[suggestion] Creating a Metropolis

So you have two or more nearby settlements next to your mighty capital and they start growing closer and closer to each other until they are suburbs of your primary city. With the new Civilization tech "Urban Sprawl" you're able to combine them into a special super settlement with a combined population and greater bonuses/efficiency.

 

This way you can deal with settlement spamming. My last game on a small map I ended up with about 30 settlements after conquering two opponents.

The Metropolis has just one city build/training option so there are less settlements to go through each turn. Time costs for buildings and new units would be lessened and the city would get the advantage of having all the tied resources of the suburbs linked to it. So if suburb 1 has a farm and suburb 2 has an Apiary the Metropolis would get both resources and increased trade along with greater bonuses. It should also get access to super awesome buildings and special bonuses.

A metropolis would have different levels of population and bonuses just like settlements do. A metropolis level 3 might have 10,000 people for example while a level 1 has 2500 or something.

 

So, rather than having 30 settlements like I did last game I might have 10 settlements and six metropolises instead making the turns go faster with less busy work and making the game have more variety and be more fun. I've always hated the idea of caps so rather than maxing out a city you can just keep growing and growing while receiving an advantage for doing so.

 

Here are some links to my other ideas relating to cities:

changing the way a city's base buildings work

https://forums.elementalgame.com/395358

Champions as city officials

https://forums.elementalgame.com/395552

 

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Reply #1 Top

I'm not sure the system supports the ability to "merge" cities.


I've always hated the idea of caps so rather than maxing out a city you can just keep growing and growing while receiving an advantage for doing so.
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Well originally the reason to level up a city was to get more room to build. City all cities start with the max amount of building spaces the only reason to increase city level is better tech buildings and increase influence. There is also the issue the that the level is tied to the name (town, village, etc) of the city.

Personally though I'm also not to fond of hard caps. Everything has a cap though the best ones make it impossible to reach. So you can't build enough to reach the requirement for that next level. Like in Civ series the city was often limited by the amount of food you could get.

It's been a while since I played Civ but sadly thinking back on it I felt some of those cities were more unqiue the the ones in Elemental. The locality of the economy and unqiness of terrain really played into it. Like I'd have a city in large farm land with really high pop and lots of specialist. I'd have another city near the mountains with lots of mines and high production that often built much of my high end army units becuase it could produce things faster then food and specialist heavy city.

Back on topic though I think people wanna see fewer cities in general and not simply larger mega cities by merging them. I think increasing the distant required between cities it what's needed. I mean right now it's only 5 spaces which is the same as Civ but since Civ plays on a larger scale it's not as much of a problem. While Elemental is played smaller scale and you actually build the cities out on the map they should be spaced out a lot more.

I think limit of 10 spaces would be more acceptable. That may sound like a lot but after the cities are setup and actually start spreading out a bit you quickly realize it's not actually that far. Cities with a min of 10 spaces could expand 2 squares towards each other and then be only 6 space apart meaning it takes 3 turns for average unit on open ground to go from one to the other. That's not really that far.