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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:
- Set up a Timber supply chain
- Build enough Liberti residences for workforce
- Provide food for citizens
- Generate Denarii for expansion
Step 1: Basic Infrastructure
- Place 10 Liberti Residences near your Trading Post (Hotkey: H)
- Position residences close to trees for efficient logging
- Build 2 Woodcutters in forested areas
- Add 2 Sawmills to refine Logs into Timber
- 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:
- Clay Pit - Place in a river slot
- Charcoal Burner - Place AWAY from houses (applies -3 Fire Safety and -3 Health to nearby buildings)
- 2 Tilers - To produce Tiles
- 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
- Build 2x4 or 2x5 housing blocks near trees AND marshland
- Place 2 Woodcutters and 2 Sawmills connected to supply chain
- 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
- Expand housing - Add more residence blocks as resources allow
- Send ships - Gather resources from other islands
- Settle new islands - Access more resources and fertilities
- Tier III preparation - Work toward higher population tiers
- Military - Build forces to defend against threats (like Voada's raiders in Albion)
- Trade routes - Take advantage of unique fertilities on different islands
Related Documentation
- Population Tiers - Citizen tier requirements
- Production Chains - Resource manufacturing
- Timber Chain - Basic construction materials
- Area Effects - Building proximity bonuses/penalties