Building layout strategies
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This page gives examples of efficient layouts for houses and production facilities so the flow of goods is fast and space is conserved.
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Housing
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Large scale occidental layout
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This building plan can be used for bigger cities in Anno 1404 (but doesn't include Debtor's prison or Surgery).
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4 Marketplaces · 264 Houses · 4 Chapels · 1 Church · 5 Taverns · 5 Fire stations · 8 Carpenter's houses | ||
Small scale occidental layout
| | 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). Every house has got access to every service-building. Good if you want minimum amount of vacant space.
For protection against sickness and plague and fire, additional houses must be demolished to make space for such facilities. |
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1 Marketplace · 87 houses · 4 chapels · 4 carpenter's house · 2 taverns · 1 debtor's prison · 1 church | ||
Occidental layout I
| | A single set of utility buildings providing services for 101 houses. All houses get church access, so all can advance to at least citizen class. 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). The market building can be omitted if you have something else covering the carpenters on the side already. Replace the inner carpenters/doctors with more houses if you have fire/plague disabled. |
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1 Marketplace · 101 Houses · 1 Church · 1 Tavern · 1 Debtor's prison · 4 Carpenter's houses · 2 Surgeries · 1 Small market building | ||
Occidental layout II
| | This city is centered around the church, however this city layout is designed such that you can build it stepwise as your population develops. You first build the left marketplace and the chapel left of the place where the tavern will come later on (red empty rectangle). Once you have build the left part of the city with the church, you can build the second marketplace expand to right. With the complete city and your first Noblemen you normally have enough income to start building a big army and start waging wars.
Beggers houses can be build instead of a house at the edge of the city
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2 Marketplaces · 152 + 4 Houses · 1 Chapel · 1 Tavern · 4 Carpenter's house · 4 Surgeries · 1 Debtor's prison · 1 Church · | ||
Oriental layout
| | A single set of utility buildings providing services for 108 houses. |
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1 Bazaar · 108 Houses · 1 Mosque · 1 Bath house |
Single production steps
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Even though farms usually do not need a road connection (the next building in the production chain can collect the goods directly), there are advantages to providing road connections.
- Allows stockpiling of intermediate goods. Useful as additional buffer or to complete quests with. Examples:
- On an Occidental island, your silk and indigo can be wired directly to a carpet factory. If the silk and indigo are not running at the same percent productivity, the more productive one will waste product.
- If you need iron ore for a quest and you've wired ore directly into a smelter, you can't simply turn off the smelter and have iron ore show up in your warehouse. (Of course, you might be able to make a path and/or rebuild something in the way, later.)
- Allows separating of farms and production buildings. This prevents production building staff to take long walks for small amounts of goods. Production buildings with a large collection range and high throughput (e.g. mill, bakery) can spend so much time visiting other buildings that they don't operate on full capacity.
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Wood
| All huts run at 100%, although you may have to press the Cultivate-button after building the roads to get them back up to 100% (Note that it is significantly cheaper to manually build any required trees at 5 gold per tree, each tree gives ~3% productivity). There is one tile of overlap between each pair of huts.
The small market building can almost completely keep up with production when using dirt roads, and keeps up without trouble if you upgrade to stone roads. | |
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Wood
| All huts run at 100% (see noria exploit), remember to press the Cultivate-button after building the roads. | |
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Cider / Hemp / Spices
| This layout is usable for cider, hemp and spice plantations.
Uses 63 tiles per farm.
If you use this for spices and don't have (enough) irrigated land: you can either place noria's beside the blocks, or replace two fields (of different farms) with small norias and use the noria exploit. | |
| Cider / Hemp | You can place lots of farms at both sides of the large norias column. All plantations runs at 100% (see noria exploit). | |
| Cider / Hemp | 16 Hemp/Cider farms, all fields within the market radius. | |
| (Almost) all Orriental Farms | This Layout gives you the flexibility you need!
You can build farms upto 5 fields If The farm doesn't need a road, you don't need to build the road (red).
In the middle you can build a market building with a small noria, a market building with a process building or 2 process buildings... The choise is yours.
If you build a spice farm you can leave 1 field (yellow) and build a large noria, market building, process buidling,... instead.
Large Noria's can also be set at the edge. | |
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Spices
| A layout for 24 spice farms around 5 norias. All farms run at 100% (see noria exploit). Fits in a 29x28 area. | |
| Wheat / Milk | This layout is usable for wheat (bread/beer) and milk farms.
Uses 64 tiles per farm.
Four blocks are displayed, showing how multiple blocks can be combined without wasting space in between.
Note that since goat farms don't require any fertilities, you can build them on northern islands. If you're building goat farms on infertile land: you can either place noria's beside the blocks, or replace some fields (of different farms) with norias and use the noria exploit. | |
| Wheat / Milk / Cattle farms | Only usable on southern islands with use of noria exploit.
Uses 37 tiles per farm
For wheat adequate fertility is also necessary.
Keep in mind that wheat cannot grow on southern islands, and that all these facilities can be build on northern islands. This setup should only be used when you have no more building space left! Otherwise it would be a waste of money, because a noria exploit costs more money in maintenance than a regular farm. | |
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Milk
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Only usable on southern islands with use of noria exploit. 24 goat milk farms with 4 norias run on 100% efficiency.
