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There’s a depth to this expansion that seems to justify its label (and pricing).
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I got a fancy hydro pumping station instead of a normal water tower and I spotted a sewage sanitiser that required an Academy (more on that later) but sounded like just the ticket for keeping unpleasant odours to a minimum, later in the city’s life. During this stage of development, I also discovered and began using a couple of the new futuristic buildings available. I could jump straight ahead to vertical wind turbines when my population needed more power, for example. Then I crank up the speed, get my bulldozer tool ready to keep on top of abandoned buildings and rubble and wait for some profits to tumble in.īuilding in a region with some existing cities gives me a bit of a head-start on options for power stations and other useful buildings too. Throw up some basic amenities – water and power to begin with. So Tomorrowland needed to start in the same mundane way I start all my cities: drag a main road off the highway, build a large grid of dirt road zoned for residential, zone a small grid for industrial and zone a bit of commercial in between. I’d start a new city, with the future in mind right from the start. I’d call it Tomorrowland and I’d pack it with the wonders of the age. It’s called Gaugin Valley but we can soon change that. Happily, there was still an empty city that’s looking for a mayor and it’s just down the highway from New Blueville.
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So, New Blueville must be left unmolested by these unwieldy new buildings. Now, I’m not generally too fussy about these things but the idea that I might disrupt the elegant pattern of my burgeoning utopian metropolis (my circular experiment is an assured success) was horrific to me. Megatowers, it turns out, need a much greater footprint than regular placements.