I wish they add to the walls the same mechanics as the roads have to have curve shapes and add more angles to the building’s setting. We all know grid is probably the most efficient but medieval towns were chaotic and usually built in circles around one or several hills. Wish to see that in the future.
They have curved roads so we know that they aren't concerned about making everything efficient. It could be that this is just something locked in because of early access and early development still and later on we may get the ability to have more freeform placements of buildings
Curved walls, yes please. But also the ability to construct towers as part of walls. Maybe even have wider walls with roads on top of them. Also would love aqueducts.
I check my city desirability and replace the weakest desirability houses with decorations and expand naturally. cities always look pretty realistic :P good pre-plans tho!
I'd like to see some designs focused on aesthetics and using landscape features like lakes and mountains to make beautiful cities. Or maybe something designed like a real unplanned messy and chaotic medieval city with twisty roads. So not 100% optimized for making cash, but still functional
separation is good cause of fires, i really like just building in a blocks, 6x6 (2x2houses) i big enough for anything, you need a well and decor, that's one house, market is a full square (6x6) but the way you place it you can choose what decor you want, bakery/pub+decor = 3x3 and everything's so clean and tidy
This is a great list and video, thank you for making it! I think that TacticalFriedRice's blueprint is 100% the best. Roads are actually important as they increase movement speed and allow workers to get to their jobs faster. This is a make or break in productivity in winter months. I actually use stone roads going out 30-40 tiles in each direction to speed up the rate of workers going out and returning with lumber. You do need some very well placed roads in residentials. Also compacted houses catch on fire and spread, currently the mechanics allow for these to be put out fast, but that could easily change.
I agree that roads should be a benefit and necessary for increase productivity. It's still early access so the road situation might get changed/improved, but I think the thought process here is that without roads, people will take a straight line between two points, cutting right through other buildings. When roads are present, people will use them instead of taking "shortcuts" and roads have to go around buildings, so it turns out that roads might not actually speed things up in and around the town (going out of town to mine areas, etc., is a different matter). I think this area needs some tweaking/improvement. I don't think the road benefit is big enough and/or people move too fast without roads.
Nice video, but part of the reason I like the game currently is the chaotic sprawl I use now. But I'm used to and grew up in a small city with tiny avenues that the Romans built, then had all the different eras proceeding work around each existing period etc. Grids just don't do it for me. I'll use them a bit.... but give me curves and winding roads and alley's any day!
For the first layout, the modular one, you mention possibly shifting those 1x2 house sections outward. That would provide a 4x6 grid cell space at each cardinal direction, which would allow for placement of some things like medium parks.
I been using the TacticalFriedRice Quad Residential since i found it ... and its awesome. My current city has 4 of those. Its currently at 3900/5700pop ... but once the homes upgrade to Manor for the last ones built it should breach the 6K pop. I do hope 0.94 brings some performance updates cause it sucks at 3x. At 2x it sort of works ... 1x is decent.
6:11 "TacticalFriedRice Quad Residential" You will not be able to arrange the market so that it captures 8 houses to the left of it and so that there is also a road between the market and the houses. The market radius in this case allows you to capture only 6 of them.
If you put little plazas (places) under the street, you can pimp your houses AND keep the roads. 😉 It is mentioned in the description of that decoration part.
These are some cool layouts might use some of them in future builds, don't be dissing roads too much though some nice looking streets add alot to the beutification process XD
i been playing on vanquish mode and you don't need to surround your town with walls just your towers (w/ double gates), vaults and trading center. the ai basically attacks the walls around the towers and you can defeat them that way.
plazas do stack and you can upgrade them if yoiu use them as roads plus some sparely set decorations or something like schools markets and co you get easy the last step of houses xD
it's a shame that games often have a limited way of laying every town out so they all end up the same. In this game, you would struggle to build a town on a slope or some hills, for example.
Not really. There are already towns on hills. Even some that are so steep that raiders cant climb them. Just takes a lot of effort with the current transforming tool.
