The Death and Life of Great Civ Cities
Table of Contents
- Introduction
- City Size
- A Tale of Two Cities
- NYC vs MTA size comparison
- City Limits - Legal and Otherwise
- Dereliction
- Diversity and Mixed Use Spaces
- The Sirboss Judicial District
- Small Roads Small Blocks
- Roads
- The New Sol Highway
- City Block Size
- Building Codes
- Apartments
- Vanity Builds
- Fin
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Introduction
The Death and Life of Great Civ Cities by Quanton Biscuit
This book is an attack on current Civ city planning and rebuilding. It is also, and mostly, an
attempt to introduce new principles of city planning and rebuilding, different and even opposite
from those now taught in everything from Reddit to the putrid CivMC discord #general chat. My
attack is not based on quibbles about rebuilding methods or hairsplitting about fashions in
design. It is an attack, rather, on the principles and aims that have shaped modern, orthodox city
planning and rebuilding.
In setting forth different principles, I shall mainly be writing about common, ordinary
things: for instance what kinds of city streets work in the context of Civ and what kinds don’t;
why some city blocks are vibrant and some are abandoned gray zones; why some cities are
able to bounce back after a population slump and others collapse. In short, I shall be writing
about how cities work in Civ and strategies to enliven them and ensure that they maintain a
hearty resilience.
The ideas and strategies captured in this book are not a be-all-end-all prescription nor
encompass every possible urban planning option. There are many ideas that I have not had the
opportunity to try, some that could certainly use more research, and some that might not be the
best fit for your city’s specific situation. The goal of this book is to provide a starting point for
new mayors and to try to prevent some of the more common urban planning pitfalls from
occurring. This book is aimed at people who want to create real, living cities, not cities
composed entirely of vanity builds or ones that are entirely designed by two builders in creative
mode, then copied over to live.
There are four core principles that I believe are critical to a healthy city. Cities must:
1. Be constrained in size
2. Avoid districting and the concentration of same-use buildings
3. Have a mix of old and new buildings coupled with strong dereliction policy and culture
4. Utilize a principle of small city blocks and small roads
City Size
The first and possibly most important topic to discuss is city size and more specifically, limiting
the physical size of a city. This is probably one of the more controversial topics and is one that I
have had relentless pushback on in the past. It is a problem that is unlikely to be solved unless
a city acknowledges the issue and takes decisive action to address it.
Unlike cities in real life, cities on Civ have a soft population limit, they cannot expand
indefinitely. There is no city on Civ that can monopolize the server population so much that the
entire playerbase is actively playing in that one city. Civ is a political game and just about
everyone wants to be in charge of something or be the best at that one thing. If a city fills up, the
political offices will likewise fill up. People will leave in search of new leadership opportunities or
places where they’re “the top dog” at whatever skill they value or enjoy.
Civ cities have a volatile population and will expand and contract rapidly; there will be an
influx of newfriends one month, and then two months later 3/4ths of them will go inactive. Your
population of old guard players will return for three months, then take a break and only return
the following year. There will be periods where the population of the city is 30 active players and
a time where there are barely 3 people logging in. A good city needs to be able to both support
times where there are 30 people playing and times where there are three. No matter what, your
city needs to feel alive, vibrant, and ever changing.
A Tale of Two Cities
So how can this be accomplished? The city needs to be limited in geographic size. Ask yourself,
what feels more alive:
A) A compact city with 3 people on your combat radar; one player is rapidly building a
new shop, one is refining the rail system, and the other is buying merchandise. All of the
buildings in the city are maintained and the shops are well stocked. It is clear that work is
happening in the city and there are few abandoned buildings. Construction sites only remain
construction sites for about two weeks before either being finished or removed. You can easily
find someone in the city because it takes you 60 seconds to run to the other side.
B) A megalopolis that spans a continent with 3 people living in it… except they all live in
different corners of the city. You rarely encounter other players but trust me, they’re there
somewhere! There are many buildings that are owned by players who haven’t logged in in the
past year, many of which aren’t finished and have clear signs of break-ins. Construction sites
sometimes remain construction sites indefinitely. About half the shops are empty, defunct, or
broken into. There are numerous open plots, almost all of which are claimed by some player
who hasn’t logged in for the past 6 months but will definitely get back to building their
skyscraper once they muster the energy to log back in. Finding an actual player in the city is
nigh impossible, each person is in their own suburb of the city, siloed away from everyone and
everything that might make the city seem like an actual population center. You may as well be
playing a single player build world for how much player interaction you're getting.
