Housing

Atwork

Immortal
Joined
Mar 19, 2006
Messages
617
Location
Santa Cruz, CA.
I'm on my third play through of the game. I'm noticing that lack of housing is a consistent problem in many of cities.

Granaries, aqueducts and certain tile improvements provide housing. But, I still find that some of my cities lack sufficient housing.

In many cities, the work around is to spam farms, whether the farms are worked or not. The AI seems to do the same. For the sake of aesthetic variety, I think there's a better way.

Proposal:

Replace the Neighborhood District w/ a new district option, called "Housing District.":

Housing District available in classic era; subsequent additions add housing as follows:
> Build Villa: +2 housing (available w/ Construction)
> Build Manor: +2 housing (available w/ Castles)
> Build Apartment Flats: +2 housing (available w/ Industrialization)
> Build Condominiums: +2 housing (available w/ Synthetic Materials)

This would reduce the need for farm spamming, provide a better aesthetic affect, and add an additional district to consider. It also allows the player to add housing as needed over the course of the game, without running into bottlenecks as I have in all three of my previous games.

In addition, to make things more interesting, there should be adjacency bonuses available based on the appeal of the surrounding tiles.
 
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