Second Image shows where to put Fire Stations, if you want them. Replace the inner carpenters/doctors with more houses if you have fire/plague disabled. The market building can be omitted if you have something else covering the carpenters on the side already. I have never gotten a plague using this layout, and fires are very rare if you use stone roads (less than one per 5 hours of gameplay). All houses get church access, so all can advance to at least citizen class. Good if you want minimum amount of vacant space.įor protection against sickness and plague and fire, additional houses must be demolished to make space for such facilities.Ī single set of utility buildings providing services for 101 houses. Every house has got access to every service-building. Small village with 84 houses and additional space for 4 chapels, 4 Carpenter's house, 2 taverns, 1 Debtor's Prison and 1 church (also space for an Alms house).
The colors represent the ratios of promotions (grey = peasant, green = citizen, red = patrician, pink = nobleman).Īlms house can easily be added above the left-most fire station by replacing the house and the three roads above.Ĭhapels can be built on the location of the Church and the Prison. Only the left-most column doesn't have access to the tavern and the middle-two houses next to the marketplace aren't protected by the Spy houses. Nearly every house has access to all the service-buildings. You can also ignore the market places if other markets already are placed in the area. defences, lumberjacks, toolmakers, etc.). It's also very versatile, because the marketplaces on the edges can fascilitate things surrounding the village (e.g. Exactly enough houses to get you to Noblemen from scratch. You could make a beautiful garden here, as well.Ī small, flexible and easy to build layout with 100 houses. An additional Market Place can be build here, but houses built around it will be out of the influence areas of the "Need Buildings". This is best filled with a Market Building. In the first image the center is left open.
The third image shows how to prepare for the "Need Buildings": Build the houses in this way, so (later on) to easily make place for the Tavern, Church and Prison.
This will "cost" you 9 Houses per Market Building. The second image shows where to place calamity buildings (Carpenters, Fire Stations and Surgeries) if you set up game for them. The first image shows the outcome, if you are playing without the need for Carpenters, Fire Stations and Surgeries. This building plan is for 4 Market Places, which are flipped symmetrically: with a horizontal and a vertical axis. In game picture, donut holes here has Marketplace, Keep, and Tournament Options for filling the hole are additional disaster buildings to get 100% coverage (Fire and Disease), Base of Operations (instead of putting them in every Marketplace), Tournament Building, Keep, Provisions House, Alms Houses (if not needing as many as one per block) or decorative items (Manorial Palace, etc). Carpentry, Security, & Religious coverage is 100%. Coverage is excellent except for the donut hole Fire, Tavern, Spy, & Disease coverage is only partial in this zone. After Patricians, demolish houses to make room for the Debtor's prison and Church as in the first image.Ĥ 'block layouts' built together. Keep the houses if not playing with disaster buildings.
Eventually the Chapel will be bulldozed and replaced with the Church as above.Ĭitizen Buildings have been added as needed. Chapel coverage is sub-optimal but due to Population rules only 80% of houses can become Citizens anyway. The Alms house can also be changed to housing if not required. The build is simple, provides excellent coverage, and other blocks can be added easily Īdditionally, if not playing with Fires, Disease, Wear, or Spies the Carpenter's Hut, Surgeon, Base of operations, and Fire House can all be replaced with standard houses. This is the final layout of League of Ungentlemanly Warfare's Occidental Layout. League of Ungentlemanly Warfare's Occidental Layout