posted 08-19-09 16:35
ET (US)
8 / 69
While I haven't designed most of the hut blocks, non-senet entertainment, extra schools (if Culture will be over 45), or some of the defense, I have a tentative design for the rest. Details below are for that design and may change.
Another reply will have more details.
City Center, Gold, and Estates
I think a city looks better with a center that includes the palace, mansion, temple complex, festival square, maybe other "nice" buildings, and some of the best houses. The ideal place for a city center is near the middle of the city, but that may not be possible when the palace is close to gold mines.
In Iunet, there are 2 basic places to put the palace (on watered ground) that would allow full production from gold mines in most of the possible locations: SE of the mines (which I used the first time I built Iunet), and N of the mines. I'll put the palace N of the mines, on the SW side of the city center (which will be near the middle of the largest land mass and not too far from the middle of the city). This also has the advantage of putting the copper mines more to the SE, slightly reducing the distance that caravans go to get to the copper storage yard (which will be close enough to the copper mines to allow full production).
A long and relatively narrow block of 15 chickpea-supplied palatial estates will extend NW of the center (to the W edge of the map and the river near the NW corner), which I will call the NW block. A shorter but still relatively narrow block of 10 grain-supplied palatial estates will extend SE of the center (to the dock area), which I will call the center block. The temple complex will be on the W side of the center, near the town palace and the NW block. The family mansion will be on the SE side of the center, part of the center block. The festival square will be between the palace and mansion.
Festival Square Festivities without Festivals
Even when there are no festivals, I like for people to go through the festival square frequently. The senet player, librarian, teacher (who covers the estates), and embalmer were going to wander around before starting their long walks (to decrease their walk frequency), so they might as well do that on and near the festival square. (The senet player will sometimes wander around and then disappear, but should go on his long walk 1 out of 4 walks.) The dentist and water carrier (who cover the estates) will do the same. A pavilion next to the festival square will look nice, and its juggler, musician, and dancer will also wander around when the venues have shows. A bazaar trader and priests from 3 temples (1 a complex) will not wander around, but will go through the festival square on their long walks. A fireman and architect will wander around, covering a few buildings that aren't otherwise protected. I planned for those festival square walkers in my first city center design.
But I forgot about scribes (who go to real festivals). I reworked the design, so that scribes from 2 of the center block estates would also wander on and near the festival square. And why not off-duty bricklayers? (The nomenklatura sometimes hobnob with "real workers".) It was easy to add a guild to the design.
I had intended to have a separate physician for each estate block. But houses better than modest apartments don't need disease protection, so I decided to cover the estates with a physician on a very long walk. (I'll have to be careful to avoid disease during development.) I reworked the city center design again to allow a physician to wander on and near the festival square before starting his long walk.
The more the merrier! We can afford a few decorative but otherwise useless workers. An herbalist would look nice wandering on and near the festival square, and so might a constable. It was easy to add an apothecary and police station to the design.
What about cart pushers? I had intended to put the jeweler at the farthest (by road) point on the SE land mass (requiring 2 ferry crossings to get to there from the SW land mass), but a 2x2 space (unused before this point) beside the temple complex appears to be better. A cart pusher will go through the festival square to deliver gems to the jeweler (and to return to his storage yard), but the jewleler cart pusher will emerge on a different road tile and go a long distance through the SW desert and the NW block to deliver jewelry to a storage yard in the bazaar supply area.
Let's summarize. Wandering on and near the festival square before leaving on a long walk will be a senet player, librarian, teacher, embalmer, dentist, water carrier, and physician. Passing through a bit of the festival square will be a cart pusher (with gems one way and empty the other), bazaar trader, 3 different priests, and occasionally a citizen (when the jeweler needs better labor access) . Just wandering on and near the festival square will be a juggler, musician, dancer, fireman, architect, constable, herbalist, 2 scribes, 4 bricklayers, and occasionally 1 or 2 citizens (when the police station or guild needs better labor access). A tax collector was not invited to the festivities, and neither was a magistrate since fitting in a courthouse would mean another painful redesign.
Long Walks Servicing Estates
A bazaar supply area, NE of the city center, will include all of the granaries (with all 4 foods), the fishing industry, and storage yards holding pottery, beer, linen, and luxury goods. 14 1x1 sturdy huts (requiring a dedicated physician) will supply labor access to some buildings in the bazaar supply area.
There will be 2 bazaars, each serving an estate block connected to the nearby bazaar supply area. One bazaar trader will walk 66 tiles through the NW block. The other bazaar trader will walk 64 tiles through the center block and the festival square.
Priests will combine the long walks of the bazaar traders, going through the festival square, the center block, the bazaar supply area, and the NW block. The priestess from Bast's temple complex will walk 180 tiles. The priest from Ra's temple will walk 171 tiles. The priest from Seth's temple will walk 167 tiles in the opposite direction.
All other long walks that service the estates will follow the long walk of the priests plus an extension into the SW desert, supplying crucial water (and other niceties) to lots of sturdy huts. These walks may be over twice as long as any other walks. The longer walks shouldn't hurt, since entertainment, education, and health coverages last 11 months with Bast's temple complex. Linen (flax) and (to a lesser extent) beer (barley) consumption will be somewhat lower than planned, but papyrus consumption may not be, since schools that don't send their teachers into the SW desert may take relatively short long walks.
