# Starting City Layouts A guide to early game city planning in Anno 117: Pax Romana, covering initial settlement layouts for both Latium and Albion regions. ## City Building Tools Before building your city, familiarize yourself with these essential tools: ### Planning and Construction Modes | Tool | Description | |------|-------------| | **Diagonal Construction** | Allows placing buildings diagonally to fit into tight corners and create unique layouts | | **Planning Mode** | Places blueprints instead of actual buildings, letting you experiment without spending resources | ### Building Toolbar (PC Keybinds) | Tool | Key | Description | |------|-----|-------------| | **Demolish** | X | Drag to highlight and demolish buildings. Uses smart select by building type | | **Relocate** | G | Move multiple buildings to a new location for a Denarii fee based on distance | | **Upgrade** | U | Upgrade residences, finalize blueprints, or rebuild ruins instantly | | **Copy** | C | Duplicate highlighted buildings to a new location - great for replicating layouts | | **Cosmetic Tool** | - | Change building style and appearance | ## Latium Starting Layout ### Initial Setup When starting in Latium, your immediate goals are: 1. Set up a Timber supply chain 2. Build enough Liberti residences for workforce 3. Provide food for citizens 4. Generate Denarii for expansion ### Step 1: Basic Infrastructure 1. Place **10 Liberti Residences** near your Trading Post (Hotkey: H) 2. Position residences close to trees for efficient logging 3. Build **2 Woodcutters** in forested areas 4. Add **2 Sawmills** to refine Logs into Timber 5. If Woodcutters/Sawmills are far from Trading Post, add a **Warehouse** to connect them ### Step 2: Food Production Choose one of these food chains: - **Fishing:** Build a Fishing Hut on the shore - **Porridge:** Build an Oat Farm and Porridge Stand ### Step 3: Housing Blocks Organize housing in "blocks" (2x4, 2x5, or 2x6 residences): - Larger blocks (2x6) are more space-efficient but harder to service - Smaller blocks (2x4) waste space but are easier to provide services to - Use service buildings to connect blocks ### Step 4: Services and Goods Build these to meet Liberti needs: - **Tavern** - Limited range, place close to residences - **Market** - Essential for generating Denarii - **Hemp Farm + Spinner** - Provides Tunics - **Sheep Farm + Pileus Felter** - Provides Pilei ## Progressing to Plebeians ### Construction Materials Before upgrading residences, set up Tiles production: 1. **Clay Pit** - Place in a river slot 2. **Charcoal Burner** - Place AWAY from houses (applies -3 Fire Safety and -3 Health to nearby buildings) 3. **2 Tilers** - To produce Tiles 4. **Warehouse** - If needed to connect the supply chain ### Food for Plebeians Bread production chain: - 2 Wheat Farms - 1 Charcoal Burner (place away from residences) - 1 Grain Mill (river slot) - 2 Bakeries (place away from residences to avoid penalties) ### Services for Plebeians As your city class rises, build: - **Vigiles** - Raises fire safety, requires Tiles to build - **Grammaticus** - Provides Knowledge - **Sanctuary** - Provides Belief ### Monitoring Tips Use **Ctrl+Q** or click the governor portrait to open Statistics and check for deficiencies in: - Sardines - Porridge - Tunics - Pilei ## Albion Starting Layout ### Terrain Considerations Albion presents unique challenges: - Space is more limited due to mountains - Marshland restricts building placement but provides unique resources - Many citizen needs require marsh-based buildings ### Initial Setup 1. Build 2x4 or 2x5 housing blocks near trees AND marshland 2. Place **2 Woodcutters** and **2 Sawmills** connected to supply chain 3. Consider a **3rd Woodcutter/Sawmill** for extra Timber to extend roads into marshes ### Food Options - **Cockle Picker** - Place by the shore - **Eel Grabber** - Place in the marsh ### Services and Goods for Waders Build these to meet Waders' needs: - **Market** - For commerce - **Bardic Hearth** - Unique Albion service - **Reed Gatherer + Shoe Weaver** - For footwear - OR **Hemp Farm + Spinner** - For clothing Use **Diagonal Construction** to fit additional buildings around irregular terrain. ## Progressing to Smiths or Mercators ### The Upgrade Choice Albion residences offer two upgrade paths: - **Smiths** - Native Celtic population, easier as they use local Albion goods - **Mercators** - Romanized population, more challenging as they need goods from Latium ### Construction Materials Start with **3 Mud Driers** in the marsh, then: **For Tiles:** - 1 Charcoal Burner - 2 Tilers **For Wattle and Daub:** - 2 Reed Gatherers - 2 Labourer's Yards ### Food for Smiths - **Ochs Farm** + **2 Dairies** - Provides Cheese ### Service Buildings | Building | Purpose | Notes | |----------|---------|-------| | **City Watch** | Public order | Build as population grows | | **Medici** | Health | Prevents disease | | **Vigiles** | Fire safety | If settled Latium first | | **Custodes** | Unrest prevention | If settled Latium first | | **Fanum** | Religion | Good for both paths | | **Grammaticus** | Knowledge | Mercator path | | **Recreation Ground** | Health/Happiness/Prestige | Smith path, can wait until needed | ### Space Efficiency Due to Albion's limited space, you may need to compromise on efficiency: - Ideal: Two adjacent housing blocks with services in the middle - Reality: Offset blocks due to terrain obstacles - Accept some inefficiency as the cost of settling in Albion ## Next Steps After Initial Settlement 1. **Expand housing** - Add more residence blocks as resources allow 2. **Send ships** - Gather resources from other islands 3. **Settle new islands** - Access more resources and fertilities 4. **Tier III preparation** - Work toward higher population tiers 5. **Military** - Build forces to defend against threats (like Voada's raiders in Albion) 6. **Trade routes** - Take advantage of unique fertilities on different islands ## Related Documentation - [Population Tiers](../population-tiers/_index.md) - Citizen tier requirements - [Production Chains](../production-chains/_index.md) - Resource manufacturing - [Timber Chain](../production-chains/timber.md) - Basic construction materials - [Area Effects](../systems/area-effects.md) - Building proximity bonuses/penalties