I guess everybody little bit discountenanced with
Miadon's comments. I don't think this peculiarity of PShift tide somehow destructed the concept of our Klyros City - it make it more interesting and serious. (i don't know will this tide be implemented in game, but it got to).
So, here my ideas:The Klyros city will have double status - one season it will be just a big town (1st condition), at second season it get also the meaning of sea port (2nd condition);
1st condition: we must surround our city with dike or by complex of dikes-->we need to leave streets-channels, algae-fish farms etc; also, don't forget that our city isn't only sea port - it is also a RIVER PORT; so inhabitants will keep the opportunity to travel through the town streets to docks, to algae farms, to swamps, to rivers-->to lakes/ponds and further in deep areas on their BOATS/KATAMARANS/SHIPS.
Also we got to place the seabed path from docks to the new shore area in the sea - to save the meaning of sea merchant's roads.
2nd condition: there are no any special issues about this condition of town.
Next:-all types of architecture we discussed before are still true (in fact we don't have anithing except Baku concept

); I think we must add houses-ships, or houses-on-ships which will be able to travel with tide.
-i think we can invent new type of vessel: submarine and super-vessels which will be able to travel underwater, on water and in the air (remember Gentar's airship?) - it will be the second alternative how cargos from distant dock will reach our city;
-also we could tame some animals to help klyroses in transportation cargos along seabed path. Can you imagine - giant Crabs or Pangolins?!
What do you think, friends?