City growth
Moderators: Balthagor, Legend, Moderators
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- Captain
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City growth
If industries are closer to a city, will this city start growing more?
What's the effect of having a particular city growing on surrounding industries/tiles?
Thanks, I found nothing about this in the (excellent) manual
What's the effect of having a particular city growing on surrounding industries/tiles?
Thanks, I found nothing about this in the (excellent) manual
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- General
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Re: City growth
More peeps = more productionFastBoy101 wrote: What's the effect of having a particular city growing on surrounding industries/tiles?
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- George Geczy
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There's two factors at play here:
- Industries closer to cities: Since Cities are sources of supply, industries closer to big cities tend to generate more output (better supplied). This isn't part of the original question, though.
- Do New Industries help increase the population of the cities around them? Would make sense, but this doesn't currently happen. City populations grown/shrink pretty evenly throughout a territory if affected by immigraiton or emigration.
-- George.
- Industries closer to cities: Since Cities are sources of supply, industries closer to big cities tend to generate more output (better supplied). This isn't part of the original question, though.
- Do New Industries help increase the population of the cities around them? Would make sense, but this doesn't currently happen. City populations grown/shrink pretty evenly throughout a territory if affected by immigraiton or emigration.
-- George.
Could you guys perhaps make it dynamic?
What I am saying is that, if you place industries near cities that the cities would grow faster and people migrate to the city surroundings faster.
Now if you want to disperse people, you just place cities more evenly throughout the map, encouraging migration to more remote places, increasing supply in those area's.
plz plz plz
What I am saying is that, if you place industries near cities that the cities would grow faster and people migrate to the city surroundings faster.
Now if you want to disperse people, you just place cities more evenly throughout the map, encouraging migration to more remote places, increasing supply in those area's.
plz plz plz
- bergsjaeger
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- General
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I concur. After playing alot of South America, city expansion in Colombia, Brazil, Peru, Venezuela - and even the Pampas of Argentina - are natural factors for locating ore mines, industries, etc in regions noted as having such Raw Resources. Similar experience with western China (Xinjiang) and some other countries. [And, what about some regions in Siberia!...not yet played.]Anonymous wrote:Could you guys perhaps make it dynamic?
What I am saying is that, if you place industries near cities that the cities would grow faster and people migrate to the city surroundings faster.
Now if you want to disperse people, you just place cities more evenly throughout the map, encouraging migration to more remote places, increasing supply in those area's.
The AI needs to have a response that if x number of industries have been located in a zone, a small city develops within the cluster zone. Thats what I call "dynamic".
Thanks for considering the issue.
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- Colonel
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Well a city doesn't neccesarely need to begin, but cities should already be widespread among the map, than when placing industries or other economical factors into the game, these people should spread faster to these regions and fill up that city faster so that it may grow and increase supply amongst the area surrounding it , that would make for a great game, especially long term, planning ahead will be of great importance, , I REALLY hope BG does thisgeminiau1corsair wrote:I concur. After playing alot of South America, city expansion in Colombia, Brazil, Peru, Venezuela - and even the Pampas of Argentina - are natural factors for locating ore mines, industries, etc in regions noted as having such Raw Resources. Similar experience with western China (Xinjiang) and some other countries. [And, what about some regions in Siberia!...not yet played.]Anonymous wrote:Could you guys perhaps make it dynamic?
What I am saying is that, if you place industries near cities that the cities would grow faster and people migrate to the city surroundings faster.
Now if you want to disperse people, you just place cities more evenly throughout the map, encouraging migration to more remote places, increasing supply in those area's.
The AI needs to have a response that if x number of industries have been located in a zone, a small city develops within the cluster zone. Thats what I call "dynamic".
Thanks for considering the issue.
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- General
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New Cities
One of the best indicators of the need for this is the trend since WW Two is the growth of suburbs and growth of new cities...literally, new cities. In this category, its instructive to note that San Jose, California is now the 10th largest US city - displacing Detroit.The_Blind_One wrote:Well a city doesn't neccesarely need to begin, but cities should already be widespread among the map, than when placing industries or other economical factors into the game, these people should spread faster to these regions and fill up that city faster so that it may grow and increase supply amongst the area surrounding it , that would make for a great game, especially long term, planning ahead will be of great importance, , I REALLY hope BG does this
Seems that in SR2010, Detroit would continue to grow...where the reality in most countries of the world is that small cities in Europe & elsewhere, are becoming the magnets for new populations as industries move out of the old Big Cities absorb a small percentage of a nation's growth.
I can see where SR2010 benefits from co-locating a bunch of new industries around a out-back city - like Belem (Brazil) or Cali (Colombia) - and that that city will grow. But new SR2010 Small Cities are growing up in places of the Amazon, Patagonia, and elsewhere in the world that seem to have been too small to put on the original Game map...hence, with raw material resources often in out-back areas, as players we desire to see new Small Cities rise.
Another example might be Ingleside, Texas, a sleepy port town on the Gulf Coast. But after the USN built a naval base (minesweeper cmd HQ and ships) there, the place has grown by quantum leaps. Another would be the west coast base Malaysia built literally out of the jungle coastline and is now a SR2010 Small City category.
Whatever can be done in creation of New Cities would be welcomed.
So, whatever
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- Lieutenant
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I agree with creation of new towns!
But I would like also to see a bit of micro-management of a city. I mean, something like a mini-SimCity or Civilization: you pause the game, set to build some structure, then start again.
If you don't want to care about it, a minister can do: I think it could be a better focus for the social expenses.
Another question: why improvements can't be in adjacent hex? one hex represents a lot of territory (10 or more kilometres)! In such a large area, in real life there are hundreds of medium-size firms. Maybe only a dam or a nuclear power plant needs such a big space.
Agri industries or water works or mines could be much more adjacent.
In any case, just now this is a marvellous game and a good mind challenge! Thank you, BG!
But I would like also to see a bit of micro-management of a city. I mean, something like a mini-SimCity or Civilization: you pause the game, set to build some structure, then start again.
If you don't want to care about it, a minister can do: I think it could be a better focus for the social expenses.
Another question: why improvements can't be in adjacent hex? one hex represents a lot of territory (10 or more kilometres)! In such a large area, in real life there are hundreds of medium-size firms. Maybe only a dam or a nuclear power plant needs such a big space.
Agri industries or water works or mines could be much more adjacent.
In any case, just now this is a marvellous game and a good mind challenge! Thank you, BG!
- Balthagor
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Glad you are enjoying the game.
Your idea of micromanaging cities is interesting but certainly far from our current design. You may want to post that in the wishlist section for future consideration.
As for the facilities not being side by side, this is only on scenarios that use "large" upgrades. Scenarios like Mideast or World are such a large km/hex that we use small upgrades to allow it. While you're correct that a nuclear plant does not really take up as much space as we take, we are trying to simulate the rest of the attached industries such as transformer stations and facilities for power grids. All the numerous buildings that would be included would take up a bit more space. It was also a design decision because a facility draws from not only the hex you build on but from the surrounding hexes as well.
Your idea of micromanaging cities is interesting but certainly far from our current design. You may want to post that in the wishlist section for future consideration.
As for the facilities not being side by side, this is only on scenarios that use "large" upgrades. Scenarios like Mideast or World are such a large km/hex that we use small upgrades to allow it. While you're correct that a nuclear plant does not really take up as much space as we take, we are trying to simulate the rest of the attached industries such as transformer stations and facilities for power grids. All the numerous buildings that would be included would take up a bit more space. It was also a design decision because a facility draws from not only the hex you build on but from the surrounding hexes as well.