There are 6 different growth stages a city has, defined in (citysize0.txt thru citycity5.txt)
The first 2 are the size 0 and size 1-6, center ring, and 1st 'ring' of tiles. Each subsequent growth stage adds to the range of influence that the city has. The last is pretty much unused.
I suggest that we use this last city size to denote a new type of 'city' a metropolitan region:
City's sprawl and merge. At the moment, when two cities grow large, they eventually run into one another and stunt each others growth.
What I am suggesting is that when the two cities grow to the maximum for the size5 growth AND they both have a particular city improvement (so that player an AI could prevent this happening should they wish to,) the two cities are 'destroyed' and merged into one, with a greatly increased radius of influence (and border and vision range to match):
* Wonders are combined in the new city.
* Where both have the same improvement, it is created in the new city.
* Troops are moved (and extras beyond 12 are placed closeby)
The other aspect to this is migration:
Cities within the new large radius will be subject to migration. This will be lessened and/or prevented by the building of certain improvements (or use existing improvements to lessen or negate migration.)
The flexibility 'problem' with a large city is the fact that there is only one build queue. This could be solved by having 'unit packages'... minature armies which are created when a unit package is built. The AI could easily be tasked to build these, and handle the change just fine.
Thoughts anyone? Its achievable as of now... although it would improve by being integrated with the colonization concept.
MrBaggins
The first 2 are the size 0 and size 1-6, center ring, and 1st 'ring' of tiles. Each subsequent growth stage adds to the range of influence that the city has. The last is pretty much unused.
I suggest that we use this last city size to denote a new type of 'city' a metropolitan region:
City's sprawl and merge. At the moment, when two cities grow large, they eventually run into one another and stunt each others growth.
What I am suggesting is that when the two cities grow to the maximum for the size5 growth AND they both have a particular city improvement (so that player an AI could prevent this happening should they wish to,) the two cities are 'destroyed' and merged into one, with a greatly increased radius of influence (and border and vision range to match):
* Wonders are combined in the new city.
* Where both have the same improvement, it is created in the new city.
* Troops are moved (and extras beyond 12 are placed closeby)
The other aspect to this is migration:
Cities within the new large radius will be subject to migration. This will be lessened and/or prevented by the building of certain improvements (or use existing improvements to lessen or negate migration.)
The flexibility 'problem' with a large city is the fact that there is only one build queue. This could be solved by having 'unit packages'... minature armies which are created when a unit package is built. The AI could easily be tasked to build these, and handle the change just fine.
Thoughts anyone? Its achievable as of now... although it would improve by being integrated with the colonization concept.
MrBaggins
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