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What stimulates a city's growth Messages in this topic - RSS

Surgicus
Surgicus
Posts: 6


13 days ago
Surgicus
Surgicus
Posts: 6
Here is what puzzles me from the beginning I am playing this: only sales are supporting city growth because it reduces demand and -feed- the population of the city and its different classes.
However, the -buying- , from a manufacturing, and generally from a production point of view this is, would also provide work to local citizens and support the growth of the city. If there is no buying there is no outside stimulation for any production to actually be justified but only for self sustainability, since the -buying from- happens at double of the -selling to- pricing anyway.

Simply put, the commercial *activity* of a city (or location) should be accounted for its growth, for this way there would be a more legitimate and additional field to explain the growing or shrinking population in this related equation.
It would make more sense would it not ? And also help corporations do better business in successfully run cities.

Cheers!
edited by Surgicus on 12/2/2018
edited by Surgicus on 12/2/2018
edited by Surgicus on 12/2/2018
edited by Surgicus on 12/2/2018
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CptCommanche
CptCommanche
Posts: 51


12 days ago
CptCommanche
CptCommanche
Posts: 51
Great point Surgicus and I would agree.

What if industry being present in a city would also cause growth? The factories bring in more workers, thus increasing population. I have seen this IRL when a corporation opens a new manufacturing facility and brings in thousands of jobs to a community. It also works in reverse when industry is closed down. This could raise the minimum population level. For example, Berlin currently has 5,223 industry output. This would mean the population level is increased by 522,300 (or something similar, you get my point). Rabat has 15,000 industry, meaning an additional 1,500,000 population.

This would influence growth, meaning the more industry I build in Berlin, it will start causing some small positive population growth (until it balances out based on the total industry there). Similarily, if next turn I scrapped all my industry, it would start causing large population loss, until the city adjusts to its new level.


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Boldor Galactic Inc, AKA the old StarCorp
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Telios
Telios
Posts: 6


11 days ago
Telios
Telios
Posts: 6
Commanche, that could work but multiple those numbers by 2x, 5x or even 10x.

Use a higher multiplier and have demand not impact growth at all. Base the growth entirely off of industry in the city; the jobs being provided for. Or maybe really high demand 300+ having a negative modifier on growth but that's it.


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Supernova LLC
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Telios
Telios
Posts: 6


8 days ago
Telios
Telios
Posts: 6
Reason I am saying that the multipler of industry impact on city pop should be greater (using your numbers of Rabat at 15,000 industry) is that getting to the higher levels of industry output should have pretty massive changes to the population.

My ideal would be city founded with 3,000 industry(current mechanic) and that 3,000 starts the city with the 900,000 or 1 million it does now but starts growing to ~6 million based on that 3,000 industry. Now if industry drops back down (often happens because the "push" to 3,000 is typically unprofitable) to say 1,250, then the growth would only be taking the city to around ~2.5M. But as the activity in the city grows, T2/T3 industry develops, and the city gets to that 15,000 industry level, the growth should be pushing the city to the target of 30 million pop. Which given the lower volumes, ~30M is enough that several people could focus on differing products and making money because the population cause greater volumes.


In addition, perhaps there is also a negative modifier on growth from demand at high demand levels (ie people leaving because they can't get what they want or its too expensive) around 250-300%. At the same time, demand levels should rise faster than they currently do to allow people to actually make money.


Under this model, a city would require 50,000 industry to reach 100 million pop. Vastly beyond what a single player could provide but still doesn't result in gaming demands to get cities growing. This would also more closely align with the "real world" in drivers of cities. I don't move to a new city because demand for products are low, I move because there is a job there.


FYI, this change would cause my city, Questa, to move from 57M to ~18M pop at current production levels
edited by Telios on 12/7/2018


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Supernova LLC
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