Why would you ever destroy them, the idea is to constantly grow as there is no real pop cap.
The goal is to maximize pops per granery, if your granery can give atleast 9 pop capacity you can build an infinte large city and the goal is to get as many pops out of each granery as possible so the best place to start a megacity is in a province that produce alot of grain and have the good pop capacity modifiers such as warm climate and on a river.
Aqueducts make pops immigrate to that city so it seems like you want to stack them in one city so you get a big one and you also going to need graneries as some Point as we are talking about several hundreds if not thousands of pops in one city.
The reason why mega cities are so good is because of building stacking. A mega city with 50 townhalls mean each slave is going to produce +500% more tax income which mean a single city can outproduce an empire in terms of wealth.
A single research city may be enough to produce all your research because each Citizens is so productive when you have 100 academies and 50 libraries
Building stacking thus make a massive difference and also resource stacking only affect the province capital which makes meaga cities even more effective.
In 1.0 I managed to have a single city produce more Manpower than what Egypt could produce with far less pops than Egypt had and with these new Tools I could probably do much better than that.
The nile delta is ideal for large cities with grain, river and warm climate.
Update is in December but it sounds like people are assuming final numbers... would you rather wait until they balance test the buildings before telling you about them?
Great work Johan this is just what we need to specialise and give flavour to individual provinces. Out of curiosity is X number of the same building per Y number of pops on the table? For example 5 pops per fort level would curb possible super fort issues a couple people have mentioned
I think aqueduct give 0.01 pop growth but the migration is very important if you want cities with alot of citizens and freemen. The goal may be to setup a migration chain towards ports and towards the capital.i looked closer at the numbers in 1.1 and im converging a bit in my opinoin on this; you can have +200% pop capacity from modifiers by midgame in many places without too much trouble, meaning +15 pop capacity per granary, meaning enough slaves to produce +1 grain for 5% higher pop cap...
i think the efficacy of this will come down to numbers tweaking, more so on pop-gowth modifiers than on pop capacity. 1.00 % growth per month per aqueduct cant be right, unless the thing is also very expensive or whatever (even then, it just makes any and all otehr growth modifiers comparitivel irrelevant, since the're just additive anyway). ... 1% per month is 20x what you get from an invention or a surplus unit of fish or livestock. 0.01 seems more approprate, though thats very insignificant; that would make aqueducts primary purpose to attract migration (witch could be a big deal across some province borders or to a port)
May I ask, I assume buildings have costs to produce, but do they also have maintenance costs ?
Anyone ? Thanks.
- Academy +2.5% Research Points, +0.5% Monthly Pop Promotion
- Temple +2% Same Religion Happiness, +0.5% Monthly Pop Conversion
- Theatre +2% Same Culture Happiness, +0.5% Monthly Pop Assimilation
- Aqueduct +1% Population Growth, +0.5 Migration Attraction
Just one suggestion: forts shouldn't be restricted by population
Unlike all the other buildings which need a population to support them, the whole idea of forts is to be self sufficient. Historically forts would be placed in strategic locations, which were not necessarily populated. See Hadrian's Wall. A fort guarding a mountain pass doesn't need a large population living in the mountains. The upkeep costs we pay for the forts already simulate their supply needs.
This is great, however the UI presentation of buildings needs to be completely reorganized In identifiable categories (like, happyness,military, growth, development...). it's too cluttered in those preview screenshots. Maybe add a toggable screen like EU4 ?Another complaint about Imperator have been the lack of variation and flavour among the buildings you can build in a city, where we had 4 different ones.
In Cicero there will be 15 different ones, working like before, with the amount of population being the primary deciding how many building-levels you can have in a city. Each building can be built multiple times if you so desire, just like before.
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Stay tuned, in tomorrow’s development diary, we’ll be looking at the major changes for pops in Cicero.