It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

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.

Ohio9: What's Feng Shui? I've seen that term in the game, but no explanation for what it is. Also have does having patches of rocks near your towers help?
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
Like I said, I built my cities for maximum road coverage. Pretty much the opposite of what you have to do in emperor.

Wow that's an actual game mechanic? I know the green/yellow difference, but I didn't realize it was based on things like that. Pretty ridiculous to throw that in there, but so it goes. They also throw in actual affects from religion, when I would prefer that only effected your popularity and prosperity.
Post edited April 26, 2019 by Ohio9
Ohio9: Like I said, I built my cities for maximum road coverage. Pretty much the opposite of what you have to do in emperor.
The thing is, "maximum road coverage" sounds insanely chaotic. I'd have to see it with my own eyes before I could fathom it being used as a winning strategy. I've seen the hardcore Youtuber GamerZakh attempt something similar once in Caesar III, but only on a smaller scale in a mission or two. Unless I'm grossly mistaken, I'd say most players would struggle with the first two games unless they used roads to control pathing. If you ever manage to record your gameplay, I think a legion of us would be all eyes.
Well it was a long time ago. I actually first played Pharoah back when it first came out. It just never occured to me that maximum road access would be a bad thing. In retrospect I probably built a lot more buildings then the average player. But I always seemed to have an excess of workers, so that wasn't a big problem. Once again, in Emperor it's usually the opposite: not having enough.