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.

Use a short spine with specialized branches

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

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Resolve the first unchecked dependency before committing.

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.