Zeratul 2.0
Lieutenant Colonel
First, here is picture of city design. Questions follow below.
Question 1: Overpopulation, how to address?
Before the most recently constructed great building, Innovation Tower, there were more Alchemists than shown above. Still everything fit nicely, in terms of space and population. The more Alchemists the better, as this is a Heavy Quest setting.
After the construciton of Inno, there come 3000 more population, so that changes have to be made, to give people work to do, and to make people happy. For work, mainly some Alchemists were replaced with Ropery, because goods producer employs much more workers than supplies manufacturer. For happiness/enthusiasm, mainly some Event Culture Buildings are built, also in place of previous Alchemists.
Now, I am not sure, is that the right thing to do -- making use of the large number of extra people by producing goods? According to a popular guide on US forum, quote: "Chapter 5: Golden Rule No.1: Never ever build any goods building... Goods should be produced by recurring quests, ... no matter what age are you in." -- What other ways are there to use up the excessive population then?
Question 2: Terrace Farm v.s. recurring quests, which is better?
As shown in the above figure, I have built only one Terrace Farm. But I have 4 more Terrace Farms in inventory. I didn't build them, because their size is too big. According to the same above-metioned guide, (towards the end of Chapter 6) quote: "Terrace farms FP production (per tile) is much greater than the equivalent in RQ..."
Is that true? One Terrace Farm would occupy the space of multiple Alchemists. This conflicts with the guilding principle of the HQS guide "as many as Alchemists as possible -- build them all over". So, which guide to follow?? Moreover, the many Alchemists are often very handy for completing daily challenge and Event quests, too. Furthermore, I feel further reduction of the number of Alchemists would cause this city design lose "style". -- The general idea is a balance among unique style, prettiness and, yes most importantly, efficiency. Naturally, that indicates advice like "build the city into regular square shape" is unacceptable. The arrangement of expansions, the overall city shape, is out of discussion.
[Edit: Changed img proportion]
Question 1: Overpopulation, how to address?
Before the most recently constructed great building, Innovation Tower, there were more Alchemists than shown above. Still everything fit nicely, in terms of space and population. The more Alchemists the better, as this is a Heavy Quest setting.
After the construciton of Inno, there come 3000 more population, so that changes have to be made, to give people work to do, and to make people happy. For work, mainly some Alchemists were replaced with Ropery, because goods producer employs much more workers than supplies manufacturer. For happiness/enthusiasm, mainly some Event Culture Buildings are built, also in place of previous Alchemists.
Now, I am not sure, is that the right thing to do -- making use of the large number of extra people by producing goods? According to a popular guide on US forum, quote: "Chapter 5: Golden Rule No.1: Never ever build any goods building... Goods should be produced by recurring quests, ... no matter what age are you in." -- What other ways are there to use up the excessive population then?
Question 2: Terrace Farm v.s. recurring quests, which is better?
As shown in the above figure, I have built only one Terrace Farm. But I have 4 more Terrace Farms in inventory. I didn't build them, because their size is too big. According to the same above-metioned guide, (towards the end of Chapter 6) quote: "Terrace farms FP production (per tile) is much greater than the equivalent in RQ..."
Is that true? One Terrace Farm would occupy the space of multiple Alchemists. This conflicts with the guilding principle of the HQS guide "as many as Alchemists as possible -- build them all over". So, which guide to follow?? Moreover, the many Alchemists are often very handy for completing daily challenge and Event quests, too. Furthermore, I feel further reduction of the number of Alchemists would cause this city design lose "style". -- The general idea is a balance among unique style, prettiness and, yes most importantly, efficiency. Naturally, that indicates advice like "build the city into regular square shape" is unacceptable. The arrangement of expansions, the overall city shape, is out of discussion.
[Edit: Changed img proportion]
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