Mini guide. Parish and Village layouts.
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Mini guide. Parish and Village layouts.
Version 0.2
Source: http://orange.is-great.org/?p=1965
Capital’s and Village’s layouts have their own important meaning. As for villages at first it is about space near main building with all decoration literature and population factors. Justice buildings are acceptable during some period of game but not for so long time because popularity is more important than honor. During time population and accordingly tax become more and more important especially under all these heavy negative factors like heavy AI castles as wolf and pig and bad weather. In parishes we also have to place buildings at some good way to save space and especially in age 2 and 3. So with such need we have to think about layouts problem.
Look at gilded statues:
We see classical square formation and addition 5th statue in same row near
After we look at this:
Special placement by specific diagonal and also blocking statue from classical way.
We assume buildings consist of usual square tiles, any hexagonal and so on variations don’t look valid because we don’t have any hex-style docking and all buildings look as rectangle like style. But with only uniform tiles we can’t have such special placement and buildings form cannot describe it. The solution is chess-style dual color grid.
Look at this scheme:
We assume chess-style grid with orange tiles as base ones and transparent ones as additional. Buildings looks like square without right-top tile and consist of 2 colors where red is base and half transparent blue is additional. When we place buildings on the grid we move red tiles only by orange and we cannot place other way. So with this way half transparent blue one automatically go on usual transparent from grid.
Note: Left-top tile of any building is always red.
As we can see gilded statue looks like 2 x 2 square without right-top corner and it describes special diagonal placement good enough. Stone statue consist of 8 tiles (3 x 3-1 ) and with diagonal special placement it doesn’t block classic way as we look on 2 next images:
So we have this data about village’s buildings:
2 x 2 gilded statues, formal gardens, small shrines.
3 x 3 stone statues, maypole, dovecotes
4 x 4 flower beds, hovels, iron mines, large shrines, hunter’s huts, granary, troubadours arbor, woodcutter’s huts
5 x 5 pig farms, all armors, markets, dancing bear
6 x 6 stone quarries, jester’s court
7 x 7 vegetable farms, siege workshop, theatre, Inn
8 x 8 stockpile
9 x 9 dairy farms, chapels, brewerys
12 x 12 bakerys
14 x 14 churches
17 x 17 cathedral
Capitals:
Lets use same way during capital’s layout analysis.
We assume chess style grid. Now we have to to choose right way of strictly one under one position of for example barrack. Also when we move barrack diagonal way with looking at some nearest barracks we find out dimensions as 6×6.
We have some ways of one under one position and particularly these:
Practically we realize down one makes paradoxes on scheme while top is ok.
After we determine that each side has 3 extreme parallel barrack positions — central one and with shift in both other direction (by each side). By using one of such central position as base we create whole scheme of all capital. Since we use barrack for creation it is possible to have some inconsistencies here during placement building less then 6×6 size, but as we can see there is only statue less then it so such thing is insignificant.
So capital’s buildings sizes:
6 x 6 castellan’s house, supply depots, barracks, peasant conscription hall, architect’s guild, archery range, sergeants at arms office, town garden
8 x 8 pikeman’s drill yard, tunnellor’s guild, siege engineer’s guild, ballista makers, all resource guilds
10 x 10 church, town hall
Totally:
Black are tiles without possibility to place anything. At the left part we see 2 standard buildings as 6 x 6 и 8 x 8.
Now we look at at example with barrack’s size buildings with right top corner marked as yellow tile:
Back to village’s layout. Some simple advices about usability and space saving:
1.Better to use same type of gilded statue as on first image in this guide. It has max height and at least some visibility over main building.
2.It is logical to place largest buildings at the field edge and corners:
Lets analyze space near main building. By using gilded statues we create schemes with and without special shift and later unite into one.
As base positions we take these:
On the 2nd image base position selected with formal gardens by red arrows while other buildings are simply for position illustration.
