ISLANDERS – Scores for Forward Planning
Islanders Forward Planning
It is adept to innovation ahead, for what comes inwards future. Here are the buildings scores, their relative values together with a full general sentiment of their proximity radius sphere together with footprint.
General Notes
- Saving buildings inwards the inventory is fine, if in that location is no demand to utilization them.
- Try to relieve the City Pack for equally belatedly equally possible.
- High base of operations scores hateful it’s ok to house many unopen together (eg sandpit) if the principal edifice volition score higher, together with it volition relieve space.
- Sometimes it is ok to lose points if the seat volition gain inwards the future.
- Houses are for devout workers, whereas mansions prefer to hold upwards closer to luxury goods.
- The urban center pump does non withdraw maintain to hold upwards nigh the statue – you lot may fifty-fifty larn a few urban center centres.
- You practice non demand an “official” urban center pump construction to brand a novel urb.
- “Useless” structures that are existence saved may withdraw maintain to hold upwards placed inwards monastic country to progress
- Unlock the novel tier equally shortly equally possible – don’t human face to house what is inwards mitt earlier doing this.
- Placing a edifice that volition add together to the value of some other is good, all the same it is worth checking inwards which monastic country to house these – some mightiness crush a few extra points, eg, a green placed side yesteryear side to some trees together with houses, earlier a outflow is placed on the trees together with surroundings amongst to a greater extent than houses, volition cyberspace to a greater extent than points than edifice houses together with therefore placing the green together with fountain.
- There may seem lilliputian betoken inwards unlocking a Shaman inwards a province amongst no flowers, but it volition add together some value, the same amongst other agricultural things.
- Choose the industrial pathways depending on the infinite together with resources available.
- Where in that location is a Gold Vein, recollect that – without plenty mansions, the jeweler is e'er a loss – therefore it mightiness worth extending the richer role of town to this richer area.
- Keeping infinite nigh industrial parts for futurity warehouses is useful, equally is saving some unused industrial buildings to boost the area.
- Sometimes you lot but withdraw maintain to house that edifice you’ve been saving, because no Hop Fields are coming your way…
- Once into yesteryear the City Pack, it is less oftentimes to larn agricultural or industrial drops until after Gold Mine / Plateaus / Temple.
- When planning for a futurity Market (a potential +100 betoken build) an town of mansions, leading from a gilded vein together with inside achieve of the industrial / agricultural areas is important.
- Temples together with Markets practice non agree on plateaus *doh*! But they tin hold upwards used to railroad train to a greater extent than or less these things.
Convention
Until I format it – this is how the annotations work:
Name of Structure (base score, sometimes minus) – minus score inwards proximity to self (sometimes zero) : est. radius compared to : structure’s footprint (shape)
Positive structures to withdraw maintain inwards proximity.
Negative structures to withdraw maintain inwards proximity.
Perhaps I volition add together a pocket-size “hub” department – together with why it is ok to house things that withdraw maintain negative points, for futurity investment. Who needs to spread those half dozen woodcutters all over the map when there’s solely 1 sawmill inwards the stack? It nets a profit.
Statue
Statue (15) -25 : 10x : pocket-size (square)
Statues practice non look until afterwards inwards the game together with practice non oftentimes drib amongst other packs.
Woodcutting
Lumberjack ( ) -6 : 10x : Very Small (round)
- Sawmill 5
- Statue 4
- Tree 1
Sawmill ( ) -12 : 4x : Medium (round)
- Lumberjack 7
- Warehouse 6
- Statue 4
Farming
It may look to brand feel to house the manufactory first, earlier surrounding equally unopen equally possible amongst chains of fields, to larn the best score. However, sometimes it is worth belongings back, laying equally many fields equally possible to house the manufactory to embrace all of these.
The manufactory together with fields tin brand a adept transition betwixt an industrial beach, amongst the masons on the cliffs, to the brewery together with industrial urban / beautification areas.
Mill (8) -20 :7x : pocket-size (circle)
- Warehouse 4
- Statue 4
- City Centre 3
- Field 4
- Mason 2
Field (3) ii : 2x : pocket-size (square)
To lay fields inwards staggered rows tin maximise the release of other fields caught inside their proximity, compared to a grid.
If possible, guess a plain infinite between, therefore that each mightiness practice goodness from the score bonus on both (or 3 or more) sides, equally opposed to solely one.
Fields must hold upwards placed on grass or “regular” ground, non stone or sand.
Only four fields may agree on a Plateau.
- Mill 5
- Statue 3
- Resort Oasis 3
- Field 2
Brewing
It makes to a greater extent than feel to lay the hop fields together first, earlier the brewery – the score for placing a hop plain side yesteryear side to a brewery is solely four – ii to a greater extent than than some other hop field, but a brewery volition larn v for each hop plain inwards its proximity.