Both of these examples are from my personal experience of visiting two cities for the first
time. City “A” was NYC (New Yoahtl City) on CivClassics and city “B” was Mount Augusta
(MTA), also from CivClassics. Both cities are prime examples of how a difference in city
planning dramatically impacted both the quality of each of the cities and their longevity. There
were numerous times where NYC dropped to <3 active players but it ALWAYS bounced back.
NYC remained as one of the core commerce cities and population centers on CivClassics up to
the server shutting down. MTA on the other hand never bounced back from the Infinity War;
while the population of the city returned to Civ in the form of the new city state, Mount
September, the original city was never reinhabited. To quote Enforcer15, notable 1.0 player
“MTA liked their city so much they moved 1,000 blocks away and built a new one.”
MTA was crushed under the weight of itself, the city was so large it was impossible to
restore in any meaningful way. Once there was a major population slump, terminal urban decay
occurred. Vast, largely incomplete mega builds populated each neighborhood of the city, unable
to be torn down due to the sheer size of each one. Any time a resident returned to activity and
tried to play in the city, they found themselves isolated in neighborhoods far away from any
other resident, unable to effectively coordinate on projects due to great distances separating
each other. Instead of having three people playing in close proximity, able to jointly restore core
parts of the city, every citizen was cordoned off, separated by hundreds of blocks of boulevards
that led to nowhere.
The city was also proven to be completely indefensible; too large to trench (unless the
residents chose to abandon massive chunks of the city), nearly impossible to adequately trap,
challenging to build sufficient bunkers; all around a nightmare to defend. This of course was a
massive problem given the proximity of the NATO vault, Pinkerton (a vault not 200 blocks from
the river that separated MTA and NATO territory) and the Hjaltland bunker complex known as
Hjaltplot that was located INSIDE the city. Players suspected of being NATO, Mir, or Hjaltland
aligned were often pearled and then spirited away by whatever NATO / Hjaltland / Mirian fighter
happened to pick them up. It would probably be safer to walk the streets of Mogadishu than it
would be to travel through MTA.
Conversely, NYC was a city that was able to bounce back. The city was small and
robust; if you visited the city, you could see everyone playing in the city on your combat radar,
finding another player was trivial. When there was a major population decline (most notably
during the Infinity War when the server wide population declined to <10 active players per day),
it was extremely easy to revitalize the city. One simply needed to get one or two friends to log in
and suddenly the city was bustling. Due to the limited space, land was a commodity and there
was a serious incentive to derelict (tear down or revitalize) abandoned or incomplete structures.
Furthermore, there was a distinct lack of mega-builds; the few examples are the government
headquarters and the rail station, both of which were necessary to the functioning of the city.
There were no monolithic, empty skyscrapers blotting out the sky, no vast (but incomplete)
palaces taking up four city blocks, no complexes splitting the city in half. The buildings
were appropriately sized, reasonable to remove when necessary, and most importantly full of life.
Defending the city was an achievable task. In NYC’s case, Yoahtl was able to trench the
entire city and build a bunker complex below it. This worked extremely well for the Yoahtl as
NYC was one of the few real cities on the map that didn’t have raider crews or NATO attack /
obby bomb the city. Trenching the city worked for Yoahtl, however there are other viable options:
Icenia City on CivMC adopted a vast network of vault bastions, traps and bunkers and was able
to repel numerous attacks from nations like Butternut and Gang Shi.
While both of these examples are extremes on each side of the city size spectrum, it
can’t be understated that NYC as a concept worked whereas MTA completely failed. I am not
suggesting that every city on Civ should be a carbon copy of NYC, however there are many
lessons to be learned from its example and policies to emulate. The main take-away is that a
city roughly the size of one’s radar distance is a good size (a bit bigger than NYC). Going a little
larger is fine although you will very quickly begin to run into the issues described above (albeit
at a smaller scale than MTA). Smaller is also fine however there is certainly a size that is “too
small.” Fortunately, having a too small city is usually a very easy problem to fix unlike the
problem of having a vastly bloated city. When expanding, do so slowly and extremely cautiously.
Be deliberate.
NYC vs MTA size comparison
City Limits - Legal and Otherwise
So we want to limit the size of our city but how do we accomplish that? Just enact laws? Should
we all live on an island? The answer is yes, and kind of. Laws are a great way to give the
government and citizens a mechanism to tear down unwanted builds that appear outside of city
limits, however they will do little to stop the hordes of newfriends (who won’t read your laws)
from constructing their oak and cobble shit shack well outside of the city boundaries. You need
to create physical barriers to prevent builds outside of the city.
