I think Humankind have a problem with strategic dominance, Industry focus is probably the best option in many cases. Yes, some times certain culture is your best option for an specific strategy, but usually if you need more of something, just build an aditional district to deal with it. A gameplay based in population makes the city expansion more accurate. Actually, you can have a city
with more districts than citizens and stay verry productive, but how? Who is
working in those inhabited districts? You only need production to build more
districts. Lack of food? Build farm quarters, do you need money? Build market
quarters, your sprawling city is losing stability? Just build garrisons or
theaters.
This design also makes the
industrial focus cultures the usual best option and cultures in the agrarian
group, one of the worst. One of the bases of the game if “evolve in way you
need”, look for the best option to adapt your strategy, but usually more
production does everything you need. My proposition is simple: make
citizens necessary for districts to operate. Every FIMS district gives citizen
slots to the city not only to gain space, but also because the district needs
the population to work. For example:
You have a city with your base
administrative center with 2 of every FIMS slot, 2 farmer quarters with 2
farmers slots more and 2 makers quarters with 2 workers slots. In your city you
have 10 of population, you can fill the 8 base slots and choose where you put
the last two citizens. If you put your two citizens in farmers’ slots, your
makers quarters don't gives their industry bonus.
Also, to simplify, you don’t
have to assign population manually to every district, just put in the slots you
want, and your city will prioritize the more productive districts of that
group. This system tries to solve some issues I have with the cities:
You no longer need to build
more districts if your population doesn’t demand it. This allows you to build
infrastructures or hold festivals until the population grows.
Agrarian cultures become more
important. Usually, I choose agrarian culture because I like their history or
in order to make a synergy with other cultures, but rarely because by
themselves.
The IA don’t need to build
excessive big cities and are less probably they destroy potential natural
reserve zones, so, in the post-industrial late game not every IA city your
conquest is condemned to have periodical climate contingency.
If your cities spread less,
for the late game you will have more space to make space projects or nuclear
tests (at least to me it’s hard to find a place and usually it’s an island.)
With more unsettled natural
land the late game wars can have more variety. Usually in the mid or late
industrial era, many land battles are sieges because the cities have less space
between themselves. Also, it’s hard to make a bombardment without collateral
damage in a district.
Personally, I don’t know how
this mechanic could affect the garrison quarter. Commons quarters just don’t
apply their bonuses without at least one citizen, but in the garrison. Maybe it
could represent the maintenance personal of a fortification, but if this
happens maybe this district have to produce industry or something, like the Stronghold
of Medieval English culture.
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