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