You can still safely get away with skyscrapers of five or six stories, though, especially if you build them near extremely happy-making buildings, such as an Ampitheater. Keep in mind that Skyscrapers, although they're efficient at saving your village space, will eventually grow into slum conditions if you build too many of them atop one another. You can also try to plan on building homes around structures with large happiness bonuses, such as Temples or Baths. In point of fact, though, it's all but impossible to cluster houses together just try to break up the monotony with happiness-increasing structures like wells, lamps, and stores, and you should be able to counteract the unhappiness that comes from being crammed into a Levittown. The presence of a house will have an oh-so-slightly bad effect on the happiness of nearby houses. However, they like to do so with a modicum of comfort, so if you're playing as a Good god, you'll need to carefully consider the placement of various buildings around your houses, as well as the types of buildings that you build for them.įirst off, try not to place homes extremely close together, if you can avoid it. Housing is one of the most vital aspects of a new city all of your villagers need places to live and sleep. If you have a storehouse, be sure that you have a road circling it, with offshoot roads leading to major resource supplies, such as mines or fields.
Lastly, note that storehouses have three entrances, one for each type of resource. If you spot one of these dirt trails, then you'll definitely want to extend one of your existing roads to cover it. Note that, if your villagers have to travel to a certain area of a map without the benefit of a road, they'll eventually wear down the grass under their feet. Laying a road doesn't cause it to instantly come into being it just lays down a path that will eventually become a road as villagers use them. You can curve your roads around obstacles, and will often have to do so. To build a road, just place your cursor over an existing road segment and drag the mouse. In general, you'll want to make sure that every building has some kind of road access, as it's the cheapest way to add to your town's impressiveness. They help improve the speed of your villager transit, and also add to the overall impressiveness of your town when they connect to buildings. Roads are good, easy to build, and apparently free, so there's no reason not to build them wherever you need them. Roads can be tricky to lay down, but will make for some easy Impressiveness for your town. In it, you'll find a listing of major quests in the game, tips on beating each of the seven main lands that you'll be passing through, and plenty of general tips for getting yourself off to a good start. If you're interested in learning about stuff not covered in the tutorials, though, then we're happy to present GameSpot's Game Guide to Black & White 2. That said, if you played the first one, you'll feel right at home with Black & White 2, and if you didn't play the first one, then you should feel equally comfortable with the game it's very accessible and has a lengthy set of tutorial missions to get you started. Your creature is a bit easier to train this time around, there's a more straightforward, story-based plot, and the combat system involves a bit more of an RTS influence. Now, over four years later, Black & White 2 has finally arrived, and it has some significant changes from the first game. Melding god games, city-building, and a virtual pet simulator, it had a unique blend of cerebral strategy and moral dilemmas, as you were asked to choose between being either a benevolent god that helped its beloved population achieve their goals, or an evil god that existed merely to extract servitude through fear and pain. Black & White was a very ambitious game when it hit shelves way back in 2001.