AI has to be alive....

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Hasn't any patch fixed the problem?

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Shadowdale is correct, the max number of cities possible is 255. Since this must include an enemy city in order for the game to continue, the max number of cities you can actually have is 254.

If you are playing for a max scoring game, this becomes a real issue, because you get only 254 cities from which to build population... so you'd better establish cities that can really grow to a large size. each size 20, 25, 28, 32, etc. size city hurts when you consider that an ideal city could be a 42 or 43 size.

Such high scoring games take weeks, so in reality the 254 city limit is rarely encountered by most players.
 
I've probably come close to but never exceeded the 100 mark myself....

Size 42 or 43?! What's the max size possible without sending food supplies in? I figure for all 21 squares being grassland, it would be 42 (2 food per pop), with some specials thrown in maybe 43 or 44, I guess.... But if you want coastal cities (I build a lot of these) or some cities near hills, iron mountains or woods for resources, the highest you may get are the 30s but they're still damn good cities for production or trade. I think the highest I ever got for any city was 37 one time....

BTW, I had a kick-ass 98-shield city (Cumae, the Romans) once, never got above 19 in pop but it had most of the wonders, built a lot of my war machine and was the first to get an SDI along with Rome. Damn thing polluted all over the place though (had one engineer on standby just for that) until I put the solar plant in.... Pop shouldn't be the only thing, you should also get some puntos for production and trade, IMHO... oh well.... But I LOVED that little city.

BTW, railroads only affect shield production (not food or trade, roads do the job for trade), right? So I only rail to connect cities, and connect squares with shields >1. I don't know why the AI connects every single square it has, but that's their problem (when I send in the howies!).

(BTW Cumae had 98 shields at its MAX--after Hoover Dam and the Manufacturing Plant. What was your highest-output city? Just curious....)

[This message has been edited by allan (edited June 28, 2001).]
 
About max shields, assuming I'm playing a game in which there is a battle brewing in the late stages, I try and shoot for at least one city (coastal) that can produce 102 or 104 shields. With a port facility, I like to crank out massive numbers of AEGIS Cruisers.

Since I almost always wage even massive wars in Democracy (personal choice, because IMHO, fundy/commie is too easy)... trade is an issue, meaning you shouldn't just make lots of forests to crank up the shields. The lowly deserts are awesome for shield production in a democracy... you can get the shields and food of a forest (post-refrigeration), and all the trade of grassland/plains.

IMHO, such specialized huge shield-output cities simply don't need any pollution control devices until Solar Plant. It's OK to have them, but a waste, really. That's because the city is gunna pollute no matter what you do when the shields are in the 110-120 range, until a Solar Plant comes along. I simply assign a full time team of 2 engineers, and write off their 4 food and 2 shields of support per turn as a fixed cost for producing a new AEGIS cruiser every turn.
You can usually follow the long line of ships right back to the source city after several years, because it seems such cities are almost always located several turns of movement from the front where the ship is needed.

On some occasions, like a random game I played last month, you can't quite reach 100 shields per turn (for the AEGIS) in a city you'd like. In that case, cycle older units into the city and disband them (especially captured junk that won't be upgraded because you're post-Automobile & no Leonardos)... in effect, they become AEGIS cruisers. In this case, the 90 plus anything equalled an AEGIS every turn, and the AEGIS then ducked into another nearby city to change ownership.

In GOTM 5, I had several 80+ cities. One city was 96 shields per turn... without a mfg plant! But since it was landlocked and the game was long since under control, there was no real point in maxing out the production with a mfg plant. That city was a "120", albeit incomplete. Had I converted a mountain to a hill-mine, it would have been a 102/128 city. It was not finished growing at the end of the game, but would have reached size 37 (using airfields on hills, or 27 without them).

EDIT: Typos

[This message has been edited by starlifter (edited June 28, 2001).]
 

by Alan:

Size 42 or 43?! What's the max size possible without sending food supplies in? I figure for all 21 squares being grassland, it would be 42 (2 food per pop),

In a large random map, you should be able to make at least 5 or 6 size 41-42 cities, on average. If you're careful early on and recognize certain patterns of specials, you can often make even more. Cities larger than 41 are harder to make, unless you have excess food and time, or use food caravans. Personally, I don't like using food caravans to force unnatural city sizes, but it can be done.
 
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