ISLANDERS

ISLANDERS

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Islanders Score & Strategy Bible [WIP]
By Cap'n Saccade
A goal without a plan is nothing more than a wish - plans are of little importance, but planning is essential!
Here are the buildings scores, relative values and some strategies to help learn your own strategies.
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This guide is - for the most part - outdated
If anyone would like to keep it - please say in the comments and I will transfer ownership.


I've yet to add the new Seaweed pack and re-write everything due to the rebalance in Content Update I - I'll be getting to this sometime in the next few weeks (along with pictures, if I've a spare 100 hours to cut them out the game, trawl through the 2dtex files in the unity project, or the Devs respond to an email)

If you have any strategies or any comments to add - please comment and I'll add them!
Maybe you have some good combinations or sequences you like to use for quick high scores?

Thank you for taking the time to read this - I appreciate the feedback and also the information from the discussions taking place on Steam and Reddit.

For my highest score, I used many parks, trees and an Oasis Resort on a Plateau, near a Statue and a cluster of Shaman near some massive clumps of Flowers, that I'd planned near the Fields and Hop Fields with the Breweries, but out of range of the clustered Lumberjacks, Sawmills, Warehouses and other things like Mills, Masons and Brickworks. After this, the Temple, followed by Mansions, Wall Plat. Jewelry, Walls, and some high scoring Markets and Circus, topped up with some Towers and plenty of Huts (total 250+ with huts).

Remember, once a score is gained - a high scoring structure can have as many negative scoring structures placed around and it doesn't matter (so long as those structures don't lose points for being in proximity for that!).

Also, a structure with a high base score (eg, a sandpit) or reliant upon many surrounding things (eg, lumberjack or shaman) can be placed next to each and still score positive, while saving much space and allowing the building that scores from them (brickworks, sawmill, etc...) to benefit from all of them.

It contains an overview of the unlocked building scores and some other information.

Presented mostly in the way the game presents the unlocks.

I will add images of the icons for packs and pieces, as well as extrapolate the negative point placements by cross-referencing the scoring data.

This is so that I might plan out small strategies in order to know which buildings to save for the future and where and when to place them. Sometimes it is worth a small loss in order for a future gain - if I can remember that this structure gains from that structure...

It may seem pointless, as the information is given in-game - but tell me... how must is a market going to be worth next to 12 houses, 20 mansions, 2 town centres, the statue, 2 warehouses, 4 sandpits, 3 plateaus, a circus, 4 masons, a gold mine and 2 jewelers. If the radius is that big.

Using this guide I can check that most of that stuff doesn't count as score - and figure out if it is worth putting the temple here or there, or if the fields are better saved until I build some floating plateaus (do they even grown on these? no... they don't) or if my resort area is not worth saving and those trees can make way for a new suburb and circus - or is it worth placing that resort now for only 60 points, so I can build over the trees and score high with more Urban and Industry?

It will be updated as and when I find the time. If I can find the extra time, I will also place some strategy for each piece, for highest scores, with example pictures and the sums for rationale of the placement order and position

// I'll also try to add some achievement guides, although these are pretty simple to get yourself and are explained in discussions in more detail.
Planning Ahead
Industrial, Agricultural, Urban, Temple, Jewelry, Market, Circus, Resort Oasis - all of these areas can net some very high scores, especially when used with Plateaus.

While Plats. cannot be relied upon to drop as you need, a loose idea of how to make best use of the space and Natural Resources of the island (eg, Trees, Flowers, Grassland, Sand, Cliffs) and which will be you "super-scorer" pieces is good to do while surveying the terrain.

[this section will be expanded upon at a later time, providing summary of some key points - eg, lumberjack clusters for sawmill scores and leaving areas for parks and resort oasis, wall plats for temple, jewelry and market, order of placement, chaining areas for good scores, staggered placements instead of grid for max. prox. coverage, why it is ok to self-prox and earn negative points for an "investor" max score on a larger piece, etc...].

// Also - Add pictures of all the packs, building icons and - if possible, each piece in terrain!!!

// Also - make a new thumbnail and a banner for the intro section, tidy up and cross-ref. pieces.

At this point, I'd like to introduce a very interesting visual representation of the data here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1816920916
which I think is very useful and - if can figure out teh relationships and method behind the apparent jumble of dots and lines - I am sure you will too (it's gotten me into top 50 with my last score, so...).

Thanks for your hard work, xesolor - visual linguists who speak data are always welcome :)
General Notes
  • Saving buildings in the inventory is fine, if there is no need to use them.

  • Try to save the City Pack for as late as possible.

  • High base scores mean it's ok to place many close together (eg sandpit) if the main building will score higher, and it will save space.

  • Sometimes it is ok to lose points if the position will gain in the future (Investor achievement).

  • Houses are for devout workers, whereas mansions prefer to be closer to luxury goods.