This is pretty much the only complaint I have about the game, I understand needing to build for efficiency. But towns and villages just don't develop like that, so after a few play sessions you just end up making the same blocky, grid like towns and it gets pretty stale. It looks beautiful when done, but doesn't look realistic to what a village or town would actually grow like. Work places would be built near housing for the workers. But in FF, people don't move houses to be closer to work, so if you build wrong, people walk for ages and your production drops or people die on the way from getting caught out mid winter. Definitely some tweaking they need to do for more natural growth, and worker and population management.
Traditionally, tanners would live on the outskirts of town, alongside the tannery. People back in the day weren't stupid. No one wants to walk XYZ just to work. And if your work is an art, your entire life, and the life of your offspring, it makes no sense not to. Would be even better if something like tanneries and potters had conjoined habitation parts.
im almost done with the pinkL set it and let me tell ya.... looks great but needs some changes most times 2 towers dont do and they break in, and storage for food needs to be places near neutral areas for thats what they hit a lot of the times, but this is for those wondering over 1k population so gg frames
9:00 A good one, but the heavy industries (smelters etc) as well as the stockyard r vulnerable to invaders. I would rather wall them, than the houses :D
@@Dr.ArielArik Not always. If you watch a bit closer, the raiders do kill villagers that are unarmed at times, even though their focus is getting off with gold first, and other stuff second.
@@wastedwatts That is true about the industrial area too. So while they go for industry the villagers are more vulnerable there, not near houses, because they - the raiders, don't head for houses
@@Dr.ArielArik I don't have walls up around housing, which needs a makeover anyway, but I often have two raiding parties attack and that normally means one will pass through the housing area.
Maybe update the video description to explain how the small plazas do indeed stack? (2:45) You mentioned they didn't and in a later video you revealed... yes they do. Thanks
hello! I thought that buildings that have a green arrow on the side must be on a road? Houses have a green arrow. If green arrow doesnt mean that the building should be attached on a road then whats the difference between those buildings that have it and those that do not? Thanks for the video and the layouts! I am new to the game still try to understand some things.
Industry buildings need the green arrow facing an space bc of the wagons. Devs confirmed at early access launch that all other green arrows are just a "suggestion" on position
I dont know if its just me but following set layouts seem boring. Doesnt make sense for a school to be next to a pub or a market in real life. 😆 Placing everything and everywhere whilst tweaking things here and there to get that 85 desirability is waaay more fun and gives the city a more flexible and free look.
You want roads. Love talk but road help in so many ways. And you can lay plazas under the roads to add more desitraablity and the roads them selves add desirability
We all are thinking that this is a bug and have sent the question to the developers to get clarification.. reason being is because the plazas don't show up over top of the roads and they are clipped underneath it. That's typically a clear sign of something not working as intended
Several of us have found text that doesn't really match up well sometimes with the actual function. While it does say that, it also doesn't make much sense for a hidden decoration does it? We're trying to find out what's the actual deal with them.
Makes my town look like a complete mess... However, I am not sure how workable these layouts are when you are trying to mine resources... Iron, Gold, Coal mines give hits on desirability... On the alpine map they are all over the place... Then you have sand and clay pits.. And factories to use them... Finally trying to place farms/fruit based on fertility.
i limit my mines. "fertility" is actually just heavy clay. better is to put fields on the yellow that is mostly sand and build up fertility with cattle or clover. otherwise sand you are mining is constantly amending the fields.
Hmmm, I've been through a few videos and none of them are telling me what to do with rat catchers. Rats are so frequent that I'm constantly having troubles with it and none of the layouts shows where they put them, it's so annoying. The 4th layout with the rat catchers won't work for the buildings on the outer side. Well, one can probably just remove a few houses to replace them with rat catchers but again, it's so annoying. What's more, they are so costly to maintain and you will need multiple of them just to cover a small area. Well, if you are already at this stage of the game, 8x8 gold per month probably is nothing much I guess. Still, my take is that those gold could be better spent on something more worth it, like your army and such.
