Nebuchadnezzar – How to Start and Level Up Citizens Homes

A guide on how to start and level up citizens homes in Nebuchadnezzar.

Start & Level Up Citizens Homes

Guide for Food and Goods Production Chains

This is a tutorial on How to make a starting layout and Level up citizen’s, peasant’s, homes in Nebuchadnezzar. I show how to start food and goods production chains (grain-bread and milk), ceramics and set up a water supply for homes.

I also explain the distribution of food and goods from the poor market and the transportation between warehouses using caravanners. Advanced tips for production and transportation efficiency included.

Video version if you dislike reading:

Now, let’s start from a nice empty map. First you need to locate an area with a good amount of fertile land where you can grow grain and set goats to graze so they produce milk. If the map doesn’t have large fertile patches you can easily create more by setting up a small irrigation system.

An irrigation channel will supply water to and make fertile 3 squares on each side of it. You fill it with water from a river by placing an irrigation pump between it and the riverside. If the channel is not fully filled you need an additional pump. Since these don’t require workers or maintenance feel free to add as many as you need.

Now that the entire channel is filled you can plan where to place your first farm. To feed peasants, your first citizen class, you need a grain farm and a goat farm. The green dotted line shows you the maximum range in which you can set up individual fields for that farm. Try to overlap them as little as possible, but some overlap will be alright.

Now you need a warehouse which will receive grain and goat milk and which has to be in the range of the farms haulers, workers which transport goods. This is represented by the blue dotted line. Each farm needs a road to the warehouse but since the warehouse does not have a specific entrance any square around it will do for an entrance point.

Since goat milk is produced constantly and grain seasonally, set up the limits so that you reserve more space for grain. Turn all other goods off for this warehouse. As for the farms there you will find two slots filled with farmers or shepherds and one hauler as well. Add one more shepherd for the goat farm and then choose the goat pasture option. Place the pastures until you fill each shepherd’s maximum workload. That is 18 each.

One advice here: When the road to the warehouse is this long, for three shepherds you will need two hauler. The longer the road the longer the round trip and it will create a bottleneck in production.

Now repeat the process for the grain farm. When adding the individual farms, plan for the placement of the future farms and place the farm plots accordingly.

After this is done, we need to find a clear and wide area for placing the future homes of your new citizens. Them being the peasants, as only their class will settle in a new city where there is no food or water.

It’s important for this area to have places with no rocks, as you will need to incorporate wells in this layout for future upgrading of peasants’ homes.

A good rule of thumb is to place two wells on the opposite end of a single long road as these will be the core of your new settlement. The homes and other important buildings needed for growth will be placed in between these.

But before those you need to place new warehouses into which you will bring food and other goods these peasants will require of you to level up their homes. Four warehouses is ideal, and you will learn why shortly.

Poor market is the next building you need as it’s workers will distribute food and goods from these warehouses. You want them places really close to the warehouse as that cuts down on the travel time of haulers and makes them more efficient.

Besides water, food and goods, to level up peasants homes to their maximum fourth level you need administrators. This is why you can already add this building to the layout or just leave an empty 2 by 2 spot for it. For administration to function you will need another good in the future and that’s what the fourth warehouse is for.

Just like farms markets have two types of workers. Haulers to bring in goods and traders to distribute them. Each good requires its own trader and it’s own path. But to set that up we need to add more roads and fill the spaces in between them with peasants homes. For starters you can eyeball it but about three dozen homes will get you started.

It’s important to limit each warehouse to one particular good so you can organize it’s transportation from production to consumption centers. One for bread and one for milk. The other two we will use later.

Since we are going to be producing grain but peasants eat bread we need bakeries next to the warehouse where grain will be delivered. Two for starters, more later. Now to transport the bread and milk to the consumption center we need caravanners, workers from a specialized building which transfer large amounts of goods from one warehouse to another.

I would advise using a separate warehouse for bread as three goods in a single one can cause storage and delivery problems. The transport routes are set up by first selecting warehouses which will have goods and setting them for loading goods, and the other warehouse for unloading of the same goods. Red arrow is load, green is unload. Second, click on each caravaners pathing options, the plus sign, and set the start and endpoint for this path as warehouses with the same goods selected.

Now just connect your layouts roads to the main road and watch the settlers move in. They will pick up all the jobs currently available and production will start immediately. They don’t need bread and milk to move in, they need it to level up, so feel free to wait a bit for the warehouse to fill up before setting up the food distribution from the markets.

by Spector

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