Come creare un layout efficiente in una città fiorente: Canzone

A series of layout with a steady with efficient production.

Lumber layout

Lumberjack behavior:

  • They drop wood in the closest storage (lumber cabin or warehouse)
  • When they drop their wood, they go back into the cabin before going to plant or cut trees.
  • When a lumberjack cut a tree, the game rolls a dice (1 a 4) to give the number of woods harvested.

Actual bug: Qualche volta, lumberjacks plant a tree on a tile where there is already a tree. The tile is reset with a new tree.

About coal mines: Coal mines are more efficient near a lumber cabin. In basic stats, a lumber cabin can provide two coal mines. (If output > 100+ woods) And you get a bunch of extra wood for building stuff.

You can provide three coal mines in theory but don’t forget that other buildings need wood (Funeral homes, …). The best is with two coal mines, so you can provide wood to other buildings.

Steady production of wood with an output of 105 a 125 kinds of wood.

  • Wood consumption with two coal mines = 60 – 70
  • Wood consumption with three coal mines = 90 – 95

Nota:

  • The roads can be replaced by industrial buildings or farmlands/plots.
  • The tiles chosen are fertile lands. (Didn’t try on lower fertility)
  • Irrigation and water well don’t seem to have an impact on trees.
  • Without the 4 warehouses on the edge, the production is less efficient due to travel time.
  • A lumber cabin is more efficient if there is a coal mine around it. The best score in terms of production wood output is with three coal mines.
  • The warehouses on the top need to supply the warehouses near the coal mine, or else the wood will stack up and never be used. (The wood always needs to be stored near the coal mine anyway)

Questa guida su Città fiorente: Canzone è stato scritto da [BLK] Telu. Puoi visitare la pubblicazione originale da questo collegamento. In caso di dubbi su questa guida, per favore non esitate a contattarci qui.

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