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Increase city cap or give us an option to disable it

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4 years ago
Sep 5, 2021, 9:06:52 PM

I find it really annoying to have the city cap too low. I like to play domination and the city cap kept me away from my goals because I was losing too much stability and having massive penalties. I think it would be great to have more than +1 city cup per tech or we could just have an option to disable it altogether.

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4 years ago
Sep 5, 2021, 9:16:21 PM

There are other sources of city cap increases besides tech. I like picking the Achaemenid Persians for their +2 city cap, that might help you out. The Leadership Civic also provides a choice for +1 city cap, though I don't know what triggers that Civic to show up. And while it's not a way to add to city cap, the Military Architecture tech gives one the ability to merge cities, which reduces one's city count.


Overall though, while it's kind of annoying, the city cap is meant to limit both city spam and warmongering, so it's a key part of the way Humankind plays. Disabling the city cap would not be a good idea imo.

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4 years ago
Sep 6, 2021, 8:33:37 AM

You dont ever have to take a city from your opponent ... if you conquered a city, you might ransack it, which will demote it to an outpost while the warscore of your enemy does not fall anymore or even rises.


That way you can snowball the whole area of an enemy, and only taking outposts in the end. The external infrastructure of the regions stay intact (quarters), but you lose all City Plaza buildings (of course). So you can essentially conquer the whole world with city cap of 2 and a lot of outposts.

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4 years ago
Sep 6, 2021, 10:49:25 AM

You guys are not wrong, but you are giving me roundabouts instead of what should be done, which is increasing the city cap. If I wanted to take outposts I wouldn't be asking about city cap at all. The same goes when assimilating independent people, I always assimilate them.

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4 years ago
Sep 6, 2021, 11:20:57 AM

I would agree maybe with tweaking the city absorption cost, but city cap needs to remain as a way to prevent snowballing. On release you could do almost twice as many cities as you can now while staying within city cap and that was just too many. As it is now, if you want to span over continents you need to either pay the upfront cost of merging cities or figure out how to deal with the upkeep of staying over the limit.


Imo, it's absolutely the way the main game balance should go, maybe I'd agree with shoving another +1 into a tech tree somewhere at mid-point.

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4 years ago
Sep 6, 2021, 1:12:19 PM
kalaak wrote:

I find it really annoying to have the city cap too low. I like to play domination and the city cap kept me away from my goals because I was losing too much stability and having massive penalties. I think it would be great to have more than +1 city cup per tech or we could just have an option to disable it altogether.

I actually think city cap is something that makes sense. There should be something to make expansion a little more difficult, at least in the early eras (in civ5, happiness; in civ6 perhaps scaled districts with technology and amenity). Early empires are actually not very large (with the exception of Rome perhaps; but it does have more civil wars then Chinese in the east at the same time, where the later has less territories). It's the advance of administration and technology that enables the management of larger empires.

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4 years ago
Sep 6, 2021, 1:36:53 PM
YichenZhu wrote:
kalaak wrote:

I actually think city cap is something that makes sense. There should be something to make expansion a little more difficult, at least in the early eras (in civ5, happiness; in civ6 perhaps scaled districts with technology and amenity). Early empires are actually not very large (with the exception of Rome perhaps; but it does have more civil wars then Chinese in the east at the same time, where the later has less territories). It's the advance of administration and technology that enables the management of larger empires.

I agree with this. Extra-large early empires are ridiculous for a good historical 4x game.  HK provides a lot of tools for you to deal with the stability issues and to increase your influence points, which I highly appreciate in terms of the freedom to exercise your own ways of empire building.

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4 years ago
Sep 6, 2021, 4:12:07 PM

I do think they need to restore the 3 city cap techs that the patch removed.  1 in classical and 2 on early modern were lost, and those are perfect expansion times.

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4 years ago
Sep 6, 2021, 4:30:27 PM

I see where you're coming from, OP, but, IMHO, the problem you're describing is fairly easy to get around with a bit of strategy and long term planning.

You don't *need* to attach every region. In my current game, after clearing the 3 opponents from my continent by early medieval, I secured the coastlines with cities + admin centers, and then simply used outposts on 14 internal regions to secure the luxury & strategic deposits. I did take Persians in Classical, because it's a huge map, but I am holding 35 regions with 7 cities (because the first -10 influence per turn is worth the extra city, IMHO), but most of those cities are only 3 regions, with a few being less and few being more.

My point being, a great deal of territory can be held with Outposts. That this is intended is obvious in the design of early war/conquest cultures, in that they buff outposts, some making them impossible to even attach, and also in the design of Expansionist cultures, in that their design allows them to peel away outposts and admin centers not behind walls. Trying to have an administrative center in *every* region is a mistake, and not how the game is designed to handled domination.

Remember, you can always detach regions, or rebuild to put the outpost in a highly defensible spot.

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4 years ago
Sep 6, 2021, 4:37:00 PM

The game has many issues. the city-cap being low is not one of them IMO. If it is, it has to be low on the list.

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4 years ago
Sep 7, 2021, 11:02:43 AM

I think it's perfectly fine right now. It's a bit restrictive but not too much. You can manage it by going slightly over limit and merging cities or ransacking conquered cities.

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4 years ago
Sep 7, 2021, 11:14:28 AM
Tanel88 wrote:

I think it's perfectly fine right now. It's a bit restrictive but not too much. You can manage it by going slightly over limit and merging cities or ransacking conquered cities.

Totally agree. Maybe in some map size it can be an issue, but not in any of the games I played.

As long, of course, as you don't try to turn every attached territory into a city...


+1 to Bankipriel post too.


 Of course, it prevents you to annex the whole map, but for me it is on purpose, not an error...


@kalaak : I understand your point of view, and how you (and some others, I am sure) want to play this game, but what you said, "you are giving me roundabouts instead of what should be done", I can't agree. "what should be done" is only your opinion, and for players who play the game normally, that would unbalance things too much, I think. Maybe this is the kind of things a mod can do? Maybe the devs can add that later, but I won't call that a correction or balance, personally.

Updated 4 years ago.
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4 years ago
Sep 7, 2021, 4:47:28 PM

It might be nice to have a map size modifier on City Cap for the truly largest maps.  It could be a flat bonus at the start, a bonus of one per era, or maybe a bonus of an additional city on techs that award additional cities?


Alternately, it might be nice to do things with outposts in later game.  Maybe building one or two Garrisons starting in the medieval era, or even a Hamlet in the later game.

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4 years ago
Sep 17, 2021, 7:38:12 PM

hard caps exist to punish runaway effects.

You can still have 1 or 2 more cities than your limits, but it costs you influence, and gets you into negative-influende-depth that5 you may only be able to pay off with research and more influence-gaining structurres 30 turns later.


In humankind, you must plan for cities to grow larger over time, with some empty and backyard space, and not to make many small cities.

This costs mostly influence, or later, almost only moneys.

I played 1 game on a huge dry Pangaea with many rivers, and it sure puts a lot of empty space between your cities, till you grow them larger.

You can still fill the world with next to no penalty, but it takes time, lots of influence, and a bit of moneys. (later 50k to 200k moneys to merge a small city onto a large one)

Updated 4 years ago.
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