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I think granting City rights is a good mechanic as long as it doesn't magically will a bunch of people and buildings into existence (which doesn't seem to be the case).
It's founded in history and it seems like an interesting decision.

But I agree that it would be cool to have a dynamic event where the estates found their own cities, when the circumstances are right (high population and estate power in a good location) and you get to decide how to react to that.
 
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I think granting City rights is a good mechanic as long as it doesn't magically will a bunch of people and buildings into existence (which doesn't seem to be the case).
It's founded in history and it seems like an interesting decision.

All it does, is that itwill allow you and your estates to do other things with that location, than what can be done with a rural location.
 
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If anything, the button should be even stronger than it is. Judging from the diary, right now you can only make a town if you have the required population in the state to do that, while historicaly, some cities were founded literary in the middle of nowhere. I think there should be some expensive "local policy" that will force people to move into the province where you wish to make a city. I think Imperator has something like that, though i'm not sure.
 
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If anything, the button should be even stronger than it is. Judging from the diary, right now you can only make a town if you have the required population in the state to do that, while historicaly, some cities were founded literary in the middle of nowhere. I think there should be some expensive "local policy" that will force people to move into the province where you wish to make a city. I think Imperator has something like that, though i'm not sure.

Both Zamość and Sankt Petersburg mentioned in this thread were funded like this - first by powerful noble, second by the King.
 
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Creating cities and metropolis at the push of a button isn't a bad feature in Rome Imperator because it fit with the area. The greek and Roman created many cities.

But in a modern area game settings it feels out of place. You can have a huge amount of pops in a location and it won't grow into a town or a city if a god-player don't push a button to create a cities. This is not what happened in real life. Cities grow organically over time or get depopulated trough disasters and wars.

A better alternative in my opinion would be a urbanization system. In modern demographic statistics we divide people into rural and urban population.
In this system a location would have an urbanization level. A 0 would be an empty location, a 100 would be an entirely urban location. A middle age rural location would be around 20 or 30. The higher it is the more you get urban pops bonus and the less you get rural pops bonus (like food).
Urbanization would slowly grow with pops numbers, techs, player investment in infrastructures etc. and would decay trough wars, disasters and depopulation.
As for buildings, instead of being status related you would need a set amount of urbanization to build city-related buildings. Rural-related buildings would slowly get automatically destroyed if the urbanization level get too high.

What do you think ?

(I want to preface this by saying that it's been a year and now that we have finally seen the system in action, I think it's worth going over the subject again.)

I much prefer this idea of a dynamic system of urbanization; I think whatever number is made the threshold for a tier upgrade should have a buffer below that, so as to limit a ping-pong effect of Locations changing tiers back and forth.
Also, I think a number of rural buildings should be converted to urban ones when a settlements goes from Village to a Town, but not all of them need this.

I agree with you. Cities should not be created "using mana" but instead giving the location, and it's inhabitants the rights of town privileges, as was common in Europe at that time. In my country i.e. it's very usual that many cities had its own town charter granted by the king at a certain date, and since then it's considered a town. For example, my town charter dates from 1095.

I really, really like the idea of handing out charters, it's flavourful and it doesn't reduce the action to a mere "building" as it is now.

Assuming it's balanced well, and there's no exploit around having solely rural settlements/towns/cities and neither of the other two, then I think the mechanic is conceptually fine. It gives the player more ability to control over their food use, and you don't get stuck in a loop of promoting to city, which reduces food output so it then depromotes back to town because of automatic mechanics.

This is why I'm digging into this subject - currently the meta is to build Towns/Cities in circles around your capitol, or wherever you manage to get as close as you can to the 100 Control maximum, for the maximum monetary gain.
Is it an exploit? Maybe, maybe not - it's what is most efficient. My issue is that it's not organic, at most you have two cities develop and eventually merge, like Buda and Pest into Budapest, but typically we don't see Warhammer 40K Hive-cities emerge.

It's been explained by the people who got access to the game that the malus to food output isn't a large enough problem, so perhaps a City should also penalize surrounding Locations, thus resulting in rather rough penalties if you stack cities? I think the meta would simply be to move cities into areas not necessary for food production, which wouldn't solve the city-stacking in the end.

I think granting city rights should be a State action, but towns should arise on their own if the conditions are favourable.

I think it makes sense to have a limit of a single city per Location, assuming a single tag owns it all. If several tags own different Locations, then it makes sense that they all can have one city each there (but perhaps there should be a penalty, or only a penalty if a tag were to own more than one of these cities in the Province.

I think granting City rights is a good mechanic as long as it doesn't magically will a bunch of people and buildings into existence (which doesn't seem to be the case).
It's founded in history and it seems like an interesting decision.

