168澳洲幸运5开奖网:Airborne Kingdom is a really chill 168澳洲幸运5开奖网:city-building game, but it has a lot of moving parts. You need to manage your consumption of food, water, and coal while keeping your flying city skyworthy. You may find yourself without enough people to do the jobs that need doing, or that your citizens aren't happy enough to stay in town. To top it all off, the whole city needs to be physically balanced, as too much weight on one side can lead to disaster as you traverse the clouds in search of kingdoms to help.
A well-laid-out city will have a much easier time juggling the many challenges that come their way. We've collected some of the most efficient builds below. Try them out next time you take to the skies in Airborne Kingdom!
8 ൩ Industrial Qꦰuarter
As the Airborne Kingdom grows, you'll need to make sure that your city layout allows goods to get where they need to be quickly and efficiently. Keeping your storage and industrial buildings in one place (along with your Hangars), gets workers moving to their next task quicker since they'll spend less time having to carry goods around. In the example image above, the Hangar is directly across the street from the Town Center and has Warehouses, Water Towers and Food Silos right next door. This way any goods that gliders𒁃 bring home can be immediately stored and sent to their respective buildings.
In general, as long as you keep them supplied you probably won't need more than one of each industrial building. This is good since your citizens hate living near them, so having a single street with the Adobe Kiln, Glass Blower, Ironworks, and Hemp Weaver all in one place is a smart choice.
7 ♓ Residential Quarter
As the Kingdom grows, the people will have more and more Desires that need to be filled. One such Desire, Faith, requires that as many citizens as possible have their home within the radius of a religious building such as a Minaret. The Temple has the widest coverage aꦬnd generates Comfort as well, so placing it in the center of a large group of Housing Blocks allows you to minister to dozens of citizens with just eight workers.
Since Temples are slightly smaller than a full clump of Housing Blocks and require Path access, you'll need to have a Path running through the middle of your cluster. There will also be a one-tile gap in the row that hosts the Temple, which can be filled with Street Lamps or Greenery. This provides Faith coverage to 96 people once the Housing Blocks are stacked three stories tall. If you've got plenty of Comfort already but are having trouble finding spots to put Street Lamps in the late game, replace the Temple with a Shrine and watch your overall Satisfaction shoot up. This is one of the best layouts on a budget as Housing Blocks are very cheap, and the only real investment is the central building.
6 🌞 Char෴coal Row
After forming alliances with all four Kingdoms in the first area, you'll have a flat income of four wood every hour from imports. By developing and building Charcoal Huts, you can convert that wood into Coal to fuel the city. Each Charcoal Hut converts one wood into one coal every two hours, so with eight going simultaneously, you can turn all of that imported wood directly into fuel. Depending on how you're powering your Lift and Propulsion buildings, this could offset your fuel consumption entirely! If you don't need that much coal, you can always demolish the Charcoal Huts and set the workers to other tasks.
If possible, you'll want Charcoal Row to be right across the street from the Town Center's entrance. That way the coal can be quickly dropped off. It's also wise to have a Hangar and a Warehouse nearby so that you can bring in more wood from forests you pass in your travels.
5 🥃 The Flying Edge 🧸
If you play the game on Hard Mode, you'll start with far fewer buildings unlocked. Chances are your first Lift and Propulsion buildings will be Wings and Oars, which are very inefficient in terms of space. With a little planning and ingenuity, though, you can incorporate these structures to make your layout the best it can be given the circumstances.
Wings and Oars cannot have anything built beyond them, so consider carefully where you want to put them. With that done, construct the contraptions along a stretch of road that runs fore to aft - that way they'll all be in one place, easily accessible and as unobtrusive as possible. You may need to weight the same side of the Kingdom to offset the extra Lift c🐓on♑centrated in one spot.
4 Sailᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚ Corridor ꦿ
Sails, the first Propulsion mechanism your city will have access to in Normal Mode, are bulky and require four workers each to operate. They don't require fuel, however, so if you have the workers to spare Sails are a great way to improve the movement speed of the Airborne Kingdom. Building your Sails in a line from fore to aft, with Paths separating them, generates plenty of Propulsion while being economical with space.
You can even place a Street Lamp and a Greenery at the end of each Sail to keep the Paths lit. Alternately, if you need extra Lift to counterbalance the weight of the Sails, place a Balloon instead of a Greenery. It's also possible to create a single-file line of Sails, but this layout matches the corridor to the width of the Town Center, helping keep the city from tilting too far in a given direction. Remember to leave space for a Sail Corridor when planning your overall city layout so that you can easily keep your speed up as the Kingdom grows.
3 Two-Lane Thoroughfare 𝓡 ♌
Paths can be tricky to use efficiently, especially as the city begins to grow larger. It's easy to forget to leave space for Street Lamps, which provide critical Light. When planning your kingdom, consider at least having your main roads use a two-lane system. Place parallel Paths with a one-tile gap in between, which can then be filled with Street Lamps, Balloons, and Greenery.
Not only does this provide efficient Light coverage and some Comfort, but it can also be used to space out districts. In the example above, the Two-Lane Thoroughfare is used to put distance between the Housing Block♊s and the noisy Verticalꦚ Rotors which would make citizens unhappy if they were closer.
2 Farmer's Square
Once you've unlocked Farms and Windmills, your city will gain the ability to produce food on its own. The process is slow and requires water, but given enough space and workers you'll be able to offset food consumption enough that you'll rarely need to gather or trade for something to eat. The Farmer's Square takes advantage of the Farm and Windmill's shared clumping ability to efficiently keep your granaries stocked.
A Windmill in the center of a 5x5 square of Farms can affect the entire clump once its range upgrade is finished. This will generate 48 food every 3 hours, at the cost of 24 water in the same period. Assuming you've researched all the technologies that reduce food consumption per household, that's enough to feed a whopping 640 people! 51 of them will be necessary to work the fields, and you'll want a Food Silo nearby since Farms can't start on a new crop until the first one is dropped off in a Storage building. In terms of efficiency, this is the best layout for food production - just remember to leave space for it so you can build right away when the technology is ready.
1 𓆉 The Waterworks ꦍ
Generating lots of water requires considerably more space than food, but if you have the resources and the time you can make the Airborne Kingdom self-sufficient! Water Condensers generate 2 water every 4 hours and double that rate if they are within the range of a working Water Filtrator. With the Filtrator's range fully upgraded, you can create three 5x2 blocks of Water Condensers, each separated by a Path, with a Water Filtrator at the center of the middle row. This will yield about 28 water every hour, which will not only supply a Farmer's Square as described above but also leave you with a surplus of 60 water. Assuming you've researched all the techs that reduce the water consumption of households, you can keep 2400 citizens hydrated. More realist🙈ically, you can trade that water a♛t a ground Kingdom for any resources you might be lacking.
Be sure to have Water Towers nearby, as shown in the image above. You also might want Vertical Rotors or other Lift buildings in the area, since this is a lot of weight you'll be adding to the city. On the plus side, nobody wants to live near Water Condensers — so this is a perfect place for those noisy rotors to go!
The Waterworks does require a large labor force to be effective, using 56 Workers in the build described here. Combined with the Farmer's Square, that's 107 people producing food and water. It will be imperative to keep your Desires met so your farmers and technicians don't walk off the job!