I don’t think any of these plans look ‘natural’, they might be efficient but that’s a modern thing. I don’t think we started to get a grid system till places like New York came along…
I don't think I ever called them natural haha, but as a semi-historical city planning nerd I can def tell you that grid and grid-like cities were built commonly throughout history bc of how easy it was to plan and expand and defend them! The concept of the typical European "mess" wasn't really until much later.
I hope the fix the roads issue. I absolutely hate min/maxers building with no/few roads. Absolute 0 out of 10 with any town builds that have no or few roads and -10 out of 10 for any builds with houses having ZERO road connections.
No that's like what I said during the video... Nothing in the game requires road access. You do want to leave space around industrial buildings so the wagons can easily get to them quickly but other than that you don't need roads for anything.
They do a bit but at it's maybe a 20% boost... So you want as few roads as possible and the ones you have going on straight lines to minimize walking distance
Who would have known the second most commented thing on this video would be about how I apparently pronounce that word very oddly to some people lol...
For this game I am just not a fan of the layouts that are repeated patterns and such. I prefer cities that grow and are built dynamically. It just fits the game better in my opinion. To each his own, and as efficient as these cities may be, the my never look like a medieval city would have looked.
Not about layouts but how repair the buildings? My buildings are falling apart. I have lots of labor’s. Keep it in white. But no one fixes them then they just collapse.
You can try to save and reload as that has fixed it for a lot of people but I believe this is something that they are trying to get into a hot fix very soon.
I thought at first it was an earthquake event causing almost all buildings to be half health. You should add more to your builders and have enough resources and they will overtime repair it. Tooltip beside the healthbar of buildings would show how much resources are needed. Also you may have untoggled the building production button, it causes the building to be unused and decay over time.
Your buildings degrade over time and at some point the game decides it's time to fix them, and you then see the health bar of buildings needing repairs. It says you need logs to repair but it's actually planks you need. You will need 2 sawmills at this stage, preferably 1 upgraded as well and both fully manned or you won't have enough planks to repair them. You will also need at least 8-10 builders to handle both the repairs and other build jobs.
Not necessarily as right now there is a known and documented bug with building repairs and they won't always happen. You can manually relocate a building and it will fix it until a hot fix is released.
lol how do you find a map that can actually handle layouts this large? Most of the maps i come across can only handle about half of one of these layouts.
You may or may not know this but the circular viewable area when you first start placing your Town Hall is just an initial viewable area.. The map extends far beyond that
Start with the plains map. You'll see plenty of flat area there. Use the explore command, default command is "E" and press fogged areas. Idle laborers will then explore automatically. Just be careful of boars, bears and wolves roaming.
I use one of my work camps and just constantly move their work area around until I have almost all of the map visible. Yeah, sometimes villagers die from getting too far out, but that's a risk I'm willing to take. Lol
No it's a city builder and layouts are typically very very commonly requested! There's an entire section on the farthest frontier discord where people have been sharing layouts that they have been creating. Some people just like a nice standard layout to use
Veruca's does have a graveyard but the others are just housing layouts because housing layouts are what matters if you are trying to squeeze as many homes as you can around markets and get them upgraded to manors so you need lots of decorations and all of your amenity buildings squeezed into the middle too. The rest of the town doesn't really matter in terms of layout and where you put things.
why can't you let me play my anno 1800? awesome game :) but when i think, lately i play microsoft excel mostly because of all layouts, statistics, production calculations...with such knowledge i might also go study accounting. XD
The problem with some of these layouts is they don't take into account desirability of structures. At least early game (through stage 2 Town Hall) you CAN'T afford a massive negative hit to your Housing by placing something nearby they don't want (manufacturing). I haven't made it as far as "late game" yet so no idea if you can completely negate that negative effect at some point.
Which ones? Only Veruca's layout had industry and it was far enough away to not effect any of the homes. The others were residential only so it's up to you how to lay out the rest and not put stuff too close.
