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The Hint Compendium

All of the following playing hints have been submitted by 1602 A.D. players. For the most part the contents may also be found on other 1602 A.D. sites. We would like to take this opportunity to thank all those who have helped by submitting their tips&tricks.

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Tips for starting outTips for starting out
City planning and developmentCity planning and development
TradeTrade
The military and strategyThe military and strategy

City planning and development

(collected by Charlie, Andre, Uwe, Orodruin)

AristocratsDepending 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.

District

 

How do I best plan my housing?

Fire departmentIf 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), Firethe 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 Plaguebuilding 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)

 

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