Be aware that each milk ton produced does drain water from every noria which will noticeably up the cost of milk (due to its low value). | |
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Dates / Indigo / Silk / Coffee / Sugar
| Uses noria exploit.
A layout for 22 Date / Indigo / Silk / Coffee / Sugar farms around 6 norias. All farms run at 100% efficiency (see noria exploit).
This layout is not suitable for grapes.[1] | |
| Grapes / Dates / Indigo / Silk / Coffee / Sugar | Does not include norias.
This layout is usable for grape, date, indigo, silk, coffee and sugar plantations on green soil.
Uses 76.25 tiles per farm.
Four blocks are displayed, showing how to combine multiple blocks while wasting only one tile per block. | |
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Dates / Indigo / Silk / Coffee / Sugar
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This layout is usable for date, indigo, silk, coffee and sugar plantations on dry soil including norias. The warehouses on the end of the layout can be used for quarries or other production facilities. On strictly dry soil the farms produce at a reduced rate (91%).
Uses 82.25 tiles per farm. Where 69 is theoretical minimum. Does not use the noria exploit.
Four blocks are displayed, showing how to combine multiple blocks while wasting only 3 tiles between "columns". | |
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Grapes
| A layout for 18 grape plantations around 9 norias (usable for northern islands). All farms run at 100% (see noria exploit). | |
| Monastery gardens (for beer) | Herb farms are very flexible in their placement due to their small fields, so you will typically cram these into otherwise unused corners of your island. However, if you have large amounts of open space and want to use it efficiently, you can use this layout.
Uses 63 tiles per herb farm, where 57 tiles is the absolute minimum.
Four blocks are displayed, showing how multiple blocks can be combined without wasting space in between. | |
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Monastery gardens
| | This is an alternative to the layout shown above. This uses up the same amount of space as the one above, but, as you can see, the layout resembles in a square, allowing you to be more flexible when combining multiple of these layouts. Ultimately, the shape of your "beer island" would probably determine which of these 2 layouts you would prefer.
Note that 3 fields are slightly off the monastery radius, but the efficiency is still 100% and you do not need to rebuild the monastery to build the fields. |
| Animal hides (for leather jerkins) | A layout for animal hides (for leather jerkins).
Three blocks are displayed, showing how multiple blocks can be combined with minimal wasted space in between. | |
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Animal hides
| Two compact layouts for animal hides.
Upper layout uses 67.5 tiles per farm where 73 tiles is the absolute minimum without noria exploit. The lower layout uses 60 tiles per farm, but you have to use the field exploit (see below) which will result in higher building costs.
Both layouts work on southern and northern islands. Pig farms run at 100% with 3 norias or 2 norias on dry soil. They will run at 95% with 2 norias on fertile soil.
Cattle farms run at 100% with 3 norias.
There is also space to for other buildings, e.g. process plants. | |
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Cattle farms
| This layout is usable for cattle farms.
Uses 100 tiles per cattle farm, where 89 tiles is the absolute minimum.
Cattle farms need five 4x4 fields; pig farms only need four 4x4 fields. | |
| Processing plants | Although you can usually place processing plants such as Weaver's Huts and Wine Presses near your warehouse - it has spare market carts anyway - sometimes this does not work well. For example, once your city grows large, you need so much bread that you cannot place all of your mills and bakeries next to a single warehouse and have them all close enough to work at maximum capacity. In this case, the layout shown here is a good alternative.
Works for any processing buildings.
Note: keep bakeries and mills well separated if you have many; otherwise they will be tempted to pick up goods directly and waste time taking long walks. | |
| Apiaries (for candlesticks) | This layout is usable for apiaries (64 tiles per apiary). Is square, so scales easily and without wasting space between blocks.
The extended road deadspaces allow some "give" on the corners of the layout... If you barely can't fit a tight corner (15 tiles, not 16), you can push in a set of beehives along an edge. And since it's symmetrical, you can do a "mirror image", if needed. The extended road spaces can also let you place factories or whatever at the edge of the configuration, although you may need stone roads or to enlarge the market building so it can keep up. | |
| Rose nurseries (for perfume) | Uses noria exploit.
A block of 18 rose nurseries supplied by 7 small norias. All nurseries operate at 100% (see noria exploit).
You can place perfumeries along the road if you like. | |
| Rose nurseries (for perfume) | Uses noria exploit.
A perfect 23x23 square of 18 rose nurseries supplied by 7 small norias and 2 market buildings. All nurseries operate at 100% on dry soil (see noria exploit).
This layout uses 29.38 tiles per farm where 21 is the absolute minimum with noria exploit and 81 without. | |
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Rose nurseries
| Does not include norias.
This layout is usable for rose nurseries on fertile soil, or with norias added around it.
Uses 90 tiles per nursery, where 81 tiles is the absolute minimum without using the noria exploit. | |
| Rose nurseries (for perfume) |
This alternative layout allows 1 marketplace to supply 6 rose nurseries in a perfect rectangle. May require market building upgrade.