As the Oasis Resort benefits from both of these, without losing points from Sandpits, placing these nigh a beach or an expanse of beautification tin atomic number 82 to adept scores inwards future.
Hop Field (5) ii : 3x – pocket-size (rectangular)
Hop Fields may too hold upwards placed on sand.
- Statue 4
- Brewery 4
- Resort Oasis 3
- Hop Field 2
Brewery (7) -10 : 3.5x – medium
- Hop Field 5
- Statue 4
- Warehouse 2
Brick Industry
It is oftentimes best to house at to the lowest degree ii (or more) Sandpits earlier a Brickyard.
This is a adept mode to maximise the score spell allowing for farther chaining of the structures equally they drib inwards future.
Brickyard (6) -8 : 4x: med (rectangle)
- Mason 5
- Warehouse 4
- Sandpit 4
- Statue 3
Sandpit (9) -3 : 10x : pocket-size (rectangle)
Sandpits must hold upwards built on sand. They practice non detract from a Resort Oasis, therefore mixing Sandpits amongst Hopfields together with Breweries, at the border of a beautified area, is a adept score earner.
Because of a Sandpit’s high base of operations score – therefore long equally in that location is to a greater extent than than 1 Brickyard inwards its proximity, they tin hold upwards placed inside unopen proximity to each to maximise Brickyard scores inwards future.
- Statue 3
- Brickyard 3
Mason
Mason (9) -4 :4x : pocket-size (vertical)
Masons must hold upwards built on vertical pieces of land, making them a adept companion to Brickworks, placed on cliffs toward beaches.
As City Centres together with Houses tin practice goodness from Masons, they tin brand a adept add-on to an industrial suburb, away from the agricultural or beautification areas.
- Brickyard 4
- Statue 3
- Warehouse 3
- Tower 2
- Market 2
- City Centre 2
- Plateau 2
- Temple 2
- Wall 2
- Shaman -5
Shaman
Shaman ( ) -13 : v pocket-size (round)
- Statue 5
- Temple 5
- Flower (map item) 3
- Mason -6
- City Centre -10
Fisher
Fisher (5) -10 : 10x : v pocket-size (round)
The Fisher must hold upwards placed at sea.
- City Center 7
- Warehouse 2
- Statue 2
- Hut 1
City Pack
Eventually, you lot volition hold upwards forced to pick the urban center pack, if you lot withdraw maintain non taken it earlier the others.
It is a adept sentiment to cash inwards one's chips along the urban areas inwards heed spell laying out your industry, agricultural together with futurity beautification areas.
This is particularly truthful for Markets, Temples, Jewelries together with Oasis Resorts.
City Centre (15) -40 : 5x : pocket-size (square)
- Fisher 7
- Statue 5
- Mason 4
- Mill 2
- Shaman -5
- Resort Oasis -15
- City Centre -40
House (1) 3x : pocket-size (variable shape)
- City Centre 6
- Shaman 5
- Statue 4
- Wall Plateau 3
- Circus 3
- Fountain 2
- Market 2
- Temple 2
- Tavern 2
- Park 1
- House 1
- Mason 2
- Wall -2
- Jewelry -2
Mansion (1) 1x : pocket-size (variable shape)
- City Centre 8
- Shaman 6
- Plateau 6
- Wall Plateau 6
- Statue 5
- Fountain 3
- Park 2
- Market 2
- Temple 2
- Jewelry 2
- Mansion 1
- Circus -3
- Wall -3
Hut
Hut (4) 0 : v large radius : v pocket-size (square).
Can hold upwards built on nearly whatsoever ground.
- City Centre 6
- Statue 2
- Shaman 2
- Fisher 1
- Sawmill -1
- Lumberjack -1
- Warehouse -1
- Brickyard -1
- Mill -1
- Mason -1
I must hold upwards missing something, because this game I am getting +19 points per hut on the coast betwixt the ii centres together with the ii fishers – which is +18 only… Oh in that location is a tertiary Fisher. Ok.
Fountain
Fountain ( ) -15 : 4x : pocket-size footprint.
- City Centre 7
- Statue 3
- Park 3
- Mansion 3
- House 2
Park
Park (2) 0 : 4x : pocket-size (variable)
- Resort Oasis 5
- Fountain 4
- Temple 4
- Hop Field 3
- Field 2
- Plateau 2
- Statue 2
- City Centre 2
- Tree 1
- House 1
- Mansion 1
- Wall -2
- Warehouse -2
- Brickyard -3
- Lumberjack -4
- Mill -4
- Sawmill -5
Plateau
Plateau (0) 0 : 2.x : Large (square)
Can hold upwards built on whatsoever apartment province amongst infinite – or at sea, where it tin hold upwards used to extend edifice ground, to brand for floating areas, but cannot hold upwards joined or built across.
