View Full Version : best city layout?

05-02-2011, 11:04 AM
all settings and disasters on, i found those and seems pretty good



05-02-2011, 03:39 PM
Once churches are unlocked you don't need to use chapels.

Best depends on your objective. To unlock everything Noblemen can unlock with beggars you just need four housing blocks that average over 100 houses per block.

I've been using this lately with 108 per block.
Single Block (http://img718.imageshack.us/i/oneblock.gif/)

Has 4 fields and 10 3x3 industry spots in the block.

Here is how i combined into 4 blocks plus supporting basic industries around it (cider, hemp+linen):
Four Together (http://img130.imageshack.us/i/fourblock.gif/)

Center overlap in the industry block. 24 3x3 industry spots and 12 fields in the housing blocks.

With beggars you can have 3 blocks of patricians + nobles and one block without a debtor's prison (extra alms house and house) that holds most/all the civilians and peasants (if any).

For maximum housing density you could shift the the bottom housing blocks up one section removing the middle industry row that only holds 12 houses. This would still average 105 per block and maximize the number of houses in a given space.

05-03-2011, 07:05 PM
I will try it soon :P

05-04-2011, 06:17 AM
i use this site to make all grid based polting


its very usefull for knowing where everything will fall.

05-07-2011, 06:43 AM
something like this?


it's really hard to work on the layout versus 3 hard AI xD

05-07-2011, 11:04 AM
something like this?


it's really hard to work on the layout versus 3 hard AI xD

Yep that looks like what I normally put together. I usually leave out the houses next to the market place that are just out of reach of the carpenter.

That slot will eventually be used for the surgeries. You might put spy houses in there early game as they should not soot like normal houses do. You might also put a carpenter in there whenever your center buildings take damage. Looks like your church needs repairs. Once you get rid of the AI's they shouldn't take damage (assume it was from riots).

Also make sure you have market (Small Market Building) buildings to cover the fire/carpenters on the edges. This is why I usually make cider/hemp around the housing block. I figure I need them anyway and the block just needs little market coverage to keep those edge buildings from being in the fog.

05-08-2011, 04:52 AM
what is AIms house?
also I don't get the industry meaning...

05-08-2011, 06:22 AM
That is house for the Beggers and it will keep them off of your streets.

Plus I look at you map. I put all my support buildings in the middle with market place. That way you would have only needed two fire stations.


I might be wrong on this but the market place has nothing to do with the support buildings and as long as you have a warehouse near it they will work.

I have a map that has 750,000 people on it. Yes I know I did a little mod & cheating to get it there.

05-08-2011, 09:44 AM
Industry can be whatever you need. Usually its some linen producers or maybe some rope makers.. I just try and fill in empty space wherever i can. There are a lot of 3x3 buildings you can put in the spots depending on the fertility of the island.

In game example:

In my game 'Warehouse' is the market building on the shoreline built by your first boat. Earlier when i said 'market', I probably should have called it 'Small Market Building' to be accurate.
Marketplace is the building that puts zone around it to place houses.

Anyway I put small market buildings around your housing block as needed to keep the buildings in the support area and help placing roads. If you lose coverage from a marketplace or small market building/warehouse the buildings in the fog will slowly take damage and eventually catch fire/burn down.

You can try and reconfigure the block to remove the duplicate buildings (carpenters + fire stations). Where they are now is outside of the marketplace range, so you can fit more houses in the marketplace housing zone. They should give full coverage to the houses (other buildings don't need carpenters and should only need fire if there is sabotage). Surgeries are in the housing zone because they are pretty expensive, so didn't think it worth putting 4 or so around each block to get coverage vs having 2 in the block to get full coverage.

05-09-2011, 06:06 AM
Here is a city layout


05-12-2011, 05:41 AM
Here is a city layout


Holy SHEET. I just came.

05-12-2011, 06:38 AM
That city was done by a German and he was using a Mod called "Iaam". The steam people can run it, but only in the base game. To run it in Venice you need the 2.1 patch.

If any body wants to try the Mod here is a link too it.


05-17-2011, 08:59 AM
well I don't like to play with mods.
I have to say was so hard beat the 3 hard AI, after that I've upgraded my 3 town with peppe1 layout, works pretty well.
the first one has 6 market place, the other only 2
Gosh, is too much expensive to product all the ♥♥♥♥ty things for the nobles :D


06-14-2011, 02:59 PM
Just a "Thank You" to peppe1 for a great town layout. I had been using a "standard" layout from "The Great Building Layout" thread over at ubi, and this makes several improvements:

fixes the lack of fire stations
fixes the lack of an integral alms house
removes the fiddly positioning of a central road (which is slow and I still often screw it up)
can be set up very quickly if using a temporary house in the center to be replaced by a surgery
easy to add 6 houses on each side of the soon-to-be surgery, then it becomes easy to place the outer houses of the central block without worrying about leaving room for the church and debtors prison

So thanks again!

06-16-2011, 02:09 PM
Where do you find all the space for such huge city layouts? My cities are heavily confined by mountains and sea?

06-16-2011, 07:39 PM
This is how you setup your map:

Map Size - Huge

Island Size - Large

Fertilites - Medium

Island Difficulty - Easy

Raw Material - Medium

Neutral Powers - Off

Random Map - #40807

There should be a couple of large islands to pick from.