(20-12-2009 09:32 PM)ScudNZ Wrote: Thanks for the reply! I shall have to give this a go.
I think the space to build such self-contained communities is probably quite tight. What do you reckon? (The reason I ask is that at the start of the game I kinda have a thing about getting a good agricultural economy going. Which uses space. When do you get rid of those "inner-city" farms that are there at the start?)
Well, you can build them as tight or as loose as you'd like. However, if you want it really small, and are using streets as a border, it's better to do it with apartments, due to their orientation (unless you don't care about aesthetic appearances like I do).
I usually get rid of the "inner city farms" and housing as quick as possible, so I can do my downtown road network layout quickly and build on it as I need.
(20-12-2009 09:32 PM)ScudNZ Wrote: Do you work towards building these blocks right from the start? (Which would seem the sensible thing to do, to avoid wasting money.)
I do, if room permits. If I get an island that's rather close quarters due to hills or coastline, I forgo this design altogether. You have to remember, though, that the layout was borne out of an aesthetic plan, not really an efficiency one, though it does lend itself well to efficiency in many circumstances.
(20-12-2009 09:32 PM)ScudNZ Wrote: How many blocks like this would you build?
One or two...one for the next-to-downtown area, one in my rural community (where most of my farming is done). The rural community one, however, is usually done with bunkhouses and country houses and isn't as tightly packed.
If I end up doing lots of tourism, I'll have a third for my upper class district (usually coastal).
(20-12-2009 09:32 PM)ScudNZ Wrote: By the looks of it there are enough tenements and apartment blocks to account for between 100-150 people. How far apart do you spread your communities on the island?
Normally, I keep my communities well-separated to make sure the workers that live in a given area use that area's services instead of traveling to another by car.
(20-12-2009 09:32 PM)ScudNZ Wrote: What about transport? I can see 3 garages there, is there a fourth on the other boundary road?
That particular map ended up with 7 garages... there was a 4th you couldn't see on that main left-to-right road just to the right to handle the "downtown" traffic. There was also one just past the armory (next to the palace) on the back left-to-right road, yes. There were 2 ranches and 3 farms back there that it serviced.
(20-12-2009 09:32 PM)ScudNZ Wrote: meh...now I'm completely off-topic!
How do you achieve these industrial loops? I can see the advantage of keeping industrial traffic seperate from worker traffic, but I just don't see how its achieveable. How do you control which route the traffic goes down, or rather what factors influence the drivers choice?
Industrial loops are easy...they just have to be the shorter distance between the docks, factories, and farms (when goods are going straight from farm to dock). What you couldn't see on that map was the dock to the near left...imagine immediately to the left and behind where that pick was taken from. That main road in the forefront ran from it, along that side of town, to the farms, lumber camps, and oil field. The workers for most of the services to the right off-pic had a small community of bunkhouses and country homes so they lived and worked in the same area, cutting down traffic from them. Most of the workers that lived in that screenshot worked in the downtown district, negating driving, or the factories just to the left, also negating most driving. In fact, until I put in the coffee and tobacco farms, power plant, teamsters office, construction office, and 2 army bases in the distance straight across the map in the direction that pic faces, there was almost no worker driving traffic... It was nearly all teamster, construction, police, and presidente traffic.