Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
side effect: creating insane metropolises
is 'creating insane metropolises' good or bad? Could you elaborate a bit. An in the game UI how does one merge cities?
thanks
It's good as long as you can manage the stability penalty. You end up creating one city with the production, food, gold, and research output of 2 or more cities. The food and production output in particular means that the city can produce things much faster than single cities can.
It also synergises with certain culture abilities - for example, the British ability is a 5% boost per region attached to your capital. By merging your capital with other cities, you attach all the regions that those other cities were attached to, and in the process create huge boosts!
As far as I have been able to tell, the game seems to go well out of it's way to make "going tall" difficult. Two cities > one city, all things being equal, because of the big bonuses that you get from infrastructure buildings. A big city would probably overtake two small, once it hit a critical mass for making more districts, but the game explicitly increases district cost after each district built. To the point that even going full production build, you still end up with ~3-5 turns to build districts.
I suspect the only "advantage" to merging might lay in making feeder cities, whose only purpose is to feed into your mega city. You'll lose the infrastructure incomes from the feeder, but get the districts/pop. So you'd come close to doubling your pop growth/district additions, as opposed to a singular city that can only gain districts/pop at an extremely throttled rate.
For normal play 2-3 territories per city seems to be a good standard (including its own) becuse even late game (when you start building tight cities) district cost will go up to mutch to build bigger "cities" then that.
Nobody has answered my question on how you do this in the UI. Is the 'Absorb' button how you merge one city into another?
For instance: The Ming Chinese have the great Tea House, that structure gives you +1 influence per district.
So if you have one massive city with 100 districts and 6 regions you could build one of those in every one of those districts creating 600 influence+adjacency bonuses from them alone.
There are also boosts per pop which benefit from massive cities as well
Yes, according to the popup I saw the last time i had the opportunity to do this. For the unaware, the city screen will have a button labeled "absorb" when two cities can be merged.
Yes. You need to select a city and then you will see the absorb button appear on the center of an adjacent city, similar to attaching an outpost to a city.
The advantages of merging cities are that:
1: You can get rid of small and ineffective cities (usually gained by conquest), and thus help your city cap while ensuring that they can get the resources they need
2: You can exploit powerful unique districts / culture benefits. For example, the Ming's teahouse can give +1 influence per district and can be built once per territory, so merging two 4 territory cities with 50 districts (200 influence per turn) gives 800 influence per turn.