Living on an island is a great way to do this, it worked for NYC and New Brunswick on
CivMC however, not everyone wants to live on an island. If you are building a city in the middle
of a plains biome or a desert what do you do? Below are a few suggestions:
● Create a wall, canal, or trench that separates the city from the outside world and
provides a clear demarcation of what the city limits are
● Create fields of crops or flowers (reinforced) outside the city to prevent builds from
appearing
● Plant reinforced trees to create a forest outside of the city that is dense enough to
prevent builds (ForgedTK had a conniption over this)
● Build the city on top of a mountain, plateau, or hill
Some combination of the above suggestions plus a clear, legal, city boundary will do
wonders to curtail this problem.
Dereliction
In all living cities, there is a balance that must be struck between the necessary change in a
cityscape and the steadfastness of its core population and foundational buildings; the yin and
yang of city development.
There are two players: Johnny Newfriend and Curmudgeon G. Bloodlust, notable
oldfriend. Johnny Newfriend has recently joined the city and is currently living in an apartment.
They are interested in opening a shop that sells artisanal quantities of tuft, coarse dirt, and
cobble. Curmudgeon G. Bloodlust has been playing Civ since 1.0, has been a member of the
national government countless times, and has fought Nox more times than Gang Shi has lost a
war. Mr. Bloodlust maintains an apartment building and a few shops along with some other
landmark buildings such as the history museum. Each of these players represents a critical
demographic, both of which are essential to the functioning and longevity of a city. A healthy city
MUST have both a thriving newfriend population and a stable oldguard community, newfriends
bring about change and improvement to a city while the old guards provide stability, experience,
and direction.
Both of these demographics have specific needs. Johnny Newfriend needs turnover in
land and property so that he can build and gain a foothold in the city. Mr. Bloodlust needs
protection against having his past work erased, particularly when he goes inactive for periods of
time as old friends are prone to do. To facilitate this, a comprehensive dereliction policy must be
created and a culture of land and property turnover must be normalized.
Cities must create strong dereliction policy and culture that:
1. Allow for fast ownership transfer or demolition of buildings (shops especially)
2. Protects the primary residences of oldfriends (particularly apartments)
3. Avoids building / land ownership consolidation under one person or group
4. Protects a limited number of old, well used and well designed buildings
An oldfriend wishing to maintain ownership of their apartment and personal wealth
through a prolonged period of inactivity (6+ months) is fine and healthy. That same person
wishing to maintain ownership of their broken down and unstocked shop that is adjacent to the
factory building and train station is unacceptable. That shop is located at what should be the
heart of commercial activity in the city and yet is vacant. In real life shops cannot do this, shops
that don’t sell anything quickly go out of business.
There is a tendency of oldfriends to go and collect large swaths of property in a city, then
do little with it. This can be particularly challenging when they go and “fix up” the once
abandoned building that they’ve recently taken over. There’s a particular trend happening in
Icenia that resembles this: an oldfriend goes and takes over an abandoned building (or builds
its place), then after they fix it up or finish construction, they add in shitty little
apartments that they try to rent out for 50 diamonds a pop. This isn’t a problem if it’s only done
on a small scale; it is important to have some readily available apartments for newfriends
(although charging rent is disastrous and rarely results in anyone using the building). This only
becomes a problem when one or two oldfriends go and take over most of the readily available
buildings in the city. Suddenly there’s no building turnover because those one or two players are
holding onto all of the available properties. Once this happens, the city stagnates and all new
development is pushed outside the city limits due to there being no available property within the
city center.
The area that the newfriends are pushed into quickly becomes the “newfriend district.”
This area will experience a brief boom but will then go inactive and fall into disuse once the
current wave of newfriends goes inactive. The city will be left with yet another desolate district
that is hideous and devoid of all life. A few months later, Curmudgeon G. Bloodlust will have to
go out to the newfriend district with a few friends and rip out the cobble shit shacks and oak
skyscrapers that have blighted the landscape.
This is all a balance. Property turnover is incredibly important, however it’s just as
important to have old buildings scattered throughout the city (as long as they’re used and
maintained); they provide a sense of stability, culture, and history. Older buildings, for example
the Enron Tower in Icenia City on CivMC (one of my personal favorite buildings) can act as
anchors for city neighborhoods and can be viewed as guides for both building standards and a
demonstration as to how buildings should be used.