  • The city centre does not have to be near the statue - you may even get a few city centres, or statues!

  • You do not need an "official" city centre structure to make a new urb.

  • "Useless" structures that are being saved may have to be placed in order to progress.

  • If you run out of space, but still have pieces to play - your score will be saved and uploaded if you start a new game! You do not need to "game over" to save your score, but it will not be saved until the game is ended [developer confirmed]

  • Unlock the new tier as soon as possible - don't wait to place what is in hand before doing this (unless playing for "Slow Burn" achievement, in which case play everything before your next drop).

  • Placing a building that will add to the value of another is good, however it is worth checking in which order to place these - some might squeeze a few extra points.

  • Each section of this guide will have a few strategies and tips about order and proximity (prox) to place certain pieces to net the highest score, where it is possible.

  • There may seem little point in unlocking a Shaman in a land with no flowers, but it will add some value to other structures.

  • Choose the pathways depending on the space, terrain and resources available (ie, if there's only 1 tiny beach, there's no point unlocking the Brick Industry pack right away - you might end up with many pieces and no place to play to score enough to earn the next drop).

  • Where there is a Gold Vein, remember that - without enough mansions, the jeweler is always a loss - so it can be worth linking the Mansion part of the City to this area through planned transitions, if you are looking for the highest score you can make.

  • Keeping space near industrial parts for future warehouses is useful, as is saving some unused industrial buildings to boost the area.

  • Plateaus are excellent for planning and reserving space, as well as adding score to certain buildings around them.

  • Sometimes you just have to place that building you've been saving, because no Hop Fields are coming your way...

  • Once past the City Pack, it appears less often to get agricultural or industrial drops until after Gold Mine / Plateaus / Temple.

  • When planning for a future Market (a potential +100 point build) a town of mansions, leading from a gold vein and within reach of the industrial / agricultural areas might be one approach, but a well placed [Wall] Plateau can more than double your score

  • Temples and Markets do not fit on Plateaus that have been clipped into terrain *doh*! Though if placed in the right way, it is possible to build across multiple Plateaus.

  • Resort Oasis can give a massive score (200+), given the right terrain, a bit of planning and the right pieces.

  • While some pieces initially have a negative value (looking at you, Temple ¬¬), once it is understood how some early score loss can turn into a massive gain - these pieces can be MEGA!
Convention
Until I format it - this is how the annotations work:

Name of Structure (base score, sometimes minus) - minus score in proximity to self (sometimes zero) : est. radius compared to : structure's footprint (shape)

Positive structures to have in proximity.

Negative structures to have in proximity.


Perhaps I will add a small "hub" section - and why it is ok to place things that have negative points, for future investment. Who needs to spread those 6 woodcutters all over the map when there's only 1 sawmill in the stack? It nets a profit.
Statue
Statue (15) -25 : 10x : small (square)

Statues do not appear until later in the game and do not often drop with other packs.
Until this point, there will be one somewhere on your island.

While statues receive no points other than the 15 for being placed - nothing dislikes being near a statue, except another statue.
Placing them in each other's prox. spheres will net -10 points, to make up in other ways or as an investment in a future play to gain a higher score in the long-game.

Everything likes being near a statue, but Temples love statues (+40) so being near one will clear half the -75 for placing a Temple.

Placing 2 Statues on either side of a planned Temple site will give you initially -10 points, but - if the Temple is to be placed on a Plateau (which scores 3 for being near a Statue), then the small loss will give the Temple a +16 overall (15 - 10 + 3 + 3 - 75 + 40 + 40 = 16 + all the rest!).

Even more statues - perhaps 4 before placing the Temple will considerably boost its score beyond that of the loss of points for placing the statues ([/i]investor[/i]), plus the bonuses that come from every other building near the Statues.

Only Towers do not score from Statues.


Woodcutting
Lumberjack ( ) -6 : 10x : Very Small (round)

It may, at first, seem best to place Lumberjacks out of each other's prox-spheres.
However, by doing this, it is denying the Sawmill access to its highest scoring piece while also denying areas of "Natural Beauty" that might be used for Parks and Resort Oasis.

So long as there are enough trees to make a Lumberjack worth equal to or more than 7 points (the score gained by the sawmill) - there is no reason to not place them all close together, as the Sawmill is the only piece that will benefit from a Lumberjack.

It is good to gauge the prox-sphere of the Sawmill, so that the area in which to place the Lumberjacks is known, allowing some to be placed out of each other's prox-sphere.

