New Cycle – Grid City Guide

This guide is just a collection of 12×13 grid squares which seem to fit almost every building pretty efficiently.

Guide to Grid City

Grid Basics

The most common sizes of building in the game (with examples):

3×3

  • House
  • Furnace

4×4

  • Cookhouse

6×6

  • Storehouse
  • Lumbermill

7*5

  • Smith
  • Herb Garden

4*5

  • Workshop

7*7

  • Farm
  • Quarry

This makes it a bit strange to find a one-size fits all grid pattern. From testing, 12×13 (surrounded by roads) seems good enough, with some double or quadruple-size blocks to cover a housing block and the largest buildings.

Housing Block

This layout is for a housing block that fits within 4 grid squares and provides almost 100% coverage for all services, up to Tier 2 (delete corner houses to get 100% coverage, if that bothers you!)

Add outer ring of houses once the pub is upgraded to the tier 2 version. I haven’t gotten far enough into the game to see if there are larger versions of the service buildings.

Industry Blocks

These are a collection of single-grid cell blocks. Swap around as necessary and add things like waterpumps, gathering stations etc.

Forge Block

Smith Block

Workshop Block

Lumber/Storage Block

Quarry/Farm Block

This block is two tall, as the 7×7 of a farm or a quarry is difficult to fit in. Quarry can be paired with either a smith or a kiln, while the farm can be paired with a herb garden or a brewery. Bottom can be any 6×6 building like lumbermill or storage.

Egor Opleuha
About Egor Opleuha 6890 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

7 Comments

  1. thats not the question i asked, ill rephrase. why , in your map, do you have both shacks and residences? they have the same footprint. and if you are using them mixed, why? that map could be misunderstood to use both. when really theres no point to using anything other shacks as teh power and material requirement for residences isnt worth the two extra worker slots.

    • you also pair lumber or quarry with a farm? but that takes limited land suitable for agriculture base don the quality of the the farming land nodes also. same with windfarms theres only certain palce son teh map where they are usefula nd not a waste of resources. efficiency is key in some building placement but not all. so the layouts is kinda over engineering it a bit and disregarding specific placement on the maps geography.

      • resources dont need to travel in this game unless they are on a conveyor belt. people dont need to walk to work. so the “anno style” laying out of buildings for the game (in its current form) is excessive.

  2. something has i noticed. why have you got shocks and residences? housing tier seems to have no advantage. shacks are 10 slot and 95 power. where residences are 12 slot and use more. morale does not seems effected by housing type. so why mix them? its better to only jsut use shacks (for now). i only use residences to save on space.

    • Definitely upgrade the shacks to residences, but the shacks (orange) are what you build first, before you upgrade to tier 2 pub as otherwise the range won’t reach.

  3. Houses, Pubs, infirmaries don’t need roads.
    Also you only need 1 road tile to be connected to a building no need to wrap it arround.

    • Actually the do need roads. and will quite happilly yell at you with the not connected symbol. All buildings will function without roads but at a debuffed rate. however you are correct in saying wrap around is not required.

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