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Resource city - Alternate (Better) layout.

 
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Syldaria
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Masculin Balance (23sep-22oct)

PostPosted: Thu 8 Jul - 01:54 (2010)    Post subject: Resource city - Alternate (Better) layout. Reply with quote

Here's a layout for a city plan I'm using for resources. The one in the previous post is excellent but it has a few faults which this plan overcomes.

Firstly, this one has 4200% build speed (vs 3800%) which is essential for rebuilding fast - especially if you want to switch the resource city into a different or multi resource type.

Secondly it has marginally more output. (71700 p/h vs 70901)

If you're wanting to make it a multi-resource city all you have to do, is change the sawmill to a foundry, mill or stonemason and the surrounding 6 resource buildings into the matching resource building type as the foundry, mill or stonemason that you chose.

Here's a screencap.



So...

How do you build this quickly?

In my opinion, build the warehouses to 4-5 levels and then build all cottages - make most of them level 6 and then do 5-10 to level 8.

Then work on building the resource buildings in groups of 6 and the multiplier building. I usually bite the bullet and max the townhall as soon as i have 1500% buildspeed but that's up to you - bear in mind building all the cottages won't be possible without some townhall upgrades.

Upgrade the cottages when you have one spare queue slot.

Easy money!
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PostPosted: Thu 8 Jul - 01:54 (2010)    Post subject: Publicité

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Drakenghard
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PostPosted: Thu 8 Jul - 18:48 (2010)    Post subject: Resource city - Alternate (Better) layout. Reply with quote

Good work Syld i will try for my next city, i just started one like the other model.

We need more tips guys, if some Hi ranked players of our alliance could post here to help newbies plz
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Caliand
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Masculin Scorpion (23oct-21nov)

PostPosted: Thu 8 Jul - 19:42 (2010)    Post subject: Resource city - Alternate (Better) layout. Reply with quote

A simple improvement would be to move the warehouses so they are touching the sawmill that has spare slots next to it. Extra wood storage.


If it were me, I would have a second marketplace as well (because I tend to shift out a lot of resources in one go when I have spare time). A single one would work for people who have more time to make smaller trips though.


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Transfloat
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PostPosted: Thu 15 Jul - 09:49 (2010)    Post subject: Resource city - Alternate (Better) layout. Reply with quote

Below is a the heart of a ballanced resource city along similar lines to what is described above



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Transfloat
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PostPosted: Thu 15 Jul - 10:04 (2010)    Post subject: Resource city - Alternate (Better) layout. Reply with quote

Outputs for the above ballanced city is shown below



The over all city layout is shown below - not the existing lakes and clearing to grassland  for the stratigic placement of Farms  - their output per building matches the that of the other supported resource buildings



Hope this is usefull - Please note I just got this city virtually as is - not my design  - but I would have been proud to come up with this ballanced design - maybe I will do a bit more storage and transport as I am spread all over the place - so this is important to me.



City layout is so very important in getting good value for effort - output can be 50 % or more up on a poor layout

regards
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WimanX
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PostPosted: Thu 15 Jul - 10:26 (2010)    Post subject: Resource city - Alternate (Better) layout. Reply with quote

I agree with the layout, but i do an twist on it
Always want storage close to both a stonemason and sawmill


why ?
Because if i produce 16k/hr but reach my storage limit, all else is wasted
1 sawmill/stonemason close to storage gives 600k storage, where an normal storage gives 200k, so instead of 4-5 storage i only need 2-3 of them




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PostPosted: Today at 16:13 (2018)    Post subject: Resource city - Alternate (Better) layout.

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