  • Sawmill 5
  • Statue 4
  • Tree 1


Positive scores for Lumberjack prox:
  • Only the Sawmill likes being near a Lumberjack (+7 each)

    Negative scores for Lumberjack prox:

    • Huts (4) -1, so a cluster might cause a negative score here.
    • Parks (2) -4, but may still score positive due to any trees or City/[Hop] Field pieces.
    • Resort Oasis (0) -5, which is another good reason to cluster Lumberjacks around one forest as much as possible (preferably one with the least Flowers and nearest other Industry).
    • Resort Oasis can be a big scorer (200+) near Agriculture and Natural Beauty. It is worth considering this for the future, as you develop other early-game Industrial areas (sand, cliff & sea).

Once Lumberjacks have been placed, it is uncommon for them to drop later in the game, so don't be too shy about building over trees with other pieces, especially Sawmills.

To capitalise upon a nearby Gold Vein, a City Centre with Houses towards the Industry and Mansions towards the Gold Vein can boost the score of the Gold Mine and Jewelry later.

If doing this, bear in mind the notes under Sawmill on this strategy.

It is not such a good idea to place [Hop] Fields and Breweries near Lumberjack or other Industry (not that Fields can be placed on sand), as these are good scorers for Resort Oasis and, as mentioned, will detract from this a great deal.

A Mill can be an idea connector between a Warehouse Industry area and Agricultural/Beauty.


Sawmill ( ) -12 : 4x : Medium (round)

It is good to place a Sawmill so that it encompasses the Lumberjacks towards the edge of its prox-sphere. This is so that another Sawmill might be placed without losing 12 points for being self-prox'd.

This method of placement also allows for a Sawmill to span two sections of forest.

Once Lumberjacks have been placed (that only score 5 for a Sawmill, but a Sawmill scores 7 for a Lumberjack...), it can be worth saving the Sawmills until after placing Brickyards, Mills, and Breweries, so that it might benefit further from the Warehouse.

This is because only the Market and Gold mine net a higher score than Sawmills for Warehouse placement. The other Warehouse scoring pieces net higher placed before than after its placing.

It is a good idea to try and save Sawmills and Gold Mine (if the Gold Vein is in an area with trees) until after placing the Warehouse. Unless this proves impossible due to terrain.

It is possible to score (0 + 7 + 7 + 7 + 7 + 7 + 6 = 36) around 30 points for each Sawmill built over a grove of trees that has a cluster of (at least 5*>7) Lumberjacks and a Warehouse or two nearby.
Hopefully, the Warehouses will have already scored higher from placement near Brickyards and Masons, etc...

  • Lumberjack 7
  • Warehouse 6
  • Statue 4


Don't feel bad about building over the trees once the Lumberjacks and Sawmills have been placed.
It can be tempting to place Mansions near a Gold Vein, in order to make a Gold Mine and Jewelry score higher. However, it is often better to save a Jewelry for a City area.

If deciding to do this, place Parks first so they might benefit from the trees.
Houses are a better option for an Industrial area, as these also benefit from Masons, Market and Circus with no penalties for any Industry - although Market and Circus are big detractors for a Temple (-20 each).

So if planning an Industrial Urban area, saving space for these until after placing a Temple (which might prove impossible to score to reach without doing so), or placing Industry and Commerce away from your planned Masonic Temple/Beauty area - as to share the houses, especially using Wall Plateaus - is a consideration to take into account.

While this type of planning strategy can make a good transition between Industry, Agriculture, Temple and Beauty, it is often more simple to place City areas as you'd expect (rather than micro-obsess over score).

To pull it off requires some experience and also planning and management of placement sequence, prox-spheres and a great deal of luck with the terrain and drops on each new score level.

Positive scores for Sawmill Prox:
  • Warehouse (0) 4, compared to 6 for placing a Sawmill in Warehouse prox.
  • Water Plateau (13) 2, which can make a good connector space for a Warehouse to catch more Fishers, Brick Industry (from Brickyards near Sandpits) and Masons.

    Negative scores for Sawmill Prox:

    • Huts (4) -1, these little guys are best used elsewhere really.
    • Parks (2) -5, depending on City planning, it might be worth the loss investment.
    • Resort Oasis (0) -10, same applies as with Lumberjacks.

OR you can just put stuff wherever you like, because all this thinking can be painful for your brain and maths is hard and I just want to make a nice looking island :)

Farming
The Lumber and Farming pack can quickly earn you enough points to drop a few packs, while also sketching out a loose plan of how the rest of the island will develop.

This is why I'm going into the first few packs in such depth. It won't be all Jethro Tull (but you might like to go listen to "Songs from the Wood" as you read this).

It may appear to make sense to place the fields first, before encompassing them with a Mill, to get the best score (sometimes it is). However, for a few extra points - placing one or more Mills (which score 4 per field, whereas a field scores 5 per Mill, plus 2 for each adjacent field), before the fields can score a little higher.

While it does add up, it can be more simple to place the fields first if not wanting to squeeze every point from each placement.

Placing a Mill near the area that a Warehouse will cover (remembering that Sawmills score highest placed after the Warehouse) is a great location. Especially if the planned Warehouse will also catch the Brickyards and - possibly - Breweries.

