Post a screenie of a really great city and explain how it got there

gamemaster3000

Warlord
Joined
Dec 6, 2005
Messages
159
Trying to get through the learning curve of placing cities and their districts, figured the best way to do this would be to see what the correct answers look like.

Template:
City name / leader:
Screenshot in spoiler tags:
[spo iler][/spo iler]

Why did the terrain make this city so great?

How do nearby cities make this city better?

What adjacency bonuses are you getting?

If you could go in the map editor what could make the city even better?

Starting water:

Pop:
Hammers/Turn:
Gold/Turn:
Beakers/Turn:
Culture/Turn:
Faith/Turn:

Districts (Y/N)
Aerodrome:
Aqueduct:
Campus:
Commercial:
Encampment:
Entertainment:
Harbor:
Holy Site:
Industrial:
Neighborhood:
Spaceport:
Theater:

Wonders:

And if you're real ambitious, Great Works:
 
Since you used the word "screenie"...no.

Don't be such a silly-billy :p

Digging through my screenshots, here's a pair of good ones I guess...
Spoiler :



So that twisty mountain range basically makes this holy site/campus heaven with those little nooks giving near maximum adjacency bonuses, helped along by Japan's ability that encourages you to keep districts clustered up. I think this is also a game from way back when Industrial Zone buildings stacked, so keeping all those cities close meant they were able to share factories and power plants. With the current patch you'd just need one in Kyoto next to the Colosseum to serve all the cities.

Spoiler :


And this one is basically an ideal Ozzy city, nice coastal spot with pastures and plenty of open space for outback station spam to get their yields as high as possible. The districts here go next to the coast because those tiles have the highest appeal, which in turn translates into increased yields as well :)
 
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