New Cottage Level

Also could one make it so that a suburb would only grow in a tile next to a city tile or a tile with a suburb on it already? I think it would look rather strange to see a suburb in the middle of nowhere but if that's not possible, meh.
 
Leonel, at first I had the same thought, but then I realized it's actually not that far-fetched. First, remember that they have to be only one or two tiles away (and not even the diagonal 2) from a core city to be worked (and therefore grow), so that growth limit would be a lot of coding for very little impact.

Second, it's actually not unrealistic for a "suburb" to spring up away from the city (i.e, a farm tile in between or something.) I see two situations where that'd happen:
1> When the town and the city were connected by a major transportation line, whether it's a trade route, railroad, river, or highway. In modern times, it's easy to live in a "rural" town and commute to the city, which is the justification I was using for the production bonus in the first place.
2> When two cities grew near each other, close enough that you wouldn't (or couldn't) put them as overlapping Civ4 cities but far enough that one isn't considered an actual suburb of the other. American examples of this would be Baltimore-Washington D.C., Los Angeles-San Diego, or Seattle-Tacoma. Sure, one might be larger than the other, but it's not the same thing.

And, if you're going to say that Suburbs should only give benefits to the core city if they're contiguous, why aren't cottages/hamlets/villages/towns limited that way?

Anyway,
 
To defend the suburb sringing up not next to a city thing, just look at the edge cities that are near Chicago (taken from my AP Human Geo class). They are near Chicago but far enough away to be not right next to the city.

EDIT: I think we should have a tech requirement for the upgrades to at least village, town, and suburb. Maybe Feudalism for village, Chemistry for town (this would actually give me a reason to not research fission before chemistry) and railroad for suburbs (this was technically the first mass transit). These ideas are definitely open to discussion and I'd like to also see what you guys think the base bonus/tech bonus upgrades should be.
 
What I would like to see is a progression like 5/20/60/160/400
But by reasearching certain techs you reduce the time to develop (instead of just being a civic)
e.g. after a few techs
3/10/30/80/200
2/5/15/40/100
1/3/8/20/50
-/2/4/10/25
So latter in the game new cities (or pilliged areas) could develop faster.
 
Back
Top Bottom