Urban Sprawl

Leonel

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Now with the addition of hexagonal tiles, urban sprawl can look more realistic and play an important roll in a city. Urban sprawl tiles could give numerous improvements and drawbacks to a city's operation that wouldn't normally be attributed to a farm or a workshop.

For example, there would be three styles of urban sprawl tile. One would be a residential, commercial or industrial tile. Residential tiles would allow for higher city populations without unhappiness, commercial would increase income and industrial would increase productivity.

These tiles would then come around with different technologies. A residential urban sprawl tile might come around when you discover Construction, a commercial urban sprawl tile would come around with Guilds and an industrial urban sprawl tile might come around with Railroad.

If we really wanted to go crazy, we could upgrade these tiles in the city screen. For example a basic residential urban sprawl tile would generate +2 food. An upgraded urban sprawl tile would be a suburb that would generate +2 food and +1 coin and the tile would look like a planned community to reflect the improvement. A commercial tile that might look like a strip-mall that generates +2 coin could be upgraded to be a business district that has tall office buildings to generate +4 coin.

Of course there would have to be draw backs. Each tile would add a set amount of pollution. This pollution can be reduced by putting in a highway to allow cars to travel faster into the city instead of using the surface streets. It could be further decreased with building a mass transit system in the city. The graphics might show this by showing monorail rails reaching out into the tiles themselves.

Unhappiness can also be a draw back so you might want to build a park system in the city or even go as far as making a urban park tile within the city limits like Central Park with New York.
 
Well I'm not sure it would depend on how much land one tile represented. Urban Sprawl is an interesting idea but I think it should be limited in its effects on overall game-play, perhaps some happiness/pollution effects but other than that it should be purely aesthetic.
 
If cities will indeed work a radius of three in all directions, then I would definitely expect by the industrial/modern age at least there will be something similar to this, either forced or voluntary urbanization of that next inner ring of 6 hexes around the city center.
 
I think cottages are kinda meant to replicate urban sprawl. I assume that a city's population is actually the population of the city and its surrounding tiles, and that cottages suffice for an urban sprawl effect.
 
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