That's odd. My take on this is that they all specifically took desirability into account. I don't see one single building in any of the layouts that's close enough to housing to cause a negative impact.
Yes they acknowledge this in a post earlier as well... Unfortunately there's nothing they can do about save games that were loaded up and had all those resources disappear. But they do remind everybody that this is an early access game and stuff like that is going to happen because it is still in development and we are basically paid testing dummies. We should expect to have to restart often
@@TakaTH-cam Haha. Was watching this in bed before I went to sleep and I did a double take. Probably something everyone does but the tiredness made it extra confusing..."Am i hearing this right?! Or am I tired??"
This is too much efficiency oriented and not enough aesthetics for my taste. I'd personally go for something similar but put fences around house blocks, not put all of them in a box next to each other, and cut back on house numbers a bit. Focusing on looks with as much efficiency as possible.
I think these designs also overlook that roads increase movement speed which = your peasants are working more. This is especially important in the winter when time is limited.
All of the layouts featured here have been added to my Discord server and pinned in #farthest-frontier channel!
I wish they add to the walls the same mechanics as the roads have to have curve shapes and add more angles to the building’s setting. We all know grid is probably the most efficient but medieval towns were chaotic and usually built in circles around one or several hills. Wish to see that in the future.
They have curved roads so we know that they aren't concerned about making everything efficient. It could be that this is just something locked in because of early access and early development still and later on we may get the ability to have more freeform placements of buildings
Diagonals would be sweet even
Curved walls, yes please. But also the ability to construct towers as part of walls. Maybe even have wider walls with roads on top of them.
Also would love aqueducts.
@@TakaTH-cam I feel curved walls should be a higher priority if only because the game is false advertising on its store and main menu otherwise.
being able to make a diamond fortress would be amazing
I check my city desirability and replace the weakest desirability houses with decorations and expand naturally. cities always look pretty realistic :P good pre-plans tho!
I'd like to see some designs focused on aesthetics and using landscape features like lakes and mountains to make beautiful cities. Or maybe something designed like a real unplanned messy and chaotic medieval city with twisty roads. So not 100% optimized for making cash, but still functional
I was totally looking for something like this! Thanks for the vid, can't wait to restart with the new patch out!
separation is good cause of fires, i really like just building in a blocks, 6x6 (2x2houses) i big enough for anything, you need a well and decor, that's one house, market is a full square (6x6) but the way you place it you can choose what decor you want, bakery/pub+decor = 3x3 and everything's so clean and tidy
clearly the idea is maximum tax income from any space near the market.
This is a great list and video, thank you for making it!
I think that TacticalFriedRice's blueprint is 100% the best. Roads are actually important as they increase movement speed and allow workers to get to their jobs faster. This is a make or break in productivity in winter months. I actually use stone roads going out 30-40 tiles in each direction to speed up the rate of workers going out and returning with lumber. You do need some very well placed roads in residentials. Also compacted houses catch on fire and spread, currently the mechanics allow for these to be put out fast, but that could easily change.
I agree that roads should be a benefit and necessary for increase productivity. It's still early access so the road situation might get changed/improved, but I think the thought process here is that without roads, people will take a straight line between two points, cutting right through other buildings. When roads are present, people will use them instead of taking "shortcuts" and roads have to go around buildings, so it turns out that roads might not actually speed things up in and around the town (going out of town to mine areas, etc., is a different matter). I think this area needs some tweaking/improvement. I don't think the road benefit is big enough and/or people move too fast without roads.
Nice video, but part of the reason I like the game currently is the chaotic sprawl I use now. But I'm used to and grew up in a small city with tiny avenues that the Romans built, then had all the different eras proceeding work around each existing period etc. Grids just don't do it for me. I'll use them a bit.... but give me curves and winding roads and alley's any day!
I do that with Cities:Skylines. I keep grids for my industrial/office areas, but for residential and commercial, I don't like using grids :)
I immediately fell in love with the housing layout one and will be using it forever more.
