-
BobtheHermit
- Posts: 23
- Joined: Wed Oct 26, 2011 8:29 pm
Re: Ideal plot size for a city?
Hrrhm, 300x300 is harder to find than I remember.
-
wickerman_156
- Posts: 198
- Joined: Thu Mar 25, 2010 3:15 pm
- Location: Schweden
Re: Ideal plot size for a city?
Double roads all the way!

But yeah 3 tile road is enough for a wagon but it can be hard to get around corners some times.

But yeah 3 tile road is enough for a wagon but it can be hard to get around corners some times.
von Wurstone ∞
-
Sarchi
- Posts: 2517
- Joined: Sat Jun 12, 2010 1:14 am
- Location: 109, -37
Re: Ideal plot size for a city?
I already know some perfect 300x300 areas.BobtheHermit wrote:Hrrhm, 300x300 is harder to find than I remember.
-
Windforce
- Posts: 846
- Joined: Fri Jul 16, 2010 1:58 pm
- Location: City of Bevelle
Re: Ideal plot size for a city?
Wasnt big enough my cow + crops that I had to build a Brickwalled massive farm outside on the North River, but thats just me feeding the titan I didnt use outside of mining and soloing Trolls.ewlol wrote:Sodom plots were 35x35
Pandemonium Plots were 42x42.
I think panda plots were the perfect size.
Lilith Ravenclaw
Lawspeaker - City of Bevelle (World 3)
Lawspeaker - City of Bevelle (World 3)
-
rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: Ideal plot size for a city?
For most players a 35x35 plot is big enough. For the more hardworking players like Windforce, they'll basically make use of the whole space no matter how big you make it
, just let them have secondary plots or have them make areas outside the main village for spare space.
-
Windforce
- Posts: 846
- Joined: Fri Jul 16, 2010 1:58 pm
- Location: City of Bevelle
Re: Ideal plot size for a city?
Sad ... but .... true...rye130 wrote:For most players a 35x35 plot is big enough. For the more hardworking players like Windforce, they'll basically make use of the whole space no matter how big you make it, just let them have secondary plots or have them make areas outside the main village for spare space.
Lilith Ravenclaw
Lawspeaker - City of Bevelle (World 3)
Lawspeaker - City of Bevelle (World 3)
-
Koya
- Posts: 520
- Joined: Fri Feb 26, 2010 2:01 am
- Location: Ukraine, Lviv
Re: Ideal plot size for a city?
Then why not gather plots in one... from 2-3-4-6-8 plots...
ThunderCat
AD City Lawspeaker
=================
Those who speak of equality and peace will lead the future. Those who live in hate will remain in the past, or we will all perish as one.
AD City Lawspeaker
=================
Those who speak of equality and peace will lead the future. Those who live in hate will remain in the past, or we will all perish as one.
-
Sarchi
- Posts: 2517
- Joined: Sat Jun 12, 2010 1:14 am
- Location: 109, -37
Re: Ideal plot size for a city?
Sodom's plot policy was basically 1 person = 1 plot. We deviated from this when we made Pandemonium, and one plot had as many as 8 individuals.Koya wrote:Then why not gather plots in one... from 2-3-4-6-8 plots...
In the city itself, space was sort of a limiting factor since we weren't a thicket village, and we didn't want cliffs in our way if at all possible. In general, if you needed more space and there weren't really any plots left to expand on (or you simply didn't want another plot for whatever reason), you either made another village for your personal use or you built a spot nearby the city proper and we expanded onto it.
In world 3, a lot of the later newcomers were recruits from other villages, so we basically took over the town and they used it for their personal needs if necessary. For example, I had World's End (really was just an unused base because I didn't actually need any of it once I moved to Sodom) and Windforce and Emily had Bevelle.
In retrospect, I think it's best to build a 500+x500+ village in order to avoid the issue of expansion later on, but there are two problems: 1) large enough thickets are hard to find and take a ludicrous amount of time to terraform and 2) Loftar doesn't seem to have any intentions of making cliff terraforming possible in the future.
Large villages suffer and are made nearly impossible with the current map gen.