Enron Tower is perhaps the most important building in Icenia because it is the golden
standard as to how a building should be used. On the ground floor, it hosts the national EXP
exchange and on the upper floors, several apartments. Unlike most of the other skyscrapers in
the city, it is home to one of the most active shops and makes use of its upper floors. Buildings
like Enron are how most buildings in a living city should be: a shop on the ground with
residences above. It is living proof that concentrated living is not only possible, but ideal.
Diversity and Mixed Use Spaces
A Case Against Districts
If you travel into the north of Icenia City you will undoubtedly encounter one of the most
pronounced gray areas in the city: the Sirboss Judiciary District. This region is a collection of
role-play legal buildings constructed a few years ago by Mr. S. Boss and have since sat, almost
entirely unused.
The buildings aren't ugly but like most districts, create an almost inescapable dead zone
in the city. There are no shops in any of the buildings, no one lives there, and aside from the
buildings, there is nothing particularly interesting to see. Revitalizing the district is not likely to
happen as it is far enough from the factory room and city center to dissuade any would-be land
prospector. Furthermore, all of the buildings are built in such a way that turning them into shops
or apartments would prove challenging. The district has unfortunately lasted long enough to be
considered “historical” so any attempts to tear it down are met with resistance.
Each city has a set of primary and secondary uses to its citizens. Primary uses include:
1. Residency
2. Factory Use
3. Construction
4. Travel
5. Necessary trade (buying pickaxes)
And secondary uses including:
1. Superfluous trade (buying map art)
2. Role play
3. Visiting museums
4. Sports games (hockey)
5. Tourism
The creation of themed districts almost always leads to results similar to those of the
Sirboss Judicial District. Forcing all of the same buildings with the same “uses” to be jammed
into close proximity (in this case it was all of the role-play legal buildings) results in a slum that is
dead and unused. People do not spend serious amounts of time in a district dedicated to art or
law or literature. They will travel to the art museum (located in the art district), then head home
five minutes later. 99% of the time no one will be in the district. This is bad for the district and
bad for the city at large.
Buildings like art museums, role-play legal buildings, and libraries can be huge assets to
a city… if they’re deployed correctly. A library scattered in between a few other shops,
apartments, and other attractions can and will draw people to the city. It acts as a supplement to
the primary attractions of a city (shops, factory, rail station, residence) however if it’s cordoned
off in the Art District at the edge of town, it’s useless. A city needs to be a hodge-podge of
buildings with varying uses; there cannot be a sterile district for each potential use.
Mixed-Use Buildings
Buildings require similar diversity. Most buildings should have at least two uses such as
shop space, apartments, factories, role-play, or some kind of display like a museum. This is
particularly important if a city is imposing strict city limits; there will be limited space, therefore
that space needs to be well used. The most common use case are mixed use apartment
buildings: the ground floor should allow for a shop space (either used by the owner or by
another citizen). This maximizes the amount of available “turnover” in a city. If a newfriend takes
over the shop space but goes inactive a few months later, the shop space can be derelicted and
then used by a different newfriend. This dereliction - use cycle can continue indefinitely.
Diversity in both building type and building use is what drives vibrancy in a city. The lack
of this diversity is what results in gray zones.
The Sirboss Judicial District
Small Roads Small Blocks
Roads
Roads are a topic that unfortunately, need to be covered. I think it’s pretty common for them to
be an afterthought; “We’re going to put the rail station here, the factories here, oh and I guess
we should probably put a road in…” Generally, this is a good attitude to have with them, they
rarely should be the center of attention. Unfortunately, not everyone builds this way.
Very commonly, cities erect HUGE boulevards that are something like 10+ blocks wide.
No doubt the builders of these monstrosities are thinking far ahead for when Civ players finally
invent the automobile; their cities will be well equipped to handle rush hour in Houston, Texas. A
few of the notable roadway sinners were MTA (seemingly on every iteration), Bloom on
CivClassics (although they later fixed this), SpeedyJustice’s horse roads in Icenia (later
removed thank God), and the apogee of all highway builds: New Sol on CivClassics.
I hate to rag on New Sol because I’m pretty sure it was just a newfriend who wanted to
build a city but unfortunately, it is the prime example of what not to do with road construction.
