User:Thriplerex/User Page Extension

Roads
Roads are present in virtually every city, but making them look nice is actually more complicated than one might expect.

To start, roads tend to be direct, fast, smoothly curved routes. certainly any road that isn't at least about 7 meters wide shouldn't have 90 degree bends that are intended to be ran without stopping.

Roads also tend not to be steep, in real life, anything over 1/2 block up or down for ever 6 blocks horizontally would be considered moderately steep. Anything more than about 1/2 block up for every 3 blocks horizontally for long sections would be considered very steep, and other than in mountainous terrain, be limited to residential streets.

In Minecraft, terrain tends to vary on a smaller scale than in real life, and be much steeper as well.

Usually, long, wide "highway" type roads are as straight as possible, as cheap as possible, and require the least amount of terraforming possible. If there is a 30-meter-wide circular crater, sweeping around it smoothly is usually better than bridging it.

If there is a tall mountain in the way, going straight up it is not likely to be cheap to make or easy to travel. Go slightly up and around, if there needs to be a route to the top, make it connect to the main road and spiral up the mountain.

There are also multiple scales and types of roads with different qualities.

Dirt/sand/terrain path: Should wind around any obstacle, even small trees. Should be 1-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope, otherwise, it is more of)

Gravel/partial cobble path: should wind around anything that can't be altered with a shovel or axe in less than a minute, certainly shouldn't bridge anything unnecessarily. Should be 2-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope)

Cobble/Stone brick path: Should wind around anything that requires more than a small amount of pickaxing to destroy. Should not be connected to any large long bridges, only small stone or wood ones with no extra support needed. Should be 2-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope)

Cobble/Stone brick path: Should wind around anything that requires more than a small amount of pickaxing to destroy. Should not be connected to any large long bridges, only small stone or wood ones with no extra support needed. Should be 2-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope, or in some cases, even 1/1 with stairs.)

Small private road of any kind: Should wind around anything that requires more than a small amount of pickaxing to destroy. Should not be connected to any large long bridges, only small stone or wood ones with no extra support needed. Should be 3-5 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope, or in some cases, even 1/1 with stairs.)

Small rural gravel or partial-stone road: Should wind around any natural structure or well-established construction. Feel free to cut away absolutely any plant life, but limit pickaxes to flattening hillsides for road to be placed on. Should be 3-7 blocks wide. should generally be under 1/3 slope.

Small rural stone-material road: Should wind around any natural structure or well-established construction. Feel free to gouge out rock-formations, place support-beams, etc as needed. for road to be placed on. Should be 3-7 blocks wide. should generally be under 1/3 slope. But avoid sloping in general as long as it doesn't mean tunneling through mountain-ranges or bridging valleys.

Small downtown street: Keep it as straight as possible, even if terraforming is needed. Keep it as flat as possible, even if terraforming is needed, it may be small, but remember, thousands of people, rickshaws, pigs, horses, cars, chariots, carriages, magic carpets, elephants or pod racers use it daily. Should generally be the equivalent of 1-2 lanes with 2 sidewalks, this could be anywhere from 5-17 blocks wide if sidewalks are included.

Small commuter street: Should be direct, efficient, but cost-effective as well, tunnels and bridges are fine, but only if they are needed. Preferably at most 1/4th slope. Small to large stores can be nearby.

Large downtown street: Terraform any and all hills, this should absolutely be no more than 1/6th slope with very few bumps. Don't put these in on a mountainous city unless they are being supported on columns, they look silly when they are super steep. These should also be fairly straight, and never next to houses. Put large buildings near these.

Large commuter street: Should be direct, efficient, but cost-effective as well, tunnels and bridges are fine, but only if they are needed. Preferably at most 1/4th slope with very few bumps. Medium to large stores can be nearby.

Suburban street: 1-2 lanes equivalent, a small sidewalk or possibly not, purely houses nearby. Can be up to 1/3, or possibly even 1/2 slope. Should do as little earth-moving as possible and doesn't need to be very efficient as a through street. Typically 3-11 blocks wide

Intercity Highway: Curves around things, but avoids sharp curves at all costs. Generally stays flat and direct with no stopping areas. Only becomes steep to go through mountain passes. does not dodge light construction, simply tramples straight through it. Bridges anything but moderate-sized oceans. Typically 15-23 blocks wide, but may be smaller in pre-industrial societies.

Mega-Highway: Goes nearly straight, never exceeds about 1/8th slope, obliterates or bores through anything necessary excluding centers of cities or enemy territory (then wars are fought over its construction) Cities are literally built around it. Typically at least 31 blocks wide, but may be smaller in pre-industrial societies. May literally bridge medium-sized oceans in order to cut down on travel-time. Designed to carry any and every road-travelling land-vehicle made by the society building it. No bridge type or tunnel is too expensive or extravagant for something like this.

Houses
Houses are possibly some of the most important buildings in a city. They house most of its population, and are usually used for social gatherings as well. In war-zones, houses may act as or be mixed with defensive fortifications as well.

