Greetings!
I've been experimenting with a sort of "hourglass" shaped block that is completely different than anything already posted...
It uses the fact that walkers give their services to houses up to 2 spaces away (as in Pharaoh/C3) even though in Emperor the houses themselves are always 2x2. Extra roads with no services on them are needed to give some of the houses road access (since, unlike Pharaoh/C3, every house needs road access or they'll go poof):
The hourglass loop itself is 58 tiles long, so there are no problems with herbalist or acupuncturist coverage. There seems to be no problems with lots of twists in the road - I watched on the overlay the two walkers go around and around...
Some Important Notes:
1 - This is a work-in-progress. I am aware perfect feng-shui won't be happening with this block. I am aware it will collapse/burn up on higher difficulties. This post is meant to illustrate a different way to cram in more houses with one set of services. I could sit around for a few decades and make it rock-solid myself, but I would like input/improvements/help
!
2 - Most of the desirability structures are missing. I just put them in as needed, for now.
3 - I didn't put in market stalls either.
4 - The residential gates for the market are obviously set only to allow market workers through. The one on the right side closest to housing lets religious workers and inspectors through. The final one on the right lets only religious workers through.
5 - The reason for the last gate is because the inspectors (it should be upgraded!) acts rather strangely. If they goes counterclockwise, they will go all the way around, but if they go clockwise, they stop at pretty much exactly the halfway point. Thus the second gate removes a few possible tiles from their trips, should they choose to start out that way. Also, the inspectors don't do a very good job on the housing furthest from the main loop. Maybe one of the houses on the inside line should be replaced by an Inspector's Post, but then there's no hope for perfect feng-shui and more desirability issues.
6 - The religious workers are *slow*. If the walker chooses to alternate directions, the housing at the ends will say they're devolving but they will get service before they actually do (at least, this happens on Normal difficulty).
7 - I'm not really sure how appealing (to the player) it is to have those random roads to keep housing from disappearing. It's almost too bad buildings don't need real labor access, or they could actually do something
. Maybe they will be needed for extra hazard protection; I'm not really sure.The block above, on Normal and with suitable desirability structures, will fully evolve to 54 Luxurious Apartments (3996 residents). Hazards are an issue, though, and so is feng-shui. Any input would be appreciated
!CK
[This message has been edited by Caesar K (edited 04-06-2004 @ 06:52 PM).]