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Thread: City population limit

  1. #1
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    City population limit

    How big can a city get if conditions are perfect?
    Assuming you are allied to every citystate, have every wonder, have every building, socialpolicies, and terrain ( i think it is floodplain+wheat+granary ).
    Or is there a max size like 99 that you cant go over even if you have the food to?
    *EDIT* wrong forum, ment to go in the civ 5 general. Could some mod please move it there?

  2. #2
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    I never got a city size over 50.

  3. #3
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    I had a 52 with India once. I think even if it could get bigger eventually you'd want to stop it. There's only so many tiles and specialist slots you can fill. Any more citizens just add unnecessary unhappiness.

  4. #4
    there's a ICS thread somewhere here that says it got a 50+ city.
    But no, there's no real pop cap, but after a certain amount, every citizen would be working to keep the others alive. you'd have no non-food tiles being worked. Personally, I'd like to see a food trading mechanism between cities; if you happy with a city that's founded near snow/tundra, why can't you send the food to your bigger cities?

  5. #5
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    Ive got a 70 one in a regular game and after the post a made a map in SDK with only floodplains and wheat and got that one up to 190 and still counting, but got bored and migth continue tomorrow. I could get it up to 241 + 1 for every food from maritime citystates. As there are 12 of those and they give 3 food to the capital 241+36=277
    So under perfect condition it could go up 277.
    EDIT: at 200, at this point the population in the demographics tap is -1,5 billion. I guess i broke it :/
    Last edited by cahtush; 04-29-2012 at 12:09 PM.

  6. #6
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    Quote Originally Posted by cahtush View Post
    Ive got a 70 one in a regular game and after the post a made a map in SDK with only floodplains and wheat and got that one up to 190 and still counting, but got bored and migth continue tomorrow. I could get it up to 241 + 1 for every food from maritime citystates. As there are 12 of those and they give 3 food to the capital 241+36=277
    So under perfect condition it could go up 277.
    EDIT: at 200, at this point the population in the demographics tap is -1,5 billion. I guess i broke it :/
    Honestly, despite the fact that I know that such a situation is impossible in a normal game, examples like that make me wish for a health system to limit growth again.

  7. #7
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    Me thinks a mod hit the wrong forum to move a thread to, if not I suddenly got very worried about what they're doing to Xcom: EU.

    /Yks

  8. #8
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    Quote Originally Posted by istry555 View Post
    Honestly, despite the fact that I know that such a situation is impossible in a normal game, examples like that make me wish for a health system to limit growth again.
    and that health system could be linked to the number of cities instead of city pop, that way they would help tall strategies and make the game more interesting.

  9. #9
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    Is there a reason I just found this in the XCOM:Enemy unknown forums, either this is in the wrong place or they are adding an absolutely AWESOME crossover city-building mechanic :P

  10. #10
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    No accidentaly posted it there, I have no idea how i accidentaly chose the X-Com general istead of civ general.

  11. #11
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    There are a total of 51 slots to be worked, but by the time you get that many people into one city the game is more than likely over.

    Although, unemployed can be incredibly productive. With Freedom, Rationalism, Commerce, and the Statue of Liberty, they produce the equivalent of 1 food, 2 production, 1 gold, 2 science (4 if you're playing Korea), and 0.5 happiness.

  12. #12
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    I been thinking about this also. It would be nice to have some kind of a resource trading system where i can ship food and hammers from a fully built city to one that is newer. I miss the days were you could scrap units inside a city and for production boosts to current builds. i think civ 3 was the last game where you could do that.

  13. #13
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    Quote Originally Posted by civdiss View Post
    and that health system could be linked to the number of cities instead of city pop, that way they would help tall strategies and make the game more interesting.
    I hope not, while I get that happiness could be an empire wide issue, the idea that a new city with one population could become unhealthy because of overcrowding in the capital is insane.

  14. #14
    Crazy. I rarely get cities past 20, and usually have no problem winning on emperor, although I struggle on immortal. Micro managing cities is probably the key, but I'm not very good at that.

  15. #15
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    Quote Originally Posted by VicRatlhead51 View Post
    I hope not, while I get that happiness could be an empire wide issue, the idea that a new city with one population could become unhealthy because of overcrowding in the capital is insane.
    I could go for the return of health, but as a per-city limiter, given that happiness isn't per-city now.

  16. #16
    This was at turn 500 / 2050, using the resolution mod (it forces the ai to settle cities 5 tiles apart), 8 civs, 16 city states on a small continents huge map. I won by domination at turn 450.. and I also had every non-city state city at that point. It put 7 civ's on one continent including mine and I just steam rolled over it - by turn 350 I had the entire continent, which was comparable in size to a normal continent map. I prolly could of got delhi and busan over 50 too... but I just failed to notice how fast they were growing.





  17. Quote Originally Posted by istry555 View Post
    Honestly, despite the fact that I know that such a situation is impossible in a normal game, examples like that make me wish for a health system to limit growth again.
    Why? You just said it can't happen in a normal game? Why would you want to add another complex system on top of everything for stuff that doesn't even happen outside of cheating?

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