Tips
for starting out
City
planning and development
Trade
The
military and strategy
City
planning and development
(collected by Charlie, Andre, Uwe, Orodruin)
Depending
on whether you want to build a city with between 1,000 and 2,000
inhabitants (40 - 50 houses), or a bustling metropolis with a
population of more than 10,000 (> 250 houses), you will have to plan
them accordingly. The goal is always the same: to service as many houses
as possible (if not all) with as few public buildings as necessary.
A big city will of necessity consist of smaller districts, each
with its own public buildings. Of those public buildings which cannot
be replaced, the tavern has the smallest area of influence. This means
that the tavern automatically becomes the centre of a district. If you
put the fire department, the doctor, and a school right beside the tavern
you will have adequately covered the entire district (although 2 doctors
and 2 fire departments for mutual support would be better). The following
concept is designed to show how many houses you can build in a tavern's
area of influence. All of the inhabitants of these houses will develop
into aristocrats.
How do I best plan my housing?
If
there's enough room available, use blocks of 2x2, 2x3, or 2,4 houses.
This means that the market wagons don't have to make any large
detours under way and lets both the doctor and the fire department reach
their destinations as quickly as possible. Good planning is essential
to the city's well-being. Although a house with no street frontage will
develop perfectly normally (the square has to border the road directly
- diagonally doesn't count), the
first fire will reduce it to a pile of charred timbers as the
fire department couldn't reach it. The same theory applies for plague.
So don't build any 3x3 blocks, as the house in the middle is more or
less doomed. You can be a little more flexible, here, once your city
reaches the higher levels of civilisation, as the inhabitants no longer
tend to torch their buildings and the doctor can still get to a building
before it collapses from plague. In emergency the doctor can also reach
houses without street frontage.
Keep in mind that, sooner or later, you're going to want to erect public
buildings like schools, etc. It is therefore practical to leave some
room free for these buildings in a central location so that you don't
have to tear as much down in the future.
As a rule of thumb, it's better to put all your farms, etc. on the edge
of your island and to build your houses in the middle in order to make
more efficient use of your public buildings.
Why can't I build?
Buildings may only be erected within the area of
influence (the bright area) of a warehouse/market place.
The building supplies must be available, and of course you have to have
enough money.
Some buildings only become available as the play progresses, or as
your settlement reaches a certain level of civilisation. This applies
especially to buildings such as mines, plantations, and services such
as the doctor.
When can I build ........... ?
Prerequisite
|
New Building
|
none
|
Warehouse I, house, market place, chapel, dirt road, wooden
bridge, dock, fishers' hut, forester's hut, hunting lodge, sheep
farm, weaving hut
|
30 pioneers
|
cattle farm, butcher
|
15 settlers
|
Fire department, quarry, stonemason, cobblestone street, stone
bridge
|
30 settlers
|
Warehouse II, palisade, wooden gate
|
40 settlers
|
Winery, sugarcane plantation, distillery, tobacco plantation,
tobacco products, spice plantation
|
50 settlers
|
Tavern
|
75 settlers
|
Grain farm, windmill, bakery
|
100 settlers
|
Tool maker, school
|
120 settlers
|
Iron mine, ore smelter, small shipyard
|
200 settlers
|
Sword smith, castle, wall, gate, watchtower, city gate, wooden
watchtower, square I.
|
50 citizens
|
Doctor
|
100 citizens
|
Warehouse III, gallow
|
150 citizens
|
Church (replaces chapel), gold mine
|
200 citizens
|
Cotton plantation, weaving mill, tailor, cocoa plantation
|
210 citizens
|
Public bath
|
250 merchants
|
university (replaces school), goldsmith, square II/III, ornamental
tree, warehouse IV
|
300 merchants
|
Theatre, cannon foundry
|
400 merchants
|
Deep iron mine, musket maker, large castle (castle II)
|
500 merchants
|
Large shipyard (replaces small shipyard)
|
600 aristocrats
|
Fort (castle III)
|
1500 aristocrats
|
Palace
|
2500 aristocrats
|
Cathedral
|
Victory over an enemy
|
Arc of Triumph
|
How much room does a ... need?
In order to make city planning somewhat easier, here
is a list of buildings together with their areas of influence:
Name
|
Size
|
Area of influence (squares)
|
Name
|
Size
|
Area of influence (squares)
|
Statue
|
1x1
|
--
|
Gallows
|
1x1
|
16
|
Arc of Triumph
|
1x3
|
--
|
Palace
|
5x7
|
--
|
University
|
3x3
|
15
|
Public bath
|
3x4
|
20
|
Theatre
|
3x3
|
20
|
Fire department
|
2x2
|
15
|
Tavern
|
3x2
|
12
|
Doctor
|
2x2
|
16
|
School
|
2x2
|
12
|
House
|
2x2
|
6
|
Market place
|
4x2
|
16
|
Chapel
|
1x2
|
8
|
Church
|
4x3
|
21
|
Fishers´s hut
|
1x1
|
6
|
Cathedral
|
6x4
|
23
|
Small shipyard
|
3x3
|
13
|
Large shipyard
|
4x4
|
17
|
Warehouse I-IV
|
2x3
|
16 / 6 (harbour)
|
Plantations
|
2x2
|
2
|
Cattle farm
|
2x2
|
2
|
Grain farm
|
2x2
|
1
|
Sheep farm
|
2x2
|
3
|
Hunting lodge
|
1x1
|
8
|
Forester's hut
|
2x2
|
3
|
Swordsmith
|
2x2
|
15
|
Musket maker
|
2x2
|
15
|
Cannon foundry
|
3x3
|
15
|
Stonemason
|
2x2
|
7
|
Ore smelter
|
2x2
|
10
|
Tool smithy
|
2x2
|
15
|
Goldsmith
|
2x2
|
12
|
Tobacconist
|
2x2
|
12
|
Distillery
|
2x2
|
12
|
Clothier
|
2x2
|
15
|
Weaving mill
|
2x2
|
15
|
Weaver hut
|
2x2
|
15
|
Butcher
|
2x2
|
10
|
Grain mill
|
2x2
|
10
|
Baker
|
2x2
|
15
|
Castle
|
2x2
|
15
|
Large castle
|
3x3
|
15
|
Fort
|
5x5
|
15
|
Watchtower
|
1x1
|
8
|
Mines
|
1x2
|
+1 (total 3x4)
|
|