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A more organic, logical way to make bigger cities would be as a result of natural growth and agricultural revolutions.
IRL we didn't build districts to get more population. We got more population so we had bigger settlements.
it looks like it shares the same mechanics of spammed districts... i wish it was reconsidered :(
If they managed to (somehow) make larger maps perform well and we get something like 250x160 maps, then it would feel more natural and appropriate.
I would very much enjoy seeing an expansion of this system, perhaps with more district types added in for more city specialisation.
But ... I would prefer to not be penalized for building "sub-optimal" (i.e. non 2x2 line or triangle) cities, as in Endless Legend.
I fear they make the same mistake with districts as Civ 6 did. Districts are a reason why I like Civ 6 less than the previous parts of the series. The map just looks unrealistic and it destroys immersion.
Our Planet Earth has a surface of 510.000.000 km² (square kilometer) (ca. 70% water). A turn based strategy game like Civ usually features maps with only 10.000 - 20.000 tiles, so a tile in the game usually represents 26.000 - 51.000 km² in real world.
This means that :
- Most land tiles (except desert and tundra) will have at least some kind of settlement (outpost, village, town, city or metropolis), infrastructure and if possible some kind of farming to feed population and/or some resource mining.
- Fertile tiles will likely have more than one small settlement.
- A modern metropolis like New York City (NY Metropolitan Area) will fit completely into 1 tile.
So spreading districts of a city or even a metropolis over several tiles of the world map is just nonsense and leads to unrealistic development of the world map.
I know that it might be difficult to incorporate this in the rule set of a strategy game. There is always a trade-off between realism and game design.
If one really wants to have city district placement, districts should be placed inside the city's tile. This could be realized by giving each tile a substructure of ca. 100-1000 tiles (depending on level of detail) with terrain features, resources, etc. where the city can slowly grow and additional buildings/districts can be placed (as in a City Builder sub game). This detailed city map could also be used for tactical combat.
province development should have few branches:
- farming
- industry
- science
etc
some branches may be limited, some not.
when you upgrade a branch, province may be changed on a global map, like adding a farm or an urbanized tile
https://eoimages.gsfc.nasa.gov/images/imagerecords/90000/90008/earth_vir_2016.jpg
(or in large :
https://eoimages.gsfc.nasa.gov/images/imagerecords/90000/90008/earth_vir_2016_lrg.jpg )
There you can see that human population (or at least the humans with electricity) today (and in past) are not spread equally over the map but are concentrated in centers of trade and production, usually along coast lines, rivers and trade routes or near resources while large parts of the map are mostly empty (deserts, jungle, mountains, oceans, etc.). Modern Cities and Metropolitan Areas with skyscrapers are three-dimensional structures which allow a high density of population, housing millions in rather small areas.
(see https://en.wikipedia.org/wiki/Population_density )
While the shown landscapes on screenshots look beautiful and manifold, they loose their appeal when all covered with city districts.
A modern well developed european country like France (or Germany) has roughly the following land usage :
ca. 50 - 56 % agricultural
ca. 27 - 30 % forests
ca. 8 - 13 % infrastructure and settlements
ca. 8 - 10 % unused and natural preserve
see also https://upload.wikimedia.org/wikipedia/commons/2/20/CORINE_Land_Cover_2006_France.png
It would be nice if the usage of land tiles in the game would roughly honor this ratio, e.g. so that in average for each (high pop density) city tile there are 5-6 agricultural tiles, 3 or more forest tiles, but also unused tiles, etc. Since modern cities are supplied by trade, the agricultural tiles do not have to be in range of the city but can be somewhere on the map, connected by trade routes.
(On a continent like australia, the number of unused (e.g. desert) tiles would be larger than in europe.)
In history after reaching industrialization and significant progress in agriculture, most societies experienced a strong urbanization, which first lead to horizontal and later vertical growth of cties. Since in modern world most jobs are located in cities, population is concentrated there. In a european developed nation, usually only a small minority of people is still working in agriculture. (Agriculture < 5%, Industry ca 20-25%, Services ca. 70-75%), while in ancient and medieval socities 80-95% of population were forced to work in agriculture (often in subsistence economie).
With all respect, if you use the Endless Legend approach, you will get the same output, which it definitely not realistic or aesthetically appealing :(
I really hated in Civ that there were almost no unused tiles by late game (for example, how hard is it to find a place for a national park? There wasn't any empty land by that time!)
But what makes me optimistic here is that there is only 1 city per region, so no spam cities to cover the map. The next step is only to make sure that each city can only take so many tiles within a region, and voila, you have your undeveloped land.