So we receive schemes:
Coloring:
Full squares instead of corners are simply for better visual. Yellow entity in middle is main building and it’s form
Now we have to unite both schemes. As we said full squares are for visual so we remove it. After we have to think about way of tile’s influence for buildings. So it can be as any of 3 tiles or 2-3 tiles together. Lets check buildings have their color accordingly with left top tile.
So:
Fist we removed corners, second we removed other 2 tiles.
Now union:
Nice one. The colored chess style grid without collisions and spaces in necessary places. Exact scheme for popularity is here.
Look at some buildings
Literature:
3 x 3 maypole
4 x 4 troubadours arbor
5 x 5 dancing bear
6 x 6 jester’s court
7 x 7 theatre
Decoration:
2 x 2 guild statues, formal gardens
3 x 3 stone statues, dovecotes
4 x 4 flower beds
Hovels:
4 x 4 hovels
So 2 largest buildings are theater and jester’s court. Looks like we should place them outside of 2 main areas with highest popularity or at least at the edge. So we deny usual position at left-bottom and right-top corners.
Lets look at some edge position and still with max popularity 6:
And on scheme:
We see the form of max popularity area and with any down or right shift we lose popularity here.
Next position:
To be continued…
Source: http://orange.is-great.org/?p=1965
Capital’s and Village’s layouts have their own important meaning. As for villages at first it is about space near main building with all decoration literature and population factors. Justice buildings are acceptable during some period of game but not for so long time because popularity is more important than honor. During time population and accordingly tax become more and more important especially under all these heavy negative factors like heavy AI castles as wolf and pig and bad weather. In parishes we also have to place buildings at some good way to save space and especially in age 2 and 3. So with such need we have to think about layouts problem.
Look at gilded statues:
We see classical square formation and addition 5th statue in same row near
After we look at this:
Special placement by specific diagonal and also blocking statue from classical way.
We assume buildings consist of usual square tiles, any hexagonal and so on variations don’t look valid because we don’t have any hex-style docking and all buildings look as rectangle like style. But with only uniform tiles we can’t have such special placement and buildings form cannot describe it. The solution is chess-style dual color grid.
Look at this scheme:
We assume chess-style grid with orange tiles as base ones and transparent ones as additional. Buildings looks like square without right-top tile and consist of 2 colors where red is base and half transparent blue is additional. When we place buildings on the grid we move red tiles only by orange and we cannot place other way. So with this way half transparent blue one automatically go on usual transparent from grid.
Note: Left-top tile of any building is always red.
As we can see gilded statue looks like 2 x 2 square without right-top corner and it describes special diagonal placement good enough. Stone statue consist of 8 tiles (3 x 3-1 ) and with diagonal special placement it doesn’t block classic way as we look on 2 next images:
So we have this data about village’s buildings:
2 x 2 gilded statues, formal gardens, small shrines.
3 x 3 stone statues, maypole, dovecotes
4 x 4 flower beds, hovels, iron mines, large shrines, hunter’s huts, granary, troubadours arbor, woodcutter’s huts
5 x 5 pig farms, all armors, markets, dancing bear
6 x 6 stone quarries, jester’s court
7 x 7 vegetable farms, siege workshop, theatre, Inn
8 x 8 stockpile
9 x 9 dairy farms, chapels, brewerys
12 x 12 bakerys
14 x 14 churches
17 x 17 cathedral
Capitals:
Lets use same way during capital’s layout analysis.
We assume chess style grid. Now we have to to choose right way of strictly one under one position of for example barrack. Also when we move barrack diagonal way with looking at some nearest barracks we find out dimensions as 6×6.
We have some ways of one under one position and particularly these:
Practically we realize down one makes paradoxes on scheme while top is ok.
After we determine that each side has 3 extreme parallel barrack positions — central one and with shift in both other direction (by each side). By using one of such central position as base we create whole scheme of all capital. Since we use barrack for creation it is possible to have some inconsistencies here during placement building less then 6×6 size, but as we can see there is only statue less then it so such thing is insignificant.
