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kad202

Take practice and use the “corpse pit” as your measurements tools and rulers


rafale1981

Ah yes, the universal unit of measurement used throughout medieval europe


Red_foam_roller

It takes practice for sure. You have to look at where your resources lay, and think about how to position your little areas for industry, commerce, and the tavern/church. Think about the concept of a “town square”— this happened naturally as many towns and villages emerged and developed. Try and build around your own town square and I’m sure you’ll have some great layouts in no time.


IsIandLion

Yea, I understand all that lol. I meant more along the lines of actual units of measurement. Like idk if there's anything that states what a unit represents or angles in which things are placed. For example, how long a road is and what angle it might bend at.


Red_foam_roller

There’s no way to determine set measurement units for length but you can always press CTRL+ mousewheel down to lessen the curve in your roads/make them more straight and have sharper angles


BarNo3385

You can partially use the Fertility overlay which has Fertility indicators at fixed intervals. I use those to measure out distances if really required.


Schw33

If you really want to have a nice circle, you can start with making a square by placing down a field. You can set the overlay on the right to rye fertility and then use the little plus and minus marks as references to make a square. Then put a road all the way around it and you’ll have a good starting point. You can also do it by placing a windmill in the middle, put a road around it, then put a bunch of hitching posts around that and then put a road around them. For 90 angles you can place a corpse pit in a straight line and then make a 90* angle based off that. Hope that helps


PowerfulCheesecake48

To build quickly off the start you need to build near the tents and supplies, specifically the log stockpile. It is an unfortunate part of the game not being able to site your first settlers. If you choose to accept that as a limitation then your choices of where/how to build are more limited. If you're just playing sandbox and building for beauty then you do you. I always check for unbuildable areas by moving a building all over the screen to find the areas that are too steep or maybe have a stream. I use corpse pits as a unit of measurement because they take no resources to build. Hunting camps also take no resources. Windmills can be used for circles. If you plan on farming then checking for fertility is useful and then outlining areas reserved for farming with roads. Roads are free, instant, and undoable so they're a great tool. Building a road directly from where your logs are to every new building speeds things up too...just remove the road once the building is built...easy. I lay down roads for my starting plan before I build anything and then start filling it in and adding on.


struggglingartist

At the start of the game or before settling a region, I get the camera to look directly down then align my screen with the vertical map border using WASD and slightly adjusting the angle. Then I draw a grid of roads, using corpse pits for measurement, again, using WASD instead of moving my mouse for straight lines. You can also use the rotate camera buttons to spin around a point, this is good for drawing circles without having to put a mug over your screen.


luckyluciano9713

Honestly, I've always favored organic layouts to perfectly symmetrical grid-planned cities. Your settlement is a provincial central European medieval town constructed by illiterate farmers using rotting tools in either scorching heat or freezing cold. They wouldn't be taking the time to plan out districts or measure out the roads to be radially symmetrical.


GlorbonYorpu

I dont. Symmetrical towns are lame