Capua is such an easy mission I have to find things to challenge myself to make it interesting. So for my third "go" at the Career I decided to have a city of all Small Casas except for 4 Large Villas.
Some features of the city are:
Four Large Villas near the Senate and Governor's House which is accessible from the main city loop by a granary. The fourth road that leads from the granary leads to a cul-de-sac internal to the Main Loop centered in which is the city Colosseum. Thus the intersections beneath both of the city's two granaries all lead to roads which serve the city.
The entrance to the Villa District has a road loop with a villa on one side, the Governor's House and Senate on two others and a granary on the fourth. All these surround an elegant fully-upgraded fountain and statue (presumably featuring myself) with the Colosseum looming in the background behind the granary. A spiffy little intersection. Further, on the near (villa) side of the granary large and grandiose temples loom over the patrician's residences, making them feel important and wealthy.
There is a lot of space besides the roads which I left open for building development, but it never came to pass.
In this career path I am making my cities with the following "rules":
1. No loans, debt or bailout from personal funds.
2. All gatehouses only part of defensive walls, not as internal roadblocks.
3. Senate and Governor's Residence in every city, ideally in a "city center," that is as near as possible to the...city's center.
4. Some villas or palaces, scenario resources permitting (i.e. not in Tarraco or Syracuse), even when not required by the Prosperity Rating.
5. No disconnected areas.
6. Forts should be part of the general urban zone, not in a far-flung fortress out "in the boonies."
7. As few reservoirs and aqueducts as possible. None of this aqueducts-leading-all-over-the-map-to-isolated-communities business.
8. I try not to unnecessarily cut down any trees or any part of the Road to Rome.
9. I am not trying for perfect all-100 "century" ratings. I have already done that and so doing it again would be quite redundant. Actually over-achieving for technical stuff like that can be uncreative and dull once you know how to do it. So Instead I am aiming for "good" ratings (certainly good enough to win) but don't need uniform one- or two-types of housing of the best kind the mission offers. Instead I'm aiming for "aesthetic appeal," in my eyes anyway.