Hey RiverPlasmaHero,
Mrs Diss already made some very good suggestions. I'd like to emphasise
concept. I was a mayor of Havana. With Havana we wanted to be some kind of alternative to the spawn city in sur2. It's was a little rebellious. We called it Havana because it referred to pirates and Communism. The pirates connotation showed its rebelliousness. The Communism connotation referred to how we wanted to do/build everything together: everything is shared (all farms), everybody builds for the public good (every citizen had to build a public project, not just private houses), we didn't work with separate plots that a citizen would buy/own but everyone could build everywhere or we had a few large claims where trusted Citizens could build together. Also, on our discord server builders would usually first post designs of their buildings that they had build in creative mode, before they build it in the sur2 world. There was often a lot of discussion/planning about the design of a new build before it was actually build on sur2. That also improved the feeling of doing it all together. We actually also had a separate creative world, run by Brianetta (former DC admin), where we build most of those designs.
'Havana' also referred to a warm climate and that fitted the recent 1.12 update well, with parrots and colourful concrete and terracotta. We also used a lot of sandstone to emphasise that warm climate.
So yeah, think about what the purpose is of your town to the larger DC community. What does it have to offer that can't be found anywhere else? What makes it unique?
And, what rules do you set up? Rules can create order, structure and coherence to a town. But rules can off course also be limiting. Be conscious about what aspects of your town you regulate with rules and what aspects you
don't regulate. There has to be a balance. Adding more rules isn't always the solution to a problem.
What was also an important building guideline in Havana was that we wanted everyone to build close together; wall against wall; no gardens around your buildings. That was to make it a
dense city. That guideline had a lot of influence on how Havana turned out too.
Also, we had an elaborate forum page with info about Havana:
https://dogcraft.net/forum.php?page=%2Ftopic%2C428That might also give you some ideas on how to set up a new town.
I'm sure Akarra and some other towns also have such forum pages.
One more tip: don't plan everything out in advance. Start with only the city centre and let it grow over time. Design the city centre so that it can facilitate/anticipate a larger city, but don't predetermine how the city will finally look when fully complete. That's how we did it with Havana and I was very happy with that approach. I often see players with grandiose plans and they build large street patterns etc, but in the end many of those parts will never be filled in. Examples: sur2 spawn, Ren's elven city on Hermitcraft, Hydropolis on sur2. You'll never know what the future will bring. "Real cities grow".
As a final addition, a nice screenshot of the final days of Havana:
view largeTo every (future) mayor: Good luck!
... and now I'll stop rambling.