The importance of rivers and seas(not about graphics)

Transport of food is the single most important aspect of city growth. This is not a new development without the ability to transport food there is no way to support an urban population.

In the ancient times a city was limited to what could be grown near that city. With roads and wheeled carts the city could import food in from a larger area allowing for more city growth.

By 1 AD the single most important trade route was Egyptian grain to Rome. This allowed Rome to convert their small arable land from grain to the much more valuable wine and olive crops. The city of Rome could not have supported itself depending only on it's own food production.

By Civ rules the city of Miami is in a terrible place to build. At the end of a narrow peninsula of jungle tiles. No sane Civ player would found a city there or Phoenix but some how they have both managed to thrive. The food production in the area of Omaha is staggering but some how Miami and Phoenix are both larger and more important cities.

The United Kingdom would never have been a significant power if not for it's ability to dominate sea trade. And it was that dependence on foreign trade that broke the back of the British empire when it could not keep itself supplied during WWII. It was the loss of sea control that cost the British most of it's American Colonies when the French intervened at Saratoga.
 
What problem are you trying to solve here?

Ancient cities grew around farming communities. But increased trade ability quickly allowed urban centers to grow far from rural areas. By the time climate change forced the great exodus out of Mesopotamia into Egypt, India, and Greece, this transition was already happening. In fact, the growing Roman empire heavily relied on grain import from Egypt, Algeria, and Tunisia to feed themselves. Rome was a net food importer, which was one of its great weaknesses.

I happen to live in a certain southern Californian desert which lacks a great river, yet happens to contain the largest mass of American people outside of a certain urban area in New York-New Jersey. On the other hand, America's great breadbaskets--like Central California and the Great Plains do not contain a whole lot of people. But according to Civ, the game, America should be most populated in the flyover areas. Many of these rural areas have rich arable land and access to our country's greatest rivers. Something is clearly not right.

City growth should be tied to the cultural and trade value of a city, not how much crop resources are in its vicinity. In 2007, globally, we reached the moment in which more people lived in cities than in rural communities. By 2050, about two out of three people will live in urban communities.


I don't see any design gain from explicitly modelling trade goods or for trying to merge agriculture into trade.

What my model does is simulate the growth of cities from early times to modern times by making farms a greater factor than cottages early in the game in producing city growth and making towns a greater factor than farms in later eras.

What my model is trying to offer is a large Los Angeles on a desert coast surrounded by mountains. And it also offers smaller populations at later eras in rural areas. My model also simulates the way migrants head to cities with high commercial value.

Civ, the game, creates a strange model in which America's greatest cities would lie in the Great Plains.


And I think your system isn't very realistic either; mass urbanization is a modern phenomenon, for most of history, most of the population was involved in food production and lived in rural areas or small towns/villages.

My suggestion is to make all farm improvements have trade value. Crop and livestock resources could be given trade bonuses in addition to the food bonuses. The trade value of farms would be far greater than early little cottage improvements. This way, early civilizations would depend on farms to grow. But as cottage improvements grew and their trade value rose, they would ultimately supercede farms in trade value. This way, later civs would depend on towns to drive city growth. In other words, later civs would depend on commerce and trade to grow. The rate of and potential growth of cottage improvements would be nerfed early by a lack of technological and civic advancements. But later eras would make their growth more pronounced.

Food should be a limiting factor limiting cities from growing to its potential; whereas, the level of trade value of a city should determine the max cap at any given time of a city's growth potential. The way I would handle food is whenever a city grew in trade value to a certain extent, you would be able to grow the city by one point. But you would only be allowed to grow the city if your national food supply had excess food to allow for growth. If you did, then you could grow that city or turn a "citizen" into a specialist. If you did not, you would have to enter into trade with other nations to import food. If you had great unused excess of food, then you might export to others.

This way, the total population of a civ would be dependent on both food produced nationally and trade value of cities.

I think this method has the benefit of being viable regardless of era, while still simulating a more historical growth of cities.

The way I would handle trade across seas and rivers would be based on trade routes and the value of all the cities in the route, modified by city improvements of the various cities, along with tile improvements. The computer would internally calculate the value of trade from rivers and across seas. These would be added to the value from improvements. Because of great cost in building and maintaining roads and rails, these arteries would allow trade between connected cities to rise. They would have their greatest value when connecting seaports.

The fairness factor of starting location would be controlled by forcing all starting locations to be on major rivers.


I think the game works best by far agriculture is for providing food; you have people work tiles to produce food which you use either for growth, or to allow other citizens to work on hammer or gold producing towns or to act as specialists.

But the consequence is massive Iowa, humble Los Angeles.


I think trade works best if trade is kept abstract, and if trade flow yields are solely a function of the gold production and size of cities, buildings in the city, being connected to the trade route and maybe some distance factors.
Then, being on a river or coast can improve trade yields by increasing the gold yield of tiles, or having coast-only (or river-only) port buildings.
The Civ4 system works pretty well; it could do with improvements in transparency, a boost in importance and maybe by making it more dependent on gold production of the city, but otherwise it doesn't need a major change.