So capital’s buildings sizes:
6 x 6 castellan’s house, supply depots, barracks, peasant conscription hall, architect’s guild, archery range, sergeants at arms office, town garden
8 x 8 pikeman’s drill yard, tunnellor’s guild, siege engineer’s guild, ballista makers, all resource guilds
10 x 10 church, town hall
Totally:
Black are tiles without possibility to place anything. At the left part we see 2 standard buildings as 6 x 6 и 8 x 8.
Now we look at at example with barrack’s size buildings with right top corner marked as yellow tile:
Back to village’s layout. Some simple advices about usability and space saving:
1.Better to use same type of gilded statue as on first image in this guide. It has max height and at least some visibility over main building.
2.It is logical to place largest buildings at the field edge and corners:
Lets analyze space near main building. By using gilded statues we create schemes with and without special shift and later unite into one.
As base positions we take these:
On the 2nd image base position selected with formal gardens by red arrows while other buildings are simply for position illustration.
So we receive schemes:
Coloring:
Full squares instead of corners are simply for better visual. Yellow entity in middle is main building and it’s form
Now we have to unite both schemes. As we said full squares are for visual so we remove it. After we have to think about way of tile’s influence for buildings. So it can be as any of 3 tiles or 2-3 tiles together. Lets check buildings have their color accordingly with left top tile.
So:
Fist we removed corners, second we removed other 2 tiles.
Now union:
Nice one. The colored chess style grid without collisions and spaces in necessary places. Exact scheme for popularity is here.
Look at some buildings
Literature:
3 x 3 maypole
4 x 4 troubadours arbor
5 x 5 dancing bear
6 x 6 jester’s court
7 x 7 theatre
Decoration:
2 x 2 guild statues, formal gardens
3 x 3 stone statues, dovecotes
4 x 4 flower beds
Hovels:
4 x 4 hovels
So 2 largest buildings are theater and jester’s court. Looks like we should place them outside of 2 main areas with highest popularity or at least at the edge. So we deny usual position at left-bottom and right-top corners.
Lets look at some edge position and still with max popularity 6:
And on scheme:
We see the form of max popularity area and with any down or right shift we lose popularity here.
Next position:
To be continued…
Last edited by Anonymous on Sat May 30, 2015 7:24 am, edited 2 times in total.
Reason: Updated the OPs links to point to the new domain
Reason: Updated the OPs links to point to the new domain
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- Posts: 47
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Re: Mini guide. Parish's and Village's layouts.
I wonder why there are no comments about such cool stuff... i have re-posted full guide here for all who lazy to open link...
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Re: Mini guide. Parish and Village layouts.
Don't sure what u mean here. Of course space is limited as in total and also additional limits for buildings u can easily see in game.
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Re: Mini guide. Parish and Village layouts.
i think Plains type has most space for non special buildings then Valley Side then Lowland. Anyway lowland is most balanced since of 70 popularity by food and iron. U cant easily make iron dependent weapons in Plains... trading iron (and not only iron) is boring, traders took space etc...So i make all villages as lowland - about 210 buildings each with age2 ideas (more food etc, so more buildings possible age1 with good enough balance)
- Fatal
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Re: Mini guide. Parish's and Village's layouts.
None bothered with this so much. I would read about army layouts for various kinds of attacks thoughMad Orange wrote:I wonder why there are no comments about such cool stuff... i have re-posted full guide here for all who lazy to open link...
Left you 7.05.2014
Unbreakable feral spirit
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Re: Mini guide. Parish and Village layouts.
nice nice, good way to increase motivation for further research and another good posts about game mechanics with attacking and defensive ideas.
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Re: Mini guide. Parish and Village layouts.
2 images for Country layout illustration. sure it's bigger than usual parish
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Re: Mini guide. Parish and Village layouts.
great job
but i didn't understand some parts of it
but if you have a village built by that way and screenshot it post it here will be great i think it will be very useful
Anyway Thanks for your job it really helped me do understand how to place those statues ...etc
but i didn't understand some parts of it
but if you have a village built by that way and screenshot it post it here will be great i think it will be very useful
Anyway Thanks for your job it really helped me do understand how to place those statues ...etc
Yoooooooooo