Building limitations

Currently the maximum number of buildings is limited by city size and building type. I simply suggest that groups of incompatible buildings share the same hard-cap. Things like passive and aggressive buildings (morality): a monastary vs barracks, or other conflicting build choices (population): slums vs mansions vs sacrificial alters. (production): the first small production building, producting materials, food, research etc

Also, the hard-cap should be adjustable... I'd like each city to have a specialisation, limited to one area with a maxed hard-cap (build all x research buildings, gain the option to upgrade to research specialist). That area would then gain a point bonus to the hard-cap and further bonuses could be bought, perhaps by sacrificing points in other areas.

A final thing, rather than having a hundred identical buildings in a row, buildings over the hard cap could simply upgrade one of the buildings already present...with a simple icon on it's tile or pattern to it's roof. Perhaps these could gain a greater than 100% bonus, say 125%, a good incentive to reduce the capacity of a city in other areas, especially when multiplied by capital city/large city bonus.

6,442 views 5 replies
Reply #1 Top

Why would we want this? Why is this better than the current system?

Reply #2 Top

You know, thinking about it. I kinda ilke that idea of stacking buildings. Map sprawl is ugly and I know every game I play any city I want to level to 3 needs 10 houses. Of course with my OCD my cities build in lines. row of houses here, row of merchants there and it really screws me up when things get out of order.

Not neccesarry of course, the current system works fine. Just seems to me to be a neater/cleaner system.

Reply #3 Top

Yeah, I'm with Xeronx with the stacking buildings of like type.   Use superscript in the UI to denote the number of a type of building you have in the city.  Also, using the stacking system would mean building more buildings wouldn't require as much time for the bigger cities.   Once you've decided you want to increase research for example, you'd only need to click build library, and assuming you'd already build one before, you wouldn't need to then choose where to place it.  Placing biulding in my opinion isn't adding to the strategy of city building...

I was playing a game last night trying to crank up the city level, I ended up having cities basically touching each other due to the biulding sprawl!!

Reply #4 Top

Well in fairness they haven't added the tactical beta phase yet. Who knows, City building may actually factor into tactical battles. (Personally I think that would be awesome). Win the battle and keep your city just to find half of it destroyed in the attack lol. Plus that would add depth to the strategic aspect of the game. There are plenty of times I wish I could send in the suicide squads to rip down a few of my enemies wonders in Civ.

Reply #5 Top

I wasn't suggesting removing having the same building on multiple tiles, rather questioning the logic of building hard-caps... why can you only build 1 workshop? why 1/2/5 workshops or labs? If you have a specialist mining town it should be able to build more production buildings, at a cost to other areas. One way to do that is to group buildings under the same hard-cap and turn it into a soft-cap affected by specialisation. It could be related buildings or it could be opposites, like magical and mundane buildings, building magical towers would make mundane research more likely to move elsewhere. So build 5 workshops or 3 workshops and 2 magic galumpshops... if you can't build certain buildings you could sacrifice their hardcaps, no alchemy? sacrifice the alchemy labs to build more workshops (either simply by not building them and using the hardcap or by merging unrelated hardcaps and then using the merged hardcap for one group of buildings).

The point about stackable buildings was just because the pictures of rows and rows of huts has been mentioned by frogboy, if it looks bad on the 3D map then I think rows and rows of workshops would be a similar problem. Being able to upgrade buildings would allow your production city to differ from research city... you'd look and rather than having to count the buildings, they both have X workshops, but in the production there are 2 lv2 workshops with a little dot by their icon, fancy roof or some other easily noticed difference