Houses are rarely just dwellings with a bed, chest, furnace, table and door. They have multiple rooms, possibly multiple stories, and are often designed to accommodate between two and five times the number of people who are intended to live there for short periods (e.g. as long as they brought their own beds / sleeping bags, there are enough chairs at the tables, etc to support them).

House types
Houses come in several types.

Shack or hut: a small structure meant to barely / almost accommodate the basic needs of one dead-broke family or individual. NPC-village huts and swamp-huts both fit in this category. Lots of land nearby, but rarely does the resident officially "Own" it. Cost (Money): $10

size: 1 story, up to 9 x 9 exterior, 1-3 rooms with multiple purposes each, 65 > meters^2 area. rarely

Cost: labor and dirt, scrap-metal or planks.

Rural house: often big, but made of poor-quality materials, and rarely have much structure above the second story. Cost (Money):$20 size: 1-2 stories, up to 20 x 15 exterior, 1 big bedroom and a lot of small ones, a kitchen, separate dining room, 2+ bathrooms or zero bathrooms for older ones. 150-400 meters^2 area. Huge yard or farm surrounding it.

Cost: lots of wood, a little bit of brick or cobble for a fireplace, generally built for the inhabitants or built for / by their ancestors. residents are poor to moderately wealthy.

Duplex: A two-story house, separated. Each apartment can accommodate 2 people. In short, a two-story mini.

Size: 14X14, kitchen-living room, two bedrooms per floor, and balcony. Cost: Many bricks, wooden planks also, etc. Cost (Money):$40

Suburban house: at least moderate-sized, usually gets a little bit of all mid-quality materials. rarely very unique and often very squashed outside, but comfortable interior with at least 2 bedrooms. Cost (Money): $75

size: 2+ stories, up to 15x15 exterior, usually 100-300 meters^2 area. Very small yard. 2+ bed, 2+ bath

Cost: A moderate to large amount of money. Materials are usually at least partially artificial and property usually comes with a complete home built to be sold to whoever will buy it. Residents are often just below average to very wealthy.

Town-house: usually 3 stories of roughly equal size with essentially no yard. Rarely over 8x10 wide, and placed in rows within 5 feet of each other. As Suburban house but more like 120-240 meters ^2 area. and only poor to just above average residents. Cost (Money):$80

Slum apartment: Never over 60 meters^2 area (external, 45 internal), always single-story. Terrible living conditions, cramped, little to no decoration that isn't purely sentimental. 1-3 rooms, 0-1 bathrooms, 1 bedroom. Only the poor live here. Cost (Money):$5

Average apartment: Apartment with 1-2 bedrooms, 1-2 bathrooms, a kitchen, and at least one other room. Typically 80-150 meter^2 exterior. Cost (Money):$100

Penthouse apartment: Singular or nearly singular nice apartment on the top floor of a high-rise building. Easily over 200 meter^2 exterior with at least 1 bedroom per couple/individual and many additional rooms of all sorts. Anyone who lives here is likely the equivalent of a millionaire. At least. Cost (Money): $350

Big House: A beautiful house with materials rather expensive. It's big, and ideal for people who work for the president and the government. Size: 2 or 3 floors, 1 large kitchen, 1 dining room, a breakfast nook, 2 bathrooms, 1 master bedroom, a large garden, a mini-office and library, two bedrooms and a living room. Cost: Much Quartz, wooden planks, using mini chandeliers, crystal, (much), etc. Cost (Money):$750

Mansion: Any house which is unique and singular within a large area, much larger than necessary to support the people inside, extremely nice, has more area than any conventional home, and has more than 1000 m^2. Only used by nobles, the extreme-rich, and those given them as gifts by kings, politicians, celebrities, etc. Cost (Money):$25.000

Other type of houses that don't fit in these categories: There are many, in fact, countless types that don't fit very well into any category mentioned above, what about towers, tree-houses, mass-living areas, sleep-tubes, house-boats, converted asteroids, cave-homes, continuous mazes of rooms of all types, bridge-homes, general store-homes, gas station-homes, motor-homes, space-module houses, worker barracks, wall-houses, hive-apartments, bunker-houses, manor houses and even more unusual types?

General Block Pallet
It is often strongly advised that, for a specific type of construction, you stick to a specific pallet of block-types. For example, Stone-brick Roofs, brick, birch-plank and/or spruce-plank walls, nether brick details like window-boxing, a lot of jungle leaves. This helps other builders, and yourself, to make creations that "fit" together, instead of a random mix.

Jobs
After you have built your city, every citizen should have work! Perhaps you want in your city all be loose? Here are some ideas to work. Oh, and remember if you think of one, please add it to the list!:


 * Cashier: The cashier of a store either.


 * Repair: Someone who repairs weapons and tools.


 * Cook: Someone in a restaurant kitchen.


 * Professor: Someone to teach techniques in mining, construction, redstone, etc.


 * Military: Soldiers to defend the city from monsters.


 * Builder: Someone who builds buildings and shops.


 * Store Owner: Someone who bought a field, and is actually a store owner.


 * President: Normally the ruler in his city. Necessarily have to be an administrator.