Cantique
Pleb
posted 01-05-19 20:31
ET (US)
7 / 27
Quite right. I prefer not to delete buildings, unless it's because I made a mistake in building positioning - I should have probably included this in my personal rules. I don't want to design my city to require building deletion during construction - unless doing so enabled a more interesting challenge.
In this case I think I can work around the problem by supplementing local straw production with imported straw, and redesigning the south east and central landmasses to accommodate the changes. Using imported straw will actually be helpful insofar as I will have the option to rapidly expand brick production, given fewer workcamps will be required to provide labourers to grain farms (and hence fewer people).
Cantique
Pleb
posted 01-07-19 07:31
ET (US)
12 / 27
The design for On is complete! I'll describe some interesting details in my subsequent posts. In this post I'll describe the population and Housing Blocks.
Population and general housing block features
My On will have 7636 people living in 83 Fancy Residences and 372 people living in 3 Stately Manors for a total of 8008 people. All five landmasses will be occupied.
Each housing block will have at least one bazaar (the larger blocks have two). In addition to buildings necessary to evolve houses and provide fire and damage protection, all blocks will have an Apothecary, a Police Station, and a Tax Collector. Only the Best block will have a Senet, Library, and Mortuary.
South East Housing Block
The South East landmass will have 31 Fancy Residences set along an intersection free 44 tile loop road. Juggler coverage will be provided by a booth situated in the block. Musician and Dancer coverage will be provided by walkers walking from Dance schools and Conservatories to Pavilions. All others services and goods will be provided by buildings situated on the 44 tile loop road.
North East Housing Block
The North East landmass will have 12 Fancy Residences located along a more complex road layout which includes a straight road connecting the two ferry terminals and the Festival square, roadblocked at each end. Coming off from the straight road is another road which serves to connect the two ferry terminals on a non-roadblocked path and connects to the straight road by the Festival Square roadblocks. This results in roadblock free path between the two ferry terminals 43 tiles long and with a single tile intersection. The roadblocked festival square provides a shortcut for destination walkers. Most service, and goods distribution buildings (and all infrastructure buildings) are located at each end of the 43 tile path. In most cases (and in all cases for firehouse and architect post), walkers will travel along the 43 tile path towards the opposite ferry terminal, perhaps getting slightly trapped in the one tile intersection. However because of the roadblocked shortcut over the festival square in most cases walkers will complete the loop when returning to their buildings as opposed to retrace their steps along the roadblock-free path.
The North East housing block also includes the Temple Complex on its path. One of the two Gods required for Fancy Residences will be provided by the Temple Complex. The block will have one Bazaar by one of the ferry terminals and the scribal school by the other. Entertainment will be provided by a mixture of entertainers walking to their venues from entertainment schools and by a Pavilion located along the 43 tile path. There are two firehouses on the 43 tile path to improve fire protection. The shortest distance a firehouse walker may walk from his start square to end square is 48 tiles and 52 tiles (for each of the two firehouses).
Central Housing Block
The Central landmass will have 5 Fancy Residences and 3 Stately Manors situated on a 52 tile intersection free loop road. Juggler coverage will be provided by a booth situated in the block. Musician and Dancer coverage will be provided by walkers walking from Dance schools and Conservatories to Pavilions and Bandstands. All others services and goods will be provided by buildings situated on the 52 tile loop road. There will be one Bazaar and two firehouses in this block. After a lot of painstaking design, I managed to find an arrangement which included the Family Mansion, Palace and two of the three mastabas situated along the loop road. One of the two Mastaba entry ramps will not be connected to the rest of the city. I decided I wouldn't consider this a failure of my 'all roads must be connected' rule - it was much more aesthetically pleasing to have the Stately manors in front of the Mastaba (when oriented North) than behind...
North West Housing Block
The North West landmass will have 7 Fancy Residences situaed on a 46 tile intersection free loop road. Juggler coverage will be provided by a booth situated in the block. Musician and Dancer coverage will be provided by walkers walking from Dance schools and Conservatories to Pavilions and Bandstands. All others services and goods will be provided by buildings situated on the 46 tile loop road. There will be one bazaar and one firehouse in the block. This loop road also connects the two ferry terminal together by the shortest possible path.