For the first layout, the modular one, you mention possibly shifting those 1x2 house sections outward. That would provide a 4x6 grid cell space at each cardinal direction, which would allow for placement of some things like medium parks.
I'm always amazed when people have nice layouts. I always end up intending to do one thing, but the resources and the map throw me off.
That layout from TacticalFriedRice looks close to what I *try* to do, but haven't really gotten close.
Roads may not be as efficient in this game, but the roads make my brain happy!
I been using the TacticalFriedRice Quad Residential since i found it ... and its awesome. My current city has 4 of those. Its currently at 3900/5700pop ... but once the homes upgrade to Manor for the last ones built it should breach the 6K pop. I do hope 0.94 brings some performance updates cause it sucks at 3x. At 2x it sort of works ... 1x is decent.
very nice. that last setup was great. would like to see an industry setup video
Industry isn't AS important as housing.... housing you are trying to fit everything within range of markets and boost desirability.
Love the channel, was looking for some tips & tricks and cool FF content in general. Great stuff man, keep it up!
Any City Planner Ever: "Lets put a road here"
Taka: "...and I took that personally."
And I did!
Love your videos man!
6:11 "TacticalFriedRice Quad Residential"
You will not be able to arrange the market so that it captures 8 houses to the left of it and so that there is also a road between the market and the houses. The market radius in this case allows you to capture only 6 of them.
If you put little plazas (places) under the street, you can pimp your houses AND keep the roads. 😉
It is mentioned in the description of that decoration part.
Good job. I certainly got a few great tips from this. Thanks.
11:25 Or just exchange the large parks with theatres and put a large park in the middle and get, as you say, the central "square"-park :)
These are some cool layouts might use some of them in future builds, don't be dissing roads too much though some nice looking streets add alot to the beutification process XD
i been playing on vanquish mode and you don't need to surround your town with walls just your towers (w/ double gates), vaults and trading center. the ai basically attacks the walls around the towers and you can defeat them that way.
This game should really have a blueprint mode.
This is a very interesting layout. I need to try it. Thanks.
plazas do stack and you can upgrade them if yoiu use them as roads plus some sparely set decorations or something like schools markets and co you get easy the last step of houses xD
it's a shame that games often have a limited way of laying every town out so they all end up the same. In this game, you would struggle to build a town on a slope or some hills, for example.
Yep had to restart because i build my first city next to a hill and couldnt really expand.
Not really. There are already towns on hills. Even some that are so steep that raiders cant climb them. Just takes a lot of effort with the current transforming tool.
This is pretty much the only complaint I have about the game, I understand needing to build for efficiency. But towns and villages just don't develop like that, so after a few play sessions you just end up making the same blocky, grid like towns and it gets pretty stale. It looks beautiful when done, but doesn't look realistic to what a village or town would actually grow like.
Work places would be built near housing for the workers. But in FF, people don't move houses to be closer to work, so if you build wrong, people walk for ages and your production drops or people die on the way from getting caught out mid winter.
Definitely some tweaking they need to do for more natural growth, and worker and population management.
Traditionally, tanners would live on the outskirts of town, alongside the tannery.
People back in the day weren't stupid. No one wants to walk XYZ just to work. And if your work is an art, your entire life, and the life of your offspring, it makes no sense not to.
Would be even better if something like tanneries and potters had conjoined habitation parts.
im almost done with the pinkL set it and let me tell ya.... looks great but needs some changes most times 2 towers dont do and they break in, and storage for food needs to be places near neutral areas for thats what they hit a lot of the times, but this is for those wondering over 1k population so gg frames
That last one is tops but I agree on the two theaters idea. The one with the 2 markets was the second best imo but who am I?
Theeaytirr 😂 Love the vids!
In TacticalFriedRice Quad Residental where is the town center or is it as it is suggested only residential setup?
