There are methods of keeping the workforce from aging as rapidly. One that doesn't require intervention is to have many houses regularly devolve from lack of city-wide entertainment when the population exceeds a certain value, which causes the population to drop and allows houses to evolve back to their higher state. I considered building a city using this method (and may do it someday), but the (momentary) instability didn't appeal to me.
Naghite investigated city health, starting over a year ago. Not-so-good city health causes more deaths, and the resulting vacancies generally cause more births and sometimes (if not enough babies are born) new immigrants. This decreases the number of old people, increases the number of young people, reduces fluctuations in the workforce, and can almost eliminate ghosts. (To prevent plague, city health should be at least below average.) For a long time, the subject didn't interest me, except for the The final city will have average health, will probably be short a lot of employees, and should follow these rules: Unlike most of my cities, the population will increase slowly, to spread out the age distribution. To add some challenge when building the city, these rules will be followed: To eliminate the regular drop in Favor, I decided to use a standard CCK map. Using the map editor, I checked the supplied CCK maps, eliminated those that were unsuitable (including those with contaminated water), and chose Tarraco. I'll modify the map, but only to eliminate Rome wage changes (so the city can run untouched for many years), and I'll set a high wage rate to avoid taking advantage of the modification. There will be significant fighting in the first few decades. Any player building a similar city is welcome to report in this thread. Please describe your rules (if different than mine) and your starting map (if other than the standard CCK Tarraco). [This message has been edited by Brugle (edited 05-02-2006 @ 12:40 PM).]
* Stable for a very long time without intervention
* Prosperity 100
* Culture 100
* A hippodrome, at least 1 colosseum, and at least 1 amphitheater
* Shows (2 in amphitheaters and colosseums) in all venues all or part of the time
* A senate, a governor's palace, and at least 1 luxury palace close together
* No houses poorer than grand insula
* Water and land trade (at least a few carts per year of each)
* Exports exceed imports (which may be 0) in volume and value every year
* 6 forts of academy-trained soldiers (some of them legionaries)
* At least 10000 people (but not very many more, to avoid too many walkers)
* All roads, including the Road to Rome, are connected
Connecting all roads is not especially relevant, but is included to make designing the city more fun.
* Very Hard difficulty
* No debt, no "rescue" gift, and no cheats
* "Future knowledge" will not be used
* No festivals
* Only trees and rubble (from programmed events) will be deleted
The limited deletions rule may be abandoned if I mess up.