It does seem that I have kept trade abstract. I do not quite understand what part you are diagreeing with.

I think the only formal treatment of explicit goods should be through diplomacy trading; the rest of the economy is basically abstracted away into gold and beakers.

I do not quite understand what you are referring here to when you say this.

And I strongly dislike mechanics that allow easy shifting of food or hammers across cities, as this tends to create unnecessary micromanagement and complexity and detracts from the interesting strategic choices and limitations created by the spatial restrictions on resource income.

I do not think that my model need be all that more complicated or tedious than the system we have now. It will just be very different. We wouldn't have tiles that would be worked based on the population size of the city. Instead, over time, all possible improvements in the vicinity of the city would be eventually worked regardless of the population size. It will just be that towns will give you more people later in the game, while farms more so early on. This way, later on, cities surrounded by farms would be less populated. Cities surrounded by towns would be more so.

You still wouldn't want to convert all your farmlands to towns because you are still dependent on farms to actually grow at all.

If you have excess food, then you need not do anything more than you do now. When your city grows a size, then it just grows. But if you have not the food nationally to grow, then your city does not grow. But if you want to turn growth into a specialist instead, you can just do that. Excess food can be exported or used to create specialists. The only difference is that you would grow based on trade value of your city and not because of food units your city has access to in its own vicinity. And you would grow fastest where the trade value was greatest. Moreover, coastal cities and cities on rivers would be allowed to build special city improvements which would drastically raise the trade value of cottage improvements and the fact of it being on water. Port access to the sea, especially, would have a great influence on growth in later eras--because of its trade value.
 
The realities of trade was that pirates in the Mediterranean or a drought in Egypt would lead to starvation in the City of Rome.

Once you have built up large urban centers you can no longer support it from the gardens in your area.

http://www.unrv.com/economy/trade-goods.php

Big cities like Rome had to import large amounts of food from all over the empire. Luxury goods also came from all over Europe, Africa and the Near East. Silk came on camel caravans from China. Ships brought spices, jewels and perfumes from India.

Transporting goods on land was expensive and often dangerous, so most commerce was conducted via shipping.
 
I always wished that with the knowledge of work boats, came a movement bonus of rivers, say for example, workers could travel down stream at 1.5x to 2x movement speed. Maybe tack on a Size flag to all units, and the smallest of units could also benefit from this.
 
Transport of food is the single most important aspect of city growth. This is not a new development without the ability to transport food there is no way to support an urban population.

Yes, but for most of history, nearly all food consumed by people in a region was produced in that region. Sure, the food was "transported" to the city, but most of that was transported to the city from that city's hinterland; ie in game terms from the tiles that workers are working for that city.
Civ5 with 3-tile city radius will have food coming in from quite a long way away - without needing any mechanism for food trading between cities.

By 1 AD the single most important trade route was Egyptian grain to Rome. This allowed Rome to convert their small arable land from grain to the much more valuable wine and olive crops. The city of Rome could not have supported itself depending only on it's own food production.
I hate it when people cite this example, because its really the only example of its kind. Yes, Rome imported massive amounts of food from a long way away, and was able to do so because of the huge wealth in Rome from centralized control and exploitation of a massive Empire, and sea trade routes from Egypt and North Africa (and Nile transport to Alexandria).
But Rome is a very rare exception!

Most cities were not like this. Most cities were far smaller than Rome. Most cities were not the center of a massive Empire, and did not have reliable military control over long-distance trade routes.

By Civ rules the city of Miami is in a terrible place to build. At the end of a narrow peninsula of jungle tiles. No sane Civ player would found a city there or Phoenix but some how they have both managed to thrive.
Only in very modern times.
The "rules of the game" in the real world change a great deal after the industrial revolution. But that is only a small part of human history. For most of the game, cities there *should* be junk.

What big cities were there before the 18th century that weren't near good agricultural land or heavy fish resources?

The United Kingdom would never have been a significant power if not for it's ability to dominate sea trade.
Sea trade of economic goods, yes. But not of food. Large amounts of food were not being shipped around the world in the 18th century.

And it was that dependence on foreign trade that broke the back of the British empire when it could not keep itself supplied during WWII.
Food imports were not the main issue; and again, this is in the modern period, where very different rules apply.

But increased trade ability quickly allowed urban centers to grow far from rural areas.
No, it really didn't. Go look at medieval Europe for example. The cities are small, and get food only from the local area.
In 1200 Paris had a population of 80,000.
In 1100 London's population was 15,000, and it grew to 80,000 by 1300.
And these both surrounded by good agricultural land.

The 1 million ancient population of Rome is unique. The only other really huge cities in the west were in Egypt, thanks to Nile trade (those high yield floodplains tiles).
[I don't know much about China.]

