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For some mysterious reason, Zellians are always happy. Additionally, they seem to maintain this happiness without eating or using any resources. All they ask for is that their houses are connected to the road and that the road is connected to the spring – the water source for the town. Of course, you’ll have to build other structures to fulfill the goals of each scenario, but the Zellians themselves could care less about them. They’ll visit them if they exist, but won’t complain a bit if they don’t.
Related to this is the absence of any kind of rules about where you should build certain objects. Want to put a couple of dozen ice cream stands in between a few pig ranches? No problem. Want to put all shops on the opposite side of the map from your citizens’ houses? The Zellians don’t care! Thankfully, the fisheries and a few other buildings encountered late in the game do have to be placed on or near water, but other than that, 
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there are no requirements. This absence of building requirements coupled with the shortage of space in some scenarios makes it easy to fall into the habit of creating cities that make Houston look like a planner’s dream. (Sorry, Houston, you’re a great city, but you’re definitely not well-planned.)
Another annoyance in the game is the inability to rotate either objects or the terrain. On one hand, this does add a little complexity to the strategy for completing each scenario since some have very limited space. However, it also detracts from your ability to build “pretty” cities. And, if you’re scoffing right now at the idea of pretty cities, then you’re not a true city-building fan.