Anno 1404 Stadt Layout [ 2024-2026 ]

def place_residential_cluster(self, center: Tuple[int, int], size: int = 10, tier: str = "peasant"): """Place optimized housing block with infrastructure""" cluster = "houses": [], "market": None, "pub": None, "church": None # Calculate number of houses that can be covered by 1 market (radius 20 tiles) houses_per_market = 35 # empirical value from Anno 1404 houses_per_church = 40 houses_per_pub = 45 # Grid placement algorithm (5x5 blocks with 1-tile roads between) for i in range(size): for j in range(size): x = center[0] + i*2 y = center[1] + j*2 if self.is_valid_position(x, y): self.add_building("peasant_house", (x, y)) cluster["houses"].append((x, y)) # Add supporting buildings at optimal positions market_pos = self.find_optimal_position(cluster["houses"], radius=20) self.add_building("market", market_pos) return cluster

I'll help you develop a for Anno 1404 , focusing on efficient building placement, resource chains, and maximizing cathedral/imperial cathedral construction. anno 1404 stadt layout

class LayoutOptimizer: def (self, width: int = 50, height: int = 50): self.grid = np.zeros((width, height), dtype=int) # 0=empty, 1=road, 2=building self.buildings = [] self.resource_zones = {} size: int = 10

def calculate_layout_score(layout: LayoutOptimizer) -> dict: """Return efficiency metrics""" scores = "road_efficiency": len(layout.road_network) / layout.optimal_road_length, "coverage_percentage": layout.calculate_coverage(), "production_chain_distance": layout.avg_production_distance(), "max_residents": layout.total_residents(), "tax_revenue": layout.total_tax(), "space_utilization": layout.used_tiles / layout.total_tiles focusing on efficient building placement

def add_road_network(self, pattern: str = "grid"): """Generate efficient road layout (grid, radial, or organic)""" if pattern == "grid": # Add horizontal and vertical roads every 5 tiles for x in range(0, self.grid.shape[0], 5): self.grid[x, :] = 1 for y in range(0, self.grid.shape[1], 5): self.grid[:, y] = 1 elif pattern == "radial": # Central market square with radial roads center = (self.grid.shape[0]//2, self.grid.shape[1]//2) # Implementation for radial layout pass

Monument Progress: Cathedral foundations: 28% (need 12 more noble houses) # Building stats extracted from game files (simplified) BUILDING_DATA = "peasant_house": "size": (2,2), "residents": 8, "tax": 2, "requirements": ["market"], "market": "size": (3,3), "coverage": 20, "cost": 500, "wood": 10, "tools": 5, "wheat_farm": "size": (4,4), "output": "wheat", "cycle": 60, "field_required": True, "bakery": "size": (3,3), "input": ["wheat"], "output": "bread", "cycle": 30,

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