Obviously the current first stage city growth logic is broken.
First of all, the problem is that the city area will not expand if there are no buildings with
jobs and population in the early stages. So there is no place to create a building that belongs to the city, so no building will be built. And only the road is stretched. You can see that the city is very narrow even though the roads are stretched.
Then check the demand in the city. This is either a broken calculation or no updates.
Especially suspicious is Res. demand.There may be other causes, but anyway, the breakdown of the above functions hinders the growth of the city.
EDIT:Res. Demand is "homeless" in standard, which is often negative in other cities, while manually placed cities show positive values. And it seems to be copying Com / Ind demand in the manual placement city.
The first problem can be solved by destroying the roads and placing populated buildings within the city limit. But that doesn't fix the second problem.
There are some threads related to this issue so far. Previous experiments have shown that manual placed cities do not automatically generate anything other than roads and attractions unless the
world's job shortage is resolved. It was also shown that it would never be resolved. And as the game progresses, you will definitely fall into that state.
EDIT2:It turns out that manually placed cities do not update demands correctly.
Demands will increase with the grow city tool. On the other hand,
buildings in the city never update that number. It is strange that the two values are equal at the time of the first step.
Because the town hall has a job. Also even if you manually plant a Res building
within the city limit,
Res. demand will not change.
This means that the demand calculation is not done correctly in the manually placed city.
EDIT3: if ((world_jobs * 100l) > (monthly_job_demand_global * 110l))
{
worker_shortage = true;
}
else if ((monthly_job_demand_global * 100l) > (world_jobs * 110l))
{
job_shortage = true;
}
I suppose that the condition to set this flag is abnormal in the manual placed city (or the effect of being true).
If you remove that code (ie false) the manual placed city will grow. Then grow the manually placed city a little, then put the code back and use the grow city tool again and the city will grow correctly. This means that it is no longer considered a manually placed city.
This indicates that there is a problem in the process (which related to the code above) when manually placing the city.
We may need to ignore those flags until city have the first habitant and job in the city. Otherwise manually placed cities may only generate roads. Alternatively, it can be avoided by the order of processing.
Currently, if the world is a job shortage, the manual placed city will never grow, but the city that already exists can grow. That's strange.

Please move this post to the corresponding thread if necessary.
I remember posting a similar post before.