Quote: (semajnollissor @ 03 Feb. 2009, 07:43 )
I wasn't necessarily talking about the density of the city terrain. Rather, I was referring to the organic arangement of the street network. Sure, there is somewhat of a grid, but the major roads go in odd directions.
Also, there is no way to position a real city map on a tabletop and have all (or even most) of the roads running parallel or perpendicular to the table edges. Maybe some of the new world cities, but I imagine Imperial cities being modeled on European ones.
As for the building density, if you just have ruins it can be made playable. Just assume the level of rubble is one or two stories less than the level of the highest intact walls. Board level would be rubble level, everything above would be ruins.
In the end, though, this was just an excuse to post really cool pictures that I found online.
Well, interestingly my real life home city was designed in the 1900's as a 'perfect English city transplanted to the colonies', so is that anything like the Imperium setting up an offworld colony?? ÂÂ

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Part of the design to make it perfect though, was the sensible geometric grid layout. See 'Christchurch New Zealand' on Google Earth and you'll see that much of it is just a big grid (with a very large park in the middle and some rivers), just like wargames tables. Things start to get wonkier the further you go from the centre mind you... new developers seem to have forgotten the original plan... ÂÂ
Thus my view of what Imperial Cities should be like when I make tables, is 'replicated standard construct templates'. All in grids.
Of course the Imperium is a big place so I'm sure there is room enough for all types of cities.
Cool pictures you posted though, and maddoctor!! ÂÂ
