These pages give examples of efficient layouts for houses and production facilities so that the use of distance-based buildings such as the Logistics and Public Buldings is efficient and space is conserved. Having efficient production layouts is important because it allows you to maximize the producing capacity of the space available to you. Using efficient layouts will result in a stronger economy and more time to pursue other objectives.
Housing Layouts[]
2x5 of complexies blocks |
Easy Layout and still has decent space-efficiency. | |||
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City Layout I |
This city layout is an perfect example of how you can fit an Infodrome into your starting city.The further away a house is from a public building, the more of its supply it will consume. So place your public buildings centrally so as to extend their reach in all directions. | |||
City Layout II |
This city layout is an perfect example of how you can fit an Infodrome into your starting city.The further away a house is from a public building, the more of its supply it will consume. So place your public buildings centrally so as to extend their reach in all directions. | |||
City Layout III |
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City Layout IV |
This city layout is an modification of the previous "City Layout III" maximizing the public buildings range and the space used for housing. There are only 14 unused squares with ornaments. The layout (53x87) consist on:
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City Layout V |
This city layout is an conceptual example of an big city. There are ± 486 unused squares with ornaments (orange & bright green). The layout (176x157) consist on:
Created in Anno Designer |
Corporation HQ Housing Layouts[]
HQ Layout I |
Late game city block, expensive but fulfills all service needs. Modular design, can be build in a large grid of identical city blocks.
6 Corporation modules represented by ornaments. Stock Trade Floor represented by a block of ornaments. |
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Service Layouts[]
Service Layout I |
Service layout consisting of the following buildings:
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Service Layout II |
Another service layout consisting of the following buildings:
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Service Layout III |
Yet another layout consisting of the following buildings:
You should continue the 2x4 layout (2 wide, 4 high) for optimal coverage. You can repeat this layout roughly every 3 rows (about 6 housing complexes or 3 grids should be between the start and end if you repeat the layout). Fill the unused space with trees or other decorations. |
Production Layouts[]
Anti-Gravity Compensators I |
Included Transportation Center and shields for space efficiency, only 6 logistic is lost from the second transportation center.
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Rejuvenators I |
The placement of 1 Biomedical Laboratory with the following modules:
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Rejuvenators II |
Updated Rejuvenators layout as provided by user Rootmenu. | |
Rejuvenators III |
This rejuvenators layout consists of the following buildings:
Optimal input is 64 * 4 = 256 Synthcells for the 256 Rejuvenators output. | |
Rejuvenators IV |
This layout consists of the following buildings:
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Vitamin Drinks |
Vitamin Drinks layout consisting of the following buildings:
Note: The modules and ornaments can be traded out with any of your liking. Special thanks go out to MrMarx for providing this layout | |
Vitamin Drinks II |
Very simple layout that can be repeated infinitely. | |
Wine I |
Simple layout to set up 3 Wine Vineyards with 4 Vineyard Terraces each.
Layout consists of the following buildings:
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Wine II |
Another layout for Wine. This time a total of 10 Wine Vineyard are squeezed together.
Layout consists of the following buildings:
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Biopolymer |
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Cattle Ranch |
A squared layout for Beef production. Layout can be duplicated as your city grows so all your production stays grouped together.
Layout consists of the following buildings:
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