There have been some discussions in other threads lately about the additional “rules” that several of us play by. These are rules that we impose on ourselves in addition to the actual rules of the game. Brugle has his own set of rules, JWorth does also, and so do I. I’m suspect that there are others as well. I am interested to know how others play the game, and I thought that it would be interesting to get these rules together in one thread.
Here is my list:
1) All roads in the city must be interconnected, this includes the Kingdom Road. This is one thing that Brugle and I do differently. Brugle is a master of the “disconnected dock” layout. My rule #1 forbids its use. A real city could not function if roads did not connect its different zones. I suspect that this rule is a carryover from my Sim City gamming days. 2) When completed, the city should appear well organized and attractive. I try and design a city that someone would actually like to live in. “Beautification” is therefore an important part of my designs. 4) If the mission will allow it, Culture Rating, Kingdom Rating and Prosperity Rating should be 100%. While this is not possible in earlier missions, it should be a goal if it is obtainable. 5) The “shortest possible completion time” is a goal for every mission that I play. For example, in Baki it appears to me that the limiting factor in how quickly this mission can be completed is the importing of limestone for the pyramids. I will therefore starting importing limestone the first month of the game, and maximize imports every year. 6) I always set a minimum level of housing that I will accept for each mission. Typically, this level is Common Residence. For Baki however, I have chosen Spacious Homestead. I will provide a Courthouse and either a Library or Scribe School for each block, even though they are not required for Spacious Homesteads. The only thing keeping these Homesteads from evolving to Common Residences will be “beer”. I may even attempt to upgrade all housing to Common Residence near the end of the mission. 7) “Culture Parks” are not allowed. All entertainment venues must be an integral part of housing blocks. All entertainment venues must be provided with performers a reasonable portion of the time, although constant performances at all venues are not required. Walkers from all Health, Entertainment and Education structures must provide services to housing. 8) The Festival Pavilion must be an integral part of the city layout, and can’t be stuck out in “left field” somewhere. The Festival Pavilion must be placed in a prominent location befitting its importance to the city. 12) You can’t “kill-off” your own citizens to eliminate an ageing population problem. This makes you a bad Pharaoh. Additional suggestions or comments are welcome. I may even add a few more after I think about it for a while. [This message has been edited by VitruviusAIA (edited 12-28-2002 @ 02:24 PM).]
3) Ratings for Health, Entertainment and Education should be “perfect”.
I don’t like the way the city looks if all of the entertainment venues and education facilities are added to reach perfect ratings. These ratings are based on the number of structures in the city compared to the total population. (This is different than the way the Health rating is calculated, which is based on coverage.) Maybe our housing blocks have become too efficient. For example, I have sometimes had to provide two Libraries in every housing block to meet the requirement, even adding them to blocks that did not require a Library for the level of housing.
I also like a high Kingdom Rating. A high Kingdom Rating is a good indication that you were able to fulfill requests, stayed out of debt and built a prosperous city. The only time I will not try for a Kingdom Rating of 100% is if the only way you can get there is to “send gifts to Pharaoh”. I find this method of raising the Kingdom Rating arbitrary, and I don’t like to use it.
9) All industries and farms must draw labor from housing blocks in lieu of isolated houses whose sole purpose is to provide the labor recruiter access to workers. The only exception to this rule would be if a critical natural resource were to be located on an island or landmass that was too small for a housing block. Note: Even an isolated house will have to be provided with a physician, dentist and mortuary or health coverage will not be “perfect”.
10) All service structures must be supplied with the materials that they need to function. Example: A Scribe School located in a Spacious Homestead block must be provided with papyrus even though a functioning Scribe School is not required in the block.
11) No “tricks”, and of course, no cheats. You can’t “fence in” hyenas with gardens, you can’t build roads for free, you can’t build two Recruiters, you can’t use gardens to block the path of attacking armies, etc. Basically, you have to play the game the way that you believe the designers of the game meant for it to be played. I do allow one exception to this rule, but only because of another game condition that I don’t believe is realistic or correct. In Baki I intend to import my second luxury good for free (by setting import limit to zero) but I only allow this because I believe that I should still be able to export the excess jewelry that I produce, and the game won’t allow this.
13) You can’t use personal funds, or savings, from a previous mission to complete the current mission. If you want to collect a salary, and then donate it to the Kingdom to boost your Kingdom Rating, that is allowed. If you want to collect a salary, and then use these funds later in the same mission, that is ok also.
14) At the end of a mission, your city should be stable and self-supporting. Exceptions to this would be that you could continue scheduling festivals to the Gods to keep them appeased, and that any additional request from another city that came after you have met all of your mission goals would not have to be complied with.