Move buildings, add extra roads, fill blank ugly spaces with cosmetic stuff, that's how i do it. I usually move heavy, polluting industries to secondary islands though.Īlso, i like to create small industrial "villages" inside my cities where i can affect many similar buildings with powerful items (ex: breweries+malt production+schnapps) while blending them with the residential area, this way the area will be more intersting than simply spamming the same building over and over to max out the efficiency.ĭetails like power lines problems have to be managed when they appear, i simply have no will to plan that much in advance. More related to your question: you can keep everything on the same island if you want, moving industries is not mandatory. ![]() Make some general planning (industry area there, farms there, residential area there, world fair wherever) and then follow the flow. Try to relax the Anno-induced OCD and enjoy more the natural evolution of your city. Very personal opinion: not everything has to be at peak efficiency and there's beauty in asimmetry. Would decentralization make my capital island city better as I approach late game?Īlso, as my city gets bigger and bigger, is it important to keep the number of service buildings as low as possible while still maintaining coverage for the residence buildings? - once I set up highly profitable trade routes I can certainly afford to be generous with them when needed, but this game has taught me to be cheap when I can to be better at the game, so I'm wondering if that lesson only applies to the early to mid-game.īut yeah, the main question being how should I plan my city: around town halls? around electricity coverage and rail lines? around centralized services? around all of the above or some of the above? I usually export my pig related industries in early game and export my foundry related industries in mid-game, but otherwise I tend to avoid any decentralization of my capital city. Or am I wrong for wanting to keep my whole city from Farmers up to Investors all in the one connected city? Essentially a triangle of town hall circles with extra residences nearby for farmers and workers as well as buildings that require electricity. Lately I've been wanting to pre-plan a layout with three town hall circles of residences for artisans, engineers and investors, with electricity coverage for investors and engineers using one power station or two maximum with some coverage of electricity requiring industrial buildings including wherever I drop my first steam shipyard on the coast next to my city. When you are starting a city, do you plan ahead based on the future incorporation of town hall circles of particular residences? or do you keep service buildings within the town hall circles along with residences? - and do you try to maximize the electricity coverage to cover town hall circles of engineer and investor residences? - including dual lines of train tracks too? The circular town hall radius vs the diamond power coverage along a rectangular grid with train lines going through drives me particularly nutty. The most common problems I usually face involve building blocks of residences and services around Town Halls and Power Plants. I've been playing both campaigns and sandbox games variously in recent weeks. ![]() So I restart and I restart and I learn how to solve problems before they start and I have checked out city layouts of various sorts for inspiration. I've been getting into rabbit-holes of "surely there would have been a better way to do this, this is impractical, this is inefficient, this is excessive and maybe unnecessary for building nice and working cities. I've not yet touched Tourist Season or The High Life at all. or NPC factions because I already find the production and supply micromanagement to be challenge enough without naval combat or going to war against the A.I. All technologies up to late investors unlocked, late Obreros, Airships and Gas power plants, Docklands with world class reefers, a bit of playing with the palace, settling much of the 5 sessions but being cautious about going to war against any A.I. The furthest I ever got in older now deleted savegames was large cities with farmers, workers, artisans, engineers, investors and a few scholars. ![]() ![]() I've been having frequent "restart-itis" for weeks now, playing with different approaches to early game in preparation for late-game.
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