![]() ![]() Every building should be connected to a road by one of the shorter sides of the building.If gaps are inevitable, they should be measured appropriately to fit in more road-required buildings. Every road should be either touching a road or a building that requires a road with no gaps.If any of these rules are broken, it is an inaccuracy. Rules - These are rules which evaluate your accuracy in laying out your road structure. In essence, what you should achieve are neat straight paths, connecting the buildings by their shorter side and, as rule 3 explains, a spider diagram. The first 3 take into account the accuracy of the road connections, whilst the second 3 are rules which are dependent on the buildings you have selected in your city and may vary from player to player. What we are trying to achieve here is by connecting the most buildings with the least number of roads possible.Īs it stands, I have 2 sets of ”rules” which should be followed to maximize your road efficiency. It’s a necessity to connect buildings to roads, but it’s an art to manage it skillfully and efficiently. It’s one of the things I see many players mess up all the time. Road efficiency is obviously my major focus here. My advice is this: build any mediocre building in low numbers, and if you find a very good building, build more of that. Another thing to note is that larger buildings are more efficient than smaller ones as I'll mention later. In my opinion, that is not entirely true once you do start getting more efficient buildings, you will have the time of your life selling them anyway. I’ve heard it said, “any building is better than empty space”. Ask yourself: is the building worth its size? If yes, you should build it. Then, you must consider the efficiency of the building. You should aim for special buildings, as they are a lot more effective for growth than regular buildings, which are available through events, the Antique Dealer, and Cultural Settlements. I’m not going to go over this in great detail, because this is totally up to you, and there are sheets comparing these building efficiencies anyway. The Notes Feature.For the advanced city, there are four types of buildings you need in your city: resource-producing buildings (for growth), production buildings (for quests and possibly production), military buildings (to train units/Alcatraz produce them and for quests), and Great Buildings which are also vital for growth.The following features remain "online features", which are available via the FoE Helper Website for technical reasons. LB overview: which player has which LB at what level.Guild Expedition placements (member participation is already included).The following functions are currently not yet included in the extension and will be added with one of the next updates: Since version 2.5.7.0 we now also offer the guild member module directly in the extension, which is why we have removed the corresponding modules from our website. All data is now stored locally on your own device and no longer transferred to our server. These were the "Moppelassistent" and the LB investments. ![]() In the last few months we put a lot of effort into making as many features directly available in the extension and taking the opportunity to add some more functionality. ![]()
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