Does not include norias so suitable for fertile soil or with norias added around it. | |
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Almonds
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This layout is used for almonds on fertile soil or with norias around it.
Uses 100 tiles per almond plant, where 89 is the minimum without the noria exploit. | |
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Almonds
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These are 24 almond farms supplied by 6 small norias. All farms operate at 100% (see noria exploit). |
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This scaleable layout used for 20 single-field grape plantations around 9 norias uses only 2 market buildings. All fields run at 100% capacity using the noria exploit. Uses 30.45 tiles per plantation where 21 is the minimum. | ||
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Silk and Indigo
| All the farms are for the production of carpets and run at 100%. These eight farms can supply 4 carpet workshops. Uses noria exploit. | |
| 18 Hemp or Cider farms all working at 100%. Uses noria exploit. |
Full production chains
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Creating production chain clusters also has its advantages.
- No road connection to intermediate buildings needed, allowing for more compact layouts.
- Fewer market buildings needed, saving maintenance cost and space.
| Bread |
Bread loop, 2x Wheat Farm, 1x Mill and 1x Bakery. Can support 725 Patricians/1025 Noblemen[2].If the last field is just out of reach, try temporarily placing a farm to build it, destroy the farm and then rebuild it like pictured.
As a small variation, you can swap the position of the mill and the wheat farm furthest from the road. This way, you don't have to destroy and rebuild. All buildings still operate at 100%. | |
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| Bread | Bread Production Loop 4 Farm,2 Mill 2 Bakery.Only 2 green pixcels. | |
| Bread | Best thing about this modified version of Chee's bread production loop is that you never have to 'temporarily destroy and rebuild' wheat farms. (and saves some space around the edges) | |
| Beer | Four breweries and their required farms.
Uses 140 tiles per brewery, where 123 is the theoretical minimum. | |
| Beer | An alternative layout of 4 breweries using 135 tiles per brewery. This layout can be combined multiple times leaving just little wasted space. The drawback is that you need a rather large island and gaps need to be filled with other structures. That is why I usually use single production steps for beer instead. | |
| Coffee | Coffee loop, 2x Coffee Plantations, 1x Coffee Shop and 1x Small Noria. Can support 1000 Envoys. | |
| Ropes | Rope production layout consisting of 2x Hemp Plantations each with 4 fields and 2x Rope Yards built right next-door for fast resource inflow. | |
| Linen + Ropes | 4x Weaver's hut + 2x Ropeyards. Weaver's hut should be constantly running, while Ropeyards running only when you need certain amount of ropes needed for shipbuilding.(With both ropeyards functional, weaver's hut and ropeyards should get about 60~70% efficiency)
Optional: after advancing to Noblemen stage(when war machines are available to produce), add 1 hemp plantation next to each Ropeyard to make them constantly run at full capacity. | |
| Ropes | Uses 76.25 tiles per ropeyard, where 69 is the theoretical minimum. | |
| Linen |
4 Linen + 8 farms use 512 tiles on 20х26 rectangle ( 97,7% efficiency ) | |
| Wine | Here are 4 wine production units, each consisting of 3 wine yards, 1 barrel cooperage, and 1 wine press. The order from outside to inside is: yard/cooperage/yard/press/yard. Obviously, you need to make iron and wood available in the market places.
One market place for just 2 wine presses is a little overkill and you could place just one market place in the middle that would be able to get the wine from 4 presses. However, the barrel cooperage would not have a market place in its reach then, so this is the most efficient layout I could come up with. (Wasted tiles are marked with trees.) | |
| Carpets |
This layout is for the production of carpets. carpets are good to sell for extra money and needed for nomads to advance. uses noria exploit
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Candles |
Four candle chains with 29/30 efficiency.
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Field Exploit
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Note: the Crop Farm is used as an example below. This strategy works best with fields 4x4 in size!
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There are certain placement options for fields that are just outside the influence area of a building, as shown in the image to the right. However, there is a way to make such placements possible, even though it requires demolishing buildings and incurring extra building costs. The image above shows the problem. |
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First, build a Crop Farm adjacent to the location of the field that was just out of the influence area and use this farm to place that required field. Second, destroy that Crop Farm to release the existing fields from being tied to this Crop Farm. |
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Now build the permanent Crop Farm and make sure that the required field shows green before placing the Crop Farm. Now place 2 other fields, as shown in the image to the right. Take note that this field is now actually worked by the Crop Farm, in comparison to the first picture. This saves a lot of working space if multiple farms are placed like this! |
Notes
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- ↑ Since grapes don't grow on islands with dry soil, 6 norias would only provide 74% productivity. 9 norias would be needed for 100% productivity. See noria exploit for more info.
- ↑ According to this Production Chart. Anno1404-Rechner.de.
External links
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- steampowered.com forum Excellent layout photos
- More ideas for layouts on English UBI forums: thread 1, thread 2 (includes a nice candlesticks layout).
- More on annofans.com.
- [German] Annozone.de has a thread with some very nice layouts: PDF with various layouts, bread/beer combo, animal hides.
- [French] Production layouts on annopedia.fr.
- [French] Housing layouts on annopedia.fr.

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