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Date Posted: 08:32:40 10/06/01 Sat
Author: Elf
Subject: Common housing

Apologies to those of you who already know this stuff, but for what they are worth, here are my notes on common housing blocks. Hope this helps. Comments welcome.

 The culture requirements for housing to evolve to townhouses can be met with a gym and a podium as long as a stadium is present somewhere in the city. Theaters are not necessary. The stadium can be anywhere, it does not need to be connected to anything else.
 I have never encountered a map where watchtowers are necessary.
 Minimum requirements for a townhouse block – water, philosophers, athletes, superintendent, peddler.
 Walker distances: healers, water carriers - 27 tiles
tax collectors, philosophers, athletes – 35 tiles
superintendents, agora peddlers – 44 tiles
 Water carriers are typically the limiting factor in block design. Loop blocks should be no more than 52 tiles.
 Linear blocks must provide complete housing coverage for water carriers, philosophers, athletes, superintendents and peddlers. Tax collectors and healers do not need to pass all houses. Infirmaries are big and nasty (poor appeal) and can be avoided in some blocks. Unlike Pharaoh (where physicians must pass a house or it will become diseased), plague will not strike in Zeus as long as overall city wide hygiene is at least “good”.
 Linear blocks do not necessarily require podiums as long as the houses are passed by philosophers on their way from a college to a podium. I don’t know if there is a limit on how far a philosopher will go from a college to a podium, but it is a long way (I have seen at least 90 tiles). The same is true for competitors going from gymnasiums to the stadium.
 On mortal difficulty level, with Aphrodites sanctuary present in the city, and in the absence of negative appeal buildings, houses will typically evolve to townhouse level with the aid of a single line of aesthetic elements on each side (avenue, park, column, or bench). In block design, mask the effect of negative appeal buildings (infirmary, tax collector, maintenance) by placing positive appeal buildings (agora, water, podium) close.
 When starting a new game, build food production first. Unlike Pharaoh where a substantial number of people can be accommodated in houses without food, in Zeus food is needed immediately to boost population and workers.
 Build a palace and tax collectors early. In Pharaoh the cost of the palace and relatively small tax income from poor housing mean that it is not cost effective to build the palace until later in the game when housing has evolved. In Zeus the palace has a relatively low cost, and even poor unevolved housing contributes substantial tax revenue, so start taxing early.

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