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Building up Acrossways

Hello everyone and welcome back. Regular C:S updates will resume after this. Whether or not we have a city to go back to!



Last we left off, our harbor had developed nicely.



Fisherman huts go a long way to providing for the city in terms of food. More is never a bad thing, so let's extend the city over to the river.



The city is at a deficit of power currently, so nothing is growing. We can produce 90 power and add 50 storage for the low, low price of 3 wood upkeep. Watermills are quite handy, and there's no reason not to add a bunch up and down the river.



No sooner do we place it down when we get to rank 2 in the path of wealth.



And once I add another small farm and farmhouse, we unlock this beast. Grain silos are really handy to have and are a better way to use the farmland than just plain fields.



The Neighborhood Council lets us set policies. We'll add one eventually, but it's not a high priority. All the policies have caveats. Here's a bonus, but here's a downside. That sort of thing.



For whatever it's worth, rank 3 on the path of wealth is pretty easy to do as well, but it's outside the scope of this update.



Anyway, I believe I mentioned expanding the harbor area of the city.



Much better. And we're going to need a lot of iron. To further upgrade houses, we'll need to educate our citizens. Schools need iron... for some reason. Thankfully there's a pretty big clump of the stuff nearby.



Speaking of schools, they're randomly now unlocked as well.



Like I said, they need iron to build. Iron and wood. The orange wrench is a new type of production, higher skilled work. Schools don't produce it, but they unlock it and grant us the ability to store it. Appropriately enough, the houses we unlock by building schools produce higher skilled work.



This is ideal for an industrial quarter.





Iron mines barely produce anything, and have a pretty wide exclusion radius. If we're careful, we can put three around this node.



Like this. But 15 iron income is nothing. So how do we get more? The same way we get production.



Houses built near iron mines turn into miner's dwellings. These things produce iron too! Any house built within the 5 tile exclusion zone of the iron mine becomes a miner's dwelling. However, the houses have to be right next to the road to count.



Like so. Let me blow up that tooltip...



That tiny amount of housing has more than doubled our iron income. Also I should mention that everything in the green way between the city proper and the river counts as being inside a mine's sphere of influence. Scroll back up two images to take a look.





The Sq. Condominium is what you want to place if you're building tenements. I don't usually bother with them because it's easier to just place down regular, high quality, houses and get something that eventually becomes a nice neighborhood.

Higher wealth residents offer better benefits in most cases. Housing near an industrial zone is about the only exception. Also you can't grow nice houses near industrial zones because of pollution, so it's nice it works out that way.



Now that we're making a shitload of iron, let's spend some of it on a school. See the yellow area? That's how far it affects. Placing it here lets us cover the vast majority of the city!



And no sooner do we do so than those same houses start evolving.



A few minutes later, most of the city is living in suburban houses.



We're now producing a bunch of the higher skilled work. So we can make even nicer stuff in the future if we want to.



So, for fun, let's take a look at the city from first person. I like that the windmills are visible from main street.



Very pastoral, I like it.



Anyway, we're almost at the end of the update. This was a really short one, I know. But before we do, I want to enable this. Having high city happiness is really important for late game unlocks, and improving the lives of the poor tenant farmers is the least we can do. The landlords not producing food anymore is a side effect I'm willing to live with.



With the edict in effect, there's really no reason to have a landlord at all. 200 food storage isn't really a lot, and we can achieve the same thing but better with a grain silo.



The landlord couldn't be happier for some reason. 11 is really, really high. Like ecstatic high. The tenant farmers are decently high themselves. Surprising nobody, the poor iron miners and the people living in simple wooden huts are the "least" happy, but they're not doing too badly either.



Fisherman huts are accounting for a full 25% of the food produced in the city. Another quarter is from the fields. Windmills make up a good 20%, and then it goes down from there. Also neat. One of the bars I placed down evolved. When the density around a village bar increases enough, it evolves to have a second story.

I like that we can see all this information at a quick glance.



One final look at the city's stats before we go. Wood production is just like that, by the way. It sucks until we can set up an industrial sawmill. Overall city happiness is 8.9, which is really good.



So, that's probably it for Acrossways. I hope you all enjoyed this little look at Urbek City Builder. See you all next time when we triumphantly return to Bailville!