7 weeks since my last Kebetan post! I apologize for the delay--my playing time has been (and will continue to be) very limited.
The design of the east bank was tricky. I'll describe it in some detail.
Locations for the gold and copper mines and the remaining waterfront buildings were already determined. The city will have 40 farms, 24 on the east bank, with 1 work camp for every 4 farms. With 29 fig and 11 flax farms, the average farm production will only need to be about 315/year, which should be possible even during a series of very bad floods, assuming that we occasionally get one of Osiris's blessings. (Since farm production should be more than adequate, I decided to put every farm within 2 tiles of an irrigation ditch, not using the trick where an irrigated farm may sometimes be farther from a ditch.) The rest of the industries could be almost anywhere, with a few constraints (weaponsmiths not too far from copper mines, clay pits near water, etc).
First, I designed the "city center", which is unusual for me--my focus at this point is generally industries. Since the palace should be fairly close to the gold mines, I put it inside the loop road of the northeast housing block, which is about as far south as it can be while providing reliable labor access to the northernmost warship wharf and nearby towers. The mansion is southwest of the palace, across the street. Now for the fun part: the east housing block's loop road runs along the opposite side of the mansion, and 3 stately manors (2 on one side of the mansion, 1 on the other) will be covered by walkers in both blocks, so each block will need only 1 education building and 2 temples.
After the "city center", I finished designing the northeast block and some of the east block. Each of the city's housing blocks is built around a 44-tile intersection-free loop road. (Fire risk sometimes rises quite rapidly at Very Hard difficulty, so loop roads are moderately short.) In addition to the 3 stately manors, the northeast block will have 15 fancy residences, 1 bazaar, and the library (which looks good next to the palace). In addition to the 3 stately manors, the east block will have some spacious manors and fancy residences, Osiris's temple complex, 2 bazaars, a school, a mortuary, and the senet house, although the exact locations weren't decided at that time.
Entertainment in the northeast and east blocks uses only 1 pavilion (leaving 2 pavilions for the southeast block). A conservatory and dance school are north of the northeast block, generating entertainers who walk through the northeast block and then between the east block and the floodplain. Those or other musicians and dancers walk through the east block to a pavilion east of the east block (close to the "city center"). Those parts of the northeast and east block that are not passed by "destination" musicians and dancers have only non-house buildings. Following my usual practice, each housing block has a booth at an intersection (not using the trick of deleting the intersection after the booth is built).
Now I considered industries. One question was whether to produce extra beer and luxury goods for sale to Men-nefer, since the mission will probably finish within a couple of years of the opening of its trade route. I opted for more trade, but somewhat less than the maximum. My Kebet has 8 breweries (consuming most of the barley that can be imported), 3 gem mines, and 4 jewelers.
Contrary to my usual practice, I decided to sell inexpensive goods too, to make a few more debens. (Towers are expensive!) Surplus fish and figs will be sold (to land caravans), and shouldn't adversely affecting other trade. If the dock is inefficient then granite sales might impact copper sales, but I thought it would be fun to design a dock area that is efficient enough to sell the maximum copper and granite every year (plus sell beer and luxury goods plus buy papyrus and barley). There are 7 granite quarries, leaving enough after sales to construct the 3 obelisks in a reasonable time.
Another question was whether to overproduce all goods, in case one of them is requested. The mission briefing warns of "frequent requests for food", so I decided to not prepare for a non-food request. The city will have 3 clay pits, 4 potters, 7 (or possibly 8) weavers (mortuaries consume a lot of linen at Very Hard difficulty), and 3 weaponsmiths.
Now for housing. I estimated the number of storage yards, architect posts, and firehouses, and found that around 2050 workers are required for everything except towers. Trying various combinations, I eventually decided on 3 stately manors, 14 spacious manors, and 65 fancy residences, for a total (when full) of 7864 people and (if about 40% of the non-scribes work) about 2392 workers. There should be enough workers for about 57 towers--it might be nice to have a few more, but I love scribal housing! (If more workers turn out to be needed, some planned spacious manors could be fancy residences instead, reducing the population slightly.)
Could the city hold all of the planned houses? A lot of potential housing space had been eliminated, by building the northeast block around the palace and indenting its western corner (where the floodplain intrudes), by putting the temple complex (instead of a normal temple to Osiris) and a work camp (close to its farms) in the east block, and by having the 3 stately manors and mansion in both blocks. I checked and (to my relief) found that there was barely enough room, giving the southeast block 2 bazaars, a school, and a mortuary.
I tried many designs of the rest of the east bank before settling on one. The center, around the dock and its storage yards (between the east and southeast blocks) has weavers, breweries, a fig granary, a fish granary, and the festival square. The north, near the gold mines, has clay pits, potters, gem mines, jewelers, and a fig granary. The south, near the copper mines, has weaponsmiths and a fish granary. The east has granite quarries, the recruiter (just within full-production range of the weaponsmiths, since the shortest road is rather indirect), the academy, the carpenter guild, and the stonemason guild. An extra booth, some extra bandstands, some more entertainment schools, and several more storage yards are squeezed in.
The southeast block has 22 fancy residences and 7 spacious manors. The east block has 11 fancy residences, 7 spacious manors, and 3 stately manors. The northeast block has 15 fancy residences and the same 3 stately manors. The west block (across the river) has 17 fancy residences. With one exception (a tax collector near the mansion instead of the courthouse), buildings are in my preferred groupings: bazaars together, tax collector near the courthouse, dentist and mortuary near the physician.
I considered building the 2 east bank obelisks touching the sides of the temple complex. However, I decided that the large obelisk will look better beside the pavilion near the "city center", with entertainers walking around it. The small obelisk will be fairly close to the temple complex, with stonemasons walking around it.
To keep the gods happy, the city has Osiris's temple complex, 4 temples and 16 shrines to Ra, and 3 temples and 19 shrines to Seth. A few of the shrines were not needed as desirability boosters, so one was put near the west bank bazaar (to help it upgrade) and others replaced the small statues that had been planned to prevent a few residences from evolving into manors. (I generally use gardens instead of small statues, although I may put a few small statues in places where they look good.)
Each housing block has a police station. To free up a few more workers for towers, I may not build those police stations, and instead build courthouses early (when crime prevention is needed). This will depend on available money and workers.
The initial construction plan for Kebet is simple: place several vacant lots on the east bank to provide labor access, build a temple (or a couple of shrines) to Seth, clean up the existing west bank settlement a little, mine copper and gold as soon as possible, then decide what to do next.