9:00 A good one, but the heavy industries (smelters etc) as well as the stockyard r vulnerable to invaders. I would rather wall them, than the houses :D
What about the kids and the elderly?
@@wade4114 The population is killed at the spots where the raiders go and those r not the houses but stores, markets and industries
@@Dr.ArielArik Not always. If you watch a bit closer, the raiders do kill villagers that are unarmed at times, even though their focus is getting off with gold first, and other stuff second.
@@wastedwatts That is true about the industrial area too. So while they go for industry the villagers are more vulnerable there, not near houses, because they - the raiders, don't head for houses
@@Dr.ArielArik I don't have walls up around housing, which needs a makeover anyway, but I often have two raiding parties attack and that normally means one will pass through the housing area.
Great video.
Maybe update the video description to explain how the small plazas do indeed stack? (2:45) You mentioned they didn't and in a later video you revealed... yes they do. Thanks
I searched in Pinterest some layouts, but I don't find anything cool. Thanks for the video hugs from Brazil !
06:11 TacticalFriedRice Quad Residential is the best
hello! I thought that buildings that have a green arrow on the side must be on a road? Houses have a green arrow. If green arrow doesnt mean that the building should be attached on a road then whats the difference between those buildings that have it and those that do not? Thanks for the video and the layouts! I am new to the game still try to understand some things.
Industry buildings need the green arrow facing an space bc of the wagons. Devs confirmed at early access launch that all other green arrows are just a "suggestion" on position
@@TakaTH-cam thanks!
I dont know if its just me but following set layouts seem boring. Doesnt make sense for a school to be next to a pub or a market in real life. 😆 Placing everything and everywhere whilst tweaking things here and there to get that 85 desirability is waaay more fun and gives the city a more flexible and free look.
Sounds like more effort and less gold to me.
Thanks man
You want roads. Love talk but road help in so many ways. And you can lay plazas under the roads to add more desitraablity and the roads them selves add desirability
Hello can you please make a video to explain about travel time? Either I completely do not understand it correctly or it is hella bugged right now.
Out of curiosity why does the heavy industry is apart from neutral industry
Negative desirability
if you put hunters inside the market range... you can make more monay. i need new LAYOUT cuz my map dosnt have Gold mine :(
Just a small note, no need to take out roads to put in plazas. Plazas can go under roads.
We all are thinking that this is a bug and have sent the question to the developers to get clarification.. reason being is because the plazas don't show up over top of the roads and they are clipped underneath it. That's typically a clear sign of something not working as intended
@@TakaTH-cam But they put it in the text of the plaza tooltip. Wouldn't have done that if it's a bug right?
Several of us have found text that doesn't really match up well sometimes with the actual function. While it does say that, it also doesn't make much sense for a hidden decoration does it? We're trying to find out what's the actual deal with them.
I'm building hte one at 8:00. I have the top half and over 400 people. It's totally nuts
Link to the housing design layout?
Check the pinned comment I put up not long ago!
Спасибо, очень полезное видео!)
i wonder what the house%s are with pinks layout with just the one theater, this is actually something id would like to build
Needs better organic building. Maybe the market needs a change to radius to account for other shapes
Makes my town look like a complete mess... However, I am not sure how workable these layouts are when you are trying to mine resources... Iron, Gold, Coal mines give hits on desirability... On the alpine map they are all over the place... Then you have sand and clay pits.. And factories to use them... Finally trying to place farms/fruit based on fertility.
i limit my mines. "fertility" is actually just heavy clay. better is to put fields on the yellow that is mostly sand and build up fertility with cattle or clover. otherwise sand you are mining is constantly amending the fields.
Just takes a lot of planning! All of these layouts have been used at least once or more by people on Discord and shown screenshots of them.
why put a bakery in the city ? and so much? what does it give?
Printable versions of these maps?
