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Ah, ok. The layout itself is not flawed, but indeed repeating it will be hard. But that only proves the other point better: There is no such thing as one optimal layout as multiple optimal layouts exist since the buildings are the limiting factor and not the layout. I've worked out another example (below each other instead of next to each other is also possible ofcourse)

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The B-building is optional (e.g., a bonus-building that doesn't require a road, possibly to boost surrounding buildings if they are not boosted already by another building; especially for the buildings with high refresh and low pax a 5% bonus is enough). I now see that the outer Road-squares could even be replaced with another pax-building but I don't think that would do much for most contracts.


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