On idea on how to bring back population controls.
Posted: Fri Oct 18, 2013 6:26 am
The explanation for removing them as they were made a lot of sense: it felt like very tedious micromanagement to oversee migration in every city. The problem is that now my tools for changing the pace of growth feel very limited and population controls feel like a very natural fit for the game.
Maybe a good solution would be to include Emigration in the production panel so that you would have to forfeit producing other things while using it? If the act of directing the flow of your population has an implicit cost to it, then players would only use it deliberately when it's strategically worthwhile to grow other cities. This way, instead of being a tedious chore It would be a strategic choice.
Maybe a good solution would be to include Emigration in the production panel so that you would have to forfeit producing other things while using it? If the act of directing the flow of your population has an implicit cost to it, then players would only use it deliberately when it's strategically worthwhile to grow other cities. This way, instead of being a tedious chore It would be a strategic choice.