Micromanagement is always such a pain in the @$$. The solution? Eliminate city controlling for all but the largest cities (maybe your civ's ten most productive)
A City would be a terrain improvement just like a Mine, a Farm, or anything else...
They would be a terrain improvement that produces trade.
(some suggestions for those other things)
Food Production- Farms, Irrigation, Hydroponics, Ranches, etc.
Material Production- Mines, Factories
Transportation- Road, Hiway, Rails, Canal
Military- Airbase, Nuke Silo, Fort
Now here is where cities work into it. A tile can be "populated" by some means or another (maybe Public works or similar, or something totally new). Every tile once populated becomes a village. Upon reaching a certain population (maybe 5?) it earns a name (Either you choose, or default). You get to/have to manage the eight most populous cities plus two more of your choice. In addition, any populated tile with a population in excess of a certain number would also require micromanagement.
This would make for more realistic suburbs and small towns (land next to New York is nowhere populationwise like land next to Podunk).
FOOD CONSUMPTION: Food will be pooled within your entire civilization, or within given regions. (more likely) Food distribution will be fully manageable and will be a good means of manipulating happiness.
SHIELD PRODUCTION: Mines, Factories, Industrial zones are what produce production.
Military units are built wherever you want from regionally pooled resources.
TRADE PRODUCTION: This is what city tiles actually do, make trade big time, just like real cities. All urban population is really is a bunch of specialists. Other tiles produce trade but much less.
POPULATION PRODUCTION: Population has its ways of spontaneously generating under ideal conditions, but can be "brought in" by settler units under less-than-ideal conditions. Growth is automatic.
POLLUTION: This "commodity" is cranked out based on a tile-by-tile analysis. The use of National Programs (ie Pollution control or Recycling incentive) can reduce it.
CITY IMPROVEMENTS: For those bigger cities that you have to micromanage, all the basic improvements are assumed to have existed already. You get to build the bigger ones, like Universities, banks, international airports, etc. Other none-trade related things, such as SDI, SAM missiles, Power Plants, hydro dams, etc. become terrain improvements just like most everything else.
THE MEGALOPOLIS: As your cities get bigger and more dense, they will combine. No two named tiles can be next to each other, if this happens, the largest one will be the "City" and the rest of the other tiles incorporated within.
DEFENSE: Military units will exert control and presence in a 9-square area. This will allow borders to be defended better, as cities are no longer focused objectives. Whenever an enemy attempts to move into any square within that 9-square area, it's considered an attack.
A City would be a terrain improvement just like a Mine, a Farm, or anything else...
They would be a terrain improvement that produces trade.
(some suggestions for those other things)
Food Production- Farms, Irrigation, Hydroponics, Ranches, etc.
Material Production- Mines, Factories
Transportation- Road, Hiway, Rails, Canal
Military- Airbase, Nuke Silo, Fort
Now here is where cities work into it. A tile can be "populated" by some means or another (maybe Public works or similar, or something totally new). Every tile once populated becomes a village. Upon reaching a certain population (maybe 5?) it earns a name (Either you choose, or default). You get to/have to manage the eight most populous cities plus two more of your choice. In addition, any populated tile with a population in excess of a certain number would also require micromanagement.
This would make for more realistic suburbs and small towns (land next to New York is nowhere populationwise like land next to Podunk).
FOOD CONSUMPTION: Food will be pooled within your entire civilization, or within given regions. (more likely) Food distribution will be fully manageable and will be a good means of manipulating happiness.
SHIELD PRODUCTION: Mines, Factories, Industrial zones are what produce production.
Military units are built wherever you want from regionally pooled resources.
TRADE PRODUCTION: This is what city tiles actually do, make trade big time, just like real cities. All urban population is really is a bunch of specialists. Other tiles produce trade but much less.
POPULATION PRODUCTION: Population has its ways of spontaneously generating under ideal conditions, but can be "brought in" by settler units under less-than-ideal conditions. Growth is automatic.
POLLUTION: This "commodity" is cranked out based on a tile-by-tile analysis. The use of National Programs (ie Pollution control or Recycling incentive) can reduce it.
CITY IMPROVEMENTS: For those bigger cities that you have to micromanage, all the basic improvements are assumed to have existed already. You get to build the bigger ones, like Universities, banks, international airports, etc. Other none-trade related things, such as SDI, SAM missiles, Power Plants, hydro dams, etc. become terrain improvements just like most everything else.
THE MEGALOPOLIS: As your cities get bigger and more dense, they will combine. No two named tiles can be next to each other, if this happens, the largest one will be the "City" and the rest of the other tiles incorporated within.
DEFENSE: Military units will exert control and presence in a 9-square area. This will allow borders to be defended better, as cities are no longer focused objectives. Whenever an enemy attempts to move into any square within that 9-square area, it's considered an attack.
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