@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 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.So a corner is always the best spot to place the main hall.
iamthouth, thank you for the information and the offer.@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.
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.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.
By set you are referring to the interlocking sets.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.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.
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.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.
the main hall counts as roads
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.
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.We are talking about how many set buildings have to be touching a road section, not what bonuses the buildings give.
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.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.
Wait... really? So an AW touching main hall would work day behind it with 0 road connection at all?I have no idea what you mean by this