I think I have found a good idea for desert maps. The main idea is forced walkers and roadside preference. We make a square 2 squares wide housing loop as wide as a reservoir's watershed and connect both sides of the housing area with forced walkers. The reservoir and all service buildings are placed inside while food and goods distribution is placed outside. It would suit nicely since the fountains would sit symmetrically with the reservoir, making a nice aesthetic while the housing block, which is 30x30 across, can house all plebian buildings is a good city model.
You'll have to forgive me that I cannot show it to you since I am not accustomed to mapping it down with the forum tools; however the basic idea is running 'two' forced walker loops around both street faces of the housing blocks.
The requirements are,
This makes our city smart. Right and lower road accesses have preferential treatment in comparison to roads connected to buildings at up and left sides, so NE&SE sides are frequented while NW&SW roads will not get access when a building connected on both of its opposed sides.
In maps like Tarsus, you can see the general inlay where you start in the map. You just move the short section of the road closer to the empire 1 tile from where it makes the short left turn and make it into a square.
... to be continued.
You'll have to forgive me that I cannot show it to you since I am not accustomed to mapping it down with the forum tools; however the basic idea is running 'two' forced walker loops around both street faces of the housing blocks.
The requirements are,
*
Houses are 30 across single file at each corner with just 2 empty spots - one for the aquaduct to the middle where the reservoir is placed and the other empty spot to prevent the inner service buildings from losing road connection to the empire and triggering a mass house evacuation.*
The Reservoir is at the middle. The easiest way to measure is, from the 30x30 housing file to make a road connection at the outside and form an inner road loop at 2 housing blocks distance from the outside facing road. Once the inner road is placed, lay fountains at the free ends starting with each corner and keep laying more fountains every other 7 squarez, making 4 fountains every corner in total.*
For the housing block to make the most of the inner service zone, we have to place the buildings according to the map orientation. This makes our city smart. Right and lower road accesses have preferential treatment in comparison to roads connected to buildings at up and left sides, so NE&SE sides are frequented while NW&SW roads will not get access when a building connected on both of its opposed sides.
*
Smart "indented" cities can lay inside road buildings flush with the outside loop when the inside road loop touches the left and upper portions of the building - buildings on the right and down sections fit into this category. We can use the east corner to embrace this fact, if we make the forced walker inner loop connections there. Also, for buildings to conserve the space between the inside loop and the connecting inner walker roads, we can place buildings at the right hand side of the inner service block. We can also utilise the left NW side for temples interspersed between repeating fountains and prefectures. This is due to the fact the inner forced walker loop connections is too far and prefectures don't walk on their own up here all the way from the east corner of the square.In maps like Tarsus, you can see the general inlay where you start in the map. You just move the short section of the road closer to the empire 1 tile from where it makes the short left turn and make it into a square.
... to be continued.