Forcing the Game to permit to the player,
for lossless use of "all" non-developed lands
to plop every kind of building by himself
with strict elimination of road formation.
As everyone knows, each city layout is formed by 4 big sections (QUARTER), delimited by default, 3 main roads (AVENUE) originated from city center. I admit every "builder" already knows how "secondary" roads appear, while dealing with intense construction works. In case of precision, Ugh! has recently published an
excellent document . The "simple" in theory, but "*very* sophisticated" in practice is... to prevent these road creations, contrary to the planned/habitual internal dynamics of the Game.
Introduction
For the maximization of building area, one must avoid the fragmentation of Quarters. So, as we have already three Avenues that divided to 4, our layout; we will be occupied to develop these four huge blocks, not more, not less. In *every* city / layout, always 4 Quarters. Let's concentrate on one of these Quarters.
In most of the situations, a bare Quarter land is defined from one or two sides by the main Avenues. Other side(s) may be delimited by the city wall (of any level) and / or by the seashore. So we have only three elements that limit the borders of a Quarter: Avenue, City Wall, or the SeaShore. The touching-sections of the quarters to the city center must also be considered as an Avenue.
Edit to continue:
In order to be able to present the subject, we need to a common reference, in appelation and nomenclature basis. First of all, we need to denominate a very critical element of the Technique:... Unit of lenght. This will be the smallest distance between two separate buildings. I named it **d**. As roads are 2d's wide, as houses make 2d x 3d, as industrial plants make 4d x 5d etc...This fact, is the ligtning bolt that made give birth to this building technique.
This is a matter of FACT (this is not a bug, because according to building routine, LANEs (germ. gasse) of 1d's width may well be paved too. But in our systematics, what we are most interested in, the Lanes that the Game (Board of Works) *can not* pave.
In short, if you plop buildings one after the other, adjacent to a main avenue, while maintaining 1d of interspace, the Game CAN NOT pave these interspaces... Here is the very short story of a discovery... This knowledge will lead us in the near future to compile the Endless Row's. (Published by me a whole Lübeck layout at (drüben) ; Patrician World Board dating
Dec. 26 2004 ).
Endless Row is just the first / bottom stone-array of the pyramide, however. But this is vitally important. It may be considered as a 2D construction design. Here, one can discuss about line's; but not yet surfaces.
One step further of this process, is to structuralize this theme on wide, -even amorphic- surfaces, in a repetitive pattern. This process is very similar to the crystallization...As it begins from a certain point, and then develops around. BUT, as most crystallization courses necessitate a special ambience, Turkish technique do not make an exception. We will have to establish these required conditions. HOW?.. By *isolating* praxis environment from outside.
Another common appelation must be established in "directional positioning's".. As to mention the known essentials, "Top" of the chart is always indicating "North", so then right is East etc..
Fastening solid meanings of "Horizontal" and "Vertical" is difficult to me, especially under isometric view of the Main Game Window...denomination must be clarified . For this task, I used as point of reference, "The Light Source" : Light is coming from Top Left... So, if buildings take the light from their Shorter Sides (facade), then it will be said as Vertically positioned; while the light hit the buildings on their Longer Sides, so placed Horizontally. As exemple, between 3d x 4d buildings: Hospitals and Chapels are always plopped in Horizontal, while School and Mint always Vertical.
With this rather basic infrastructure of knowledge, we are now ready to take a tour on this Old Stockholm territory, while the Guide will relate the stories of some old ardent constructors.
"....Rome was not built in a day..."
To be continued..