You can find them all on my Discord server pinned in the Farthest Frontier channel
Hmmm, I've been through a few videos and none of them are telling me what to do with rat catchers. Rats are so frequent that I'm constantly having troubles with it and none of the layouts shows where they put them, it's so annoying. The 4th layout with the rat catchers won't work for the buildings on the outer side. Well, one can probably just remove a few houses to replace them with rat catchers but again, it's so annoying.
What's more, they are so costly to maintain and you will need multiple of them just to cover a small area. Well, if you are already at this stage of the game, 8x8 gold per month probably is nothing much I guess. Still, my take is that those gold could be better spent on something more worth it, like your army and such.
Ratcatcher building has a work area you can move, just like a hunters hut or arborist.
Where can I get a copy of these layouts to paste into a file?
Check the pinned comment!
small decorations do stack...
I don’t think any of these plans look ‘natural’, they might be efficient but that’s a modern thing. I don’t think we started to get a grid system till places like New York came along…
I don't think I ever called them natural haha, but as a semi-historical city planning nerd I can def tell you that grid and grid-like cities were built commonly throughout history bc of how easy it was to plan and expand and defend them! The concept of the typical European "mess" wasn't really until much later.
I hope the fix the roads issue. I absolutely hate min/maxers building with no/few roads.
Absolute 0 out of 10 with any town builds that have no or few roads and -10 out of 10 for any builds with houses having ZERO road connections.
For the last layout - don't houses need roads to touch them?
No that's like what I said during the video... Nothing in the game requires road access. You do want to leave space around industrial buildings so the wagons can easily get to them quickly but other than that you don't need roads for anything.
I thought roads helped with travel time. And travel time as a direct impact of building output.
They do a bit but at it's maybe a 20% boost... So you want as few roads as possible and the ones you have going on straight lines to minimize walking distance
sidenote: the rat catchers in the last layout do not work for the markets, they are too far away.. Maybe sacrifice one house somewhere in the middle.
You do know you can move their work area don't you?
@@TakaTH-cam Holy Maccaroni - have so many hours into the game and didn't think about the work area...head -> table.
Is there a link or google document to these? I know it's easier to look at it and plan it from a document.
Yea I can only see color blocks lol
Check the pinned comment I put up not long ago!
I just try to build as crazy and cinematic as possible
i ll use varucaKatt mapping....but i have to do sum adjastements....
And you can put plaza under roads.
Love
I need more circles
You add an extra syllable to theatre.
Who would have known the second most commented thing on this video would be about how I apparently pronounce that word very oddly to some people lol...
@@TakaTH-cam th-cam.com/video/jvwupVfVCYM/w-d-xo.html if it helps
For this game I am just not a fan of the layouts that are repeated patterns and such.
I prefer cities that grow and are built dynamically. It just fits the game better in my opinion.
To each his own, and as efficient as these cities may be, the my never look like a medieval city would have looked.
Not about layouts but how repair the buildings? My buildings are falling apart. I have lots of labor’s. Keep it in white. But no one fixes them then they just collapse.
You can try to save and reload as that has fixed it for a lot of people but I believe this is something that they are trying to get into a hot fix very soon.
I thought at first it was an earthquake event causing almost all buildings to be half health. You should add more to your builders and have enough resources and they will overtime repair it. Tooltip beside the healthbar of buildings would show how much resources are needed. Also you may have untoggled the building production button, it causes the building to be unused and decay over time.
Your buildings degrade over time and at some point the game decides it's time to fix them, and you then see the health bar of buildings needing repairs. It says you need logs to repair but it's actually planks you need. You will need 2 sawmills at this stage, preferably 1 upgraded as well and both fully manned or you won't have enough planks to repair them. You will also need at least 8-10 builders to handle both the repairs and other build jobs.
Builders. You need builders to repair structures.
Not necessarily as right now there is a known and documented bug with building repairs and they won't always happen. You can manually relocate a building and it will fix it until a hot fix is released.
lol how do you find a map that can actually handle layouts this large? Most of the maps i come across can only handle about half of one of these layouts.
