Sid Meier's Civilization VI

Sid Meier's Civilization VI

View Stats:
This topic has been locked
Scottx125 Oct 22, 2016 @ 7:03am
Stop cities from growing?
Is there a *Stop city growing* button like civ 5?
< >
Showing 1-15 of 15 comments
Tsuru Oct 22, 2016 @ 7:09am 
When you click the city there is an option to change what you prefer to focus on under each of the resource gains of that city, if you select food twice it will go to no food.
Scottx125 Oct 22, 2016 @ 7:21am 
Originally posted by Tsuru:
When you click the city there is an option to change what you prefer to focus on under each of the resource gains of that city, if you select food twice it will go to no food.
That just ignores food focusing for production, that does not stop the city from growing off base food production.
Last edited by Scottx125; Oct 22, 2016 @ 7:21am
publicanimal Oct 22, 2016 @ 7:30am 
I think food and housing together control city population growth.

More food means a faster growing city, but when your population nears the housing limit or exceeds it, your population will grow slower.

http://civ6.gamepedia.com/Housing

So basically don't have too much more food than population (each citizen needs 2 food) and don't have excess housing.
Krash Oct 22, 2016 @ 7:32am 
The inability to just tick a button, like in every other Civ game, to "prevent growth" is frustrating to say the least. Sure, you can balance it - or manually manage your citizens, but that level of micro-management is appalling in the late game.
Decius Brutus Oct 22, 2016 @ 7:33am 
Why would you want fewer citizens if you have all of the things that they need to not riot?
Scottx125 Oct 22, 2016 @ 7:37pm 
Originally posted by decius.brutus:
Why would you want fewer citizens if you have all of the things that they need to not riot?
Why would I want more citizens for them to riot?
DoGeLoaF Oct 22, 2016 @ 7:44pm 
Originally posted by Krash:
The inability to just tick a button, like in every other Civ game, to "prevent growth" is frustrating to say the least. Sure, you can balance it - or manually manage your citizens, but that level of micro-management is appalling in the late game.
You dont have to anymore. Once you run out of housing you will just stop growing.
Scottx125 Oct 22, 2016 @ 7:45pm 
Originally posted by GristlyJam:
Originally posted by Krash:
The inability to just tick a button, like in every other Civ game, to "prevent growth" is frustrating to say the least. Sure, you can balance it - or manually manage your citizens, but that level of micro-management is appalling in the late game.
You dont have to anymore. Once you run out of housing you will just stop growing.
Yes but that's not the point, the point is running out of amenities.
El Jeffe Mar 14, 2017 @ 11:57pm 
Um, and also when you are even...let's say 5/6 population your production loss is at what...25 or 50%. There are many reason to want to completely stop a city from increasing to the next population level. This includes, as mentioned before, amenities.
Cryten Mar 15, 2017 @ 12:42am 
single player you should be flooded with amenities. Multiplayer you should have a healthy amount of entertainment districts if your struggling with amenities. Housing doesnt impact production at all, only growth, amenities do but you should be able to manage them unless you are in a losing position.
Son of Thor Mar 15, 2017 @ 5:44am 
Late game, my cities tend to max out. I try to get food to 2 * population, with 2 housing slots yet available. It appears as a healthy city on the City Status Report.
Scottx125 Mar 15, 2017 @ 7:51am 
Talk about bringing a thread back to life. I've since stopped playing Civ 6, I enjoy Civ 5 more :).
MadCarlos Jul 1, 2020 @ 10:58am 
I just lost a winning game because my cities grew too much and I couldn't keep amenities up.
Unimpressed to say the least.
Originally posted by MadCarlos:
I just lost a winning game because my cities grew too much and I couldn't keep amenities up.
Unimpressed to say the least.

Honestly, I'm unimpressed too - by your complaint. If I can manage cities with 50 population and +11 amenities, I think the problem is that you're not adapting to do any of the things that would work to at least keep your cities at zero balance or a low enough negative balance to keep them from screwing you up.

Entertainment districts. Coliseum. Water Parks. Ski resorts. Shopping malls. Policy Cards. Governers. Great Merchants. City States. A number of other wonders. Some Pantheons. Some religious beliefs. Some faith buildings. Even if you have no luxury resources at all in your territory, there are tools you can and should be using.

Midgame it's hardest because you don't yet have all the tools available, but you can use just enough of the ones you do have to get you through until the easier, more powerful tools open up.

I'm sorry to say it, but the game you're describing you weren't winning. You were just losing in a way you didn't know or account for.

It's also kind of funny that it brought you here to search for posts with the same complaint, and had to settle on one that's more than three years old.
Grzemek Jul 1, 2020 @ 2:19pm 
Every citizen consumes 2 food. So lock in all your high production tiles manually, then on the yields ribbon anti-focus all yields (so that each yield has the "no entry" sign). This will cause all not locked citizens to stop working any tiles. They will give pitiful yields, a whopping total of 0,5 GPT per unassigned citizen, but you will reach your goal of unworking food tiles and stopping a city from growing. If you're starving just assign manually 1 citizen to a tile with food to balance food out.
Last edited by Grzemek; Jul 1, 2020 @ 2:19pm
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Oct 22, 2016 @ 7:03am
Posts: 15