And How They Affect Resources
Hellroon, Elvenarians! Tincture here. I wanted to talk about roads, the placement of buildings against roads, and how they can affect two important (and somewhat hidden) resources we need to manage.
There are many resources that we must manage in Elvenar, from the three tiers of goods to Coins and Supplies, but in my opinion two of the most important resources that we need to manage are Time and Space. When I say the resource of time, I mean the elements of the game that take a specific amount of time to finish such as the time that it takes to upgrade buildings, get production runs finished, the knowledge point timer, residences to generate Coins; space is simply the amount of space that we currently have available in our cities.
Time and City Space might not seem to have any connection, but they actually affect each other quite a bit. If we are not using the space in our cities properly, then we don’t get efficient use of our timed elements because having space that is not used causes us to lose the time that could have gone into a building that may have fit into those spaces. Unlike other resources that regenerate like Coins, Supplies and Goods, you can never get back time, and so time, to me, is the games most important resource to manage; using the space in your city efficiently will help you to not waste time.
Two important factors in managing time and space are road systems and the positioning of Buildings against roads. A road system is a length of road that connects to the Main Hall and snakes through the city.
The main thing to consider is that we want our buildings to be positioned against roads so that the smallest side of the building is against the road. For example, a building that is 2×3 should be positioned so that the side that takes up 2 spaces is against the road and the side that takes up 3 does not touch the road.
In the example pictures, we can see that even though the amount of road taken up by the marble factories is 12 spaces in both, you can only fit 4 factories when placing them with the larger side against the road. So we can see that the space in the second picture is not being used as efficiently as possible, and so time is being affected negatively; since only 4 factories can fit, instead of 6, this city is missing out on production runs from 2 factories that could fit onto 12 road spaces.
If a building is square (the same amount of space on both sides 2×2, 3×3 etc…) it can be placed in any position against the road and will have no negative effect on city space.
We want the least amount of road systems with the most possible buildings connected, and the longer a road runs without any twists and turn the better.
Each road should also have buildings on both sides of it to gain the most efficient use of space. A road that is on the very outside edge of a city forces us to need more road systems. In the first example picture, the road is being used on both sides by Marble factories and Workshops. In the second example picture only one side of the road is being used and so the other side of the road is simply taking up unusable space. (The second example is OK since buildings can still placed on the other side when the city expansions have been filled in, but the edges of the city grid should not have roads.)
Roads allow buildings that need time to do their job properly, which is why culture buildings and the Builder’s Hut should never be connected to road systems. When culture buildings and the Builder’s Hut are connected to roads they take up spaces that potentially could have time-sensitive buildings on them and so you lose time. There are a few cases where a culture building next to a road is ok.
Here we can see that a culture building is being used against the road. Since the residences and the trader only need one piece of road connected to them, the last space can have a building that adds more culture than the premium road would. It looks nice and has a reasonable purpose.
TL;DR: Place the smallest side of a building against a road, use both sides of a road, don’t let culture buildings touch roads unless there’s a good reason (the wood elf culture buildings are a new exception), and use the smallest amount of road systems that you can get away with.
In the end, you have the final say on your city design, but I hope that you have found some helpful tips and insights into city layout! Have fun!