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It does. Since Industrial you may get +2 or so.
Also, you can build more cities than the limit allows. Can't you? I didn't try myself, but I know that cities over limit give you penalties.
They do. These free territories have wandering armies.
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I'd add also that you may not need new cities to start using closest territories previously working for your neighbour. New cities are typically required to settle on remote territories.
There is also no guarantie you reach the limit. It depends. Try Earth map in particular.
There are also new governments you hesistated using previously because of not enough reasons to switch to them.
Yep, the game doesn't allow.
Still, in the early game you only has the limit 3, then it goes to 6. By the game end the limit is around 12.
But is that how it is handled? For me, the maps are emptier later in the game than in the middle!
It's about what the AI does, not so much what I can do as a player!
I have to admit that if you play as world ruler, and many do, this discussion doesn't matter.
Unfortunately, even as a relatively small nation, I want to be in the top ranks by using good tactics.
An exciting game is more important to me than a won one!
I'm too old to suck my own balls ;)
May be it's because of the weak AI. As an example when I finished my game (on Prince) the remaining AI nations did not advance to Industrial yet.
Otherwise it should be ok. If 12 nations each with 3 cities can fill the map (36 cities in total), then 3 nations each with 12 cities can do the same (36 cities too). And these later cities will be larger due higher population.
I'm planning to play again on Grand Duke with v1.2. Emperor might be problematic as you can simply not survive Act 1.
In my opinion, the culling at the end of Act 1 adds a level of challenge and interest to the single player early game at Grand Duke/Emperor level that other Civ games cannot match.
For v.1.1 I find that I need to adjust the tech cost to +50% on Emperor in order for the first Act to have enough Turns (typically around 180 or so) to have a decent shot at avoiding elimination. For reference at +50% tech cost, the first Emperor AI (on a small map with 8 or 9 total Civs) will reach the Early Middle Ages at around Turn 160 or so.
Increasing the city caps after every culling would make sense to create the opportunity to settle the free lands. Good if that's already implemented for industrial age, but that will not solve the whole problem.
I am not sure why not destroying cities. If you have to keep all bad cities you conquer, it would even get worse?
If disappeared nations could leave something else behind than ruins and some roaming barbarians, it would definitely make the culling more interesting. Tribes, city states, maybe a kind barbarian attack ...
The main problem is the bad city placing of the AI. It seems they are eager to build cities whenever they can and build them too close together or in some small free spaces between or inside other empires that cannot grow much further.
I saw in my current game the most extreme example until now (patch 1.1). I razed a city in a war. It seems another nation that is located far away had three strolling settlers nearby and founded three cities at once. Side by side with maybe in total 6 other unoccupied regions around. They will never grow and contribute much...
The AI is wasting it's settlers, then they cannot settle more when culling opens up land and existing cities cannot grow to their full potential which makes their development slowing down during the later ages. This is in my view the current key weakness of the AI.
Some rules like keep settlers for later if there is not sufficient space left, or it is not allowed to settle too close to existing cities could help.
Or some new options that smaller cities could be absorbed by larger ones later on so they can continue to grow and new cities could be founded?
That's why I'm writing this!!!
The developers should take care of finishing their product before adding more personalities!
A good idea!
Maybe not only the number of cities should be developed, but also the regions per city.
This way you can decide in the game whether to combine cities or expand them.
https://steamcommunity.com/app/2021880/discussions/0/4638239892706464792/
Cities could merge with other cities. In such a case, the city center could become a district house, which would increase the limit of special buildings in the city by +1. There could also be a limit of two district houses per city in the final era (research: territorial reform). This way, each player has the opportunity to integrate a smaller city or expand their own city with a district house. As a result, metropolises could be created, and the patchwork of numerous city spawns on a continent at the start of the game could be reduced.
Now the gaps have become so large that entire continents are empty!
This is going further and further in the wrong direction!
The idea of "culling" is not uninteresting!
But the way it is currently implemented is completely counterproductive!