In the real world, country towns cannot have as many buildings as large cities because there would be no one to work in them. Since the Colonization system of assigning workers to certain buildings will probably not be implemented, the only way to accurately model this factor into the game is to create arbitrary limits to the number of improvements a city can build based on its population. Eg Size1:3imp. Size2:5imp. etc.
BENEFITS: this system would force the player to develop his/her cities differently depending on geographic location (if preventable natural disasters are implemented), and game factors (border cities more likely to have city walls, and baracks), and the type of game they are playing (a science oriented player will have libraries etc/cultural player will have temples+wonders etc/trader will have marketplaces etc/militarist will have city walls, barracks etc.)
RESULT: cities across the globe will not look identical. Allows different styles of play to influence the game more directly. Every game, every civ will have unique cities!
BENEFITS: this system would force the player to develop his/her cities differently depending on geographic location (if preventable natural disasters are implemented), and game factors (border cities more likely to have city walls, and baracks), and the type of game they are playing (a science oriented player will have libraries etc/cultural player will have temples+wonders etc/trader will have marketplaces etc/militarist will have city walls, barracks etc.)
RESULT: cities across the globe will not look identical. Allows different styles of play to influence the game more directly. Every game, every civ will have unique cities!
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