In Depth Road Design Strategy Guide
- herodotuscorner
- Jul 4, 2015
- 2 min read
Hello heroes,
Big thanks to Thomas Anderson for this terrific guide! This was all written by him, all I did was edit it. One key note, maximizing wall efficiency is not the most important part of base design. I recommend that you place defense and resource protection over perfect road design.
-Roads have 3 sides, so put buildings on all 3! - Any building should have no more than 1 side touching a road. If it has more than 1 side touching, then you are wasting road. This is common when people put cornered roads around buildings. Don't worry, sometimes you can't avoid it. - Put large buildings like Barracks or wonders at the end of the road - If you're not using the 3rd side of the road, (i.e. the end of the road) then only use 1 section of road so that it only contacts 1 grid of the building because that's all you need - The fewer turns and corners you build, the more efficient the road design. - Don't put roads right next to walls because you're wasting the entire side of the road that's against the wall. Instead, move it so that both sides of the road can be used. BUILDINGS: ==> place town center first ==> next, resource & wonder buildings ==> next defensive buildings ==> touch Wonder buildings & they will show the range of their special power. place buildings that will benefit from your Wonder's power within its range ==> next "buffer" buildings (farms, temple, war academy, barracks, armory, etc) ==> use high hit point buildings as buffers around your mortars to slow attacking troops and allow mortars time to kill them ==> houses should always be the last buildings you place. place all the strategic buildings first, then fill in the small empty spaces in between them with houses. ==> add walls LAST. put walls around things you want to protect and inch out everything 1 grid at a time to allow the walls to fit. Walls will enhance a good base design's strengths. Walls aren't going to help as much if the base design is poor to begin with.

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