South West Housing Block
The South West landmass will have 28 Fancy Residences situated on a 42 tile intersection free loop road. Juggler coverage will be provided by a booth situated in the block. Musician and Dancer coverage will be provided by walkers walking from Dance schools and Conservatories to Pavilions and Bandstands. All others services and goods will be provided by buildings situated on the 42 tile loop road. There will be two bazaars and one firehouse in the block.
Cantique
Pleb
posted 01-09-19 21:06
ET (US)
18 / 27
Some minor changes
Towers: I found space for an additional tower on the North East landmass, bringing the total number of towers to 9. The tower on the south east landmass which did not originally use a long walk was moved and now get labour access using a long walking labour seeking. That means both towers on the south east landmass use long walks to get labour access.
Weaponsmiths, recruiter, and shipwright: The two weaponsmiths, recruiter and shipwright were moved from the south east landmass to the north east landmass to make space for additional weavers (see below). A storage yard on the north east landmass will now get Copper and Wood from the dock area.
Another mortuary!
One mortuary was added to the south east block, replacing a house which would not automatically form a 2x2 building. A house was added in the north east block (without any changes to roads or roadblocks). This brought the total linen consumption of the city to 3624 linen/year (assuming the embalmer from the second mortuary makes 14 walks per year).
This means culture rating should now be 65 - unless I have counted incorrectly somewhere!
Two additional weavers were added on the south east landmass to produce the additional linen required by the new mortuary in the south east landmass.
To supply additional flax for weavers, 3 river touching grain farms were replaced by flax farms and were irrigated. To supply all flax required by the city, 12 river touching flax farms will have to produce an average of 302.00 flax/year.
More grain farms
To make up for the lost grain production from replacing the river-touching grains farms with flax farms, 5 close-river grain farms and one river-touching grain farm were added on the North West landmass (all not-irrigated, but with the potential to be).
That means that with the same assumptions as previously, river touching grain farms must produce 546.00 grain/year, close-river grain farms 273.00 grain/year, and far-river grain farms 91.00 grain/year.
As a result of the increase in the number of grain farms, the new maximum straw production/year will be 5000 straw/year!
Cantique
Pleb
posted 01-09-19 21:08
ET (US)
19 / 27
Updated worker count
The updated worker count for the city is 2540 workers required. (nb: I made added and removed some other buildings such as granaries which I haven't reported here.) This will put unemployment at 14.7% with the same assumptions as above.
Cfilorvy666
Pleb
posted 03-14-19 01:05
ET (US)
21 / 27
How's your progress in this mission?
Cantique
Pleb
posted 03-20-19 07:03
ET (US)
22 / 27
Thanks for catching up!
I’ve had to hold off working further on it as I’ve just started a new job and Pharaoh seems to require a lot of my time while in building.
No promise on when I’ll get back to it. Before year end perhaps?
Cantique
Pleb
posted 02-28-23 09:02
ET (US)
24 / 27
Good question, and thank you! I haven’t come back to playing pharaoh since pausing this city. Perhaps one day I will, but unfortunately not for now.
lisa1212
Pleb
posted 02-18-24 08:06
ET (US)
27 / 27
My preference is a 14 X 6 housing block. With 3 Temples, I am able to place, unconnected, as many as 17/18 (no mortuary) Common residence (4 houses evolve to a 2 x 2).68/72 individual housing plots.
2 bazars. One distributing food, the other pottery and bear.
Th Pavilion overlaps a 3 x 2 section of the complex.
Prudent placement of housing, allows them to benefit buildings beyond the required roadblocks for the Booth and the corner without the pavilion and Bandstand. (Top left & Bottom right.)
I employed that to perfection in 'On'.
Here is something I noticed. The exportable items from some cities are different when the city is a trade route in other missions.