Sure, 4x4 farm sizes are not realistic, but so too is the idea that mayors get involved in agriculture. City councils don't get to zone for agriculture. Quite often, it happens the other way around: Agriculture is there first - often creating the incentive to start a town in the first place, and then the city need to buy out that land in order to expand.
My proposed solution is to remove agriculture from the city building mode of the game all together, and move it to where it actually belongs: The terrain editor.
Once you divorce agriculture from the zoning functionality, you immediately remove all the restrictions that is valid for city development but not agriculture: Farmland is not restricted in size, nor does it have to be next to a road. You could have a circle tool to set pivot irrigation, or a polygon tool for large farmland areas. A line tool can be used for planting trees between lands, and then you can have dirt roads between farmland. A tool similar to the district tool can be used to define the borders of individual farms, with farm names automatically popping up.
Once you're happy with your agricultural land, you can start your city.
The plus side of having farms is that it could provide your small town with an economic boost.
The minus side is that you'll have to buy out each farm before you can expand on it. One could even consider keeping the farm boundaries as new districts in the city that can be merged with existing districts. New suburbs often inherit the name of the farm it is build on.
I think this will elegantly resolve the farm issue in a realistic way, which, as far as I can see, is the biggest objection that has been raised against this game.
I would love to hear the feedback from both fans and the dev team
My proposed solution is to remove agriculture from the city building mode of the game all together, and move it to where it actually belongs: The terrain editor.
Once you divorce agriculture from the zoning functionality, you immediately remove all the restrictions that is valid for city development but not agriculture: Farmland is not restricted in size, nor does it have to be next to a road. You could have a circle tool to set pivot irrigation, or a polygon tool for large farmland areas. A line tool can be used for planting trees between lands, and then you can have dirt roads between farmland. A tool similar to the district tool can be used to define the borders of individual farms, with farm names automatically popping up.
Once you're happy with your agricultural land, you can start your city.
The plus side of having farms is that it could provide your small town with an economic boost.
The minus side is that you'll have to buy out each farm before you can expand on it. One could even consider keeping the farm boundaries as new districts in the city that can be merged with existing districts. New suburbs often inherit the name of the farm it is build on.
I think this will elegantly resolve the farm issue in a realistic way, which, as far as I can see, is the biggest objection that has been raised against this game.
I would love to hear the feedback from both fans and the dev team
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