... # ts

Spiral Hill mockup

[social] [residential] [school] [commercial] [tourism st.]
[graveyard + jardin, church, tower, museum]
[import export]

Culture: Graveyard and garden (park, yard etc) are mostly one and same - ancestors / resting grounds near, esp childhood + late in life, more time for play and repose. "Social" = gatherings, shows, festivals, celebrations - closer to town than ground, but between. Tower and church overlook. School is K-11 and center of town -> Opens into commercial cuisine + market!

Solar Zoning: Sun rises in East so you walk that way to get to work early in the morning. Residential is at greatest altitude (slightly) so still catches the rising sun. imp/exp is also well lit early in day. Graveyard/jardin watches sun set, warm during afternoon.

Tourism etc: Only a small strip but it's important. Residential path is only secondary - quick welcomes etc. Most deep visits are into commercial or through heart. Good roads but everything is on foot - nothing is far and the climb isn't car or truck suitable. Resource movement is manual. No large scale agriculture so import is essential and export is mainly to visitors (except mail etc), craft and quality, not bulk.

Map drawn first. S->N is because it's a video game. Solar came after but is key. "Social" comes from lantern hymns. Map shows elevation and areas but connetions matter most, not really to scale. Video game logic / loading zones win.

Lav