Tool / Layout
City layout checklist
Review the city as connected districts: homes and livelihood, farms and granary, raw materials and workshops, military staging and wall corridors.
One overloaded road is not a connected city. Keep repeated trips short and give remote production a clear relay before expanding the perimeter.
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City layout review
Build districts around repeated trips
City layout should reduce the routes repeated every work cycle. Homes need livelihood access, farms need a short granary handoff, and workshops need raw storage on one side and consumers on the other.
- Use one short road spine for the first district.
- Keep farms and granary in the same logistics zone.
- Place raw storage beside processing, not beside distant homes.
- Give military staging a route that does not cross the busiest civilian lane.
Expansion failure branches
When a new district slows the old city, identify which shared dependency became overloaded before moving buildings at random.
- Long queues on one road: add a branch or district relay.
- Remote producer stays full: add nearby output storage and hauling.
- Homes lose food access: separate livelihood delivery from industry.
- Walls block movement: reopen the civilian corridor before extending defenses.
Completion signal
A district is complete when its daily inputs arrive locally, outputs leave without crossing the whole city, and the core settlement keeps working while the new edge is built.
- No page-level route depends on a single overloaded gate.
- Storage matches the goods produced in the district.
- Expansion does not drain food or hauling labor.
- Defense covers a real approach without trapping civilians.