My favorite creer scenario. Balanced economy. 10 simmetric Luxury palaces. The plebean region on the north is not completed (potential for additional unemployment). Almost all plebs living in big houses (and shacks could be easy upgraded). The bug "no working dock" appears at the first time of loading (just reload the .sav file to eliminate it). 180 000 cash. 77 AD (27 years). Please use *RAR archivator to unpack.
Zipods, you should compress the files in zip archive, WinRAR allows you to do that.
Do not be presumptuous that everyone would buy winrar ... I being on Linux may not be able to unpack the files if the version of rar is too recent. So please conform to the forum rules, they are there for a reason.
Regards.
Zipods File Author
Posted on 04/17/11 @ 09:41 AM
I updated the file to zip archive. But I am still not sure it could be unpacked by winzip. PLese, check and tell me.
Eswen
Posted on 04/18/11 @ 12:21 AM
Okay, I've opened it, and I'm not very impressed. You don't really have a stable city there. A lot of houses are evolving, devolving ... I would guess thats because of the road system having a lot of intersections, maybe you should try improving that a bit.
Prefect Marty
Posted on 04/18/11 @ 11:26 AM
It seems that you wish to build lifelike cities, these are some cities with the appeal you probably would value. My favourites are from Snegovik. Notice how smartly are walker control features hidden, so the cities looks like real.
[Edited on 04/18/11 @ 11:59 AM]
Zipods File Author
Posted on 04/20/11 @ 10:56 AM
Thank you very much for evaluation. I really like to build as realistic city as I can. Intersections is the old habit. I think devolving-evolving is due to lack of oil (only one warehouse for 13 000 city). I dont like to make two-three roads and dragging with mouse big massives of houses. Most real cities are build as a package of small wards.
Eswen
Posted on 04/21/11 @ 09:19 PM
It's not so much the number of intersections, but where they are. I doubt you'd be able to construct a city without a single intersection, but when possible you should minimize their number. That way random walkers couldn't confuse their rightful path, as they're rather dumb.