Making my main roads at least 3 tiles wide and placing lots of decorations and lighting along the middle does most of the work in my cities as far as awe and dread go. Also always try placing benches near your big decorations so people spend time near them.
@kylemackinnon56966 ай бұрын
Other than scaffold what gives dread?
@Ic0nGaming6 ай бұрын
There's a road type for it, a "pool" type called Moat and idk if there's something in the decoration area I am missing out on.
@RastaReggae906 ай бұрын
@@kylemackinnon5696 the dark plaza road is the most effective of everything in my experience but also humidifiers if you have garthimi.
@gregbrent23576 ай бұрын
I've started working with 5 tile main roads running North/South and East/West so that I can draw a canal down the middle and put decorations on the outside. This does wonders for opening up otherwise useless land for farming and it always cheers up the plebs to see a bench. Irrigation is a massive game changer when it comes to rapid expansion.
@RocketRaccoonIzHot3 ай бұрын
Make them 5-7 wide. Speaking from experience that a 3 wide road isnt enough especially for your army
@castinar15 ай бұрын
I like building my early production buildings (furniture, baker good examples) in larger buildings but with few stations --- gives me room to grow by just refurnishing room and adding more stations/auxillaries without tearing down buildings or putting totally new buildings up elsewhere.
@archerkid026 ай бұрын
I agree that these are solid tips! For locating industries near their raw materials, I look at whether the industry will make the resource "bigger" or "smaller" and how much hauling work it will require. For industries where a lot of people are working on a tiny number of goods (like jewelery), it doesn't matter as much where the jeweler is located. But if you're producing furniture to supply your houses, you have to haul half as much if you process the wood into furniture close to the woodchoppers, because the carpenter processes two wood into one furniture (I think?). Most industries are like this, so I think your general rule of thumb to locate workshops near their raw materials is a good idea. But tailors may be an exception? If I remember correctly, they'll turn three cloth into four clothing, so putting your tailors close to your citizens would actually be better. You mentioned leaving space for decorations, and I'm also wondering how wide roads should be. When I watch people, I think they slow down if they pass the same tile in the opposite direction as someone else. I've also seen people be "tackled", although that may have just been kids playing? Of course, cities will be spread out and vary, so there's never a perfect solution, and that would be boring anyway!
@OHHHHUSBANT3 ай бұрын
Im learning more about city planning in this game than the american city planners
@Hashupa6 ай бұрын
Very helpful. Planning a useful layout is my weak point but I still love the game
@Ic0nGaming6 ай бұрын
If it's any consolation: I have yet to find a game where I don't think my layout could be better. No matter how long I play, even on Rimworld (2k+ hours) I feel like "It could be better, but it's ok I guess". So take it easy, maybe you are just suffering from perfectionism :D
@KaptifLaDistillerie6 ай бұрын
@@Ic0nGaming I always think it could be better so I start a new game, every time in every goddamn game. It's so hard of an habit to quit
@samuelmontenegroserniotti71465 ай бұрын
Try making a roman style cross with the plaza in the middle. Draw a square on your throne room and send 2 paralel roads from each corner in the 4 cardinal points. This will cut your city in 4 quarters. Leave the space between the roads clear to add services as needed. Use each quarter for a specific purpouse, the ones closer to water should be food production, etc, etc. Building services on the main lane also isolates noise from one quarter to another so you always know where to build your next house.
@Nonorama4 ай бұрын
Again. Really like these series. Some things I found out myself, some things I could only understand or grasp with your tips (like the new trade economy thingy. Very different from the demo version and v66) Thanks for these videos. Entertaining and informative!
@JediGirl-b6wАй бұрын
There is a benefit to having multiple smaller workshops - when there is an accident, fewer people are injured or killed.
@mikolajdrozdowski71746 ай бұрын
strongly suggest designing modular buildings. At least for the production ones there's only really 2 types (refineries and workshops), inside of which you can freely switch when you copy the building. For example I use about size 11x11 production buildings, with aligning corridors, so that I can freely copy-paste them with sharing walls. Saves a great amount of time in the long run and let's you get as granular with workplaces as you like.
@DreamingBlindly6 ай бұрын
I agree with the single big industry over the small and scattered ones since it allows you to process things in bulk. If you have one big industrial building your workers will assign a smaller amount of "fetchers" that go out and fetch the materials needed by the industry. And if you have many smaller ones, each one will have to have its own fetchers causing more workers to become fetchers instead of actually making things. It's a basic principle of logistics. Good analogy would be an orchard irl. Which one would you rather have? 1 person handling and caring for 10 or so trees or 1 person having a tree of their own which causes inconsistency with the care and quality of each individual tree?
@colinpilant43285 ай бұрын
Loving the content! Such a cool & complex game. I appreciate you making these videos! Much love amigo 🤘😄
@stephennetu5 ай бұрын
Big building, few stations; can add stations as you go; plan to upgrade, not to scatter resources all around the map
@NorthStorm-s8i6 ай бұрын
I don't agree with the super large industrial buildings because you have to cramp in a small area houses & services for them, in the end the most important for me is to make sure that production building can use all the material being produced in its vicinity: if a wheat field give out 100 crops then the bakery should be build to process those 100 crops. I've just watched your house tutorial and now I'm thinking that both tech upgrades for houses (basement & 2nd story) could help clear some much needed space in the oldest part of the city to implement newer services unlocked in the tech tree. I was also surprised because humans ask for noise now. I'm wondering if players have tried a multi racial city in v.66? In v.65 it wan't effective to build 2 separated cities with their own services, in the end it was the biggest of the two that would set the tone for all the inhabitants, so if your city is composed of 80% humans and 20% cretonians, even if you'd build a nice whinsical quarter with curved buildings an natural routes they'd still think that the city is too darn straight. I dunno if that was fixed in the v.66, anyone knows?
@mykin39456 ай бұрын
One of the things I've been struggling with as far as city layouts are concerned is what to do with noise-producing buildings. My current city has all of them walled off in an area all by themselves, but I still have the noise meter filled up halfway because of all of the pops that have to run in and out of the "noise district" to deliver materials and such. Would it have been a better idea to spread out the noise-producing buildings instead or is there no way to keep the noise meter empty with pops that don't like noise?
@RastaReggae906 ай бұрын
I'd say you shouldn't worry too much as long as you separate most noise from your residential buildings/services. Building workshops near resources/warehouses like mentioned in the video is way more important. Lots of ways to increase happiness and outweigh the noise meter entirely really.
@adamszalai67972 ай бұрын
I dont get it... how you have 700 pop but I see not so many hauses.. ? pls share it with me
@Ic0nGaming2 ай бұрын
Must be all Longhouses (highest density model) on this run. Currently (v66) there's no downside from just picking the highest population density house blueprint.
@adamszalai67972 ай бұрын
@@Ic0nGaming aah fck i have used hauses.. thank you ! I will use longhause then:) I thought there will be downside
@jimmyalexander82276 ай бұрын
Excuse me, you know why I can't besiege a castle with 1004 troops and the enemy had 84. I besieged it but it's impossible because I think I'll lose the game and I have many good-level troops.
@Ic0nGaming6 ай бұрын
Afaik your army just needs to camp there to weaken the enemy.
@jimmyalexander82276 ай бұрын
@@Ic0nGaming Where can I see the option?
@Ic0nGaming6 ай бұрын
@@jimmyalexander8227 You don't need to do anything except for let the army stay in front of the city and let time pass. This counts as siege and if you check back every now and then your chances of success should slowly increase. Attacking a city without siege beforehand is really penalized ultra hard by the game.