At the beginning of the industrial revolution, only 3% of the world population lived in cities.
http://www.lhup.edu/smarvel/Seminar/FALL_2000/albernaz/albernaz.htm

Something is clearly not right.
Yes. What is not right is that you are using the pattern of MODERN cities and the state of the world today, after 200 years of industrialization and modern urban growth, to analyze historic urban population patterns.
California had a small population until the 19th century.

City growth should be tied to the cultural and trade value of a city, not how much crop resources are in its vicinity
In a game about human history, that starts in 4000 BC, this would be madness.
For most of human history, population levels were determined by local agricultural productivity (and disease). Most people were farmers who lived at a basic subsistence level. Sustained bad crops meant famine meant death.

by making farms a greater factor than cottages early in the game in producing city growth and making towns a greater factor than farms in later eras.
Here's the problem; food was what mattered until ~1800.
Look at the eras in Civ; ancient, classical, medieval, renaissance, industrial, modern.
4/6 of those are before any of the changes you are talking about happened, and one is when those changes happened.

Its more important to have a model that works for most of human history and is a bit weird in the late-game than to have a model that works for the modern era but fails for most of history.

And the time sense is off; it shouldnt' take 4 eras for improvements to grow to the point where they're better than farms.
You talk about "early" and "late" without thinking about what that really means in terms of number of game turns and eras.

My suggestion is to make all farm improvements have trade value.
But farms shouldnt' be supporting trade, they should be supporting food!
Trade doesn't lead to population growth for most of the population. It can cause some migration, but doesn't support growth on its own.

But the consequence is massive Iowa, humble Los Angeles.
So what? Los Angeles was small for most of human history.
And Iowa could easily be seen as a grassland farm tile feeding the city of Chicago (3-tile range is a long way).

It does seem that I have kept trade abstract. I do not quite understand what part you are diagreeing with.
Your model says that trade is dependent on agricultural output. You have "Crop and livestock resources could be given trade bonuses". So you're moving to something where you're shipping around actual commodities, or where farms effectively produce trade goods.

I do not quite understand what you are referring here to when you say this.
I mean; the only time where I am trading a cow resource for a grain resource or a gem resource for a silk resource should be on the diplomacy screen; these bonus resources should be entirely separate from the trade system, but you want to tie bonus resources into trade yields directly.

We wouldn't have tiles that would be worked based on the population size of the city
It makes no sense to me that the number of tiles worked shouldn't be based on population, or that population shouldn't be based on food.

It will just be that towns will give you more people later in the game
What do the people in the towns eat?

But if you want to turn growth into a specialist instead, you can just do that.
You can do this now; work fewer farm tiles, allocate specialist.

The only difference is that you would grow based on trade value of your city and not because of food units your city has access to in its own vicinity. And you would grow fastest where the trade value was greatest.
What do these people eat? Where does the food come from?
 
Yes, but for most of history, nearly all food consumed by people in a region was produced in that region. Sure, the food was "transported" to the city, but most of that was transported to the city from that city's hinterland; ie in game terms from the tiles that workers are
Civ5 with 3-tile city radius will have food

Hello, Ahriman. Yes. I thought I made that point myself and several times. The point is that I think I have a way to take into account in a simplified model the way both agrarian societies as well as modern ones function. The current system gives you Mega-Iowa and precludes Mega-Los Angeles. In other words, your model would never account for the way modern societies work. Yours just does not. And you continue to evade this point. I think that I have a solution, if tweaked, would allow for modern growth patterns and at the same time address the way agrarian societies grew.

The way I would do it is by giving users growth incentives to build farms in earlier eras and then giving incentives to transition to cottage improvements in later eras. We could do this by capping the trade value of cottage improvements relative to farm improvements in earier eras. This is important because trade value would still determine the growth potential of a city. This still was the case in the past. Not all rural areas ever had the potential to grow very large. Most did not.

But with the obtainment of techs to be decided, a civ would then have that cap removed thereby giving an incentive to users to begin transitioning to a later era. To grow cities that have high growth potential, we would make the potential trade value of cottage improvements far exceed that of farms, which would give users the incentive to replace much of their farm improvements in the vicinity of these potentially high growth cities with cottage improvements.

You still would not turn all your cities into high growth cities because your growth would still depend on food supply. So, in modern eras, you would still have to keep areas surrounded by high quality arable land and crop resources as smaller cities that would continue to work farm improvements. In this way, in modern eras, other areas, such as on coasts, that (1) would have much less arable land in its vicinity because a lot of their area tiles are water tiles and that (2) would also have high potential trade value because of its ability to build seaports and other high valuable city improvements would then have the ability to become metropolises as we see today.

:)

I hate it when people cite this example, because its really the only example of its kind. Yes, Rome imported massive amounts of food from a long way away, and was able to do so because of the huge wealth in Rome from centralized control and exploitation of a massive Empire, and sea trade routes from Egypt and North Africa (and Nile transport to Alexandria).
But Rome is a very rare exception!