The Mill does not score as high from a Warehouse as a Warehouse does from a Mill. In this case 3 points per mill. This does in no way offset the -20 point loss for a Mill's self-prox, but - with enough Fields and Masons, if pushed for space, a Mill can be self-prox'd for a positive score.

As it has a base score of 8 and can be placed next to anything with no loss of value, "spare" mills that cannot fit in an area - or would detract from the score of something such as a Temple (-20) or Resort Oasis (although this is only -3) - placing near a Warehouse or near some Masons (or saving it until after the Temple or Resort) is a good idea.

Though - do try to place your first Mill before your fields and, preferably, within the planned Warehouse prox-sphere.

The Mill and Fields can make a good transition between an Industrial forest and beach, with the Masons on the cliffs, to the Brewery, Hop Fields and Beautification areas.

The Mill and Fields can also serve as a divider between the City and an area of Natural Beauty (trees, flowers, shaman, agriculture) to reserve for a high scoring Resort Oasis.

As mentioned before, it is worth considering to use a Mill as a connection between the Warehouse from your Lumber and Brick Industry pieces to your Beauty/Agricultural areas.

In this way, Mills and Fields might skirt the edge of an Industrial or City area and - thanks to the consistent size of the pieces, are fairly easy to plan out and eyeball the space and size required.

Parks of certain shapes can make a good filler for areas left between fields, especially if planning for a Resort Oasis near the Fields.

Mill (8) -20 : 7x : small (circle)

  • Warehouse 4
  • Statue 4
  • City Centre 3
  • Field 4
  • Mason 2


Positive scores for Mill prox:
  • Of course the Fields (3) love mills, 5
  • City Centres (15), 2, no detraction to Houses & Mansions.
  • Warehouse (0), 7, place Mill before Warehouse.

    Negative scores for Mill prox:

    • Hut (0), -1
    • Park (2), -5, might make up with Fields.
    • Resort Oasis (0), -3, an acceptable loss.

Field (3) 2 : 2x : small (square)

I'm going to write far too much about fields, for the sake of a few measly extra points - but the potential score of additional fields to an arrangement can make a lot of difference with more drops.

As mentioned, it's possible to squeeze a few extra points by first placing a Mill (especially two, with no self-prox), before placing Fields in most instances.
A Hexagon of Fields around might gather a good score, but leave the Mill for self-prox.

When placing Fields, it depends on the terrain and space available, what you have planned for future expansion and on Flowers (which are good to keep with fields, for a Resort Oasis.
A Shaman can be prox'd with Mills and Fields no problem, and will add to the score for any houses or Mansions that might edge onto the Fields.

To lay fields in staggered rows, like bricks, can be one way to increase the number of other fields caught within their proximity, compared to in lines. This way, a Mill may be placed off to the side.

This can net a few extra points, as the first will score 3, the next 5, the next 7 and 7, and 7, and 7.
Any strips left purposely empty in the 2 "brick-laid" lines for future fields might the be sandwiched between 4 other fields - 2 up and 2 down, while the next in the row will be prox'd with 5 Fields each time.

This method requires a lot of fields saved up to be most effective. It is the most profitable, but requires saving a lot of fields and a space big enough to pull it off.
If it is possible to leave a space in the middle of the hexagon shape laid, then this is the "golden" field that will score 20 points, with the Mill.

This can be a useful arrangement to use, if there are Flowers and the Shaman can benefit from these before they are either overlain with another strip of Fields, or after a Resort Oasis (depending on the number of Flowers), before the next Field is placed, still in prox to the others.
Any awkward gaps might be filled with a Park, Tower or Hut, if there is no other space to use them, once the Flowers are spent.

Another arrangement is to "cross-lay" the fields into an X or 3x3 grid, instead of placing them in lines into a grid. This requires the Mill to be placed at the centre of the fields (a Park can fill the space for positive points).
This is more of an investment arrangement, and requires 5 (and lucky drops) to complete.

When "cross-laid" fields are placed around a space for a central field, the score will be:
3 (the first, next to the Mill) + 5 (off one corner, a Mill's distance away) + 5 (the opposite corner, of the same side, making a |_| space around the Mill) + 7 (leaving a hole in the middle of a cross) before placing the last, in the centre, for 11 points. The Fields are not flush together as the Mill must be in the centre, or take an inside corner.

But, if willing to place 4 more fields to fill in the corners of the grid, each netting 9 points, the final, ninth field will prox with 8 others... scoring 19 points, plus each Mill's +5.

With 5 fields, one Mill, a line will produce, 3+5+5+5+5+[2*5]=33 points, along a strip, with potential to "brick" with any other field drops for 13 points, then 15 for each until the line ends.
With "brick-laying", 5 fields will produce, 3+5+7+7+7+[3*5]=44 points, in a double line.
With "cross-laying", 3+5+5+7+11+[4*5]=51 points, in an X shape.

