First of all, adding settlers to already established cities in order to rack up the population is just dumb, and should be disabled. Also, I don't see any need for artificial size limits on cities. Let the natural difficulties of managing a large city keep city sizes in check. In this sense I agree with the happiness model. Big cities do tend to make more unhappy citizens. However, where big cities excel is with their huge production capacity made possible by economies of scale. This is where the exponential function needs to be implemented. A size 20 city "harvesting" 30 shields should be able to produce over 50 shields worth of stuff due to the utilization of economies of scale. Here's an example: Is is cheaper to produce 500 cars in a huge factory or to produce 500 cars in 500 separate backwater villages? The big city factory has vastly greater production power in real life, and Civ4 should model this.
Using an exponent in the function could accomplish this. And maybe determine the degree of the exponent by the city size (size 1 city: ^1.01, size 2 city: ^1.02 and so on so a size 30 city gets its production ^1.30 (for instance, 40 shields ^1.3 = a whopping 121 shields!!!!!! But such a city should be almost impossible to manage due to massive rioting and general discontent. Discontented citizens (drones in SMAC) should get exponentially more difficult to quell as a city gets bigger, so that such a size 30 city would have to divert 50 shields or something each turn just to pacify its citizens, leaving it still with 71 shields per turn. I dunno, I'm just throwing ideas out here. I don't even own Civ3, but I am very familiar with the general problems concerning ICS from my SMAC playing.)
I think Civ4 needs to make the jump from a resource-gathering-oriented game to something...more nuanced. What that is I don't know yet.
Using an exponent in the function could accomplish this. And maybe determine the degree of the exponent by the city size (size 1 city: ^1.01, size 2 city: ^1.02 and so on so a size 30 city gets its production ^1.30 (for instance, 40 shields ^1.3 = a whopping 121 shields!!!!!! But such a city should be almost impossible to manage due to massive rioting and general discontent. Discontented citizens (drones in SMAC) should get exponentially more difficult to quell as a city gets bigger, so that such a size 30 city would have to divert 50 shields or something each turn just to pacify its citizens, leaving it still with 71 shields per turn. I dunno, I'm just throwing ideas out here. I don't even own Civ3, but I am very familiar with the general problems concerning ICS from my SMAC playing.)
I think Civ4 needs to make the jump from a resource-gathering-oriented game to something...more nuanced. What that is I don't know yet.
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