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City cap

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3 years ago
Sep 2, 2021, 6:21:35 PM
Oddible wrote:

Isn't there also a civic or an event that increases it by +1?

Yup. Picking "Small Council" for the Leadership Civic when it comes up gives +1 City Cap. It's not clear what triggers the Civic so that it comes up though.

https://humankind.fandom.com/wiki/Civic#Government_Civics


"Small Council" mostly seems like the superior choice to "Autarch" at the moment, especially since the Liberty ideology bonuses seem much better than the Authority ideology bonuses too.

Updated 3 years ago.
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3 years ago
Sep 2, 2021, 6:56:49 PM

Yes 25 stability on capital feels really weak compared to +1 city cap, it would be much more interesting if it was like +1 or +2 influence per pop in the capital for Autarch.

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3 years ago
Sep 3, 2021, 6:27:42 AM

People keep bringing up the spamming cities argument and I understand. As the OP I'd like underline that I never asked for the ability to spam a map full of cities, I agree its not a good strategy and its not a fun way to play the game. I still have nightmares from the micro management in civ 3 and 4 where I had more than 3/4 the map covered with cities in a grid, all completing every unit I could build in a single turn. trust me I don't want to go back to that.


As with any civ game I played (which is all of them except the latest), I exclusively play on huge maps and after several games I still feel the city cap is simply too restricting for this map. It might work for small to medium size maps, though (on a side note, I also feel this huge map is still too small for more than 6 players, I would double it in both directions, 4 times the space and play with more opponents).


I understand and agree there should be a limiting factor but personally, I don't think a hard cap is the way to go. I feel it would have made more sense if stability would drop exponentially with each city, and more so for cities farther away from the capital, kind of like corruption in older civ games (which didn't work but the idea was good). This way there's still a limit but it will make the game more flexible in the way the player wants to play the game. I think this should scale with map size (as suggested earlier) and also with number of opponents. Basically, map space divided by number of players with difficulty as a modifier would be a good starting point. On the other hand, playing a huge map with 2 players shouldn't allow one player to cover half the world so this would require some more mechanics than those factors alone.


Anyway, back to work before I get caught slacking! Have fun!

Updated 3 years ago.
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3 years ago
Sep 4, 2021, 2:29:41 AM

Most of the information I read online suggested that eight technologies allow a player to increase the City Cap, but that does not seem to be true. I have researched six of those technologies, but only three provided an increase in the City Cap (Philosophy, Theology and Supply Lines).  Foreign Outposts, Three Masted Ships and Mercantilism do not increase the City Cap as most sources suggest.  The comment from CoconutTank regarding the administrator symbols on the Technology Tree is very helpful.  I like the idea of the City Cap and have adjusted my game to include attaching outposts and merging cities as several players have mentioned.  

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3 years ago
Sep 4, 2021, 10:03:06 AM
Kronus461 wrote:

Most of the information I read online suggested that eight technologies allow a player to increase the City Cap, but that does not seem to be true. I have researched six of those technologies, but only three provided an increase in the City Cap (Philosophy, Theology and Supply Lines).  Foreign Outposts, Three Masted Ships and Mercantilism do not increase the City Cap as most sources suggest.

They did before the patch. No mention of it in the notes. I'm guessing it wasn't intended.

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3 years ago
Sep 6, 2021, 6:15:50 AM

They wouldn’t make such a huge unintended error and take away the city cap bonuses from those techs by accident would they?? The wiki is very misleading indeed I spent so much time trying to figure out why I wasn’t getting those 8 city bonuses everyone was talking about 

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3 years ago
Sep 6, 2021, 10:25:29 AM

A bug? idk, maybe a balance change. With Persians, civic, +3 from techs, and like 4 or 5 territories per city, you can already control like 35/40 territories! If you have to many cities, you can still merge them, to stay around the cap value, and not too high above.

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3 years ago
Sep 7, 2021, 8:58:06 PM
Goodluck wrote:

Yes 25 stability on capital feels really weak compared to +1 city cap, it would be much more interesting if it was like +1 or +2 influence per pop in the capital for Autarch.

Attaching a outpost to a city costs 20 stability. So this civic is about: "Do I want to atach this new territory to the capital (which is usually cheaper) or create a new city?"

