One objection to what I've just written is that the city would still look strained, congested, and artificial even in the presence of rotation because the main limitation in the game is lack of space. Someone could say that a city could really look natural, beautiful, and happy only if expansion were easy and free. They could say that rotation is not really the problem, and the limit on expansion cannot be eliminated since it is a game after all, so there is nothing anyone can do.
False.
There are a lot of towns on developed in narrow places around the world where everything is crammed, but things still look natural, people are relaxed, and there is still a sense of beauty because structures do not seem to have one and the same facade and buildings do not look unidirectional. Despite the lack of space (or the option for expansion) these places still look natural, beautiful, and happy because their alignment shows variety. Here's an example:
In reference to the picture above [to save space I removed it from this quote], have you ever tried to rent an apartment in a place like that? Sand Francisco has run down, worn out, walk ups with communal bathrooms for only $2000 a month plus utilities, no parking (that's extra) and high crime. And the reason those places aren't "re-developed?" Because there is no room for redevelopment. Philadelphia, New York, Hong Kong, parts of London and so on and so on, are not places where you'd want to live, but because the rest of the city is in high demand the prices there are very, very high.
In addition, most Mediterranean(I believe the one you posted is one, though it could be the south side of the Black Sea), developed the way they did because the building materials available were what they had to use. The orange tiled roofs were not planned but necessary because the clay they had available and orange glaze was cheap and readily available. Ditto for the white stucco. Eventually, city planners may have started enforcing a code -- or at least encouraging it -- as they did in Milwaukee, called "Cream City" after the color of the local brick used to build a lot of the early buildings (and city hall) -- but that came later when city planning came into vogue.
Finally, "organic" is probably closer to the right way to describe how they grew to be the way they did. There are cities in Elvenar that are more organic and you can tell they are because they have a lot of streets, are crammed to the point of confusion, and are highly inefficient. Not that there is anything wrong with that approach. But they are not planned.
As for the "happy factor" I doubt there's a good measure of that. In SF the prices are so high people are either forced to leave (not happy at all) or they have to get a second and third job to pay for the high cost of their apartment in the crime invested part of the city. In reality, to live in some of these cities you are one of four things: super rich, super over-worked, super willing to live with a bunch of people in a very, very small space, or on the streets begging.
Of course Elvenar is a game and we don't really consider the "happy factor" of our citizens, do we? We build usually identical housing, cram it into one fat area, put the workshops altogether, and so on and so on, so that everything is quite "inorganic" but highly efficient. In the "real world" it's a recipe for unhappy citizens if there ever was one.
Well, that's all I have to say on that.
AJ