What about the ancient Greeks? They had to import too. Centuries later, Constantinople was a major importer of Egyptian grain. That city imported almost as much as Rome did in an earlier era. And many sovereign nations today are also net food importers. My point I keep reiterating is that I think I have a way to account for both agrarian and urban societies. The present system does not.

:)

Most cities were not like this. Most cities were far smaller than Rome. Most cities were not the center of a massive Empire, and did not have reliable military control over long-distance trade routes.

That's right. And my idea would take this into account. But the present model does not take into account other siginicant factors.

:)

Only in very modern times.
The "rules of the game" in the real world change a great deal after the industrial revolution. But that is only a small part of human history. For most of the game, cities there *should* be junk.

That's right. And farm improvements in my model would give cities lower potential growth than cottage improvements of later eras. This seems to me to be a simple solution to show that remarkable and significant moment in history in which industrialization devastes agrarian economies forcing huge migrant workers to flock to cities to find work.

:)

What big cities were there before the 18th century that weren't near good agricultural land or heavy fish resources?

At the same time, I could ask why have not all cities near high quality arable land not grown huge? And why have many farming communities become urban ones?

In my suggestion, any city in an agrarian era would see a huge boost in growth potential by having a food resource in its vicinity--not because of the food supply bonus, but because those food resources would offer large trade bonus in addition to food bonus. It is the trade bonus which would raise the cap of growth potential of the city. But the food bonus would allow more cities across the nation to actually be able to grow.

:)

Sea trade of economic goods, yes. But not of food. Large amounts of food were not being shipped around the world in the 18th century.

That's right. Again, I don't think my model contradicts this point.

:)

Food imports were not the main issue; and again, this is in the modern period, where very different rules apply.

That's right, and the current system does not simulate either agrarian societies well nor modern ones. Consider Mega-Iowa, for instance.

:)

No, it really didn't. Go look at medieval Europe for example. The cities are small, and get food only from the local area.
In 1200 Paris had a population of 80,000.
In 1100 London's population was 15,000, and it grew to 80,000 by 1300.
And these both surrounded by good agricultural land.

Actually, it did. That's what the Greeks and Romans did. They relied on northern Africa and Asia for food. That seems to make my point. They actually did it so I don't know why you say they didn't.

In 1100, the British were in the process of transitioning from being a backwater European state to being the leading European state upon the marriage of Henry II and Eleanor of Aquitaine in 1152. When the Normans conquered England in 1066, the Saxon were a less developed people than their continental counterparts and had neither knights nor archers. So I don't know if it's quite fair to mention London.

But your point is nonetheless also valid. Most cities on earth were not like that. And I concede the point.

At any rate, this is a moot point because as far as the game is concerned, it is a simple matter to grow huge metropolises in earlier eras anyways.

:)

The 1 million ancient population of Rome is unique. The only other really huge cities in the west were in Egypt, thanks to Nile trade (those high yield floodplains tiles).
[I don't know much about China.]

I don't know Chinese figures either.

The great northern Mediterranean civs--the classic Greeks and Romans--simply were incapable of producing the necessary amount of food on their own soil. The Romans, especially, aggravated their situation by enslaving many more people than they could feed and their economy could handle. Rome did not grow because of their own ability to grow enough food. You say this is an exception. But it is a high profile exception which is not reflectable in the game. I think my suggestion at least can try to account for Rome's growth.

:)

At the beginning of the industrial revolution, only 3% of the world population lived in cities.
http://www.lhup.edu/smarvel/Seminar/FALL_2000/albernaz/albernaz.htm

I think I have adequately addressed this point now.

:)

Yes. What is not right is that you are using the pattern of MODERN cities and the state of the world today, after 200 years of industrialization and modern urban growth, to analyze historic urban population patterns.
California had a small population until the 19th century.

And again you acknowledge and yet insist on ignoring modern growth patterns of the last two centuries. What's the point of that? Civilization poorly models current growth pattern, I think. Today California is by far the most populous state, not the states of the Great Plains.

In a game about human history, that starts in 4000 BC, this would be madness.
For most of human history, population levels were determined by local agricultural productivity (and disease). Most people were farmers who lived at a basic subsistence level. Sustained bad crops meant famine meant death.

I agree, but only to a point. Villages used to mostly grow where there were arable land. But major cities grew not because they had more high quality arable land than others. They grew larger than others because they offered greater commercial opportunities than other farming communities. Otherwise, all large farming areas would have produced massive cities. This is indeed clearly not right. So yes, trade was the important factor for not just growth, but significant growth.

But the point is that my suggestion takes into account the importance of both farms and trade in city growth in all eras in a simple way.

:)

Here's the problem; food was what mattered until ~1800.
Look at the eras in Civ; ancient, classical, medieval, renaissance, industrial, modern.
4/6 of those are before any of the changes you are talking about happened, and one is when those changes happened.

