I've looked through and found several ways of determining province sizes, though it didn't seem to come to any conclusion. I think we need to decide this ASAP.
Anyway the dominant one right now from the way I've seen it is based on how far you can travel in 1 day. Any new site founded by your civ after that is another province. This has the advantage of being easy to figure out. However, this probbaly is the most flawwed one. It doesn't take into account changes in technology and/or infrastrcuture which can greatly increase this range. Lets say FE that you found another city before you impliment roads (pretty common early on). This city is far enough away from the captial to be another province so it is. Then you build a road to it. Well now transportation allows you to reach there in less than 1 day. Now you found another city near that new one. Should the provincial size increase? If not we'd have tons of provinces, much like the Feudal Europe, but with even smaller regions. If we increase it, then eventually we'd have almost no provinces at all. FE the US using only land and sea transportation would have 4 provinces (E. US, W. US, Alaska, Hawaii). This also doesn't take into account natural boundries or cultures which have influences province sizes more than anything else.
Another way is to base it somewhat on map generators obsticals such as mountains, etc and another to use cultural types. This probably better, buy still this can lead to many provinces early on which under the system may end up staying.
My propasal:
Provinces were originally only used for Empires because all other civs were either A> Too small B> Too Barbaric (IE not high enough to cooperate and low gov levels), FE the Guals.
To this end provinces should only be used when the gov/management tech level reaches a certain point. Before this time each community pretty much acted as city-states, such as greece. They had no absolute ruler, but could work together if the need was great enough.
When provinces are assigned the AI would assign them. The player could have option of choosing for A> Cultural tendancy B> "Natural Boundries" C> Easy Managment D> Controlling populous (IE for Empires in use such as Devide and Conquer). He could choose one or more and decide it based on that. Later on tensions may arise and province A wants to be split for cultural reasons or maybe part of A and B want to for similar reason. The player could choose if this is acceptable or have the AI handle it, with consiquences either way. This is the most realistic way and as far as I can see the best compromise between being simply economic provinces and other type of provinces.
Anyway the dominant one right now from the way I've seen it is based on how far you can travel in 1 day. Any new site founded by your civ after that is another province. This has the advantage of being easy to figure out. However, this probbaly is the most flawwed one. It doesn't take into account changes in technology and/or infrastrcuture which can greatly increase this range. Lets say FE that you found another city before you impliment roads (pretty common early on). This city is far enough away from the captial to be another province so it is. Then you build a road to it. Well now transportation allows you to reach there in less than 1 day. Now you found another city near that new one. Should the provincial size increase? If not we'd have tons of provinces, much like the Feudal Europe, but with even smaller regions. If we increase it, then eventually we'd have almost no provinces at all. FE the US using only land and sea transportation would have 4 provinces (E. US, W. US, Alaska, Hawaii). This also doesn't take into account natural boundries or cultures which have influences province sizes more than anything else.
Another way is to base it somewhat on map generators obsticals such as mountains, etc and another to use cultural types. This probably better, buy still this can lead to many provinces early on which under the system may end up staying.
My propasal:
Provinces were originally only used for Empires because all other civs were either A> Too small B> Too Barbaric (IE not high enough to cooperate and low gov levels), FE the Guals.
To this end provinces should only be used when the gov/management tech level reaches a certain point. Before this time each community pretty much acted as city-states, such as greece. They had no absolute ruler, but could work together if the need was great enough.
When provinces are assigned the AI would assign them. The player could have option of choosing for A> Cultural tendancy B> "Natural Boundries" C> Easy Managment D> Controlling populous (IE for Empires in use such as Devide and Conquer). He could choose one or more and decide it based on that. Later on tensions may arise and province A wants to be split for cultural reasons or maybe part of A and B want to for similar reason. The player could choose if this is acceptable or have the AI handle it, with consiquences either way. This is the most realistic way and as far as I can see the best compromise between being simply economic provinces and other type of provinces.
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