Mega City Idea

I agree with most of what you posted, except for the aqueducts/sewers/hospital growth requirements. I feel the Civ4 health system is superior.

Actually, I want both, or something like both.

To put it another way; in the same way that corruption reduces income, and waste reduces productivity (and one of my biggest gripes with Civ 3 is not being able to affect these separately rather than together) I would like a health system whereby getting negative modifiers reduced your food intake, which would slow growth and have knock-on effects all over the place, But tech-specific hard limits to city growth also appeal to me, particularly as a way of slowing down overly early victories.
 
At least in civ 4 you can't just make millions of cities and expect the economy to run - you need millions of developed cites with infrastructure to back them up.

I think Civ 4 goes way too far the other way, though. I do not like the notion that a couple of dozen cities count as a big empire.
 
Actually, I want both, or something like both.

To put it another way; in the same way that corruption reduces income, and waste reduces productivity (and one of my biggest gripes with Civ 3 is not being able to affect these separately rather than together) I would like a health system whereby getting negative modifiers reduced your food intake, which would slow growth and have knock-on effects all over the place, But tech-specific hard limits to city growth also appeal to me, particularly as a way of slowing down overly early victories.

The problem I have with this is that it doesn't represent the ancient metropolis very well. Some cities in the ancient times had incredible populations, like Rome approaching a million people during the height of the Empire. After the fall of the Empire, it becomes much more deserted, and doesn't approach that population again until the 19th century. Imposing artificial limits like was done in older civ games prevents you from having these massive ancient cities.

What can be done is represent the problems of ancient huge cities more accurately in the game. Have plagues wipe out population centers (maybe not Rhye's and Fall kind of plagues, but kill a few population points). Slave revolts right now have a similar effect (they only affect cities over the size of 4, I think), but that's just one event. Realism + Gameplay (slowing down the early victory, as you say)? How often are those in agreement?

I think Civ 4 goes way too far the other way, though. I do not like the notion that a couple of dozen cities count as a big empire.

Couple dozen counts as big? That's dependent on map size. When I'm playing on a Tiny or Small, a dozen cities is big. On standard, more like two dozen. If you play Huge with low sea levels, then people regularly have 40-50 cities or more.

In any case, the way Civ4 requires a set # buildings to build a larger building encourages large empires, and your productivity doesn't get wiped out like in Civ3--I hated the fact that the only government that let you produce anything of value outside your core was Communism, otherwise corruption and waste ruined everything.

Civ4's lack of specific building maintenance and introduction of overall city maintenance was the right way to go.
 
"like Rome approaching a million people"

- You mean about a population of 15, right?
 
The problem I have with this is that it doesn't represent the ancient metropolis very well. Some cities in the ancient times had incredible populations, like Rome approaching a million people during the height of the Empire.

I would think that the way to represent that would be the existence of a Small/National Wonder allowing growth of the city it's in past certain of the hard limits; or possibly making that a property of one's capital.

What can be done is represent the problems of ancient huge cities more accurately in the game. Have plagues wipe out population centers (maybe not Rhye's and Fall kind of plagues, but kill a few population points)

I am not fond of most methods proposed for plagues because of the randomness; at least if they are to be implemented, make them depend to an extent on things one can control (be more likely with overcrowding of insufficiently developed cities, allow one to have improvements that mitigate the effects, and so on.)

Couple dozen counts as big? That's dependent on map size. When I'm playing on a Tiny or Small, a dozen cities is big. On standard, more like two dozen. If you play Huge with low sea levels, then people regularly have 40-50 cities or more.

Which compared with a couple of hundred cities on one of the larger-sized Civ 2 or Civ3 maps still feels small to me.

your productivity doesn't get wiped out like in Civ3--I hated the fact that the only government that let you produce anything of value outside your core was Communism, otherwise corruption and waste ruined everything.