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3 years ago
Sep 28, 2021, 3:33:51 AM

I would say making stability more relevant in later stage is more interesting than an influence sink

although I am not against an influence sink if it's done well.


I know, the Aesthete Affinity Ability trails behind as you play. In later eras, militarist and Aesthete cultures seem underserved

i myself almost always go for industrial Cultures. Ideas on this issue are welcome.


the why :


I think making cities at risk of revolt because of empire overextension is an exciting possibility. it would keep players on their toes even if they've had a winning streak through the eras. 

I notice players who have a rough time in later stage have revolts in their cities because further advanced players have ideology pull on their neighbours. So this would level the playing field in later stages of the game.


In real life people speak of 5th or 4th generation warfare as a real thing, so having stability play a larger role in Humankind The game only makes the game more immersive and exciting. 

That might free up influence points for more diverse political moves / intrigue etc... 

Think the BRICS countries or G20 influencing global markets and trade. Or media ops influencing the perception people have of the countries war (that could impact war morale at home)


the what :

i propose something like

no more influence point penalty

10 stability point penalty on all cities per number of cities above the cap

and double the penalty per era



now we could make the penalty scale per era

also we could make the penalty harsher or more generous depending on size of map, number of player or game difficulty


PS: I genuinely believe that the number of cities allowed, with the allocated technologies (civics and the like) for that, is too small.


Especially if you plan to play with a more conquest-militarist mindset through your game.

The present mechanics locks you in a Cities skylines gameplay mindset. It gets repetitive,

it's a waste of Humankind's amazing combat system.  That system is AMAZING.


___ my typing in English is improving___


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3 years ago
Sep 28, 2021, 11:23:49 AM

An empire size stability penalty is a good idea, but it needs to be time based.  So you can have a massive empire and low stability penalty.  However, if you have a massive empire you will have a stability penalty that increases each turn.  Something like: -1 Stability per turn on all cities and outposts for each of your Attached Territories  more than the Average number of attached Territories. If you have less than average, the stability penalty drops(but never becomes a bonus)  (Average should include eliminated empires with 0). So the goal is get a big empire and Harvest fame from it before it collapses.  (You could also include the ability to resurrect empires by an IP in decline becoming them, or letting you liberate a territory for them that the controlled at one point.

Updated 3 years ago.
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3 years ago
Oct 2, 2021, 9:18:03 PM

Hello,


I just started the game today on a large map and with the technologies (Foreign Outposts, Philosophy  and the small council)  from the start until medieval, I'm stuck with a city cap of 5. I know the game is not won by conquering everything but I'm not really able to grow anymore. It feels frustrating to play the roman empire and have 4 cities max....Now I'm in the medieval era with a cap of 5. The cost of influence to merge 2 cities is crazy and I had to liberate a city just so I could invade a city and eliminate a faction...Basically, I'm stuck until the modern era without any expansion possible. It feels totally like an anticlimax for the next 100 turns until I have 48K of influence to throw in a new city merge. I'm not an experience player of this type of game but something is definitely unbalanced here.

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3 years ago
Oct 3, 2021, 12:50:44 AM

Cheap city merger: Ransack 1 city’s main plaza.  Place an outpost there.  Attach the Territories of the old city to the second city.   In HK 5 cities is 2 or 3 continents.

Updated 3 years ago.
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3 years ago
Oct 4, 2021, 2:11:53 PM
Sethos1323BC wrote:

On tiny and small maps the citycap is ok. But on large or huge maps it is impossible to conquer all cities. I can ransack all other cities an build an outpost but then i need more influence to attach these outpost. It is to expensive to attach the 8th or 9th outpost.

There must be a different in the citycap between tiny and huge maps.

Exactly right. I completely agree.

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3 years ago
Oct 4, 2021, 5:07:52 PM
the_strange_blinker wrote:
Sethos1323BC wrote:

On tiny and small maps the citycap is ok. But on large or huge maps it is impossible to conquer all cities. I can ransack all other cities an build an outpost but then i need more influence to attach these outpost. It is to expensive to attach the 8th or 9th outpost.

There must be a different in the citycap between tiny and huge maps.

Exactly right. I completely agree.

I disagree since no one said you need to attach all territories, you can just keep them as outposts. Alternatively since in the later stages of the game you can get a lot of Gold, you can just get the civic that allows you to attach with money instead of influence and you can attach everything.

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