You can also use the ends of roads to squeeze in many buildings (both examples are in the picture. This lets you use the ends of the roads next to boundaries to squeeze in some happiness buildings. Remember, that you only need a little bit of road touching in order to have an entire building connected. If you were to do the same space with 100% happiness instead, you would get 10 huts with 8 trees for 60 gold, and 11 huts with 7 flowerbeds for 66 gold. 1.4 x 14 = 19.6, or a little over 1 tree/obelisk, or a little under 1 flower. That bonus means that you will actually lose productivity from having too many houses.īasic example: huts make 6 gold with 100% production bonus, and 7 gold with 120% bonus. Try to stick all of your houses in a double row with your pottery places.Īlso, you will always want 40% more happiness than you have population to get the 120% production bonus. Usually this is either dead center with all roads leading out from there, or in the corner where you would typically have to spend more roads to make a L bend. Try to place your town center in the space that would save you the most space. You want to reduce the amount of roads you have to put down (because that space would be better used by happiness buildings). However, layout will always be optimized the same. Very active people would do best with the high rate, low coin homes, while more inactive people should try to match the duration of house incomes with their expected activities. The best income so far would be estate houses in late middle age with 144 income with happiness bonus or 120 income without). Everyone has his or her own optimal setup depending on activity (the 5 minute huts are best for income at 84 income per hour with happiness bonus or 72 income without, until you research up to high middle age, and then brownstone houses are best for income at 108 income per hour with happiness bonus or 90 income without.
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