Desc: I hope this city will help some of you out there who are having a few problems
in designing a sustainable city and controling the movements of your walkers. And it
particulary demonstrates the ease at which you can control the type of housing that you
require (useful if you need to avoid housing upgrades because of lack of workers.Firstly, the top NE housing blocks, there's three of them that I
used to start my city. These are basically 7x7 squares, the easiest type of housing
block to make and can get you a population of around 800 at insulae level. Although
all three blocks have access to all the consumables I was able to control which housing
would evolve by the use of gate houses. Each block has a gatehouse at every
exit. This allows market buyers (not the traders) and cart pushers to carry
out there normal tasks but prohibits other walkers like the bath lady and priests to
wander aimlessly around the whole of your city. Instead they are forced to do a
continuous loop which ensures no home looses that walkers particular amenity. With
the granaries and warehouses within close walking distance to all three blocks,
devolvement should be very rare indeed. The reason for three granaries is that I
like to ensure that no market buyer ever makes a wasteful trip.
Now onto the district just south of this. Here you
have three blocks that are connected with just a gatehouse to prevent walkers from
wandering around my docks. I've kept this at casa level as it only requires food and
and amenities to get to this level. This is not as stable as the northern district as
there is intersections and walkers can and will walk a way that you don't need them too.
Market traders too will on occasion miss out some areas although most of it is pretty
stable and only a few houses devolve for any length of time. On the upside, this
area holds alot of housing and can supply alot of labour if required.
South of this again is the is my medium insulae block, I
determined its size by using the water overlay, I placed a resevoir and placed the road
around its limit. Then I housed tents on the inside and did another road inside that
again. This block can hold alot of people and has plenty of room for amenities in
the inner road and outer, by using the gatehouse i've given it's walkers two large loops
to walk, This has the advantage of being able to cover your educational and entertainment
needs with less buildings.(don't pay attention to all them schools) This will have some
devolvement as I haven't supplied enough food.
Now onto the other large block west of this. This is
where I decided I'd have my luxury palaces. Its the same as the above block with the
exception that i've placed statues on the outer road so that I could restrict access to
the three palaces and save all the housing evolving to villas and above. You'l
notice that in front of the palaces there's a market with all the others in the inside of
the block. This market supplies the Palaces with that second and third food source,
the third source is imported and wouldn't be enough for the whole block and would probably
cause the palaces to devolve. You'l notice that the warehouses and granaries are
allways full or getting filled as soon as the buyers take food, this ensures that this
block never devolves. The palaces have been going for years now and will do so for
many to come.
Lastly you'l notice my tent block, this is solely to
supply labour if needed and comes in handy if your suddenly short for some reason. I
use this when starting up. I get my trading going with this block and its the last thing
to go just before I finish the map.
finally if you'd like a little challenge. Although
with the culture rating so low and prosperity not quite there you can complete this
scenario in under 20 minutes, can you figure out how to do it.
|