But using gold is flawed from a mechanical perspective. Then it becomes turning ducats into ducats (boosting tax) or into ducats (boosting production) or into manpower (already achievable through mercenary use). That's a much less interesting decision to make, and it's even worse late-game because investing money to make money is less and less attractive as the game continues.
There are two useful questions to ask, I think. One: how do cities get large & wealthy in the first place? And two: what sort of behavior should be promoted for players looking to make large cities in the game?
There is no simple answer to the first question, unfortunately, as there are many different reasons across different times and places. Nanjing, Constantinople, Danzig, and London have pretty diverse reasons for how they got where they got at their heights, for example. Some were gradual, growing over a couple thousand years. Other cities, like St. Petersburg, Alexandria, and Agadir were literally created from nothing at the whim of a monarch (and in some cases, declined and were similarly re-created once again).
So, there can be many explanations for how a city grows to massive size. The key, then, is that the player is simply able to reasonably apply one when it happens in-game. Investing MPs unfortunately doesn't help at all in doing this.
The second question, then, is perhaps the crux of things. In the current implementation, promoted behavior is simply that you focus your nation purely on building your infrastructure. You're not spending that MP (which represents the efforts of the bureaucracy, monarch projects, private investments by the local elite, and the like) on dominating other peoples or inventing new things. Instead you're increasing agriculture, building more roads, eliminating local corruption, managing human waste & garbage more effectively (since no plagues are happening), and the like.
That's all well and good, but it isn't very interesting, and the AI is over-indulging in it in some cases.
There are a number of alternative options that have been discussed in this and other threads. I've personally discussed use of trade nodes, countryside revolts & autonomy increases, development timers & agents, disease systems to impose soft limits, and more. And people smarter & more creative than me have offered a lot of ideas of their own, too.
In short, this isn't a bad start. But I hope this isn't the end of the development of the development system. If nothing else I hope a future expansion that revamps navies and trade manages to work in some things to further improve it.
There are two useful questions to ask, I think. One: how do cities get large & wealthy in the first place? And two: what sort of behavior should be promoted for players looking to make large cities in the game?
There is no simple answer to the first question, unfortunately, as there are many different reasons across different times and places. Nanjing, Constantinople, Danzig, and London have pretty diverse reasons for how they got where they got at their heights, for example. Some were gradual, growing over a couple thousand years. Other cities, like St. Petersburg, Alexandria, and Agadir were literally created from nothing at the whim of a monarch (and in some cases, declined and were similarly re-created once again).
So, there can be many explanations for how a city grows to massive size. The key, then, is that the player is simply able to reasonably apply one when it happens in-game. Investing MPs unfortunately doesn't help at all in doing this.
The second question, then, is perhaps the crux of things. In the current implementation, promoted behavior is simply that you focus your nation purely on building your infrastructure. You're not spending that MP (which represents the efforts of the bureaucracy, monarch projects, private investments by the local elite, and the like) on dominating other peoples or inventing new things. Instead you're increasing agriculture, building more roads, eliminating local corruption, managing human waste & garbage more effectively (since no plagues are happening), and the like.
That's all well and good, but it isn't very interesting, and the AI is over-indulging in it in some cases.
There are a number of alternative options that have been discussed in this and other threads. I've personally discussed use of trade nodes, countryside revolts & autonomy increases, development timers & agents, disease systems to impose soft limits, and more. And people smarter & more creative than me have offered a lot of ideas of their own, too.
In short, this isn't a bad start. But I hope this isn't the end of the development of the development system. If nothing else I hope a future expansion that revamps navies and trade manages to work in some things to further improve it.
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