Re: Begining color map of the City (Party drew tonight)
(picture snipped)
Other then the moat, I don't see any water. A revision would be good.
Where the cost of building a city is concerned, don't worry about it. The city will build itself. What the players need to do is put a mechanism in place to regulate how the city gets built. Establishing streets, water supplies, a sewer system (if they're so inclined).
With a river they'll need to establish docks and a dockyard. The same thing with a freightyard. Most important, tanning and similarly odiferous operations must be put down wind. Establish where the prevailing winds come from, and put the tanneries etc. on the other side.
Expand and pave the roads. It will be expensive in the short run, and require the establishment of a military to guard, but it will be worth it in terms of the increased trade. Check some books on Roman and modern day road building. With heavy annual snowfall you'll have to spend more on maintenance. It also means extra care when it comes to drainage, so make inquiries with Canada's version of the Deptment of Transportation.
Construction? That'll start out as wooden buildings, stone will come later as personal wealth increases.
Gold. Use it to establish trade. Trade is where the real wealth comes. Renaissance Spain based her economy on gold, Renaissance England based hers upon trade. I think you get the picture.
Establish the city as a trade and manufactoring center. It'll last longer. Since you've got (potential) quarries nearby, your city could become a source of stone for other locations. It certainly could be a source of wood.
Along that same line, establish trade agreements with nearby communities. The increase in trade will more than offset the lower tarrifs.
Finally (for this installment), clear the woods around the city. You'll need the farmland. Believe me, you'll need the farmland. As a matter of fact, offer free farmland and a tax break for anyone willing to clear the land and settle. Also allow the settlers to homestead their new home. That is, after a period of time (7 years is traditional) the land belongs to the family in perpetuity. So long as the family lives there the land they own cannot be seized for any reason. Not even to satisfy a debt. They can sell it voluntarily, but they can't be forced to sell it. That should cut down on urban sprawl.
This post has gotten long enough, so I'll save something for later. Good luck with the project, and I hope it one day sees publication.
Sidran said:Here is the art from the City concept drawing ( I am in the process of coloring the picture.
(picture snipped)
Other then the moat, I don't see any water. A revision would be good.
Where the cost of building a city is concerned, don't worry about it. The city will build itself. What the players need to do is put a mechanism in place to regulate how the city gets built. Establishing streets, water supplies, a sewer system (if they're so inclined).
With a river they'll need to establish docks and a dockyard. The same thing with a freightyard. Most important, tanning and similarly odiferous operations must be put down wind. Establish where the prevailing winds come from, and put the tanneries etc. on the other side.
Expand and pave the roads. It will be expensive in the short run, and require the establishment of a military to guard, but it will be worth it in terms of the increased trade. Check some books on Roman and modern day road building. With heavy annual snowfall you'll have to spend more on maintenance. It also means extra care when it comes to drainage, so make inquiries with Canada's version of the Deptment of Transportation.
Construction? That'll start out as wooden buildings, stone will come later as personal wealth increases.
Gold. Use it to establish trade. Trade is where the real wealth comes. Renaissance Spain based her economy on gold, Renaissance England based hers upon trade. I think you get the picture.
Establish the city as a trade and manufactoring center. It'll last longer. Since you've got (potential) quarries nearby, your city could become a source of stone for other locations. It certainly could be a source of wood.
Along that same line, establish trade agreements with nearby communities. The increase in trade will more than offset the lower tarrifs.
Finally (for this installment), clear the woods around the city. You'll need the farmland. Believe me, you'll need the farmland. As a matter of fact, offer free farmland and a tax break for anyone willing to clear the land and settle. Also allow the settlers to homestead their new home. That is, after a period of time (7 years is traditional) the land belongs to the family in perpetuity. So long as the family lives there the land they own cannot be seized for any reason. Not even to satisfy a debt. They can sell it voluntarily, but they can't be forced to sell it. That should cut down on urban sprawl.
This post has gotten long enough, so I'll save something for later. Good luck with the project, and I hope it one day sees publication.