
On the surface world with roads is a square that a citizen can't live or work on. Second generation patterns made use of my discovery that only above-ground things matter. Solution because at high loads they clog up easily. They're not a bad way to go! They're not the most efficient These are cheap toīuild and keep traffic mostly under control. Squares or rectangles of streets that cross the landscape. Tiled Roadwaysįirst generation patterns were grids. So I set to work building tileable roads with progressively greater and greater efficiency. If I could buildĪ pattern that was tileable, traffic-efficient, and (best of all) profitable, then it could be repeated across an entire

In order to best accomplish what I wanted to do, I thought a repeating pattern would be best.

Mostly grid-pattern with the edges having most of the custom stuff.

You can see the general layout of the city above. That means there's a total buildable area of 52,900 squares. Maximum Buildable Land The starter tile has about 230 x 230 buildable squares when fully flattened and leveled. Is highly complex so a scientific approach would take a long time. I'll try to stick to the broad strokes because this game I don't want to learn all theįiner points of how C:S works, and I won't relay that here.

When I set out to do this, I made an effort not to try to reverse-engineer the game.