But I agree that it would be cool to have a dynamic event where the estates found their own cities, when the circumstances are right (high population and estate power in a good location) and you get to decide how to react to that.

I like the idea of charters, and I think that estates requesting charters (if granted, they get more Power in the Location for X amount of time, and you get a "free" Town/City) or demanding them if they are too powerful is a great idea! You could also bribe them during Parliament by giving them a charter.

All it does, is that it will allow you and your estates to do other things with that location, than what can be done with a rural location.

As I said above, I think that the Estates could be much more involved in these larger settlements, as they are seats of power.

If anything, the button should be even stronger than it is. Judging from the diary, right now you can only make a town if you have the required population in the state to do that, while historicaly, some cities were founded literary in the middle of nowhere. I think there should be some expensive "local policy" that will force people to move into the province where you wish to make a city. I think Imperator has something like that, though i'm not sure.

Perhaps a migration attraction bonus to the Town/City from surrounding Locations or the rest of the Province? I'm not sure how to make specific Locations have a migration attraction to a specific (different) Location, but I think it makes sense as cities pulled in population from their surroundings.
 
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But in a modern area game settings it feels out of place. You can have a huge amount of pops in a location and it won't grow into a town or a city if a god-player don't push a button to create a cities. This is not what happened in real life. Cities grow organically over time or get depopulated trough disasters and wars.

Just a small addition: Not every single "province/location" had a large city. Sometimes you had multiple smaller towns or the entire area was just filled with villages with the total population being similar to that of a town somewhere else. Towns/Cities in EU5 also come with a drawback, so them happening naturally can screw you over (something along the lines of food consumption increasing too much and you starving your pops out). Afaik you dont want them to happen in important ressource nodes and you want them to happen in food nodes.
 
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I like the OP's suggestion.
Please read this https://en.wikipedia.org/wiki/City_status to understand how both historically, and even currently, city status is granted to some communities by the governing authorities.

European nations literally did create cities "at the push of a button" in the form of royal decrees and letters patent.
I think it depends what effects & bonuses you expect a city to have.

If it's the legal protections that come from a bit of paper then European nations can literally create cities "at the push of a button" with a royal decree. Those legal protections might aid in many ways.

However other effects of cities come from having lots of people living close together, regardless of their legal status. A bit of paper doesn't create that. But a cabinet action to increase migration might. These bonuses might be taken away from a sack or looting or anything that reduces the population.

I feel the EUV bonuses fall into the latter category more than the former, which is why I like the OP's suggestion.
 
I think it depends what effects & bonuses you expect a city to have.

I think charters engineered around Estates make the most sense, depending on which Estate you give the charter to you would have appropriate effects and bonuses - by giving them more Control and Power in the Location.

Personally I think a migration attraction to pull in Pops would make sense, and when the Location reaches a Pop threshold it changes status to Town and later City.
IMO it would feel a lot better to specialize your settlements, give you control in when to make them and which Estates get the charter, and while it is literally a "push of a button" there is a LOT more flavour than merely choosing a Building and clicking on the map, which feels too clinical and removed from what you are actually doing in terms of roleplay or how the Pops are effected.

Furthermore, the currency invested along with the Charter should go to the Estate or be invested in some building(s) in the settlement, perhaps specialized in accordance with the Estate that was given the charter.
PDX wants the money to circulate, which speaks in favor of this, and I'm not sure where the money you pay to build a Town/City right now unless it's on a 1-to-1 with the cost of the goods required.
 
(I want to preface this by saying that it's been a year and now that we have finally seen the system in action, I think it's worth going over the subject again.)

I much prefer this idea of a dynamic system of urbanization; I think whatever number is made the threshold for a tier upgrade should have a buffer below that, so as to limit a ping-pong effect of Locations changing tiers back and forth.
Also, I think a number of rural buildings should be converted to urban ones when a settlements goes from Village to a Town, but not all of them need this.



I really, really like the idea of handing out charters, it's flavourful and it doesn't reduce the action to a mere "building" as it is now.



This is why I'm digging into this subject - currently the meta is to build Towns/Cities in circles around your capitol, or wherever you manage to get as close as you can to the 100 Control maximum, for the maximum monetary gain.
Is it an exploit? Maybe, maybe not - it's what is most efficient. My issue is that it's not organic, at most you have two cities develop and eventually merge, like Buda and Pest into Budapest, but typically we don't see Warhammer 40K Hive-cities emerge.

It's been explained by the people who got access to the game that the malus to food output isn't a large enough problem, so perhaps a City should also penalize surrounding Locations, thus resulting in rather rough penalties if you stack cities? I think the meta would simply be to move cities into areas not necessary for food production, which wouldn't solve the city-stacking in the end.



