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In these sorts of games, how you build your residential areas is arguably the most important part if your city, and Lethis is no exception. As such, I thought a topic where we can swap and discuss our favourite residential area designs can only be a good thing.

Personally, I like to base mine around a 9x4 ring of houses surrounded by a road. I get the most mileage out of my walkers. Technically, 10x4 or 9x5 can work, but the walkers don't have enough range to make the full loop. Instead, they can reach all houses by making two trips, one in each direcation, I don't like that because they'll occasionally make too many trips in a row in the same direction, causing half of the neighbourhood to downgrade. Upgrading your houses is for naught if they don't stay that way. As such, I'd rather guarantee every walker will service every house.

Use the gap in the middle for beautification, place the two 3x3 buildings (shop and theatre) on the corners to save on road space, fill in the other necessary service and admin buildings, make a single road out to the rest of your city and place a roadblock on top of it and fill in the rest of the outer edge with as many houses as will fit. and beautify the area behind any houses at least 3 tiles deep and you're golden. Once it's complete, you should have 44 (or possibly 46, I can't remember) level 10 houses that are stable as a rock (assuming you keep the shop supplied as necessary). I'm sure there's room for improvement, but at risk of sounding a tad smug, not a bad effort none the less.

What about you lot? How do you like to design residential areas?
Nice topic for discussion Hesusio :)

I build a row of 11 houses, place a gap in the middle 3 houses wide and then ring the road around so I end up with 28 houses around my ring, 6 houses against the road on the narrow inside ring. I then have 4 roads to off shoot into other areas and I place road blocks just outside of my housing ring to prevent my walkers running off.

I use 2x2 Gardens on all Houses, place a Fountain against the middle garden inside the ring at one end and them place a Well and Maintenance on either side. I then run Washing, Shop and Theatre down one inside edge, Exorcist, Tax Collector, Herbalist and Newsagents down the other. There is then a space for a single row of plants in front of the far side inside ring:

Road----------------------------------------- Road
Road: H: G: W: Wash: S: T: p: G: H: Road
Road: H: G: F: Wash: S: T: p: G: H: Road
Road: H: G: M: E: TC: H: N: p: G: H: Road
Road----------------------------------------- Road

I find this really efficient, but the road blocks are essential otherwise walkers wander all over the place and fail to service the buildings they should.
Post edited March 06, 2016 by Polly77
While I personally dislike the attractiveness quality in my citybuilders for the basic homes, this game isn't as bad about it as some.
Therefore, I build two rows of ten houses, with two spaces inn the middle for gardens. Along one side of the loop of road, I place 10-11 houses, and on one of the short sides I place my well, washhouse, and maintenance building. The long side is for the other walker buildings; when I've reached level 10 housing, I line what's left of the road with housing.
Normal housing blocks:
https://imgur.com/NHimpG0

Bourgeoisie housing blocks:
https://i.imgur.com/rKkDW2T.png
I tried out Destins links and some of the other suggestions. While they certainly work, for pure simplicity sake, it seems the easiest model that works with walker loops and packs in the people is 3x12 with the standard hollow interior for decoration. Outside the loop can also have homes allowing the short sides for service buildings.

Gives you 50 plots with a total of 2000 pop. You can cram another one or two plots in if needed on the corners depending on your road system. But the 2k works perfectly with almost every production chain.

Only caveat is making sure the well is on an absolute corner (meaning only one road block in the loop touching the building). With the shortest walkers this just scrapes the edge of their walk and offers them a 50/50 choice to turn and not cover the entire loop. Placing the well on an absolute corner forces the full walk from end to end. Same as with all the past impression games if you are familiar with those.