That's right.

:)

Its more important to have a model that works for most of human history and is a bit weird in the late-game than to have a model that works for the modern era but fails for most of history.

Actually, I think I have at least shown that my suggestion may be able to take into account all eras.

:)

And the time sense is off; it shouldnt' take 4 eras for improvements to grow to the point where they're better than farms.
You talk about "early" and "late" without thinking about what that really means in terms of number of game turns and eras.

Actually, some improvements in CivIV works just like that. It takes a while before workshops and windmills become really useful. I never even build windmills in games that have food increasing corporations.

At any rate, I am going to assume you make this point for gameplay concerns and not because you want to contradict your historical point which you have been trying to make up to now. Regarding what trade values should be assigned cottage and farm improvements, I think we can only figure out the right balance with testing. I think it would be impossible to tell otherwise. But I think we are actually agreed that farms should be the leading driver of growth of nearby cities in 4 of the 6 eras.

So I think you should accept my idea.

;)

But farms shouldnt' be supporting trade, they should be supporting food!
Trade doesn't lead to population growth for most of the population. It can cause some migration, but doesn't support growth on its own.

That's right. I think you still haven't quite understood what my idea is. I'll repeat what my suggestion actually does. (1) The trade value of a city would only determine the maximum potential growth of the city. (2) Trade value would not actually grow the city. (3) Food supply would not limit the potential growth of a city. (4) Food supply would be the resource that would allow cities to actually grow at all.

What this mechanism does is allow for civilizations to grow in a more fluid way by taking into account the value of culture and trade regardless of the terrain in its vicinity. My idea can allow for both the typical city growth of Paris and Des Moines as well as the atypical kind of classic Rome and modern Los Angeles while at the same time discouraging Mega-Iowa.

At least that is the aim.

:)

So what? Los Angeles was small for most of human history.
And Iowa could easily be seen as a grassland farm tile feeding the city of Chicago (3-tile range is a long way).

Except that Cook County did not become the third most populous area in America because of Iowa. It became so thanks to government subsidized infrastructure. Furthermore, Chicago is the consequence of the industrialization age and not because America was mostly agrarian, which it was. Chicago did not grow because food produced in Iowa led to greater births in Chicago; Chicago grew because new infrastructure gave the city a surge in commercial opportunities. [EDIT]People from outside Chicago looking for work grew the city into a major urban center, not natives of Chicago.

And yes, a city completely surrounded by corn resources in Civ could become the most populous city in the game. I don't think that that mechanic makes for interesting or realistic civs.

;)

Your model says that trade is dependent on agricultural output. You have "Crop and livestock resources could be given trade bonuses". So you're moving to something where you're shipping around actual commodities, or where farms effectively produce trade goods.

No, I wouldn't characterize my model like that. And yet, that is excatly what the game does now anyway. I guess what I would say "trade value" would mean here is potential increased commerical opportunity of a city, not necessarily actual commercial activity. And the value of gold income from commercial opportunity could be figured out through testing. So, if you have a horse resource nearby, your city would have increased commercial opportunity because of this resource. And yes, farmers have historicaly packed their carts with their produce and livestock to sell elsewhere. Alternately, produce and livestock merchants may travel to farming regions with an empty cart to buy rural commodities which they then can sell at a higher price in urban areas. I think I am making sense.

^^;

I mean; the only time where I am trading a cow resource for a grain resource or a gem resource for a silk resource should be on the diplomacy screen; these bonus resources should be entirely separate from the trade system, but you want to tie bonus resources into trade yields directly.

Ah, thanks for the clarification. No, I think you have misunderstood. Yes, a region with abundant cows will have commercial opportunities. But by this, I only mean in domestic trade. What you are referring to is international trade. We need not make domestic and international trade mutually exclusive.

;)

It makes no sense to me that the number of tiles worked shouldn't be based on population, or that population shouldn't be based on food.

As I have said, population is indeed based on food. But city growth potential should be tied to trade value.

Well, regarding the first part, it seems you have not read my suggestion in the other thread in which I argue that Civ should adopt a Simcity style little tile format. In that suggestion, I argue that cities should be allowed to sprawl over several tiles, for instance. I am actually arguing for complete and radical changes to the game.

The way I think tile improvement work should be handled in a new Civ is by giving more tiles to become workable depending on the size of the city and the nature of tile improvments. For instance, say a city with population of one could be allowed to improve two nearby tiles for farming or one for mining. Only when you have city growth should you be allowed to improve more tiles. It makes no sense to be able to build farms and yet have no one working it. But this is the way the system works now.

:)

What do the people in the towns eat?

As you have already noted, modern urban citizens do not grow their own food. They ship food to neighborhood stores. In fact, today, we ship food all over the world.

The reason you are confused is because Civ has confused you with its strange city growth mechanism.

;)

You can do this now; work fewer farm tiles, allocate specialist.

And you can also do this under my suggestion. But you get all the other benefits in design as well.

