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Posted: Thu 8 Jul - 01:54 (2010) Post subject: Resource city - Alternate (Better) layout.
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.
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.
Posted: Thu 8 Jul - 19:42 (2010) Post subject: Resource city - Alternate (Better) layout.
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.
Posted: Thu 15 Jul - 10:04 (2010) Post subject: Resource city - Alternate (Better) layout.
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
Posted: Thu 15 Jul - 10:26 (2010) Post subject: Resource city - Alternate (Better) layout.
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