River Allowing City Size 2

I just tried out an idea I got when reading this thread: I set the maximum size for town to 7, and maximum size for cities to 3 (reversed order). Then I built a town next to a river. When the town's size reached 3, it stopped growing - even though towns should be allowed to grow to 7. Seems like the max limit for cities override the max limit for towns and thus ignoring the river/fresh-water effect. This was just a quick test to see if the game would crash or misbehave, so I don't know if problems will arise later when a city grows to metropolis size.

Have anyone else tested this more thoroughly, perhaps?

Sigurd
 
hmm interesting. I dont think it would, since if you just build the allow size 3 building, it should allow it to grow. I think also less likely to cause a problem if both max limits were the same.

If it works well, that may be a good fix for me instead of editing a bunch of other settings like corruption and buildings.
 
Make a cheap building that requires a river in the BFC that allows the growth?
 
Make a cheap building that requires a river in the BFC that allows the growth?

Not of use to what I am trying to accomplish.
 
I too wish this wasn't hardcoded. I plan to try and prevent it by raising the population limit for size one cities but haven't actually tested it.

Increasing the population limit for towns to grow to cities does not cause the game problems. However, it will not stop a town next to a river from growing to a city if there is sufficient food available for the larger population. You can slow down growth by increasing the amount of food required for each city worker.
 
timeover51... Good Point to decrease Food buy increasing the amount of food required for each city worker=Population.
I think that will Help Nathrii, in conjunction with other settings, with what he wants to accomplish.
 
Thanks Timerover. Yes would have to play with ither settings too. I was thinking that a high population would become unhappy and thus not reach it's max population and therefore not change a city even if fresh water was present. Playing with fo8d production of terrain might help too.

It would be a balancing act but I think with the right settings it could be made impossible or at least very difdicult for size 1 to advance to size 2 even with fresh water.

For my idea I want only some civs to be able to advance to size 2. Haven't had time to test my ideas yet though. If I can solve this problem them I have an idea to simulate 10 culture groups instead of 5 but with significant sacrifices to acheive it.
 
Don't forget there's a problem with the walled city graphics too, if you have Civ A and Civ B sharing one city graphics file, you have to choose if Civ A or Civ B can build walls.
 
My untested plan is one set of cultures that use the size 1 and size 2 graphics and another set of cultures that use the size 1 walled and size 3 cities graphics. In the first era everyone will start off with the same graphics. At some point with the right tech and resources some civs can become urban or "Civilized". They can build wall-type improvements now which make there willages into urban-looking graphics. Also in their capital they can build a small wonder that allows size two. Remembering that capital cities always show the next size of city the original civs will have all size 1 cities but their capital will look like size 2. The urban civs will also have size 1 cities but showing the walled graphic once the improvement is built. The urbanised civs capitals, which will be the only cities to grow beyond size 1, will become size 2 but show the size 3 graphic which will also look urban.

So you can see that is size 1 cities near fresh water grow to size 2, it could seriously mess up my plan.
 
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