;)

What do these people eat? Where does the food come from?

I get my food from the local markets. But the food I eat originate from Japan, China, Korea, Mexico, from other 49 states (I live around Los Angeles), South America, the Caribbeans, central California, and even Europe. Where do you get your food? What do you eat?

;)
 
I didnt read any of that post, mainly because the thread I just decided to revist is full of long posts, which generally means everyones descended into being picky about absolutely everything.

Just wanted to post to say, wow, thats a long post :).
 
I didnt read any of that post, mainly because the thread I just decided to revist is full of long posts, which generally means everyones descended into being picky about absolutely everything.

Just wanted to post to say, wow, thats a long post :).

Hello, 12agnar0k. It would be my loss if you refuse to read it. I would love to hear what you'd have to say about my idea.

The above long post is surprisingly not as long as it may seem. It mostly repeats the same several points several times in different ways to try to give a good rounded sense of what I'm thinking and to test those ideas. You can skim through much of it.

But I certainly do regret its length.

:)
 
Except that Cook County did not become the third most populous area in America because of Iowa. It became so thanks to government subsidized infrastructure. Furthermore, Chicago is the consequence of the industrialization age and not because America was mostly agrarian, which it was. Chicago did not grow because food produced in Iowa led to greater births in Chicago; Chicago grew because new infrastructure gave the city a surge in commercial opportunities. [EDIT]People from outside Chicago looking for work grew the city into a major urban center, not natives of Chicago.

Yea, Chicago became a major railroad hub, and because of its location near where the Illinois river deposited from the Mississippi and near Lake Michigan (which were connected by a Canal).
 
I would also like to thank Ahriman for being a good sport and spending some of his valuable time to critique my idea. I'm impressed that he did decide to be thorough in his approach.

:)
 
Development has followed these basic goals throughout history.

Do we have enough food?

Do we feel safe?

Lets make Babies.

I want a new chariot!

Once you have fulfilled the the first two requirements the third will follow. Safe well fed people will raise children.

If food and safety are not issues it is in our natures to continue to improve our standings. I have enough food and feel safe I am likely to cross large distances to be someplace to earn more money.

Johannesburg was founded not on the abundant grain and cattle supplies. That city was founded on the wealth of it's gold mines. In the 1700s it was founded as a sheep and cattle country. Once gold was discovered in 1866 it quickly grew to one of the 40 largest cities in the world. It now has a population of nearly 4 million.

The reason that Rome is a special case is because only Rome had the power to protect large scale trade. They provided security "Pax Roma" that allowed the rest of the region to flourish. After the fall of Rome western civilization backslides for the next 300 years and does not recover until the 1500s. That is when the trade cities of Florence, Venice, and Genoa revive what was lost after the Goth finished looting Rome.

My main complaint about all the Civ games is they do a poor job of modeling the transfer of goods from city to city. It gives us the profit from those transactions but do not show the underlying reason trade is taking place. I have food you have goods. After the trade your people won't starve and my people can build a school or a coliseum.

Another thing that civ takes no account of is migration. If people are starving in your city a large number of them are not going to stay and hope you can feed them later. They are going to take their children and look for a place that will be able to feed them. Millions of people a year are clamoring to get into the US and Europe Not because they are starving at home but because there is economic prosperity.

This is not unique to Western culture. The main problem on the Chinese / N Korean border is to hold back the N Koreans from entering the far more prosperous country of China. It would probably be a problem on the south border too if not for the 1,000,000 land mines planted in the DMZ.
 
Ahriman's point of view is fine for ancient civilizations but falls apart when Modern realities become inconvenient.

Development has followed these basic goals throughout history.

Do we have enough food?

Do we feel safe?

Lets make Babies.

I want a new chariot!

Once you have fulfilled the the first two requirements the third will follow. Safe well fed people will raise children.

If food and safety are not issues it is in our natures to continue to improve our standings. I have enough food and feel safe I am likely to cross large distances to be someplace that will earn me more money.

johannesburg was founded not on the abundant grain and cattle supplies. That city was founded on the wealth of it's gold mines. In the 1700s it was founded as a sheep and cattle country. Once gold was discovered in 1866 it quickly grew to one of the 40 largest cities in the world. It now has a population of nearly 4 million.

Hello, dulsin. This is not quite right either. Population growth patterns or societal development patterns are much more complicated than that. For instance, many factors go into why Japan and parts of Europe have low birth rates. Japan and South Korea, two neighboring countries at different levels of development are two of the fastest aging populations in the world. But the total population of South Korea is expected to continue to grow, but Japan's is expected to shrink. And each people has its own reasons why this is so. And this is despite the fact that South Korea is one of the poorer arable territories in Asia and Japan's one of the highest quality in the world. Moreover, in the twentieth century, what we've seen is massive population booms in many poor nations. Poorer nations also tend to be very young. Which is to say that there are complicated reasons why some poor nations have higher birth rates than richer nations. Government regulation can also have great impact on population growth. One of the most famous social engineering laws ever may be China's One Child policy. This has made China, a per capita poor nation, a rapidly aging society.
 