I think it makes sense to have a limit of a single city per Location, assuming a single tag owns it all. If several tags own different Locations, then it makes sense that they all can have one city each there (but perhaps there should be a penalty, or only a penalty if a tag were to own more than one of these cities in the Province.



I like the idea of charters, and I think that estates requesting charters (if granted, they get more Power in the Location for X amount of time, and you get a "free" Town/City) or demanding them if they are too powerful is a great idea! You could also bribe them during Parliament by giving them a charter.



As I said above, I think that the Estates could be much more involved in these larger settlements, as they are seats of power.



Perhaps a migration attraction bonus to the Town/City from surrounding Locations or the rest of the Province? I'm not sure how to make specific Locations have a migration attraction to a specific (different) Location, but I think it makes sense as cities pulled in population from their surroundings.
I do agree that the current meta (from what we have seen) of creating town highways should probably be adressed. The manners in which one could upgrade a rural location into a town should be made to feel more organic or require a higher investment (possibly via requiring some buildings first) if the location truly has nothing going for it.
 
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It's been explained by the people who got access to the game that the malus to food output isn't a large enough problem, so perhaps a City should also penalize surrounding Locations, thus resulting in rather rough penalties if you stack cities? I think the meta would simply be to move cities into areas not necessary for food production, which wouldn't solve the city-stacking in the end.
Yeh, I think devs have some balancing to do.

But, the balancing may not be what "we think" (e.g. rural -> foods production, town/city -> goods production), but...
...based on what Johan said here:
All it does, is that itwill allow you and your estates to do other things with that location, than what can be done with a rural location.
I think devs so far more like giving bonus for stacking pops in a location (i.e. reward stacking with buttons to press). Which is a good strategy for game design. In such way, what balancing would be just change the threshold for reward a bit, so it isn't overpowered and etc. I think, considering development pace and required effort for balancing, they wouldn't change their current design in cities.

I could be wrong.

Nevertheless, the organic development from rural -> town, then a "state-decision (player/AI decision)" from town -> city would be a good ideal. As our fellow forum users have mentioned:
"Market town" is a term for a meaning. Market-holding right is perhaps the most constitutive marker of a town's existence, at least for Late Medieval Europe.
I think allowing estates to build towns, and having depopulated towns demote to settlements over time, is a good way to represent this. Meanwhile proper cities need a royal charter so instead large towns might lobby the crown to grant them said charter.
And formal researches (old but sufficient):
Medieval Cities: Their Origins and the Revival of Trade. Some quotation:
...Thus commerce and industry, the latter carried on on the spot and the former originating abroad, joined in giving Flanders, after the tenth century, an economic activity that was to continue developing. In the eleventh century the advances made were already surprising. Thenceforth Flanders traded with the North of France, the wines of which she exchanged for her cloths. The conquest of England by William of Normandy bound to the Continent that country which heretofore had gravitated in the orbit of Denmark, and multiplied the relations which Bruges had already been maintaining with London....

Natural Market-town forming by gathering of people at right location is a genuine drive to forming of proper cities, happening across cultures in history and across the globe.

There have also been markets created by official order (like Attaliea). Parish across Europe also have an imporatnt role to play in city building. Saint Petersburg is an example of official order to build a new city. However, these kinds of order/charter created cities cannot exist at locations with no strategic or economic values. Saint Petersburg gave Russian a capital with access to the sea and have many other significanses, which I believe we are all familiar with as prolong EU4 players (if not just wiki it). Attaliea, as explained by the post, located at a key mediterranean location that's good for the trade.

So, I think let a good process is that:
  1. Pop grow and migrate dynamically to locations with "vacancies". ("vacancies" brought by Estates or Player/AI build buildings at good locations, "good" define by RGO/terrain/timed-modifiers/... model how leadership (state/player), luck and geography all have a role to play in history)
  2. With consistent access to food and peace and other factors (like your persistent attention to provide the market with demanded goods), that location grow organically into towns.
  3. Player with good strategically needs, press the button, charter the town into a city with more benifits.
The game can start with few cities across the globe and lots of towns, as it already does.

And cities like "Saint Petersburg" could be created via other mechanics, such as you can have a button tied to tech in later ages or cultural advances. Then, the button let you create city with money and statbility as costs.
 
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Good reading for everyone. In other words something going from a rural village to a town and from a town to a city was a government level action. Most places in europe the difference between a village and town was the granted right to have a market.

It even carried over to the U.S. and westward expansion. As land was split up state governments designated a county seat and the area of the county was generally designed to be a days ride to the county seat so government business could be conducted without having to camp out for the night. It also generally meant travelers and merchants could go town to town in day long trips.

So chaining towns to increase government control is absolutely a historically valid strategy. It's what really happened and was done on purpose.
 