The roads were 11 blocks wide (if you include the shoulder / sidewalk which I do), were
composed primarily of black cement, and even had nice little yellow lines down the middle like a
real life highway. It was probably the closest example to a real life highway you can get on
minecraft.
The roads completely dominated and divided the city. By and large they led from nowhere to nowhere, ruining the natural beauty wherever they went (oddly enough New Sol is
probably the most realistic example of the impact of cars / highways on real cities). Getting
between buildings was obnoxious because you basically had to cross a Walmart parking lot
every time you wanted to see your neighbor.
Another example of what not to do is a little nearer and dearer to my heart: the
disastrous “Horse Roads” designed and built by Mr. SpeedyJustice throughout mainland Icenia
on CivMC. These were a little more clever than the New Sol roads as they were actually
designed for horses (which in some ways are the Civ equivalent of a car), however they were
perfectly flawed both in their design and implementation. The roads were not quite as wide as
those in New Sol (maybe four or five blocks wide) and were built out of a much cheaper
material: dirt and fences. This part isn’t particularly bad; the real problem was that most of these
“roads” were built floating 40 blocks in the air. Everywhere in the countryside you went, you
would see a thin brown line blotting out the horizon; like a streak of poop across your computer
monitor, these “roads” made many an Icenian gag.
Aesthetics aside, these roads had some serious practical issues. Much like the roads in
New Sol, these highways often led from nowhere to nowhere. In one instance I followed a road
that started in the wilderness and dumped the traveler right on the Bloom State border (Bloom,
an Icenian State, had wisely halted the construction of the Horse Roads within their borders).
Another major problem was that these roads were a) 40 blocks in the air and b) had fences on
them; imagine a situation where you want to get off the road before it terminates, how do you do
that? What happens if you then want to get back on the road, do you need to make a cobble
staircase back up? Due to the challenging political situation in Icenia, these roads survived for a
few months before finally being demolished.
Not much needs to be said about “good roads.” Just keep them small and
inconspicuous; remember, you're building them for low traffic (probably one or two people) so
they probably don't need to be more than five blocks wide. Make sure they actually go somewhere and don’t just sprawl off into the distance, and finally, if they need to be elevated for some legitimate reason (like a bridge), actually build in supports.
The New Sol Highway
City Block Size
The mega-block is something that all too often makes its way into Civ cities, often evading
notice. The problem with the mega block is largely that it coerces people to travel down the
same, long streets to get to their destination and by doing so, creates pockets of isolation for
any street or neighborhood that is not directly on this path.
Icenia City has one of these mega blocks, it sits just north of the rail station and has the
factory building lodged into the side of it. This mega block has existed since the founding of the
city and was unfortunately a result of a somewhat chaotic start to the server. This mega block is
extremely built up and essentially forms a triangle with one side facing the waterfront and the
other two sides facing the interior of the city. The two sides that face the interior of the city are in
decent shape, they have a few shops and see a reasonable amount of foot traffic. They are a
little dull, mostly due to the fact that it is essentially a giant straight road with no twists or turns or
lively side streets.
Despite only being a short distance (as the happy ghast flies) from the city center, the
side facing the coast is the epitome of dullness; the only shops here are largely calcified fossils
that have not seen so much as a lost newfriend in them for months. No one except for one or
two local residents visit this area (and this area is completely dead if these people ever go
inactive). There is little new development happening here, most of the builds are old and dead.
No one has a reason to go here and the long travel time despite the close geographic distance
to the city center makes it unlikely for people to stumble into this area or care about the
happenings in it.
Other Considerations
Building Codes
I have very mixed opinions on building codes. They can be useful in certain circumstances and
will certainly provide a floor on building quality; however, past a certain point they become overly
bureaucratic, legalistic, and cumbersome. Not many people will actually read the build code and
in plenty of instances, people will outright ignore it. I think in most cases, if a city is limited in size
and space is a commodity, bad builds will be replaced over time due to the dereliction - use
turnover cycle, oversized builds won’t have enough space to be constructed in the first place,
and nice older buildings will be refurbished instead of being demolished.
With that being said, there are a few build codes just about every city should use:
1. Set a max height limit. Ever seen Vaught Tower in Icenia City? Excessively tall doesn’t
begin to describe it. Imposing a standard height limit will put an end to the
dick-measuring contests some builders get into over who has the tallest building in the
city.