I honestly wouldn't mind seeing the road building tech put later in the game. While people were building roads as early as 4,000 BC, most civilizations made do with simple trails from city to city which, besides giving a sense of direction, wouldn't have done much to improve transit. It wasn't until much later that civilizations such as Persia and Rome began creating extensive road networks.

From a gameplay standpoint, this would make getting around your own territory in the early game more difficult, but it would also encourage players to build their initial cities along the coast and on rivers in order to maintain their trade network, similar to actual history. But if they could find a way to bring back some kind of Civ1/Civ2 style river movement (rivers gave the same movement bonus as roads), that would actually make for some interesting strategies in the early game.
 
All of that is true. Highly industrialized nations see lower birthrates. The main cause of this is that people are having families later or not having them at all and instead are focusing on their careers. If these nations did not protect themselves their population would all be rising due to massive immigration from less successful regions.

If Japan did not have very strict immigration controls and a large sea surrounding it people from all over Asia would pour into the country. All of western Europe is struggling to absorb the influx from the Mid east and Eastern Europe. The United States is trying to come to grips with the flood of people from Mexico and Central America.

The pressure to increase those populations is there but it is being resisted by social forces. What I like to call the right of the last immigrant. The last wave of immigrants always wants to burn the bridge behind them so more undesirables don't get in.

Europe doesn't have a very good track record of taking in large numbers of immigrants. They like to take in small numbers and let them become one of them by peer pressure.

The United States is the only nation to codify and encourage social diversity but even this nations "Great Experiment" is imperfect. Look at the anti-Irish movements of the mid 1800s or the anti-Chinese of the 1880s or the anti-Mexican movements of today.
 
I honestly wouldn't mind seeing the road building tech put later in the game. While people were building roads as early as 4,000 BC, most civilizations made do with simple trails from city to city which, besides giving a sense of direction, wouldn't have done much to improve transit. It wasn't until much later that civilizations such as Persia and Rome began creating extensive road networks.

That is an excellent point. Roads were present in the ancient world only to service the local community. Until you have a wide empire there is little reason to make a road that will just make it easier for your neighbor to invade you.

Inter-city trade was very poor in 1000bc and the smart traders would avoid roads. The roads were not that good and that is where the bandits and tax collectors waited for you. :p
 
The pressure to increase those populations is there but it is being resisted by social forces. What I like to call the right of the last immigrant. The last wave of immigrants always wants to burn the bridge behind them so more undesirables don't get in.

Hmm. Right of the Last Immigrant... Hmm. Unbeknownst to you, this may end up being purloined by me.

;)
 
Spoiler to reduce post size.

Spoiler :

And you continue to evade this point.
I don't evade the point, I state it outright; the existing model (which I largely support) doesn't do a good job of modeling modern cities.

However, I'm willing to live with this, because its more important to have a model that is right for most of history (and in particular is right for the time when most cities are founded) than it is to have a system that works well for the modern era.

Besides, Los Angeles could still get pretty big because of all the agricultural bonus resources in the fertile valley running through the center of California. California is a huge agricultural producer.

This is important because trade value would still determine the growth potential of a city. This still was the case in the past.
This is just totally wrong-headed. Trade didn't determine population.

First, recognize that a "city" in civ isn't just the urban population; it is the population of the whole region. If I have a city London of size 15, which is working tiles all over southern England, then its important to realize that the size 15 is the population of southern England, not just the population of the city of London. Maybe 4 of those 15 (the base city worker, 2 specialists and some of the traders) are actually city-dwellers.
Similarly a Cairo city isn't just the urban population, its the population of the whole Nile valley of central Egypt (all those farmers working the floodplains tiles).

This is where your trade system breaks down. Having good trade opportunities in medieval Cairo (Al-Fustat) or London might increase the urbanization rate some (having more specialists in the cities), but it doesn't change the population of the Nile valley region or the southern England region, which are dependent on food supply.

What about the ancient Greeks? They had to import too. Centuries later, Constantinople was a major importer of Egyptian grain.
The greeks did do some food trade because of massive naval power, but even then most food was produced domestically. Constantinople has the same exceptional qualities as Rome.

And many sovereign nations today are also net food importers.
The state of the world today is not a useful paradigm for thinking about a game based on history.
Most nations historically were self-sufficient in food.

And my idea would take this into account.
No it wouldn't. Your model makes food about trade, and not about feeding people.

moment in history in which industrialization devastes agrarian economies forcing huge migrant workers to flock to cities to find work.
This is an odd way of looking at history.
Industrialization didn't devastate agrarian economies forcing workers to find work; the workers urbanized and went to work in factories because those factories paid massively higher wages than they could ever earn from farm work, and because agricultural productivity was low.

It was pull factors, not push factors.

