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    Your Elvenar Team

Placement of Main Hall

Mrietha

Active Member
Where is the best place for your Main Hall?
A corner?
Somewhere along one of your Borders?
In the middle of your city?
 

iamthouth

Tetris Master
@Mrietha the main hall counts as roads is the source connection, so roads can radiate in every direction, The best position varies by chapter. At first it is best along an edge, but later on you want it to count as roads in at least three directions, so away from corners and edges. I think you are getting to that stage now in Ch13 in Sinya Arda.

Here is a link to your city in ElvenArchitect. You can play around with you buildings to find a better layout, saving roads etc, without doing so in-game until you are happy. Once happy, you can then go into the game to do the changes there.

Here is a link to an alternative layout idea for you where you save 165 roads, or nearly 7 expansions worth by reorganising all your existing buildings. Excess roads to the right.
 
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Enevhar Aldarion

Oh Wise One
@Mrietha the main hall counts as roads, but best position varies by chapter. At first it is best along an edge, but later on you want it to count as roads in at least three directions, so away from corners and edges.

I am not sure what you are meaning, but even if you put a building next to the main hall, there still has to be road touching both of them for the building to be connected and function. So a corner is always the best spot to place the main hall.
 

iamthouth

Tetris Master
So a corner is always the best spot to place the main hall.
I disagree. The corner only allows the main hall to count as roads in two directions. Better to place large buildings behind it, and connect with as few a roads as possible.

There can be other reasons, such as to avoid hiding other buildings behind it given how large they are, but for efficiency reasons and road minimisation it is better away from the corner.
 

Yogi Dave

Well-Known Member
I generally put my MH near a top corner, but at times it has been in the center of the city. The problem with the center is the size of it can hide buildings. I love putting my AWs around it since they don't grow and usually can reduce the road count needed in that area. Here's a picture from ElvenArchitect for it.
1680692093018.png

Another way this could have been done was to put buildings that don't require roads around the city edges here. Remember, an object is to reduce the number of roads required in the city since they are pretty much wasted space. You do get a bit of culture from them which can help keep your city healthy.
 

Yavimaya

Scroll-Keeper
I do in a corner BUT with room on the edges for AWs since they don't grow in size but the Main Hall will grow in size it is easier for me. So the AWs touch corners and connected to MH.
 

BrinDarby

Well-Known Member
The best place for your MH, is where it
minimizes need of roads.

When I had more bldgs that didn't need
roads, I lumped them to the north & west
of my MH. I never clicked them and they
could touch my MH but not need a road.
I then only built roads south & east. Later
on when I had collected a few "sets" that
only need 1 connection.... I then put those
to the north and west with minimal roads
and still built my main roads south & east.

1680708290246.png


As you can see....Green(Pilgrims.M), Orange(F.Ruins), and Pink(A.Traders)
collectively use only 2 road tiles.....Yellow(Moonestone) is also outta the
way at the end of a road. The outlined in red area, is basically what fits
on the screen @ all times and is the stuff I click alot, everything else is
tucked away off-screen basically and with as few roads as possible.

Edit ( the North indicator is actual View in game of orientation .... and
my view does extend to see/click barracks/t.grounds )
 
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Mrietha

Active Member
@Mrietha the main hall counts as roads, but best position varies by chapter. At first it is best along an edge, but later on you want it to count as roads in at least three directions, so away from corners and edges. I think you are getting to that stage now in Ch13 in Sinya Arda.

Here is a link to your city in ElvenArchitect. You can play around with you buildings to find a better layout, saving roads etc, without doing so in-game until you are happy. Once happy, you can then go into the game to do the changes there.

Here is a link to an alternative layout idea for you where you save 165 roads, or nearly 7 expansions worth by reorganising all your existing buildings. Excess roads to the right.
iamthouth, thank you for the information and the offer.

I put my Hall in the middle (sort of) in SA thinking I would build around it. But I can't seem to get a good balance with it. In Beta my Hall is in the corner (though my city there is just moving into Sorcerers and Dragons) and I seem to be able to stay better organized. At least until recently.
What I hate is having large buildings hide smaller ones and that when you put a collection of "sets" together (like BrinDarby) you wind up hiding some buildings.
 

Mrietha

Active Member
The best place for your MH, is where it
minimizes need of roads.

When I had more bldgs that didn't need
roads, I lumped them to the north & west
of my MH. I never clicked them and they
could touch my MH but not need a road.
I then only built roads south & east. Later
on when I had collected a few "sets" that
only need 1 connection.... I then put those
to the north and west with minimal roads
and still built my main roads south & east.

