Desc: Did this one in about two days again. At
first the 10000 population requirement was a little daunting, but there was plenty enough
food and space to make it all happen. In fact I reckon I'm using only about a third of the
food production capacity of this level. This is the first implementation of what I feel
will be my super city design. My houses are able to be sectioned into completely separate
areas, using completely separate food sources. The only thing that would challenge this
approach is if I can't produce my own clay or timber. The double-ringed roads have turned
out to be a hugely successful variation of the rectangular blocks I used on earlier
levels. It's similar to the "rich ghetto" idea discussed by others on the C3
Forum, but I've combined other elements into it. Not only do I keep most of the walkers on
a short leash by having them situated in the inner ring, but I also have the long one-way
street on the outside of the houses, to force entertainers to cover every single house. I
use a lot of markets to try and make sure my houses never devolve. BTW, the school and
temple sends their walkers out differently depending on how it is situated within the
inner block. If I put them on the end, then the 4 school kids will tend to all run in the
same direction, and the priest does not alternate his routes. It looks like buggy AI, but
to overcome it, just put the temple and school near the middle of the inner block. Their
service range basically dictates how big the overall block could and should be.
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