Anyone with a job will make their own house if need be, it is the poor without jobs that do not have housing.
The housing concept I can write a huge post on (
@cvb can attest to this) but fisheries does not fit the concept.
Yes. I can confirm; I simply repeat:
'''Wow, your scope almost slayed me ... literally.
"[...] people can be pretty happy, it's all about attitude and human nature but the key point on the happiness side with housing is those people without housing tend not to create rebellions, it is the middle class" as Karl Marx & Friedrich Engels discussed in their correspondence and therefore expected the Germans never make a socialist revolution ...
... compared to this, I can do only tiny steps civ6-wise. My suggestions/posts on the forum always just covered things, which I can implement myself (in a tractable time frame). I just thought about to translate your special victory condition
"win if you get 10 pop 30 cities" into the normal game - like going for a religion (without wanting religious victory) or having "rebellions" = small barbarian uprisings now and then ... just to spice the standard game a bit up.'''
The context of
Forced random city growth above a critical size is:
"I still want cities to grow uncontrollably" &
"It is a voluntary thing where you are controlling the food which controls the pop while in reality it is the other way around the population places demand on the food requirements."
'''To implement that population's demand I would let grow cities randomly (add 1 Pop point to the city out of thin air). And the player has to meet the food requirements. As well as corresponding housing requirements (1 surplus, to enable future city growth). As well as corresponding amenity requirements ...
I'm uncertain at which size this should begin. Small cities wants the player growing herself, so no intervention necessary here up to 7 or 10 Pop? What do you think? Forced random city growth above size [9?]
And then tranquility for, say at least [10?] turns followed by a period in which the city may grow or not. Up to, say [20?] turns. Then at the latest the next boost surely occurs. ... Rinse & repeat.
On average this would increase Pop every 15 turns by 1. Nearly 7 Pop in 100 turns. Is this too slow? You know: right now I have exactly zero own experience with civ6.
Would be extra 14 Pop (24 altogether) about 200 turns after the cities reached size 10. Is 24 Pop too low at maybe turn 300?
In this context I see also significant city maintenance costs (increasing per number of cities, beyond a threshold of maybe 6 or 8 cities) - regardless, whether founded or conquered cities - as additional incentive to trade for amenities.'''
I'm still uncertain at which size this should begin.
.