I really enjoy the city management, but I probably should not be able to do this:
This is no where even close to what you
could do, but I wanted to have some aesthetic considerations.
(I joined a city with it a few turns before, but even before the join my 2 territory capital had 8k something production.)
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I think what cities really need is some kind of carrying capacity factor. You can generate infinite of all yields with just production - don't need pops at all except to get more yields. To curb infinite exponential growth, i think it would be okay if the pops grow right up to a point and then stop until you expand the carrying capacity. That way at different points in the game, you would have some cities that are "capped" and you'd want to find outlets for that excess population. This could loosely be like civ's housing, but perhaps something like:
- Housing from Main Plaza & Administrative centers
- Housing from those resource improving quarters
- Housing from exploitations
- Housing from Hamlets
This way, when your cities are small, you get a lot of carrying capacity from accessing exploitations.
As you start expanding, the ratio of your district carpet to the exploitations will shrink, and eventually you'll need to start putting down hamlets / some truly urban quarter to sustain population growth. This
should encourage forming A city center agglomeration, with little "islands" of settlement provided by hamlets, resource deposits, and harbors. Eventually, as you get carry capacity from districts, you can start urbanizing more and more. Hamlets are uniquely the only quarter that adds
Four job slots, which I love, and hope its expanded on more.
Somehow tying this to a mechanism to stop you from just urbanizing anyways and having 0 pops but no natural land left, would also be needed.
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Total shower thought: it would be super cool if there were "advanced" versions of some quarters that could only be built on an existing quarter. So, as an example, a Makers' Quarter might be upgraded to an Industrial Park (you'd literally build it on top of the maker's quarter) which would then make it unable to exploit yields, but it would have stronger innate output. Say, an extra worker slot and broader adjacency, or something. That adds an entire new (optional) dimension to urban planning with only some graphical overhead that fits mostly into the same game systems. Hamlets could become some kind of Downtown or whatever, IDK. You probably get the idea.