If the city is invaded in the SW desert, some long walkers may be killed even if the invasion is quickly defeated. This won't hurt the estates, since the walkers mentioned above service the estates before heading into the desert. However, if the water carrier going through the SW desert is killed, a lot of sturdy huts could devolve into crude huts.
Preventing Bazaar Upgrades
It was easy to create a design with the NW block bazaar unupgraded. The only effort was in putting a 2nd courthouse far enough distant, since the total desirability effect of a large statue, courthouse, firehouse, granary, temples, estates, and tax collectors was (barely) insufficient to upgrade the bazaar.
However, the center block bazaar was more difficult. The total desirability effect of a mansion, large statue, tax collector, police station, senet house, estates, shrines, firehouses, and granaries was sufficient to upgrade the bazaar. For a while I planned to eliminate the nearby shrines, but I decided to replace the tax collector with a work camp and put the tax collector on the other end of the center block (squeezing it into the main industrial area).
With a work camp in place of the center block tax collector, the work camp and bazaar could be switched, changing the bazaar trader's long walks into "regular" walks, which might be advantageous. But after all my effort to increase traffic in the festival square, I won't stop the bazaar trader from going through it.
Culture
Culture 45 would be easy. With what is already planned, only more entertainment (a total of 4 pavilions, 3 bandstands, and 11 booths) may be needed. But if fewer than 315 tiles of sturdy huts (in the bazaar supply area and the SW desert) are passed by the dentist serving the estates, then another dentist will be needed. I think it would be fun to have Above average dentist (and mortuary) coverage for 12000 people with only 1 dentist (and 1 mortuary).
Culture 50 would require more schools (a total of 3) and more entertainment (a total of 4 pavilions, 7 bandstands, and 7 booths). As with Culture 45, 1 dentist might or might not be enough.
Culture 60 would require more schools (I think a total of 5, but maybe 6), more entertainment (a total of 6 pavilions, 5 bandstands, and 13 booths) and more dentists. With Very Good dentist coverage, it would probably take only 1 or 2 more dentists to have Perfect coverage. Also, 5 schools will probably be enough to give everyone school coverage. If I decide to have Culture 60, I will try to have everyone passed by a dentist and a teacher.
There is no reason to stop at Culture 55. Just 6 more booths would raise Culture from 55 to 60.
In any case, there are likely to be entertainment "parks". The local entertainment available to a given hut resident will be up to chance (or a bribe to the official who assigns people to houses).
I prefer Culture 60. However, I might choose Culture 50 or 45 (and a cleaner design) if space is so tight that the extra schools, pavilions, bandstands, and entertainment "schools" make a big difference.
Entertainment
I may give all huts entertainment coverage--jugglers would be enough. This would be especially appealing if everyone is covered by a school, since the city would implement the major ways that ruling classes control people (then and now): indoctrination of the young and distractions for the rest. (I realize that religion typically helps with both, and I might put some shrines in low-class neighborhoods, but I plan to have no temples other than those servicing the estates.)
All roads will be connected, which complicates giving juggler, musician, and dancer coverage to the estates. One way to guarantee that coverage is to put entertainer "schools" on the SW desert end of the walk through the estates and put all venues on the other end (along with the pavilion next to the festival square). I could use this method, but I plan to modify it.
The modification depends on the assumption (which I trust) that if a venue has close to 2 months of shows, and if there is another venue that does not have a show, then the "school" will not send a new entertainer to the venue with close to 2 months of shows. With that assumption, there can be 1 pavilion on the SW desert side of the walk through the estates, as long as for each type of venue, occasionally (every 10 months should be sufficient) one of them has no show. I don't think it will be hard to have too few entertainment "schools" to maintain constant shows at all venues of a given type (while still having shows at every venue part of the time).
If I knew more about the algorithm used to determine which venue is sent a new entertainer from a "school", I would probably be comfortable having more venues on the SW desert side of the walk through the estates. I might investigate this, but probably won't--it sounds like a lot of boring work.
If Culture is 60, then there would be 9.8 city-wide entertainment "points" with Cleopatra. (There would be 12.25 city-wide entertainment "points" without Cleopatra.) Replacing a booth with a bandstand would raise city-wide entertainment to 10.04 "points" with Cleopatra. (Adding 2 more booths would do the same, and that might be easier, but building the extra bandstand in place of a booth would raise music coverage to Good.) With 10 city-wide entertainment "points", the estates would not need juggler coverage (although many would get it), which would allow booths and juggler schools to be placed anywhere. If I choose to get Culture 60, I'll probably do this.
Mastaba
The small mastaba fits neatly in between the 2 sets of mines, in the SW desert but close to the city center.
1 bricklayer guild and 1 work camp should be enough to build the mastaba.
Defense
There will be an infantry fort on each of the 4 land masses. There may be a 5th fort, either another infantry fort on the large SW land mass or an archer fort somewhere. There may be a 6th fort, an archer fort somewhere. All soldiers will be academy-trained.
There will be 6 warship wharves and some transport wharves somewhere.
I think that there will be towers guarding both ends of the river. Near the SE end, I'll probably put a few towers on each side of the river (on both the SE and NE land masses). Near the NW end, I'll probably put towers on only the non-floodplain side of the river (on the SW land mass).