If willing to risk for a higher score, "cross laying", hollow, with 9 fields is going to score the highest.
Less risk is "brick-laying", as this can be added to for a consistent score with each field.
Lines are the lowest scoring arrangement, but might be the only option.

If able to save up 5 fields after placing a mill - a X-lay arrangement will squeeze you the most points, with the chance to earn another 4 x 14 point Fields before the 3x3 grid is complete.

Experiment with the placement order and arrangement, to find how to get the highest scores from each field. There are probably other ways to score higher from these things.

Fields must be placed on grass or "regular" ground, not rock or sand.
Only 4 fields may fit on a Plateau, although this may be a waste of score depending on the pieces you have and your progression to your next drop.

  • Mill 5
  • Statue 3
  • Resort Oasis 3
  • Field 2


Positive scores for Fields prox:
  • Mill (8), 4, an extra point per Field if Mill placed first.
  • Park (2), 2, Resort boosters in spaces.
  • Resort Oasis (0), 3, makes up for the Mill.

    Negative scores for Field prox:

    • No-one cares about Fields, which is why I've written so much about arranging them... @;-//

Terrain is the biggest enemy to scoring high with the Farming Pack.

Brewing
It makes more sense to lay the hop fields together first, before the brewery - the score for placing a hop field next to a brewery is only 4 - 2 more than another hop field, but a brewery will get 5 for each hop field in its proximity.

As the Oasis Resort benefits from both of these, without losing points from Sandpits, placing these near a beach or an area of beautification can lead to good scores in future.

Hop Field (5) 2 : 3x - small (rectangular)

Hop Fields may also be placed on sand.

Statue 4
Brewery 4
Resort Oasis 3
Hop Field 2


Brewery (7) -10 : 3.5x - medium
  • Hop Field 5
  • Statue 4
  • Warehouse 2
Brick Industry
It is often best to place at least 2 (or more) Sandpits before a Brickyard.
This is a good way to maximise the score while allowing for further chaining of the structures as they drop in future.

Brickyard (6) -8 : 4x: med (rectangle)

  • Mason 5
  • Warehouse 4
  • Sandpit 4
  • Statue 3

Sandpit (9) -3 : 10x : small (rectangle)

Sandpits must be built on sand. They do not detract from a Resort Oasis, so mixing Sandpits with Hopfields and Breweries, at the edge of a beautified area, is a good score earner.

Because of a Sandpit's high base score - so long as there is more than one Brickyard in its proximity, they can be placed within close proximity to each to maximise Brickyard scores in future.

  • Statue 3
  • Brickyard 3

Mason
Mason (9) -4 :4x : small (vertical)

Masons must be built on vertical pieces of land, making them a good companion to Brickworks, placed on cliffs toward beaches.

As City Centres and Houses can benefit from Masons, they can make a good addition to an industrial suburb, away from the agricultural or beautification areas.

Brickyard 4
Statue 3
Warehouse 3
Tower 2
Market 2
City Centre 2
Plateau 2
Temple 2
Wall 2

Shaman -5
Shaman
Shaman ( ) -13 : v small (round)
  • Statue 5
  • Temple 5
  • Flower (map item) 3

  • Mason -6
  • City Centre -10
Fisher
Fisher (5) -10 : 10x : v small (round)

The Fisher must be placed at sea.

  • City Center 7
  • Warehouse 2
  • Statue 2
  • Hut 1
City Pack
Eventually, you will be forced to pick the city pack, if you have not taken it before the others.

It is a good idea to keep the urban areas in mind while laying out your industry, agricultural and future beautification areas.
This is especially true for Markets, Temples, Jewelries and Oasis Resorts.

Generally, I do not take the City Pack until I am forced to take it (after all preceding packs are opened), but have already planned my Urban areas in advance - which means having planned Plateaus, Temple, Market, Jewelry, Circus, etc...

This method also allows more Agricultural / Industrial to drop, in order to get higher scores from these pieces and pave the way for higher initial score on Houses near Masons, etc...

If possible, it is best to consider the later packs and which will be the high scorers (Jewelry, Temple, Market, Circus, Resort Oasis etc...) when placing City Centres, having also kept this in mind when placing such things as Lumberjacks and Sawmills (for which Houses and Mansions receive no loss of score) and whether to you have placed your Lumberjacks together, to score high from Sawmills, or spread them out to cover all trees and lose score on Resort Oasis.

