![]() ![]() You've got a thing to construct (a city) and things to build it with (roads, the different types of zones etc. Obviously, this doesn't work, so what do you do? You start to mix housing, commerce and industry on the fly as needed and before you know it you have negative cash flow, pollution that even kills the rats and a riot gang knocking on the door of your hard-earned dwelling. ![]() So many things to do, so many things to take into account, it seemed to me that anyone who could build a good working city right away had to be some kind of genius at least I certainly failed. My first experience with city design was simply overwhelming. Nowadays I'm a software engineer and here modular design principles are so important that they govern every aspect of software design (and I still do play with Lego). It reminds me of when I was younger and sat on the floor building houses and spaceships with my Lego. Personally, I think MCD has an inherent beauty to it in the way that it builds larger and very complex structures out of very simple objects. Though the absolutely creative and free mind may find this approach to city design a bit too constrictive, it has a few advantages over ad hoc and other building methods, and I'll discuss some of the pros and cons of this method. In this document I'll discuss a generalization of this concept, which is known (at least by me that is) as modular city design (MCD). Just take a quick peek around the Knowledge Neighborhood and you'll soon realize that the way to build a good city quickly and efficiently is by using 'blocks' with a fixed size (such as 9x9 or the like).
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