View attachment 15321

As you can see....Green(Pilgrims.M), Orange(F.Ruins), and Pink(A.Traders)
collectively use only 2 road tiles.....Yellow(Moonestone) is also outta the
way at the end of a road. The outlined in red area, is basically what fits
on the screen @ all times and is the stuff I click alot, everything else is
tucked away off-screen basically and with as few roads as possible.

Edit ( the North indicator is actual View in game of orientation .... and
my view does extend to see/click barracks/t.grounds )
What I don't understand is how you can get by with so few roads in your sets. Aren't there multiple buildings in a singe series that need a road connection? Or are you only keeping interlocking buildings and not the evolving ones - like Winter or Witches, etc.
 

Enevhar Aldarion

Oh Wise One
What I don't understand is how you can get by with so few roads in your sets. Aren't there multiple buildings in a singe series that need a road connection? Or are you only keeping interlocking buildings and not the evolving ones - like Winter or Witches, etc.

Buildings from the same set, which are all touching together, only need a single road connection for them all to work.
 

Mrietha

Active Member
Buildings from the same set, which are all touching together, only need a single road connection for them all to work.
By set you are referring to the interlocking sets.
But that doesn't work for me with the winter buildings - like the Goblin express and the Brewery.
 

Yogi Dave

Well-Known Member
Buildings from the same set, which are all touching together, only need a single road connection for them all to work.
There are certain connection rules for sets. Such as a string of the same type do not pass the connection to the next buildings. For example, if you put in a row a street which connects to the main hall then 3 mana plants then 3 gum trees, no link bonuses would exist. However if you placed them mana plant, gum tree, mana plant, gum tree, mana plant, gum tree, each of the buildings would have 1 link.
 

Enevhar Aldarion

Oh Wise One
There are certain connection rules for sets. Such as a string of the same type do not pass the connection to the next buildings. For example, if you put in a row a street which connects to the main hall then 3 mana plants then 3 gum trees, no link bonuses would exist. However if you placed them mana plant, gum tree, mana plant, gum tree, mana plant, gum tree, each of the buildings would have 1 link.

We are talking about how many set buildings have to be touching a road section, not what bonuses the buildings give.
 

Flashfyre

Well-Known Member
By set you are referring to the interlocking sets.
But that doesn't work for me with the winter buildings - like the Goblin express and the Brewery.
Those aren't set buildings, just event buildings. Set buildings are those with multiple units that have to be placed touching each other in order to gain additional production bonuses. A set, like the Forbidden Ruins or Moonstone Library, only needs 1 road connected to 1 of the units for the entire set to gain the benefit of the road connection.
 

MaidenFair

Chef - Head Philologist
I like to have my Main Hall in the middle of the city. That way I can run roads from it in four directions (which makes me feel like I’m saving road squares since there are fewer corners for roads to turn, although I haven’t actually verified it with multiple EA setups), plus, most importantly to me, the map centers me in the middle of my city when the page loads. I found it very frustrating when I started with the MH in a corner and was always smashed against the top of the screen, and had to click and drag to see most of my buildings.

Also, in a real city, a town hall would likely be pretty close to the city centre, so it suits my sense of ”the fitness of things” as well. ;)
 

BrinDarby

Well-Known Member
What I don't understand is how you can get by with so few roads in your sets. Aren't there multiple buildings in a singe series that need a road connection? Or are you only keeping interlocking buildings and not the evolving ones - like Winter or Witches, etc.
Buildings from the same set, which are all touching together, only need a single road connection for them all to work.

I also have some 4x4 and 3x3 Evolve bldgs, but they follow
normal rules, they must touch a road.

I also have those (4) sets out, where as Enevhar is right..... only 1
road connection is need'd , per set , if they are also connected
properly for that to qualify.

I do keep bigger/taller bldgs to the outside, so things aren't
hidden, but I also put "once a day" collects also on the edges
offscreen and outta the way. Just the stuff thats " 3hr collects,
or shorter " , tht stuff I keep onscreen @ all times. Any culture/pop
non collect bldgs can also go to the outsides.....

basically I ignore 2 of the 4 cardinal directions behind/above/
to the side of my MH, so there I need 0 or very few roads.....
I then have more regular roads, the other 2 directions....

feel free to compare all 4 of my worlds in architect, and
you will see this basic pattern.
 

Yavimaya

Scroll-Keeper
We are talking about how many set buildings have to be touching a road section, not what bonuses the buildings give.
Only 1 set building needs to touch 1 road that connects to the main hall. The other buildings mentioned are not "set buildings" and only need to be connected to 1 road that connects to main hall. I think that is where they are confused.
 

Yavimaya

Scroll-Keeper
By set you are referring to the interlocking sets.
But that doesn't work for me with the winter buildings - like the Goblin express and the Brewery.
Those other buildings are not set buildings. Those kinds you mentioned in this comment only each need to be touching 1 road that is connected/leading to main hall.
 
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