City Centre (15) -40 : 5x : small (square)

  • Fisher 7
  • Statue 5
  • Mason 4
  • Mill 2

  • Shaman -5
  • Resort Oasis -15
  • City Centre -40

House (1) 3x : small (variable shape)
  • City Centre 6
  • Shaman 5
  • Statue 4
  • Wall Plateau 3
  • Circus 3
  • Fountain 2
  • Market 2
  • Temple 2
  • Tavern 2
  • Park 1
  • House 1
  • Mason 2

  • Wall -2
  • Jewelry -2


Mansion (1) 1x : small (variable shape)

  • City Centre 8
  • Shaman 6
  • Plateau 6
  • Wall Plateau 6
  • Statue 5
  • Fountain 3
  • Park 2
  • Market 2
  • Temple 2
  • Jewelry 2
  • Mansion 1

  • Circus -3
  • Wall -3

Hut
Hut (4) 0 : v large radius : v small (square).

Can be built on nearly any ground.

Huts are great for filling awkward gaps or ledges. A row of huts can consistently score 15+ points each if placed between two City Centres, due to the fact that they receive no negative points for self-prox and have a very large prox. sphere.

There aren't many pieces that will receive negative scores for Huts, so they can earn good points and are worth saving to place, having the same footprint as a Tower.

Placed well, it is possible to grab 2 or more City Centres, 4 Fishers, a few Shaman and a Statue, making scores of 25-26 for each Hut.

This means a row of huts has the potential to earn a few hundred points, as they can have a high drop rate at times, on some islands.

  • City Centre 6
  • Statue 2
  • Shaman 2
  • Fisher 1

  • Sawmill -1
  • Lumberjack -1
  • Warehouse -1
  • Brickyard -1
  • Mill -1
  • Mason -1
Fountain
Fountain ( ) -15 : 4x : small footprint.

City Centre 7
Statue 3
Park 3
Mansion 3
House 2
Park
Park (2) 0 : 4x : small (variable)

Parks, like Huts - are great placed pretty much anywhere that is not Industrial.

If planning for a Temple or - placing these before Houses, mixed with Fountains, with nearby Shaman can make for a good score.

If Planning for a Resort Oasis, they can be very high scoring if the area is full of Natural Beautification and also around the Agricultural pieces that will contribute to the Resort Oasis' 100+ score.

The shape will vary with each piece, but they can be good at filling awkward ledges - similar to Huts, that are Wall thin - this makes them a good piece to transition from Agricultural to Urban / Temple areas.

City pack pieces can often benefit more from being placed after a park than before.

A good balance between the areas is best.

They are good pieces to bolster further building of any Agricultural or Urban pieces, after Plateau'd Temple, Resort Oasis is built.

Placement sequence can be tricky to figure out, and it is best to build Beautification areas for Resort Oasis and Brewery / Tavern *before* then placing more Lumberjacks / Sawmills and then building over trees (for which the Parks have already scored).

  • Resort Oasis 5
  • Fountain 4
  • Temple 4
  • Hop Field 3
  • Field 2
  • Plateau 2
  • Statue 2
  • City Centre 2
  • Tree 1
  • House 1
  • Mansion 1

  • Wall -2
  • Warehouse -2
  • Brickyard -3
  • Lumberjack -4
  • Mill -4
  • Sawmill -5
Plateau
Plateau (0) 0 : 2.x : Large (square)

Can be built on any flat land with space - or at sea, where it can be used to extend building ground, to make for floating areas. Apparently, if correctly placed, it is possible to build across connected Plateaus, although I have not yet found this to be the case.

They are around 2.5 houses/fields square in size.

Fields may be build upon a basic Plateau, as they count as "grassland".

Plateaus are often best used as "reserve" spots for later pieces, such as Temples, Markets, Jewelry, etc...

Markets should fit on a plateau (sometimes the rotation can be fiddle), but take care with Wall and Water plats. Sometimes these might clip or be a T shape, meaning they can be "wasted".

If running out of space, Plateaus may also be placed so as to add a little extra building space between cliff edges, or to build terrain dependant pieces (eg, Fields) - however, it seems a bit of a waste to use a Plat. for 4 Fields and Park, when the Plat. might be surrounded by Fields and Parks and a Resort Oasis placed for a high score.

This is especially true for areas with many trees and flowers, and can make up for a lower score to use a Plateau for a Resort Oasis than a Market or Jewelry.

It is best to not use regular Plateaus for a Circus, as there is no benefit to this.

  • City Centre 10
  • Mason 8
  • Plateau 5
  • Statue 3
Tower
Tower (0) -20 : 20x : v small (square)

  • Temple 8
  • Mason 5
  • Mansion 1
  • Park 1
  • Wall 1
  • House 1
Warehouse
Warehouse (0) -15 : 5x : med (rectangle)

  • Brickyard 7
  • Mill 7
  • Gold Mine 7
  • Fisher 6
  • Brewery 5
  • Mason 5
  • Sawmill 4
  • Statue 4

  • Resort Oasis -5
Circus
Circus (0) -10 : 2x ; med (round)

A Circus is an idea piece for a Wall Plat. so that as many houses as possible might fit into it's proximity sphere (another 2-3 houses might fit on this Plat.).