2. No excessive dirt bubbling (excessive alteration of the landscape using dirt or other
materials, often to flatten it). A prime example of this was Imperial Truidence’s City on
CivClassics, aka the Frisbee. It was a giant circular disk of dirt floating 15 blocks in the
air and was surrounded by a stone brick wall. It looked terrible. The plane of the Frisbee
had no character and looked like a towny-build plot; it was so completely devoid of any
interesting features or uniqueness and was unpalatably bland.
https://youtu.be/6vJ29xkkWNI
Bgbba visits the Imperial Truidence Frisbee
3. Prevent building in the water. There are certainly some acceptable exceptions to this
rule such as bridges or a boat, however most of the time building in the water does
nothing except artificially expand the city and ruin the coastline (typically a feature you
want to preserve).
4. Ban floating builds. Not much explanation should be necessary. Unless you’re
constructing a fantasy themed city, floating builds usually look terrible and are extremely
visible. In plenty of cases they are just a result of a builder’s laziness and refusal to
landscape or adjust their build’s foundation.
5. No building outside of the city limits. This should be RUTHELESSLY enforced. A
limited city size is likely the most important aspect to a successful, living city and straying
from that can lead to serious problems. The only exceptions to this rule should be vanity
builds which will be covered later.
Something to consider is a build review discord channel. Not every build necessarily
needs to be reviewed before it’s constructed, however high profile builds may benefit from
having more eyes on them. Additionally, a review board can offer a place for builders to receive
feedback and suggestions on their builds, or in cases where a build is terrible or destructive;
enough public scrutiny to prevent it from being constructed in the first place.
Apartments
Apartments can be broken into two categories: basic apartments and permanent apartments.
Basic apartments are for players who may become inactive in the near future and don’t
have significant ties to the city, transients, and newfriends. The apartments are expected to turn
over fairly regularly (every 3 months or so) when the player goes inactive, leaves the city, or
moves into a permanent apartment. The apartment is nothing special, just an empty floor with
some space for furniture and chests. Other than the walls, there is limited space for
customization and the apartment typically only occupies one floor of the building.
Permanent apartments are for well established players who have spent significant time
in the city. They are going to be much larger and may occupy multiple floors of a building. The
floors and ceiling should be two thick so that the person living in the apartment may customize
them as they see fit, without infringing on their upstairs or downstairs neighbor. These
apartments should be relatively permanent with minimal turnover. These kinds of apartments
should also enjoy more protections from dereliction.
The distinction between the two apartments is important. A well established player is not
going to be content being confined to a boring apartment that they can’t modify the floor or
ceiling of, they are almost certainly going to want more space, more customization options, and
more security. On the other hand, players who have limited ties to the city or are newfriends are
much more likely to leave or go inactive. When this happens, no one wants to be the one who
has to go and remove a multi-floor housing complex.
The interior of a permanent apartment.
Vanity Builds
Just about every city has them. Once a city has reached a certain level of maturity, every
ambitious builder is going to begin to itch to construct a massive courthouse, church, or airship.
Oftentimes, these builds are destructive to the city. A giant palace complex that bisects the city
is obviously terrible for reasons described in the City Size section and in the City Block Size
chapter. An enormous blimp that is a quarter of the size of your city being constructed over
downtown probably won’t look very good. A giant statue of ChrisChrispie holding Gwua’s
severed head that starts at bedrock and extends to the build-limit is most likely going to
dominate your cities’ skyline.
Imposing reasonable limits on these builds is absolutely necessary, however, there are
ways to make these vanity builds benefit your city. These builds should be made to compliment
the city, not dominate it. For example, a huge viaduct supporting the main eastern rail line out of
the city would absolutely enhance the beauty and glory of the city. A well scaled capitol building
(like the Icenia City one on CivMC) will add a cool role-play aspect. A stunning boardwalk could
transform the coastline. There are so many options that will positively enhance a city; builders
just need to be directed towards these and away from oversized builds designed to dominate a
city, not enhance it.
One other critical component to vanity builds is that they generally should be built
ahead of the core city area. If your city is of limited size, few buildings should occupy large
swaths of the city. In most cases only the factory building, rail station, and maybe a government
building should belong to the “vanity builds” category. All of the other vanity builds can surround
the city and by doing so, enhance it without disrupting the tight urban core.
Fin.
If nothing else, I hope that this book will reignite the discussion on Civ urban planning. I think the
topic is incredibly complex (as is real life urban planning) and is one that I hope people choose
to study deeper. Aside from vault science, there are few topics on Civ that have received the
attention they deserve. Hopefully this book can act as a guide for future Civ cities and perhaps
help restore the existing cities that are struggling. There are plenty of topics in here that I think
need deeper research and testing along with others that are outside the scope of urban
planning but are complimentary to it such as newfriendology. I encourage everyone who has
read this to seriously consider the ideas I have described and if you are convinced, push for
them in your governments.
