ZEUS Elite Housing by Bev Truter Creating road loops, or rectangles, of elite housing for 1, 2 or even 4 companies of horsemen seemed easy enough in theory, but the trick is to maintain the housing at the highest level (Estates) needed for horsemen to remain living there. Your soldiers are a picky bunch, and as soon as supplies of armour, wine or horses run out, they will leave in droves. Hoplites (foot-soldiers) will live quite happily in Manors and Mansions, requiring just the extras of wine and armour to produce Hoplite companies of 16 soldiers per company. Manors require wine, armour and horses to evolve into Estates in which horsemen reside - the most powerful of your armed forces. Fortunately even abandoned residences retain their supplies of food, fleece, olive oil etc., so as soon as you can provide all the necessary goodies to lure another bunch of residents back, the houses will rapidly evolve again. However, it's irritating to see your carefully- planned roads of elite housing evolve and devolve like yo-yos, so to keep your residents happy and make sure your elite housing stays at the level you want it to, take some time to plan the layout of roads and essential supplies, long before you place site markers for the elite houses. Learn to be a landscape gardener and have fun with the design and maintenance of elite neighbourhoods! One of the easist ways to create the 'great appeal' needed for an elite neighbourhood is to save up your commemorative monuments, and only place them in areas where great appeal is needed, eg, behind rows of elite housing, or to boost the appeal of Theseus's Hall (very difficult to get the appeal needed for him, I found in later games, unless you spend lavishly on huge gardens). First of all, about a year before you intend laying out any roads, place at least 2 horse ranches within walking distance of your future grand agora. You cannot order a storage yard to 'get' horses, as you can with other commodities, so horse-traders from an agora must be within walking distance to reach horse ranches. Then either import or grow a small but regular supply of wheat and store it in a storage yard close to the ranches, and soon you'll have horses (6 per ranch, I think) snorting and prancing about the ranches' corrals. When the horse vendor's stall begins operating, the horse trader will rapidly buy up a staggering amount of horses for your soldiers, so be prepared well in advance with plenty of horses. Before you start building an elite neighbourhood, make sure you have a fairly large number of people unemployed (about 8%-10%). Elite residents don't work, but instead generate 8 soldiers per household, and you'll need a sizeable workforce to run the hospital, stadium, theatre etc. in each elite neighbourhood. Also make sure that you have a plentiful and regular supply of oil, fleece, armour and wine arriving in your city, either by producing the goodies yourself, or by importing what is necessary from trading partners. Although elite residents don't work, they DO pay huge amounts in tax, so it might be worth putting in a smallish elite neighbourhood as soon as you can comfortably afford to, and not scramble around in a rush at the last minute trying to put in elite housing because you have to. I always try for the wimpy way out of fighting - bribing the enemy to go away rather than face them with few or no soldiers at the ready. So it can be an amazing morale booster to know you have 4 or 5 companies of horsemen lurking in estates, even if you're not required to use them. After choosing a suitable site for elite housing place a road loop (either a rectangle or L-shape works best) in a large cleared area, fairly close to a food supply or granary. If available on your 'aesthetics' menu put an avenue, or grander still a boulevard, over the road loop. Place a grand agora at one end of your loop, or 2 common agoras, one at each side or end of the loop. Two common agoras are often more useful, as you can place one with (eg) a food, fleece and armour vendor at one end of the loop, and another agora (horses, wine and olives, often arriving from the same direction/area) at the further side of the road loop. I try to keep any nasty buildings, ie, those reducing appeal in an area, close to the agora. So a watchtower, tax collector's office and gymnasium can go on both sides of the road close to the agora/s, and some high-appeal buildings near the far end of the road loop - eg, theatre and podium. Build drama schools and philosophers' colleges far away from the elite loop - as long as you have plenty of schools and colleges, walkers will soon fill your entertainment venues. I always try to place the hospital on a corner of the loop, with only a small area of hospital touching the road; and the same goes for a stadium - only 1 or 2 tiles of the stadium needs to touch the road loop, the rest of the stadium can project out elsewhere. In case you need to build more elite housing at a later stage, leave space for another road loop to pass and touch the stadium at some point. Remember to block off any roads leading away from your elite loop, especially roads that also touch large buildings like the hospital or stadium, or you will find your competitors (stadium) and healers (hospital) happily ambling off down roads that don't contain any elite housing. Next, about midway around the loop, construct an ordinary road that leads directly to the nearest supply of wine, oil, fleece and armour, and place a storage yard with 'get' orders for (8 of each) wine, fleece, oil and armour on this road, behind your planned elite housing. Then finally, when all the above is in place, put down the site markers for 4 to 8 elite houses, on both sides of the avenue/boulevard. Leave space for a 'garden' of park (the smallest tile on the aesthetics menu) down the side of each house to separate it from its neighbours, and put in a larger flower garden between any elite house and the agora, tax collector or watchtower. Also surround your hospital, gymnasium and theatre with flowers/parks. Make sure your housing rectangles are wide enough to place a row of flowerbeds behind each house, and put a row of commemorative monuments, or a row of maze squares (same size as monuments) down the centre of your housing rectangles to create neighbourhoods that are very appealing. For houses placed on the outer side of a rectangle, a row of fishponds and/or mazes placed behind them does wonders for appeal. You might need to put in 2 podiums, and possibly 2 gymnasiums, but there's no need for overkill. If your elite residents still moan at a later stage about there not being 'enough access to culture', it's because they want a stadium, and no amount of theatres, podiums or gymnasiums will make up for the lack of a stadium. Before you start tweaking about with the final touches to your houses and gardens, remember to place vendors' shops on the agora/s - then sit back and watch your people flock in to take up residence in the elite part of town! - o -