It loses no points from Industrial pieces, and does not affect these either - but does have a negative effect on several other pieces (two of which have the same detractors for being in prox. to the Circus).

Its size is around 2-3 houses, so a place might be left for it on flat ground.

However, as it does not benefit from any Plateau - it can be worth placing towards an Industrial area, where Houses have scored from Houses, Masons, Parks and/or City Centres, than "waste" a Plat that might be better used for, eg, a Market / Temple.


  • Statue 10
  • House 4

  • Mansion -5
  • Temple -25
Gold Mine
Gold Mine (-20) 0 : 1x : small (square)

Must be built next to a Gold Vein, or Warehouse and Jewelry, or is worth -20 points.

The maximum score for a Gold Mine is 40, which makes this a rather weak piece.
There is no need to place it immediately, as a warehouse in the area can still make it worthwhile.

If you are lucky enough to have your Gold Vein near a cliff - it can be worth considering to make this area a Town Centre for Mansions, so as to score high with the Jewelry, later with Markets and Walls.

  • Gold Vein 35 (minus 20 = 15 build points)
  • Warehouse 10
  • Jewelry 10
  • Statue 5

  • Resort Oasis -15


Jewelry (-35) -30 : 5x : med (rectangular)

Must be built next to a Gold Mine and/or enough Mansions to offset the -35 points for building.

A wall plateau is great to place a Jewelry on a cliff, above and below many mansions - another 3 mansions might fit on the wall plateau, making it a potentially very high scoring structure.

It is not necessary to place a Jewelry *before* a Gold Mine. It is often a better move to place a Jewelry on a Wall Plat. after building many Mansions, after a Temple but before a Market.

This way - subsequent Markets and Walls can benefit from the score bonuses of having the Jewelry and Mansions nearby. It will more than make up for the -5 points for placing next to the Gold mine and trying to break even with some surrounding Mansions (that will not like the Warehouses that serve the Market and other Industrial in the area).

  • Gold Mine 30
  • Statue 6
  • Mansion 5
  • Wall -3
  • House -4
Market
Market (-20) -35 : 4x : v large (irregular square) - will not fit on plateau.

As the market has a basescore of minus 20, it is worth trying to leave an area between the agricultural/industrial areas, the suburbs and urban areas - placing a market can unlock the next tier by itself.

Markets are one of the few pieces to have no score detractors other than themselves - but they do have negative effect on some other pieces that need a good buffer in order to score high (eg, Temple).

  • Warehouse 20
  • City Centre 5
  • Statue 4
  • Mason 4
  • Fisher 3
  • Mansion 2
  • House 2
Resort Oasis
Resort Oasis (0) 0 : 3x : med (rectangle)

The Resort Oasis is best placed towards the agricultural (farming / brewing) areas, as it benefits from both of these, as well as the beautification structures, trees and flowers. As sandpits are no issue - so long as the brickyards are out of proximity and, as hop fields are able to placed on sand - toward the beach is also a good placement option.

  • Hop field 7
  • Plateau 6
  • Fountain 5
  • Park 5
  • Water Plateau 5
  • Statue 4
  • Flower 2
  • Field 3
  • Brewery 2
  • Fisher 2
  • Tree 1
  • Mill -3
  • House -5
  • Brickyard -5
  • Lumberjack -5
  • Mansion -7
  • Sawmill -10
  • Gold Mine -10
  • City Centre -10
  • Mason -10
  • Warehouse -10

Tavern
Tavern (-15) -15 : 5x : small (squarish)

It really makes sense to place the Tavern near your Breweries and Houses near and agricultural area.

As the Market loses no score for a Tavern - but an Resort Oasis can score big from all the Hop Fields and other agriculture, plus beautification (Parks and Natural) - it makes this piece a good one to place between the urban areas and agricultural / beautification areas.

If it is to be placed near many Houses that have been set for a Temple - it is the biggest score detractor for the Temple, so don't forget to place it *after* this is done!

  • Brewery 18
  • City Centre 8
  • Statue 4
  • House 2


Temple
Temple (-75) 0 : 1x : large (square)

Temple is a very difficult one to place and a huge 75 points before it even makes a profit - it really helps to plan it from the start, especially with the statue taking most of its cost.

A Temple will fit with a few Walls or Parks (preferably Walls) on a (regular) Plateau.

It can apparently be placed also on well positioned Wall and Water Plats. and also - if you are lucky enough to build 4 regular Plats. in the same place - a Temple can sit in the centre of these, allowing for a very high score.

One tactic for high scores with Temples that people have been using is to place a cluster of Houses around an empty square, with a Shaman on each corner (flowers permitting, Shaman's self-prox can result in a negative score), near the City Centre / Statue (One statue on each corner if you have them as a starter drop), while using Wall Plats. to place more houses above the area - by the time the preparation is complete, the Temple can prove to score 100+ points without any problem.

