Farthest Frontier

Farthest Frontier

190 ratings
Optimal residential area layout
By Immortalits
Just a simple layout plan for absolute max population supported by a single (market, healer, school and large statue) center.
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Market-centered large module
This is a rotateable module (around the theater, but can be redesigned for solo-use for smaller scale settlements too just by using the additional areas inside the / gray / lines, but naturally those are just guides.

The goal of this layout was to squeeze in the absolute maximum number of houses around a single market, school and healer. (which is 65 homes)
There is a lot of 'spare' area around the corners, where you can fit in any neutral facilities or even forts as you like.


In a rotated module use, the 4 sections support each other with the bakeries and other decorations/ facilities.

In a singular use, you should build a 3rd well and bakery roughly in a triangulated form around the houses to cover the whole.

NOTE: 2 Rat Catchers can't cover all the houses, you need a 3rd one in singular use and even in the rotated modul version, there might be issues, so you'll either need a 3rd one or just micromanage a single one in case of a rat infestation :)

Single-market example
Here's an example of my town with almost all of it's facilities included:


Here's the link for the editor as a separate copy, if the link expires, just write to me here and I'll swap it with a new one (unfortunately the links are only valid for 90 days and the png saves are a bit small, when uploaded here)
https://virtual-graph-paper.com/ZGU5YTE4OWJkYjVl

NOTE: water supply might need even more support; I've noticed, that even with this many wells, they're mostly empty and can barely keep up with the needs of this 390 population.



The screenshot above is the town in practice as a final test.
NOTE: I'm overproducing almost everything (except glass and sand), after the military is fully equipped with best gear, you can reduce the workers in the armory/ arsenal and Blacksmith to 2-3 people from max, reducing the coal need and in correlation, the firewood need, freeing up even more people to join the army.

And here's the current worker distribution:



NOTE: I have plenty of miners, which can easily be called back for even more military + setting up more barns for cheese trade and candleshops for candle trade as extra income.
My 350+ income is from spice luxury, which I've spent on ~25k gold, but as you can see, it can quickly earn you back that amount (it's roughly 300 just from spice, haven't made a calculation and probably some homes will miss it sometimes).

An additional soldier input can be the work camps, since ~ half the work camps are just idling with 1-1 workers to 'guard' the perimeter of the town against agressive wood growths.
0.8 content guide
Here's a link to the 0.8 based content with full building description, naturally all production buildings can be reshuffled around the main tripple hub.
It's a 112 house with relatively well optimized decoration placement, utilizing most of the new decorations to cover all homes, except the low additional desirability 2x2 decorations (medium plaza and tree decoration); there are palces for some, but they are not optimized to cover all homes)

https://virtual-graph-paper.com/NWUyMjgyYTM3YTlk

42 Comments
|FG| Grethor |IOA| 25 Jan @ 9:41pm 
If you read the description and compare it to the graph, the purplish building left of the market is the school. He just didn't put it in the Key.
Generaika 20 Jul, 2024 @ 12:06am 
man, this looks very natural and true medieval city
Eaglebows 7 Jul, 2024 @ 8:42am 
to Ascended Prime and AaronBlack547 : I suppose it's the school, in my city it works well
Cyberdrone 31 Mar, 2024 @ 10:41pm 
how to upgrade shelter?
Ramexises 1 Jan, 2024 @ 10:37pm 
Thanks for this. I got my first Tier 4 Town after using this design.
Ascended Prime 18 Dec, 2023 @ 12:14am 
Hi, you didn't include the school building when placing the buildings in the center of the diagram.
Copy 22 Nov, 2023 @ 5:37pm 
> you can't make plots 15 tiles long.
There is an "expand field" option on a built farm (on the left side of the panel). So you can start with 5x10 and then expand it with an extra 5x5.
AaronBlack547 16 Nov, 2023 @ 7:53am 
What is a building left of Market, under Statue? Theres no info about it on photo
fatfish89 14 Oct, 2023 @ 8:38am 
I am glad to see someone explored this because while I have always tried to be fairly efficient I wondered what was most efficient. I will probably keep doing my random sprawls but i think this is a good thought experiment.
Univenon 8 Aug, 2023 @ 1:21am 
I'm in the progress of building your large layout at the end of the guide. I'm trying to follow it as closely as possible (mostly because that's a fun extra challenge for me) and I had a couple of thoughts. The main one was about the size of the farm plots.

I realize that they're based around the size of the cattle grazing area, but at this point in the game (not sure if this was a change or it was always like that) you can't make plots 15 tiles long. For anyone else using this layout, I've been using 2 6x12 plots instead of 3 5x15. You'll probably need a couple more fields outside the walls.

Second, I've found that the place where you have that huge park next to the town center makes a great spot for the new temple in the recent patch.

For anyone wondering if this layout is still viable, with a couple small tweaks, it still works great! Thanks for all your hard work! (And saving me the time of theorycrafting this myself. ;) )