I decided to return to city creation after some pause.
The city is build in my firm "rectangle-square" style with a LOT OF INTERSECTIONS. To my mind the only thing that limits development of the city is oil import. It is necessary to keep city stable due to limited oil resource. I think 14,000 inhabitants with such proportion of plebes and patricians is something like "theoretical maximum". Some Luxury palaces (3-4) could be added because of 12 % unemployment which will reduce overall olive oil consumption.
*If some problems with zip archive will occur, please use WINRar.
As the poster said, there are A LOT of intersections in this city. Certainly they didn't follow the convetional wsidom of the forums about city design, but managed impressive results nonetheless!
This player seems to be designing cities as they were probably supposed to look when the game was developed (as opposed to the usual block/loop look so heavily endoctrinated here, not to say that is a bad thing in any way).
Nice! (But why so many shack labor draws?)
Posted on 02/28/12 @ 06:16 PM
I don't know, I wouldn't say that block/loop design is so much indoctrinated. Yes probably most players'd choose to have some type of house "grouping", but the real life cities are also that way - separated residential and industrial areas. Also it's quite possible to put up the city as one cohesive whole, without clear separation of houses and industry, but it somewhat eats of the walker efficiency employed in blocks structure. Anyway, I don't mind the "grid method", my only objection is about the casual devolution here and there.
Posted on 06/10/14 @ 03:37 PM
Dispite of having many intesactions and som problems with food, the city in general is a good one.