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Good reading for everyone. In other words something going from a rural village to a town and from a town to a city was a government level action. Most places in europe the difference between a village and town was the granted right to have a market.

It even carried over to the U.S. and westward expansion. As land was split up state governments designated a county seat and the area of the county was generally designed to be a days ride to the county seat so government business could be conducted without having to camp out for the night. It also generally meant travelers and merchants could go town to town in day long trips.

So chaining towns to increase government control is absolutely a historically valid strategy. It's what really happened and was done on purpose.
I don't take issue with chaining towns per se; naturally urban areas developed along prosperous trade routes and the like - my issue is with chaining cities because that's not typically the case apart from two, maybe three cities that expand and become one massive one. The step from village to town is smaller than from town to a full-blown city.

Natural Market-town forming by gathering of people at right location is a genuine drive to forming of proper cities, happening across cultures in history and across the globe.

There have also been markets created by official order (like Attaliea). Parish across Europe also have an imporatnt role to play in city building. Saint Petersburg is an example of official order to build a new city. However, these kinds of order/charter created cities cannot exist at locations with no strategic or economic values. Saint Petersburg gave Russian a capital with access to the sea and have many other significanses, which I believe we are all familiar with as prolong EU4 players (if not just wiki it). Attaliea, as explained by the post, located at a key mediterranean location that's good for the trade.

So, I think let a good process is that:
  1. Pop grow and migrate dynamically to locations with "vacancies". ("vacancies" brought by Estates or Player/AI build buildings at good locations, "good" define by RGO/terrain/timed-modifiers/... model how leadership (state/player), luck and geography all have a role to play in history)
  2. With consistent access to food and peace and other factors (like your persistent attention to provide the market with demanded goods), that location grow organically into towns.
  3. Player with good strategically needs, press the button, charter the town into a city with more benifits.
The game can start with few cities across the globe and lots of towns, as it already does.

And cities like "Saint Petersburg" could be created via other mechanics, such as you can have a button tied to tech in later ages or cultural advances. Then, the button let you create city with money and statbility as costs.
I think there are two ways in which you could go about implementing charters:

  1. Charters would boost migration attraction, development and Pop growth - building up to a Town/City over time (this would use development to "level up" a settlement to make it organic).
  2. Charters would function like the Town/City Building does as of now, but you would be limited in where they could be built/granted. As you said, there has to be a reason to grant a charter to a given location, if not based on current value then it must be based on potential value - natural harbors could have a value, and dev could just have a 1-to-1 value for charters.
    This would incentivise the player in focusing on an area, growing it and developing it to the point that a charter could be granted. I've already seen this done by GeneralistGaming, so it's a small change - but making it a Charter is just infinitely more appealing and flavourful to me.
And then I'd tie charters to the Estates for added depth.
 
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It even carried over to the U.S. and westward expansion. As land was split up state governments designated a county seat and the area of the county was generally designed to be a days ride to the county seat so government business could be conducted without having to camp out for the night. It also generally meant travelers and merchants could go town to town in day long trips.

So chaining towns to increase government control is absolutely a historically valid strategy. It's what really happened and was done on purpose.
I'm not sure you have the same understanding of what's meant by "chaining towns". To my understanding, the strategy being discussed was to literally make a straight line of directly adjacent towns or cities location by location from one end of your country to the other. Sort of like if the USA had made a solid, unbroken highway of urbanization from Boston all the way to Colorado. Not "county seats" once every couple of provinces like you're referring to, which would make actual sense.
 
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^ Correct. I think it absolutely makes sense that each Province has a "capitol" Location, whether by default as a consequence of dev or Pops, but otherwise one could be designated by the owner.

Yes, the strategy we've seen employed is to chain towns/cities in Locations next to each other in this fashion, from Metz to Calais here to reach the coastline:
1749037468983.png


Building a Mega-City cities like this is akin to the plans Saudi-Arabia has with The Line:

1749037580677.png


It's preosterous, unorganic and only makes sense in the game. EUV is trying to make the game mimic actual state building and development of society, and this tactic spits in the face of all that.
You can't force people to stop using the most efficient tactic, so you have to make changes to the game that rewards building urban settlements differently.
 
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I hate the idea of having to designate a provincial capital. This is something that'll likely occur naturally as well, as larger cities will require significant support from surrounding hinterlands for food and raw resources. Afaik, it's not really going to be practical to heavily urbanise all of the locations in a given province.

To your point about chaining towns, it's not a really good argument. Follow major river systems, and you'll see this 'chaining' of towns. This happens naturally in line with the flow of trade and goods. It does not mean that these towns/cities are contiguous. Locations are still very big, so even if two locations are adjacent, it doesn't signify complete urban integration.Trying to paint it that way (and especially in drawing comparisons with the Line) is just facetious.
 
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