Anno 2205 Layouts

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Tyrell Baskerville

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Jul 31, 2024, 4:10:10 AM7/31/24
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This page contains a number of user-submitted layout plans for either Eco or Tycoon Housing. The symbol(s) on the left hand side will indicate whether it is suitable for Eco or Tycoon buildings, or whether it can be used for both.

For those wishing to share their custom layouts on this page, make sure to set out key details, such as the number of houses, size of the layout and number of residents. Any other information can be added which you feel would help players integrate your design into their games. Try and follow the pattern of layouts already placed on this page.

anno 2205 layouts


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This should be one of the most cost-effective designs to unlock Monuments. However, it does not use Emergency Buildings - in case of a catastrophe, you need to demolish a few houses or build emergency facilities outside of the town (use a Depot if needed).

@1200 Executives, Monuments should be unlocked, so you can demolish the City Center + a few houses and build a Foundation. Once the monument is completed, you can replace other public buildings with houses or emergencies...

Hydrogen City (Early Stages)Intended for smaller islands and start-up islands. Fills most medium-sized islands. Useful to get all building plans fast. Can combine Tycoon/Eco, but only one final class per faction. Some roads are necessary but out of City Center range. Use depots temporarily to build the roads. (Tip during construction: Make roadplan first).

This layout with 5 Thermal Power Stations, 4 running at 100%, one at 90% (the most left one). It is designed to only need one Education Network. Start from the left and work your way to the second City Center. Build Thermal Power Stations as you need power. Activate Better Living to get the topleft and downright from 90% to 100%. This will give you a net power of +283 and 1408 Executives.

Housing design without a monument. It is nice and symmetrical and you can just build one City Centre to begin with. You need to add eight houses on the outskirts to get 1400 executives, as the basic version houses 1360. I don't use emergency buildings, but it is very easy to add them around the edges. All of the Engineer Apartments have access to the Congress Centre, but not all of the houses do. Education coverage is 100% though.As is, it has 160 houses;

This modular design also allows for the block to repeat vertically with slight shift of the police station to center between the stack. Just picture the bottom sets of information and police buildings becoming the top of the next Block.

These layouts maximize space, population, and income with only one city center, one congress/financial center, one TV station, and two concert halls/casinos. This allows you to reach 1408 Executives for either faction, enough to unlock everything.

There is no crime, fire, or sickness coverage, though it is easy to add those around the edges as needed. Hospitals and fire stations cover even the innermost residences; police stations don't, so you'll have to destroy four houses from the outermost ring to place the station when needed. This is a very small price to pay.

Warning: to build some of the outer roads you will need depots around the edges, which may be a problem on very small islands. When you lay down your city center, be sure to leave 2-3 tiles in every direction on every side.

The construction is not easy, the city center block is 11x12 and the central block 9x23 (7 houses + 2 roads). You should start building a city center block, reserve space for the central block and add as soon as possible the second city center block. After that, with exception of the thermal power stations, it should be easy. Adding the power stations disconnect some houses. The connection is made by the road around the police station at the bottom.

The police station and fire station at the bottom and some road need building area extension. Without extension the two security building cannot be build, but the roads don't disconnect houses from a city center. You can replace the two security building by a lone fire station, and only reduce police coverage to 79%.

This layout is for large islands and offers the players the ability to maximize the use of the housing range from the Town Center (formerly Market Square in Anno 1404) giving a large population easily handling all stages of worker advancement and demand for products, and can be extended to cover the island, I also tend to build emergency buildings only when they're needed because they take up a lot of funds/space (i usually build my road layout first, so i know what area i will need to save and plan the rest of the production buildings around the area) Diagrams are under- construction

This is a Universal Layout for Monument. Very similar to the Clover Colony uploaded by Holce. I implemented this variation before I found this site though, and so the design is entirely my own - great minds think alike I guess. I have tested this design (and the early stage variation) in play to confirm it is capable of doing what I say. Both with Eco and Tycoon homes (though with an Eco Monument in both cases). In one practical implementation, almost 1/4 of the circle was lost (due to terrain) and I was still able to make it a monument city. It is a very resiliant design. It also generates a net positive power level, to help power interests outside the city boundries. I have also successfully melded TWO of these circles together on the same island and the Cornrow design made it VERY easy to meld the two together despite significant overlapping area.

This design gives 100% Police and Hospital coverage, the 4 yellow houses in the image do not have Fire or Information coverage (However, I always leave them at the lowest level of developement, so if they burn I just replace them, and their tax value is not significant enough to warrent the channel benefits).

I include 6 thermal generators in this design to provide positive power output. All 6 can EASILY be brought to 100% by upgrading the houses around them. They also support the growing seed city quite well, even at less than 100% effeciency.

Including the 6 generators, this design fits 376 Houses (the same as the Universal Clover by Cheata with 6 generators, but with better security coverage.) Removing the 6 generators (and one of the roads around the hospital in the rows with 2 generators) provides space for 16 more homes - 4 more than Cheata's universal clover, and brings the 4 yellow houses within range of the information center (I believe). Non-generator version never actually tested in real gameplay by myself.

Additionally, with the exception of the top and bottom roads (for the houses they feed) the "border" road is unnecessary and can be left off if terrain interferes, or to allow a more seemless integration into production buildings built right up to the houses (which I do frequently).

One of the PRIMARY benefits with the cornrow design over that of the universal clover is the EASE of layout planning. I LITERALLY place a city center, build a long road on either side (which I call a rib) then demolish the city center and place new ones next to those ribs to create the next ribs. I then overlay the the city on those ribs in my mind, find my center ribs (the 4 longest roads in the center) and build my boundry road from there (placing and demolishing city centers as needed). Once that is done, I know where everything goes, and I lay down the first 4 city centers or the monument and start building up my city.

Please enjoy - I have found this design to be incredibly helpful in my games. (PS: I have never actually attempted to implement the design with a Tycoon monument, Tycoon Houses yes, but not the monument. However, one should be able to replace the Eco monument easily, and allow for additional houses to be easily added to the edges should one desire to fully utilize the increased radius.

Universal Cornrow Seed (Or Early Stages Version)This is the Seed (or early) version of the Universal Cornrow (Above), which can be used to reach the monument with emergency and service buildings being placed as you develop (except for fire, which I leave out of the seed city, as I can easily demolish houses and place fire services as needed in response to emergencys, but which are easily added in place of demolished city center/concert halls in the final version. They exist in the finished version only because I like the final product to be maintenance free). All houses created in the seed city remain in the final monument version, and as city halls and other service buildings are replaced by momunement services, more houses (and fire departments) are added seemlessly in their place. The seed city MORE than meets the required Executives needed to finish the monument.

Further, if you do not have a depot placed near enough to the monument foundation, you can easily demolish 4 houses near it and place a depot while the monument is being constructed, then demolish the depot and rebuild the houses once construction completes.

The space for the monument is left empty because I do not want to destroy houses or anything to construct it. I have placed weather control stations and wind generators (which would not be needed later as developement introduces better alternatives, or increased population increase Thermal Output) in the space on many occassions.

Although i dont tend to use them i have marked in possible locations for the Thermal Generators. It should be noted that not all locations should be used at once because of overlaping and the havoc it would play with the roads

This layout should support enough people to complete your first monement however if you get stuck just extend the edges out to fill the normal Universal Clover design once you have placed the base for the monument

Lothlorien means "Dream Flower" - look closely and you may see a blooming flower. :) The basic concept is similar to (but not based on) the Clover Colony design - IMO a bit of an improvement in terms of aesthetics (the 4-house squares on the north and south sides of the Leisure Center can be used for ornamental buildings instead).

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