View Full Version : How do you plan your cities?


redstone
December 13th, 2003, 05:29 AM
I'll build a main double road.Then there'll be a ring road at the side and streets with blocks where the residences would be.The schools and civic buildings go on the outside of the ring road ,along with some low density comm. zones.

When the time comes ,I'll extend the residenial area on to the other side of the main road.

There would be an all-industrial city beside this city.

Then comes high density comm. zones.I've built a Coit Tower ,which boosts tourism and the wealth of the residences.

Now ,the old residential area is mostly abandoned.:(

I've got the game for a week now and I've got six towns linked together ,including an all-industrial city ,and a huge landfill situated on an island.

I've flattened a mountain range ,smoothened the terrian where I built my cities ,created a crater ,the rest is not yet Terraformed.

LSyd
December 13th, 2003, 06:11 AM
usually put a power plant in one corner along with garbage facilities, the jail, and rewards that lower land value, and make the start of a grid pattern with residential and commercial in the other corner and side of the map, and pretty much go from there.

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AndrewC
December 13th, 2003, 03:00 PM
Main City is fully grid system with a couple of highway links on each of the edges (or sometimes no highway at all). Then lots of residential cities surrounding it with manufacturing and hitech indutrial integrated and a seperate city (or tree surrounded area) for dirty factories. If i'm feeling adventurous i make some suburbs.

Imperfect Ending
December 16th, 2003, 04:06 AM
If theres a connection with another city (Rail, Highway [not roads]) I just bring them across the map then I build the city. No plans... I just place whatever is apropriate.

Style™
December 16th, 2003, 04:48 AM
I use LSyd's method. Once I have grown my region out enough I just pre make the transportation grid for a city and then zone. Then it takes off! :cool:

nick_taylor
December 16th, 2003, 08:33 PM
Originally posted by Style

I use LSyd's method. Once I have grown my region out enough I just pre make the transportation grid for a city and then zone. Then it takes off! :cool:

Bah using grids continually isboring. It's a lot harder and interesting to build cities on terrain and relief that is different, from hills and valeys, to island and lakes, and mountains and plateaus. I rarely use grids, and try to get the idea of randomness and little villages in remote villages.

Style™
December 16th, 2003, 09:21 PM
Originally posted by nick_taylor

Bah using grids continually isboring. It's a lot harder and interesting to build cities on terrain and relief that is different, from hills and valeys, to island and lakes, and mountains and plateaus. I rarely use grids, and try to get the idea of randomness and little villages in remote villages.


I totally agree with you on that. I sometimes can get lazy though. Can't blame me! ;)


I now try to add water and other things to the landscape of my cities so it is not all the same. Makes the game more challenging than just having one huge grid! :)

nick_taylor
December 17th, 2003, 12:29 AM
Originally posted by Style

I totally agree with you on that. I sometimes can get lazy though. Can't blame me! ;)


I now try to add water and other things to the landscape of my cities so it is not all the same. Makes the game more challenging than just having one huge grid! :)

I actually think the more realistic you try to make a city, the better overall it will be both monetary, socially and population wise. Thats why my regions are like 6,000,000+

LSyd
December 22nd, 2003, 06:37 PM
Originally posted by Style

I totally agree with you on that. I sometimes can get lazy though. Can't blame me! ;)


I now try to add water and other things to the landscape of my cities so it is not all the same. Makes the game more challenging than just having one huge grid! :)

yeah, but there's also the challenge of altering and adjusting the grid, which does make for curves and angles, which is cool and realistic, and helps traffic. not a perfect grid, but close.

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