building city guide(res)
Update log
23/03/12
- warehouse
- end of guide
- Area info of Res Node before sending baron.
17/03/12
- add pic
- some info of cottage
later update content will be add
- the placement of warehouse and it infomation.
- quick upgrading building
- looking for hosting site
I always ask how do i plan with new city.Here here what i always do.
Which res better in this city.For this we have to look what type Res Node outside city that touch city.Most effective res city is 8 touch res node,res node are like tree,mountain hill and free space
Res | Res Node | type of city |
Tree | Wood | mix city |
Hill | Stone | mix city |
Mountain | Iron | mix city |
Empty Space | Lake | useful for 1 type city |
Tips:- When you are looking place for new city,try to point the place then look for info to know how many extra node res it have.see example pic below:-
*only food res cities are to be limited to one type of res production, everything else should be a mix to get maximum production.
For example,Iron city,take a look in this layout http://louopt.com/OE1k it has almost 80k for single res only.All this because of city is cover by mountain.
In city,we have 100 slot to be fill in with building.so how we gonna place the building in effective way in 100 slot.
In my design, i use to give my mark res per/k(per hour) below:-
LOW | <60k p/h | this cause of improper place without combination node,res building,boost building and cottage |
NORMAL | 60-75k p/h | this usually for 2 in 1 city(military+Res) |
HIGH | 75-85k p/h | less military,more on res |
Highest | 85k-90k p/h | less military,more on res(better Node) |
Extreme | 90k< p/h | for who use minister.The layout usually without MT,Warehouse,Military building,with 3 market and Warehouse city nearby |
it be count in average production(>600>750>850)
okey here my number of building.
1.12-20 cottage
2.1-2 warehouse*warehouses can vary depending on shipping time and need for holding resources for other purposes such as storing resources for palace building
3.3-4 market(2 port water city)
4.1 MT(moontower)
5.any remaining slot for res building.
optional.
1.1-3 barrack,1 training ground for zerk raid dungeon useful on early game as the level of boss and dungeon are low.*after your first couple of res cities, troop recruitment is not necessary because you will have military castles that will be doing all your raiding and after a certain level, you wouldn't have enough troops to raid the higher level dungeons and they end up sitting idle(8
2.1-3 townhouse for gold.
3.TT in a resource city is not bad as later it will make it easier to recruit barons closer to a desired location and more locations to recruit a baron at the same time comes in handy when good cities go lawless later in the game
Design layout.
there are several thing we should know.This could be hard for 1st time in design layout.(always do experiment)
LoU tweak scriptwill add it soon...
Flash City Planner 2 http://louopt.com/
This FCP 2 is most useful to design layout.below i list the useful info of FCP had:-- it can give you the layout of your city that you going to design.
- it can give you idea where to build the building.
- you can use it auto add building function below of the layout.
- it give you an info of average production(>600>750>850) help you maximize res production
- Shift key on your keyboard.it will show about each res building in colour.(i use it alot to tweak)
- so on..
Combination in flash city planner(Node,Res Building,Boost Building and Cottage)
1st stage of combination is Res Node(this kind of useless and Consume alot of building slot and less Res Production,without combination of stage 2 and 3)
.Res Node,as we going to place res building,we should know how many Res node are res building touch it.Example;-
colour(low,normal,high)
Stage 1 combination(content 2 combination)(must not end your layout with this unless you have right combination)
1 res node | 1 res building | 450 | this pic usually give low prod unless there are combination of it.check below for more info | |
2 res node | 1 res building | 570 | in this pic..it defend on how boost res building and cottage to be build | |
3 res node | 1 res building | 690 | it going to be high prod in this pic make sure you have right combination. |
and so on...
As from example above.Each of res node is increase by 120.so we get extra res and less use building slot.it mean 1 node is useless.we have to stay away from 1 Res node.
Stage 2 combination(content 3 combination)
.Res boost building(Sawmill,Stonemason,Mill and Foundry)is to boost res production.To have high product Res Boost Building must touch every of res building you have.To make it effectivelly you have to look on above exmple of Res Node.The method is still same as above.and here the example:-Red Zone
1 res node | 1 res building | 1 boost res building | 788 | if the tree is 1 space from city wall.it going to be useless due to not enough space for boost res building | |
1 res node | 2 res building | 1 boost res building | 1576 | ||
1 res node | 3 res building | 1 boost res building | 2364 | in this pic,it going to have nice combination if left side are same placement building on right side and place cottage ontop and below the tree..see exmple pic below |
so in summry,each res building that touch boost res build with res node are increase by 788
Blue Zone 1
2 res node | 1 res building | 1 boost res building | 998 | 1 res building touch 2 res node seem good but yet the boost res building are not yet optimize | |||
2 res node | 2 res building | 1 boost res building | 998+998=1996 | 1996 may seem best but the boost res building not yet optimize | |||
2 res node |
| 1 boost res building | 1996+788=2784 | 1996 may seem best but the boost res building not yet optimize and the 788 let prod down. |
from above explanation,you must have at least 2 res node,3 res building 1 boost building in total of 5 building and 2 res node.more is better and less is useless unless you have a combination with cottage.that could be different.
Blue Zone 2
3 res node | 1 res building | 1 boost res building | 1208 average produce =601 | ||||
3 res node |
| 1 boost res building | 1208+998=2206 (in total 3 building slot are used) average produce = 735 | ||||
3 res node |
| 1 boost res building | 1208+1996=3204 (in total 4 building slot are used) average produce = 801 |
Stage 3 combination(cottage)(4 combination)(hard to explain..
cottage,as anyone know,it use to rise contruction speed.It can use to increase res production that touching each of you res building.It same like boost res building.but not huge increase as boost res building.cottage building must touch at least 3 or more(defend on the placement of res building that touch res node) to maximize it usefulness.
Example of cottage
1 res node | 1 res building | none | 1 cottage | 585 | |
1 res node | 1 res building | 1 boost res building | 1 cottage |
Best combination of cottage
sometime you re lucky to have res this node layout but sometime you dont.here an example of nice res node layout | |
| |
the worst combination(your layout must not finish if the combination like in image below
| |
| |
Warehouse
Increases the storage capacity for all resources. Enhanced by any bordering Sawmill, Stonemason, Mill or Foundry.(Boost Res Building)
Warehouse is usually made at the end of the map layout, where Res Building Boost ready installed.
Warehouse must be built adjacent to Boost Res building, where it multiplies supply storage.
you must build a warehouse adjacent to Existing Boost Building Res. example image below: -
Warehouse must be built adjacent to Boost Res building, where it multiplies supply storage.
you must build a warehouse adjacent to Existing Boost Building Res. example image below: -
when you do not find it, you can add it.
example below
example below
will be like this
when you done, try to check it again, if there need to be modified.
When everything is ready, you can save in LOU tweak Overlay
When everything is ready, you can save in LOU tweak Overlay
In Depth Guide
Boost Res building zone.
No comments:
Post a Comment