From there, before placing Walls - there is now no negative score for placing a Market, Mansions and Jewelry in the area, to gain further benefit from the Walls.

As Walls score 15 for being placed near a Temple, but only bump a Temple up by 10 - it is worthwhile saving your Walls until after the Temple (and other Wall scorers) and Plat. are in place.

Statue 40
Mason 25
Shaman 15
Mansion 10
Wall 10
City Centre 10
Tower 10
House 8
Park 5

Tavern -20
Gold Mine -20
Warehouse -20
Circus -20
Market -20
Mill -20
Brickyard -20
Walls
Wall (2) -2 : 3x : med (wall shape...)

Walls are great to fit around your Temple, built on a Plateau - after which, you perhaps have added a Jewelry and/or Market district with Mansions, to bump the score higher.

The net score for placing a wall near another is 0, so it is only 2-6 points lost to place walls around a high scoring area (assuming you place 4 around a Temple on a Plateau, with no other buildings in proximity, you would score 70 points rather than 76.

The Houses, Masons and other things that you may have built to buff the Temple placement (a massive -75 points!) should make placing walls a decent score earner.

However, Walls do detract from the score for some of these buildings, such as Mansions, so it's worth some consideration in planning the order in which you place your pieces for the best score.

  • Temple 15
  • Market 8
  • Jewelry 5
  • Mason 5
  • City Centre 4
  • Plateau 4
  • Statue 4
  • Park 2
  • Mansion 2
  • House 2
Wall Plateau
Wall Plateau (10) 1 :3x : large (square)

Can be used on vertical faces to provide areas on which to place additional structures (eg, above plateau for a temple, to add more houses / shaman, etc...)

It can be clipped into surfaces, as well as joined together to make bridges or skyways.

  • City Centre 4
  • Statue 2
Water Plateau
Can be used to extend area over the water, or the beach, to place certain structures.
They can be seamlessly extended.

Water Plateau (13) 1 :3x : large (square)

  • Sawmill 2
  • Statue 2
  • Tree 1
That's all there is, so far...
Once all these are unlocked - each new level will bring an assortment of "later pack" items.
Sometimes it is even enough to make a few more levels!

But I think what is here is enough to get 100% achievements, along with a little playing.

It's a very relaxing game, and writing this guide has helped me figure out a lot about the mechanics and how to place things to quickly progress.

It is a little like a cross between Godus and Polytopia on Android, which - for me - makes it a great game to relax with. Easy puzzles and easy progress.

Very absorbing.

Glad I pirated it or I would never have bought it - I'd've just thought, "that looks nice" and never played it once (now here I am, several hours in and hooked on a new casual builder!).
Achievements
Here is a neat guide, in English, to the game's achievements.

Hopefully, armed with the strategies in this score guide - and a few playthrough's experience - you will find it easier to obtain the speed and score achievements!

https://sp.zhabite.com/sharedfiles/filedetails/?id=1710709193

The biggest achievement is reading all of this, so if you have done so - give yourself a cookie :D

Good luck and have fun with this simple (but as complicated as you want to make it), good-looking building game that is as relaxing or as challenging as you want it to be!

Also with zero traffic management \o/

If you enjoy the more strategic side of Islanders, keep an eye out for The Battle of Polytopia that will be coming to Steam... S.O.O.N :)
36 Comments
Sauceman 20 Sep, 2024 @ 1:04am 
awooga
Cap'n Saccade  [author] 24 May, 2023 @ 10:25am 
hahahaha
Sauceman 22 May, 2023 @ 4:51am 
Sure, I recommend not shoving your whole fist up your bum
Cap'n Saccade  [author] 22 May, 2023 @ 2:29am 
Are you able to help fix my nails..? It's pretty gross, dude, are you sure you can handle it?
Sauceman 12 Apr, 2023 @ 4:23am 
you should let me have a good look at your feet
Cap'n Saccade  [author] 11 Apr, 2023 @ 9:04am 
I have been isolated for over 14 years - in October will be my 15th year of not having any contact with humans other than over the internet.
Wujo 14 Jan, 2023 @ 1:26am 
I mean isolation took a toll on every of us xd
Cap'n Saccade  [author] 30 Dec, 2021 @ 11:29am 
It really doesn't feel that long ago that the game was released - I am kinda shocked but not surprised that over 2 years has passed with very little in the middle... other than gaming (as usual) in isolation during a global pandemic (welcome to Racoon City).
Sauceman 30 Dec, 2021 @ 9:36am 
Don't delete it it's a good guide
Cap'n Saccade  [author] 30 Dec, 2021 @ 7:58am 
Wow - this guide is still here?!
I thought I deleted this years ago...