And most of the improvements in agricultural productivity per worker came from reducing the number of workers per hectare (meaning more land per person) rather than actual improvements per worker.
[Even today, a big chunk in the differences in agricultural productivity per worker of poor countries vs rich countries is due to too oversupply of labor in agriculture due to insufficient non-agricultural livelihood measures.]

That seems to make my point. They actually did it so I don't know why you say they didn't.
It doesn't make your point at all. Look at all the other examples where this *didn't* happen. Spain, France, Britain, Germany, the rest of Italy, Eastern Europe, Russia, Persia....

Most cities didn't trade much food long distances.
Pointing to a few exceptions where they did doesn't prove otherwise.
Most people were poor peasant farmers. The farmers in Germania weren't importing wheat from Russia. The peasants in the Nile weren't eating fish imported from Spain.

But it is a high profile exception which is not reflectable in the game.

Yes...

I think my suggestion at least can try to account for Rome's growth.
... but does so by messing up everything else that *isn't* Rome.

The population of France as a whole was primarily based on its food production, not on trade.
Trade affects how wealthy the people are, not how many of them there are.
Population is affected by food supply, healthcare/disease, and sometimes war. [And in the modern era by social preferences driven by lower infant mortality rates, wealth and contraception.]

The trade value of a city would only determine the maximum potential growth of the city.
Why? This makes no sense. The number of peasants in northern Italy or in France or in southern England is not determined by the trade value.

(3) Food supply would not limit the potential growth of a city.
Why? Population growth in real history is limited by food supply.

I also don't think it makes any sense to distinguish between what makes cities grow, and what determines their maximum size. How can these be separate mechanics?
In Civ4, food determines both of these (though health and happiness have some impact).

I think I have adequately addressed this point now.
You don't address it at all. Your model seems to only think about urban populations, but the game is representing the populations of regions and nations.
My point is that a model that only considers urban populations misses most of humanity for most of history.

But major cities grew not because they had more high quality arable land than others.
Egypt grew because it had good arable land. Similarly Germany, and England. Why do you think there are more people in Egypt and Germany and western Russia/Ukraine and eastern China and France than there were in Afghanistan and Tibet and Kazakhstan and Arabia?
Arable land absolutely affects where the population centers of humanity are.

Actually, some improvements in CivIV works just like that.
Cottages don't, they grow much faster than that. I thought you had a cottage model in mind, where you were saying the cottage was initially weak but grew over time.
Havnig things that change over time is very different from having improvements that change based on technology.

I would have no objection to, say, having other improvements whose yields get technology bonuses that generally outperform farms in the modern era.
Though a possibly better model is to have the farms continue to improve, so they can support large populations of urban specialists.

As you have already noted, modern urban citizens do not grow their own food. They ship food to neighborhood stores. In fact, today, we ship food all over the world.
So? The food still has to be grown somewhere.
Where, in your model, are the people who are actually growing the food?

Where do you get your food? What do you eat?
I get food that is actually grown by farmers. And in history, this is what most people were doing. Any model of the world has to include those farmers within its model.
 
This is an odd way of looking at history.
Industrialization didn't devastate agrarian economies forcing workers to find work; the workers urbanized and went to work in factories because those factories paid massively higher wages than they could ever earn from farm work, and because agricultural productivity was low.

It was pull factors, not push factors.

And most of the improvements in agricultural productivity per worker came from reducing the number of workers per hectare (meaning more land per person) rather than actual improvements per worker.
[Even today, a big chunk in the differences in agricultural productivity per worker of poor countries vs rich countries is due to too oversupply of labor in agriculture due to insufficient non-agricultural livelihood measures.]

Hello, Ahriman. I will reply piecemeal for easier reading. :)

I regret my wording here. I misspoke.

What I was trying to say was that industrialization put many farmers out of work and home. Many private farmers and tenants lost their farms in every instance of industrialization. They flocked to urban centers as migrant workers where their sheer numbers created a surplus of low skilled low cost laborers. Of course industrilization increased farm productivity by introducing new tools and processes which could replace workers who were less efficient and more expensive. I did not mean to imply otherwise. I meant to say no more than that many farmers were devastated by industrialization. That is all.
 
What you are not admitting is that food availability is what governs how large a city gets not food production. If a city is successful and can import more food than it produces that city may import from more regions than a 3 tile circle centered on the spot the first settler planted his flag.

If you have the surplus production and can protect your lines of trade there is no limit to how large a city can become. Look at Johannesburg, they have little food production but after the discovery of gold that city exploded.

The major difference between the modern world and the ancient world is not cars and planes, it is security. In the old world you didn't trade iron ore to your neighbor he would just use that to help invade later. In the Roman empire like today we have high levels of security and that is why cities are able to depend on long supply chains. The day those supply chains break these cities will descend into chaos and the people will scatter or starve. This is not a new phenomenon just a larger scale for what has happened before. This is why we study history.
 
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