Posted April 26, 2019
Ohio9: But anyway, the way I played them was I simply put a building reasonably close to where I wanted walker coverage and that was it. There was nothing else to it. I probably ended up putting down more buildings then the average player (I remember having to put down a ton of Architect's Posts and Fire Stations), but I'd certainly rather do that then micromanage where people walk. Managing where people walked in those games just wasn't a thing.
I'm in awe that such a casual approach worked for you. I admittedly played in a similar way when I first bought the games, but the resulting fires, collapses, and devolving houses forced me to read up on better strategies. Most of my problems went away when I started guiding random walkers via housing loops and minimal intersections. I'm very curious about what your road networks were like, especially when it came to providing Culture/Entertainment coverage. It's an ancient Chinese practice of placing objects and buildings according to their associated element (Earth, Fire, Metal, Water, and Wood). In my example, Inspector's Towers (Earth) and Watchtowers (Fire) are elementally compatible with rocks on the map (but not trees or open grass). Whenever you try to place a building, the color of the blueprint will indicate whether it's compatible (green), incompatible (yellow), or downright impossible (red) to place the building in that spot. While it isn't mandatory to have perfect Feng Shui, just be mindful that a good Feng Shui rating will positively affect your popularity, city health, and the efficacy of your offerings to heroes. You can read more about it in the Help menu or the manual.
Post edited April 26, 2019 by lanipcga