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So like 10 longhouses all facing north and jammed tightly together with no walls or space between. 10 more longhouses all facing south and jammed tightly up against the ones facing north. This entire complex has a 1 wide wall around it. It houses 200 people before upgrades (360 after upgrades). The little thin interior "walls" (which don't take up a space) keep the homes separate so they can only exit from their own front door and you have to keep them all road connected.
This gives an isolation of 100% despite them all being stuck together. You can't mix them with non-housing buildings though, if you stick a production area in the middle without walls it will wreck the isolation.
I like to design my housing based on which race I'm playing with. In my first v65 Garthimi city, I visualized them living haphazardly in crags wherever is most convenient, nesting like dauber wasps in small apartments built along or inside the walls of their mountain and around infrastructure or production buildings. Dedicated stretches of housing were apartments arranged in a semi-honeycomb patterns, with a hatchery and basic services between them. Not really space efficient, optimally designed, or even attractive, but it worked conceptually and was otherwise practical.
My current v66 Cretonian settlement has housing more inspired by their love of nature and communal tendencies. I have them living in blocks of conjoined buildings to create big lodges, primarily longhouses with houses and apartments added where conducive to rounding out the shape of the complex or simply introducing variety, surrounding a central road or square containing markets, basic services, and decorations. Here's a couple screenshots, one simply of a town center and the other including a smaller center with some auxiliary lodges nearby.
https://steamcommunity.com/sharedfiles/filedetails/?id=3241911518
https://steamcommunity.com/sharedfiles/filedetails/?id=3241915654
The design freedom in this game is by far one of my favorite features. Kinda wish there were more housing shapes though.
In contrast, the Dondorian majority were all stuck in soviet style longhouse bricks, exactly as Cian had described above. Whether aboveground or underground. It kinda sucked, but there was no clear reason to do anything else. And it was a heck of a lot quicker to sketch in. Getting away from that Dondorian block is what I'm aiming for, but with the hope of finding something that's not overwhelmingly inefficient.
I too would like for some more varied housing mechanics. Roundness is a pretty great start, actually. I like that mechanic. But for the races that don't like roundness, there could be something extra, which would be nice. Or a variation on roundness, so it's more particular to one race.
There is one mechanic that lends toward avoiding the rectangle grids currently: If you want plebs to feed into the main highways instead of moving through the other parts of a grid, you gotta build cul-de-sacs. If not cul-de-sacs, then some other way of blocking off all routing options other than the highway. Although this mechanic is barely relevant since upgraded roads do so little to help transit.
Still, the megablock ideas I'm working on right now are more like C-shaped, with services in the middle, and the center being the only entrance to the building.
Anyone have an idea of how Isolation gets calculated, or what it precisely it affects, other than noise?
What's unclear from it's wording is three things:
1) whether that's the same thing - meaning just more janitor work using an occasional component,
2) or whether those are separate things - where residents consume stuff faster in addition to the extra janitor work & components,
3) and the scale of impact.
It's enough to spook me away from the apartment complexes I've been messing with though. To some extent you can put houses next to each other without tanking the isolation. But I haven't gotten a sense of how to ride the line, how much wiggle room there is, how to roughly calculate it.
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With the top row facing north and the bottom row facing south and walls around the whole block and no walls in between them. 100% isolation and you can stretch it as far as you want, but you want to break it up a little to allow travel past it since your people can't pass through it from north to south.
Could do it East-West too.
In this way you can make housing sections with amenities and jobs in between, like say a row of housing and a few rows of something else and another row of housing.
It's interesting what does and does not alter isolation though. And it'd be good to somehow figure out the extent of impact that low isolation creates, since the in-game tooltip suggests it's about more than just noise. But it seems quite difficult to measure. At the moment, the only thing that really pushes us to keep isolation at 100% is the assumption that less is particularly bad in some way. But we don't actually know. Either that, or a reflexive aversion to numbers that are not 100%.
So if those ballpark numbers basically hold up, it looks like housing items consume Up to, and Under ~7%.... Assuming all housing items spoil rate is modulated evenly. Which perhaps they don't.
But it's enough of a look at the magnitude that another conclusion I'd draw beyond yours is that if there is a little bit of inconsistent isolation loss here and there, don't sweat it. 85% isolation for example might translate into perhaps about 1% more items spoiled in that one household. The amount of resources lost to tearing a section of a building down and fixing that problem could easily eclipse the isolation's impact.
Thanks again, @Chaotic Woofer, this heavily informs how I'll experiment going forward.