You may or may not know this but the circular viewable area when you first start placing your Town Hall is just an initial viewable area.. The map extends far beyond that
Start with the plains map. You'll see plenty of flat area there. Use the explore command, default command is "E" and press fogged areas. Idle laborers will then explore automatically. Just be careful of boars, bears and wolves roaming.
You can flatten land.
I use one of my work camps and just constantly move their work area around until I have almost all of the map visible. Yeah, sometimes villagers die from getting too far out, but that's a risk I'm willing to take. Lol
Layouts? What is this? Anno?
No it's a city builder and layouts are typically very very commonly requested! There's an entire section on the farthest frontier discord where people have been sharing layouts that they have been creating. Some people just like a nice standard layout to use
there is no graveyard indicated in all the layout.
Veruca's does have a graveyard but the others are just housing layouts because housing layouts are what matters if you are trying to squeeze as many homes as you can around markets and get them upgraded to manors so you need lots of decorations and all of your amenity buildings squeezed into the middle too. The rest of the town doesn't really matter in terms of layout and where you put things.
why can't you let me play my anno 1800? awesome game :) but when i think, lately i play microsoft excel mostly because of all layouts, statistics, production calculations...with such knowledge i might also go study accounting. XD
It’s actually pronounced: “Thee-ae-chra”
The problem with some of these layouts is they don't take into account desirability of structures. At least early game (through stage 2 Town Hall) you CAN'T afford a massive negative hit to your Housing by placing something nearby they don't want (manufacturing). I haven't made it as far as "late game" yet so no idea if you can completely negate that negative effect at some point.
Which ones? Only Veruca's layout had industry and it was far enough away to not effect any of the homes. The others were residential only so it's up to you how to lay out the rest and not put stuff too close.
That's odd. My take on this is that they all specifically took desirability into account. I don't see one single building in any of the layouts that's close enough to housing to cause a negative impact.
The lack of roads don't impact the collection of waste material (for the compost building)?
Nope
After 7.5, all the fish and stone on my entire map disappeared. So unless they can fix it, there's 50 hours down the drain. 😞
Yes they acknowledge this in a post earlier as well... Unfortunately there's nothing they can do about save games that were loaded up and had all those resources disappear. But they do remind everybody that this is an early access game and stuff like that is going to happen because it is still in development and we are basically paid testing dummies. We should expect to have to restart often
@@TakaTH-cam I don't get the "paid" part of testing dummies. Where is my check?
Niceeee
Only issues I see with these are finding a flat area to make it.
That's what the flattened terrain tool is for!
@@TakaTH-cam The flattening tool is very limited and the results are often less to nothing for the many manhours spent.
Why are you pronuncing "theater" different every other time? very confusing.
Honest to God I've never paid attention to how I pronounced it but apparently I do oddly
@@TakaTH-cam Haha. Was watching this in bed before I went to sleep and I did a double take. Probably something everyone does but the tiredness made it extra confusing..."Am i hearing this right?! Or am I tired??"
The quad layout with the theater un the middle is IMPOSSIBLE --- it lacks a Town Center...
This isn't the full town, it's only the housing district, where placemen matters to maximize the desirability of your houses
Yeah I think you kind of missed that.. It's just the residential area lol The rest of the town is whatever you want to make it
Wauw to much information. I am super nuub. Takes me 6 7 years to get level 2 at town center😂😂
This is too much efficiency oriented and not enough aesthetics for my taste. I'd personally go for something similar but put fences around house blocks, not put all of them in a box next to each other, and cut back on house numbers a bit. Focusing on looks with as much efficiency as possible.
I think these designs also overlook that roads increase movement speed which = your peasants are working more. This is especially important in the winter when time is limited.
I tried replacing my roads with plazas. Cannot recommend, looks like shit
Theeator
Can I download this spreadsheet or something from somewhere for when I don't have access to the internet?
Check the pinned comment I put up recently!
thee-ayt0rs
Theaterrrzz there ain't no O in it!
Theatre. THEER-TER
Otherwise thank you haha