![]() ![]() In order to best accomplish what I wanted to do, I thought a repeating pattern would be best. Service placement - placing civic buildings to maximize their coverage.Efficiency - the widest streets aren't always the most cost efficient.Traffic management - knowing where cars will go given the lanes they have.I spent a lot of time building cities for fun and got a feel for which patterns work and which ones don't. ![]() Best guess is thatĬity-wide population is calculated differently than what the squares themselves provide. To be honest, I can't explain why I got such a number. So the maximum theoretical population is around 105,000? That's if every square was Maximum Theoretical Population At high density and full upgrade status, a single square can support two citizens. ![]() Every purple column (fire departments in this case) are clusters of civic buildings. Mostly grid-pattern with the edges having most of the custom stuff. You can see the general layout of the city above. That means there's a total buildable area of 52,900 squares. Maximum Buildable Land The starter tile has about 230 x 230 buildable squares when fully flattened and leveled. Is highly complex so a scientific approach would take a long time. I'll try to stick to the broad strokes because this game I don't want to learn all theįiner points of how C:S works, and I won't relay that here. When I set out to do this, I made an effort not to try to reverse-engineer the game. ![]()
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