*
Images
NYC vs MTA size comparison
!The Sirboss Judicial District
The Sirboss Judicial District
The New Sol Highway
!Interior of a permanent apartment
The interior of a permanent apartment.
City Limits - Legal and Otherwise
So we want to limit the size of our city but how do we accomplish that? Just enact laws? Should
we all live on an island? The answer is yes, and kind of. Laws are a great way to give the
government and citizens a mechanism to tear down unwanted builds that appear outside of city
limits, however they will do little to stop the hordes of newfriends (who won’t read your laws)
from constructing their oak and cobble shit shack well outside of the city boundaries. You need
to create physical barriers to prevent builds outside of the city.
Living on an island is a great way to do this, it worked for NYC and New Brunswick on
CivMC however, not everyone wants to live on an island. If you are building a city in the middle
of a plains biome or a desert what do you do? Below are a few suggestions:
- Create a wall, canal, or trench that separates the city from the outside world and
provides a clear demarcation of what the city limits are
- Create fields of crops or flowers (reinforced) outside the city to prevent builds from
appearing
- Plant reinforced trees to create a forest outside of the city that is dense enough to
prevent builds (ForgedTK had a conniption over this)
- Build the city on top of a mountain, plateau, or hill
Some combination of the above suggestions plus a clear, legal, city boundary will do
wonders to curtail this problem.
Dereliction
In all living cities, there is a balance that must be struck between the necessary change in a
cityscape and the steadfastness of its core population and foundational buildings; the yin and
yang of city development.
There are two players: Johnny Newfriend and Curmudgeon G. Bloodlust, notable
oldfriend. Johnny Newfriend has recently joined the city and is currently living in an apartment.
They are interested in opening a shop that sells artisanal quantities of tuft, coarse dirt, and
cobble. Curmudgeon G. Bloodlust has been playing Civ since 1.0, has been a member of the
national government countless times, and has fought Nox more times than Gang Shi has lost a
war. Mr. Bloodlust maintains an apartment building and a few shops along with some other
landmark buildings such as the history museum. Each of these players represents a critical
demographic, both of which are essential to the functioning and longevity of a city. A healthy city
MUST have both a thriving newfriend population and a stable oldguard community, newfriends
bring about change and improvement to a city while the old guards provide stability, experience,
and direction.
Both of these demographics have specific needs. Johnny Newfriend needs turnover in
land and property so that he can build and gain a foothold in the city. Mr. Bloodlust needs
protection against having his past work erased, particularly when he goes inactive for periods of
time as old friends are prone to do. To facilitate this, a comprehensive dereliction policy must be
created and a culture of land and property turnover must be normalized.
Cities must create strong dereliction policy and culture that:
1. Allow for fast ownership transfer or demolition of buildings (shops especially)
2. Protects the primary residences of oldfriends (particularly apartments)
3. Avoids building / land ownership consolidation under one person or group
4. Protects a limited number of old, well used and well designed buildings
An oldfriend wishing to maintain ownership of their apartment and personal wealth
through a prolonged period of inactivity (6+ months) is fine and healthy. That same person
wishing to maintain ownership of their broken down and unstocked shop that is adjacent to the
factory building and train station is unacceptable. That shop is located at what should be the
heart of commercial activity in the city and yet is vacant. In real life shops cannot do this, shops
that don’t sell anything quickly go out of business.
There is a tendency of oldfriends to go and collect large swaths of property in a city, then
…
The New Sol Highway
City Block Size
Building Codes
1. Set a max height limit. Ever seen Vaught Tower in Icenia City? Excessively tall doesn’t
begin to describe it. Imposing a standard height limit will put an end to the
dick-measuring contests some builders get into over who has the tallest building in the
city.
2. No excessive dirt bubbling (excessive alteration of the landscape using dirt or other
materials, often to flatten it). A prime example of this was Imperial Truidence’s City on
CivClassics, aka the Frisbee. It was a giant circular disk of dirt floating 15 blocks in the
air and was surrounded by a stone brick wall. It looked terrible. The plane of the Frisbee
had no character and looked like a towny-build plot; it was so completely devoid of any
interesting features or uniqueness and was unpalatably bland.
https://youtu.be/6vJ29xkkWNI
Bgbba visits the Imperial Truidence Frisbee
3. Prevent building in the water. There are certainly some acceptable exceptions to this
rule such as bridges or a boat, however most of the time building in the water does
nothing except artificially expand the city and ruin the coastline (typically a feature you
want to preserve).
