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Captain
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by Divine Right
May 2001 time: 00:14
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We've had fairly thorough discussions so far about how many Civs there should be, but not-so-thorough discussions on the total number of cities.
Q: how many cities do you think should be allowed in the world?
My preference is for the maximum natural limit to be about 200 on a large map.
The natural limit means there is space for 200 cities to be placed in "good" spots. More land will exist but the land will be crappier. Those additional cities will be more like outposts. You can built as many as you want, but naturally a good player will limit him/herself to building cities where useful.
So if we start with 16 civs, if they're all equal (rare), we'll have about 12-13 cities each (plenty for a diverse world). There will essentially be no remaining "good" spots for planting cities (you can plant cities in deserts and mountains, but they'll be puny), so to gain more cities, you must conquer, bribe, negotiate, etc... or instead build up your cities into supercities.
Of course, as time goes on, you'll conquer your neighbours, and the stronger civs will overpower the weaker ones, so that 2 or 3 superpowers will have 50-60 cities each (more than enough), and others will have fewer.
By limiting the "good" space for more cities, conflict is forced upon the player at a certain point. No more limitless "free" expansion. This doesn't necessarily mean war, it just means competition for limited resources like land -> hence more excitement, more fun!
For a normal medium map, I say 120-140.
For a small map, 60-80.
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Gramphos
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ACS Civ III Files Manager, Prince of Development
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Chalmers, Sweden
Apr 2001 time: 06:14
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quote: Originally posted by LightEning
Or they could switch to 16 bits and have 65536 as the limit. It's no use fiddling around with single bits, esp. in a game like Civ. |
I was just giving facts. I know that it's unusual to fill up with odd bits, if the remaining bits aren't used as a checksum ore something. But why would they like to use checksums to the city numbers?
...
Ok, they could use four bits for what civ the city belongs to, one bit for if the city exists or not. Now we have another bit to use...
...No, stop that you economic part of me, you should use 16 bits for the city-number, and 16 bits for the Civilization that the city belongs to. (If you would like to share a city with another civ, you would like to set more then one civ to own it) and 16 bits for the whenever it exists or not (all on means not founded jet, any thing else is the turn of foundation)... 
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Jarouik
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Helsinki, Finland, EU
Dec 2000 time: 07:14
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quote: Originally posted by Ralf
Is it likely that we can expect 16 players with 20 cities each?? In Civ-2, the AI emphasized 2-3 AI-civs, perhaps. The rest there often passive hang-around civs, that seemed to loose interest in continuing expanding and developing about halfway through the game. |
I agree that in most games, the city count will not go over 255, since having lots of cities will be more difficult than before and not all AI civs will build huge empires. However, there are certainly situations in which you have more than ten large empires on a huge map (multiplayer, scenarios etc.), and I certainly wouldn't want to see Civ 3 limited in the same way Civ 2 was.
If there really is a hard-coded city limit of 255 or so in Civ 3, it certainly won't be long before some players hit the limit and will start complaining about it. I think the Civ engine should just adapt itself to huge games as well, if somebody really wishes to play them, so a higher maximum is required. The same goes for the number of units; although the game mechanics will discourage creating huge numbers of cities and units, somebody is going to succeed in doing it anyway, by changing the rules file if not else.
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:14
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quote: Originally posted by Deathwalker
I believe that there should not be any limit to the number of cities. |
It's implicit in data structures and game programming to have to put limits: they can only be as far as rarely or never a player will hit them, but given too large limits puts strain into others are (e.g. system resources).
Now I suppose we are all speaking about limits "wide enough" 
This is more a matter of game dynamics, a thing that can only be truly tested by playing lot of games. Playtesting is the key here, but as large will be the number of playtester involved, Firaxis will never have the hope to have considered any game combination in a game born to span for some years of thousands of avid players 
The programming trick should be subtle: add soft "bumpers" to game structure, so you can't hit a "no more city slot available", you get the game put harder obstacles to your plan to add more cities the more you come near the hard limit.
Efficiency drop, Unhappiness raise, Special Events related to huge number of cities, Growing risk of empire splitting... You can't have the feel of have reached "The End Of The World", because you are gently deviated into another direction, to another challenge.

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Jarouik
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Helsinki, Finland, EU
Dec 2000 time: 07:14
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quote: Originally posted by Adm.Naismith
Efficiency drop, Unhappiness raise, Special Events related to huge number of cities, Growing risk of empire splitting... You can't have the feel of have reached "The End Of The World", because you are gently deviated into another direction, to another challenge.
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I think all these things will already be included in Civ 3 standard rules, to prevent ICS... however, since there will be scenarios and rules modifications and some players will manage to build huge numbers of cities nevertheless, I think the maximum should be so high that the player could never reach it, no matter what.
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Vrank Prins
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Haarlem, Netherlands
Sep 2000 time: 05:14
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quote: Originally posted by Provost Harrison
and it becomes a micromanagement nightmare... |
Maybe this problem can be overcome by giving new possibilities of dealing with micromanagement during the game because of the advancements you've discovered. The more developed you are, the more you can "automate" things, the less you need to care about micromanagement.
That means that being advanced also gives you a playability bonus.
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