City size.

A mix of deep gameplay and rich historical flavor, Aggressors: Ancient Rome lets you relive history as the ruler of one of the mighty civilizations of the ancient Mediterranean. Choose one of twenty available factions and conquer the world.
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stormbringer3
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City size.

Post by stormbringer3 » Sun Dec 16, 2018 11:22 pm

What is a good size to grow a city if you have the resources? I stop supporting growth at 5 but I see that the AI has a lot 0f 6-8s. What's the advantage of a size 6-8?
Thanks for any opinions.

n0kn0k
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Re: City size.

Post by n0kn0k » Mon Dec 17, 2018 6:00 am

Bigger cities produce more and have better defense.
1 city of 9 is way better production wise then 3 cities of 3.
But tbh, I never focus much on city size.
I like to have many to claim land and give supply to my armies.

steevodeevo
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Re: City size.

Post by steevodeevo » Fri Feb 15, 2019 12:19 pm

Where can I see growth rate or shrinkage for each city? I'm new to the game and figuring out what I need to do to stop my cities shrinking, but I can't see anywhere something like a bar showing when my city will grow to the next level or what factors are directly causing them to lose size. My main issue is cities shrinking. Rome and a couple of my other cities have gone from 5 or 4 down to 1.

Morbio
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Re: City size.

Post by Morbio » Fri Feb 15, 2019 12:45 pm

steevodeevo wrote:
Fri Feb 15, 2019 12:19 pm
Where can I see growth rate or shrinkage for each city? I'm new to the game and figuring out what I need to do to stop my cities shrinking, but I can't see anywhere something like a bar showing when my city will grow to the next level or what factors are directly causing them to lose size. My main issue is cities shrinking. Rome and a couple of my other cities have gone from 5 or 4 down to 1.
From memory some of the major factors are;
* Building units: Armies and Navies consume population. So do settlers. In my experience (and what I've read) The unit build is the biggest factor for new players.
* creation of some buildings and enhancements: Things like stables and blacksmiths may take resources (I may be wrong) and repairing damage to mines and cities can often consume people from the surrounding area.
* Fear: If cities are near borders with enemy then people may migrate from those cities if they don't feel protected

pavelk
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Re: City size.

Post by pavelk » Fri Feb 15, 2019 1:07 pm

You can see growth of number of your citizens two ways - the overall surplus/loss is in the tooltip of Citizens resource (in the top left corner of the screen).
If you want to see change in particular city, click on that Citizens icon (in the top left corner) and hover over that city.

steevodeevo
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Re: City size.

Post by steevodeevo » Fri Feb 15, 2019 1:30 pm

That's great, thanks both.


..edit - what a great game!

steevodeevo
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Re: City size.

Post by steevodeevo » Fri Feb 15, 2019 2:51 pm

...except that I was on the brink of success with a population happiness of 128% and half my cities revolteed ROME (my capital) revolted and burnt to ground.. Game over ... WTF?

pavelk
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Re: City size.

Post by pavelk » Fri Feb 15, 2019 2:56 pm

It is more important to check the local happiness from time to time to see the actual happiness in different parts of your country. It is also wise to build civil services and amphitheatres to increase the local happiness. Garisson units in cities are also very vital against these things.

steevodeevo
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Re: City size.

Post by steevodeevo » Fri Feb 15, 2019 3:07 pm

thank you, i will keep a closer eye on local demographics in future... I was so close..

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