4. Ban floating builds. Not much explanation should be necessary. Unless you’re
constructing a fantasy themed city, floating builds usually look terrible and are extremely
visible. In plenty of cases they are just a result of a builder’s laziness and refusal to
landscape or adjust their build’s foundation.
5. No building outside of the city limits. This should be RUTHELESSLY enforced. A
limited city size is likely the most important aspect to a successful, living city and straying
from that can lead to serious problems. The only exceptions to this rule should be vanity
builds which will be covered later.
Something to consider is a build review discord channel. Not every build necessarily
needs to be reviewed before it’s constructed, however high profile builds may benefit from
having more eyes on them. Additionally, a review board can offer a place for builders to receive
feedback and suggestions on their builds, or in cases where a build is terrible or destructive;
enough public scrutiny to prevent it from being constructed in the first place.
Apartments
Apartments can be broken into two categories: basic apartments and permanent apartments.
Basic apartments are for players who may become inactive in the near future and don’t
have significant ties to the city, transients, and newfriends. The apartments are expected to turn
over fairly regularly (every 3 months or so) when the player goes inactive, leaves the city, or
moves into a permanent apartment. The apartment is nothing special, just an empty floor with
some space for furniture and chests. Other than the walls, there is limited space for
customization and the apartment typically only occupies one floor of the building.
Permanent apartments are for well established players who have spent significant time
in the city. They are going to be much larger and may occupy multiple floors of a building. The
floors and ceiling should be two thick so that the person living in the apartment may customize
them as they see fit, without infringing on their upstairs or downstairs neighbor. These
apartments should be relatively permanent with minimal turnover. These kinds of apartments
should also enjoy more protections from dereliction.
The distinction between the two apartments is important. A well established player is not
going to be content being confined to a boring apartment that they can’t modify the floor or
ceiling of, they are almost certainly going to want more space, more customization options, and
more security. On the other hand, players who have limited ties to the city or are newfriends are
much more likely to leave or go inactive. When this happens, no one wants to be the one who
has to go and remove a multi-floor housing complex.
The interior of a permanent apartment.
Vanity Builds
Just about every city has them. Once a city has reached a certain level of maturity, every
ambitious builder is going to begin to itch to construct a massive courthouse, church, or airship.
Oftentimes, these builds are destructive to the city. A giant palace complex that bisects the city
is obviously terrible for reasons described in the City Size section and in the City Block Size
chapter. An enormous blimp that is a quarter of the size of your city being constructed over
downtown probably won’t look very good. A giant statue of ChrisChrispie holding Gwua’s
severed head that starts at bedrock and extends to the build-limit is most likely going to
dominate your cities’ skyline.
Imposing reasonable limits on these builds is absolutely necessary, however, there are
ways to make these vanity builds benefit your city. These builds should be made to compliment
the city, not dominate it. For example, a huge viaduct supporting the main eastern rail line out of
the city would absolutely enhance the beauty and glory of the city. A well scaled capitol building
(like the Icenia City one on CivMC) will add a cool role-play aspect. A stunning boardwalk could
transform the coastline. There are so many options that will positively enhance a city; builders
just need to be directed towards these and away from oversized builds designed to dominate a
city, not enhance it.
One other critical component to vanity builds is that they generally should be built
outside of the core city area. If your city is of limited size, few buildings should occupy large
swaths of the city. In most cases only the factory building, rail station, and maybe a government
building should belong to the “vanity builds” category. All of the other vanity builds can surround
the city and by doing so, enhance it without disrupting the tight urban core.
Fin.
If nothing else, I hope that this book will reignite the discussion on Civ urban planning. I think the
topic is incredibly complex (as is real life urban planning) and is one that I hope people choose
to study deeper. Aside from vault science, there are few topics on Civ that have received the
attention they deserve. Hopefully this book can act as a guide for future Civ cities and perhaps
help restore the existing cities that are struggling. There are plenty of topics in here that I think
need deeper research and testing along with others that are outside the scope of urban
planning but are complimentary to it such as newfriendology. I encourage everyone who has
read this to seriously consider the ideas I have described and if you are convinced, push for
them in your governments.