This is one where I think the Rise and Rule mod hit the best answer I have yet seen; in addition to buildings reducing corruption as the game goes on, have a number of National Wonders become available over the course of the game which serve as a second, third, or fourth centre for corruption calculations, effectively regional capitals. That said, cities with severe corruption and waste are of more use than they look, one just develops them for maximum food generation capacity and turns them into specialist farms, as specialist science/tax input is not affected by corruption.

Civ4's lack of specific building maintenance and introduction of overall city maintenance was the right way to go.

I am unconvinced on this; it seems unduly coarse-grained, and I prefer finer control.
 
"like Rome approaching a million people"

- You mean about a population of 15, right?

I'm not sure what the Civ-equivalent is, but it surely isn't the size 12 limit (after aqueduct pre-sewer) it was in the old Civ games. That scale isn't worth jack anyways...the Roman Empire, at its height around 100-180 AD, had 100 million in population, and Europe's total population was around 120 million. The modern world population is roughly 6 billion. Try building that in Civ.

So, if we just ignore the scale and think about it this way: ancient empires could build massive cities just like modern ones. People look at the ancients and say: "They are technologically backwards, so they must be socially backwards as well." It's a false assumption.

I would think that the way to represent that would be the existence of a Small/National Wonder allowing growth of the city it's in past certain of the hard limits; or possibly making that a property of one's capital.

Why add all this extra stuff (I'll censor my language) when the current system can represent it just fine? Look, your cities still don't get huge in the ancient age unless it is very well-placed and has good access to food. In the modern ages, you get new buildings to increase the limit like hospitals. What I don't understand is the arbitrary limit: why 6? Why not 8? And if it's 8 why not 9?

I am not fond of most methods proposed for plagues because of the randomness; at least if they are to be implemented, make them depend to an extent on things one can control (be more likely with overcrowding of insufficiently developed cities, allow one to have improvements that mitigate the effects, and so on.)

That's what health-boosting buildings like aqueducts, grocers, and hospitals are for, to name a few. A single population point lost to disease is not much. And, if you build a hospital, then you aren't susceptible to that event any more. Thus, there is some player controlability over it.

However, this is a completely unnecessary add-on, because the core "penalty" for exceeding your current health cap is 1 food per citizen. It's simple, and you can control it through trading resources, field improvements, and city buildings.

Which compared with a couple of hundred cities on one of the larger-sized Civ 2 or Civ3 maps still feels small to me.

There is a giga-map mod that makes the maps larger for Civ4, so you can have 100's of cities! That's right, you don't have to post and wait, it's already here! Sounds like you are the target audience!

This is one where I think the Rise and Rule mod hit the best answer I have yet seen; in addition to buildings reducing corruption as the game goes on, have a number of National Wonders become available over the course of the game which serve as a second, third, or fourth centre for corruption calculations, effectively regional capitals. That said, cities with severe corruption and waste are of more use than they look, one just develops them for maximum food generation capacity and turns them into specialist farms, as specialist science/tax input is not affected by corruption.

So it just cheapens the use of additional centers of government? Civ4 handles this in two ways: you have your civics maintenance and your city maintenance. Both penalize your empire financially if you get too big and are running it inefficiently. Tell me, do you think it makes much sense to make specialists immune to corruption but field labor is heavily punished?

I am unconvinced on this; it seems unduly coarse-grained, and I prefer finer control.

It encourages players to develop specialized cities, and gives a boost to those empires that have established infrastructures over the flash-in-the-pan REX style empires. Plus, there is the courthouse improvement, which cuts maintenance, and the Forbidden Palace (still has the same effects as Civ3). It's a good blend.

Just like cutting out the city-based unit maintenance and replacing it with the national unit maintenance. City-based maintenance of a shield per unit was just tedious and annoying. With national maintenance, you still have to pay to upkeep a large army but it eliminates the tedious and annoying micro. And yes, I know you want more complexity and micro. But this is not the good kind of micromanagement, this is just the annoying book-keeping kind.
 
"100 million in population"

- Probably Population Level 25.

It is an equation.
 