They are to a greater extent than or less 2.5 houses/fields foursquare inwards size.
Fields may hold upwards railroad train upon a basic Plateau.
Markets should agree on a plateau (sometimes), equally volition a temple.
- City Centre 10
- Mason 8
- Plateau 5
- Statue 3
Tower
Tower (0) -20 : 20x : v pocket-size (square)
- Temple 8
- Mason 5
- Mansion 1
- Park 1
- Wall 1
- House 1
Warehouse
Warehouse (0) -15 : 5x : med (rectangle)
- Brickyard 7
- Mill 7
- Gold Mine 7
- Fisher 6
- Brewery 5
- Mason 5
- Sawmill 4
- Statue 4
- Resort Oasis -5
Circus
Circus (0) -10 : 2x ; med (round)
- Statue 10
- House 4
- Mansion -5
- Temple -25
Gold Mine
Gold Mine (-20) 0 : 1x : pocket-size (square)
Must hold upwards built side yesteryear side to a Gold Vein, or is worth -20 points.
- Gold Vein 35 (minus twenty = fifteen railroad train points)
- Warehouse 10
- Jewelry 10
- Statue 5
- Resort Oasis -15
Jewelry (-35) -30 : 5x : med (rectangular)
Must hold upwards built side yesteryear side to a Gold Mine and/or plenty Mansions to offset the -35 points for building.
A wall plateau is cracking to house a Jewelry on a cliff, higher upwards together with below many mansions – some other 3 mansions mightiness agree on the wall plateau, making it a potentially really high scoring structure.
- Gold Mine 30
- Statue 6
- Mansion 5
- Wall -3
- House -4
Market
Market (-20) -35 : 4x : v large (irregular square) – volition non agree on plateau.
As the marketplace seat has a basescore of minus 20, it is worth trying to larn out an expanse betwixt the agricultural/industrial areas, the suburbs together with urban areas – placing a marketplace seat tin unlock the side yesteryear side tier yesteryear itself.
- Warehouse 20
- City Centre 5
- Statue 4
- Mason 4
- Fisher 3
- Mansion 2
- House 2
Resort Oasis
Resort Oasis (0) 0 : 3x : med (rectangle)
The Resort Oasis is best placed towards the agricultural (farming / brewing) areas, equally it benefits from both of these, equally good equally the beautification structures, trees together with flowers. As sandpits are no effect – therefore long equally the brickyards are out of proximity and, equally hop fields are able to placed on sand – toward the beach is too a adept placement option.
- Hop plain 7
- Plateau 6
- Fountain 5
- Park 5
- Water Plateau 5
- Statue 4
- Flower 2
- Field 3
- Brewery 2
- Fisher 2
- Tree 1
- Mill -3
- House -5
- Brickyard -5
- Lumberjack -5
- Mansion -7
- Sawmill -10
- Gold Mine -10
- City Centre -10
- Mason -10
- Warehouse -10
Tavern
Tavern (-15) -15 : 5x : pocket-size (squarish)
- Bewery 18
- City Centre 8
- Statue 4
- House 2
Temple
Temple (-75) 0 : 1x : large (square)
Temple is a really hard 1 to house together with a huge 75 points earlier it fifty-fifty makes a turn a profit – it actually helps to innovation it from the start, particularly amongst the statue taking nearly of its cost. Influenza A virus subtype H5N1 temple seems equally if it should agree on a (regular) Plateau, but I withdraw maintain non tried – something to detect out!
- Statue 40
- Mason 25
- Shaman 15
- Mansion 10
- Wall 10
- City Centre 10
- Tower 10
- House 8
- Park 5
- Tavern -20
- Gold Mine -20
- Warehouse -20
- Circus -20
- Market -20
- Mill -20
- Brickyard -20
Walls
Wall (2) -2 : 3x : med (wall shape…)
- Temple 15
- Market 8
- Jewelry 5
- Mason 5
- City Centre 4
- Plateau 4
- Statue 4
- Park 2
- Mansion 2
- House 2
Wall Plateau
Wall Plateau (10) 1 :3x : large (square)
Can hold upwards used on vertical faces to render areas on which to house additional structures (eg, higher upwards plateau for a temple, to add together to a greater extent than houses / shaman, etc…)
It tin hold upwards clipped into surfaces, equally good equally joined together to brand bridges or skyways.
- City Centre 4
- Statue 2
Water Plateau
Can hold upwards used to extend expanse over the water, or the beach, to house for certain structures.
They tin hold upwards seamlessly extended.
Water Plateau (13) 1 :3x : large (square)
- Sawmill 2
- Statue 2
- Tree 1