Originally posted by UberKruX
i concur with you on the idea that urbanized cities should sprout up on their own, but i don't think the player should be able to "build his own", mainly because i see rural and urban areas as completely different "regions".
in real life there usally tend to be highly urbanized areas and highly rural ones. these areas usually form based on the ground conditions and varyign other factors, some of which are man-made factors. therefore a player could influence and not be god and decide which areas become urbanized and which remain farmland.
i concur with you on the idea that urbanized cities should sprout up on their own, but i don't think the player should be able to "build his own", mainly because i see rural and urban areas as completely different "regions".
in real life there usally tend to be highly urbanized areas and highly rural ones. these areas usually form based on the ground conditions and varyign other factors, some of which are man-made factors. therefore a player could influence and not be god and decide which areas become urbanized and which remain farmland.
Yet I would like to point out that there is no reason whatsoever to invent two sorts of 'regions', operating in different ways.
Regardless of the size of our tiles, even large cities will only partly cover the surface area of one tile.
There should only be one sort of 'region', a rural one.
Many 'regions' will have no towns or cities at all; some will contain one or more towns/cities, which are all situated in one individual, specific tile. Yet a tile with a city/town on it, will still contain also a rural population.
Before industrialisation, the vast majority of the population was always rural. Holland in the seventeenth century was probably the first region, where more people were living in a town than in the countryside.
Population always tends to concentrate in political centres.
So moving your capital is the most effective way to move people!
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