So 1 population point is not a fixed value? I had 16 pop and it displayed 570000 people on the stats screen

Well, I'm not sure what you mean. The "base" population increases with each population point, so a size 1 city might have 10,000 population base, a size 2 might have 30,000 population base, and so on. Then, you get an extra bonus for every unit of food stored in your granaries. Thus, a single size 5 city will have more population than 5 size 1 cities.

I should post a disclaimer that I don't know the exact numbers--I don't have a copy of the game open that I could check, but I think the idea is right.
 
Using a game I have open at the moment, these are some of the different population levels:

1 pop = 1000 people
2 pop = 6000 people
3 pop = 21 000 people
4 pop = 48 000 people
5 pop = 90 000 people
6 pop = 150 000 people
7 pop = 232 000 people
8 pop = 337 000 people
9 pop = 469 000 people
11 pop = 823 000 people
13 pop = 1 315 000 people

You can gain this info by going to the city screen, and hovering over the city name up the top.

It appears that the increments are pretty arbitrary.
 
I have an Idea for an Improvement.

UrbanSprawl/Suburbs

+1 Unhealthiness +Gold + 2 Population

It will extend the Fat Cross 3 tiles in a perticular direction.

They will have a somewhat random event like (The Town of Little London has grown larger! It asks permission to have a municipal contract) or something like that. And if you get it you get the above.

New York would be like 20 suburbs: +40 Pop and + 40 unhealthiness for the win! :-p
 
Extending a city's BFC sounds kind of like the supply crawler cheese of Alpha Centauri. I can see it now: I hate running multiple cities, so I just make a single metropolitan area the size of France!

Really breaks the OCC. :)
 
Why add all this extra stuff (I'll censor my language) when the current system can represent it just fine?

Because i don't feel the current system does represent it well.

In the modern ages, you get new buildings to increase the limit like hospitals. What I don't understand is the arbitrary limit: why 6? Why not 8? And if it's 8 why not 9?

Because it's one way of implementing significant phase-changes in gameplay.

So it just cheapens the use of additional centers of government? Civ4 handles this in two ways: you have your civics maintenance and your city maintenance. Both penalize your empire financially if you get too big and are running it inefficiently. Tell me, do you think it makes much sense to make specialists immune to corruption but field labor is heavily punished?

Define "sense". I think it's a good mechanic.

It encourages players to develop specialized cities, and gives a boost to those empires that have established infrastructures over the flash-in-the-pan REX style empires.

I do think this is a good idea, I just think the Civ 4 implementation of it goes too far.

Just like cutting out the city-based unit maintenance and replacing it with the national unit maintenance. City-based maintenance of a shield per unit was just tedious and annoying. With national maintenance, you still have to pay to upkeep a large army but it eliminates the tedious and annoying micro. And yes, I know you want more complexity and micro. But this is not the good kind of micromanagement, this is just the annoying book-keeping kind.

Actually, I am inclined to think there should be both a city-based maintenance of a shield per unit and a nationwide money-level maintenance.
 
Because i don't feel the current system does represent it well...Because it's one way of implementing significant phase-changes in gameplay...I do think this is a good idea, I just think the Civ 4 implementation of it goes too far.

Well, to each his own. We have had the debate over health vs. capping before, so I won't burden this thread with it unless others want to chime in.


Define "sense". I think it's a good mechanic.

Wait, are you serious? Let me clarify: why should commerce coming from one tile away from the city be heavily penalized by corruption while any commerce generated within the city not be? Common sense says commerce is commerce, and if you are going to make a mechanic that affects commerce, it should affect all forms.


Actually, I am inclined to think there should be both a city-based maintenance of a shield per unit and a nationwide money-level maintenance.

You have to explain. Why? Why is it necessary to burden the player with two forms of unit upkeep instead of one? It sounds like you are just trying to frustrate the players.
 
Maybe hammer maintenance should only be charged when damaged units are healing. Units in garrison only require money. Units that need more fully equipped and trained soldiers, ammunition, and fuel--all the things depleted by battle--should consume hammmers in the healing process. But not from some "home city" rather it should be some other system, maybe from the city with the most hammers.
 
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