Before We Leave: Optimal Housing Layout (Housing & Fields & Wells)

What is the most optimal way to setup housing, farms, and wells for the best bonuses?

 

Introduction

Welcome to my layout guide for housing, fields, and wells.Have you ever found yourself wondering just how you’re supposed to place housing, fields, and wells to get the best bonuses? Well, hopefully we’ll answer that question here. Included are various layouts I’ve tried, and what bonuses they give.

Keep in mind that due to the nature of RNG you might find yourself unable to perfectly use one or more of the layouts. Adjusting your strategy to cope with these random elements will be the key to what you can do on the islands, and within the confines of a biome’s rules.

It should be noted that this isn’t every conceivable layout, and there are many permutations of each one. Adapt and overcome whatever RNG throws at you using these layouts as the foundation for maximizing bonuses.

Each biome will have its own section, and I will be filling them out as I tackle them. I’ve spent most of my playtime learning the systems, and playing with layouts in the first two biomes. I hope to continue moving forward and discovering all new worlds with all new challenges so that I can continue to update this guide.

Changelog:

  • v1.0 (5/23/21):
    • Initial Release

Bonuses and Penalties

Each field and housing tile will gain a bonus or penalty depending on what kind, and how many, tiles they are adjacent to. Due to the bonuses scaling with upgrades I have chosen to currently limit the guide to the basic tier of Field and Accommodation. This will provide a baseline for how effective the layout will be.

Note that this is not an exhaustive list of bonuses/penalties for the tiles, but rather those that are relevant to adjacency bonuses.

 

Field
Adjacency
Bonus
Penalty
At least 1 Accommodation
+10% Prod Speed
At least 1 Field
+2 Crop Storage
At least 1 Well
+10% Prod Speed

 


 

Accommodation
Adjacency
Bonus
Penalty
1 Accommodation
+1 Peep
2 Accommodations
+2 Peeps
1 Field
+1 Food & Drink Storage
2 Fields
+2 Food & Drink Storage

 


 

Well
Adjacency
Bonus
Penalty
1 Accommodation
-10% Production
2 Accommodations
-20% Production
At least 1 Animal Field
-40% Production

Grass Island

This is the first biome you are likely to encounter, and is by far the most flexible when it comes to layouts. You could really spend a significant amount of time in this biome experimenting with different layouts.

Limiting Factors:

  • Overall Space
  • Location of the highland
  • Coastline
  • Unmovable tiles (e.g. Transmogrifier, Shelter, inland water tiles, etc…)

With the opportunities limited in a small number of ways it really depends on what you’re hoping to accomplish as to which layout you’ll use.

Maximum Peeps:
Maximize the number of peeps, but still take advantage of adjacency bonuses.


Active Bonuses

  • Each Accommodation has:
    • +2 Peeps for each accommodation
    • +1 Food and Drink storage for the Hut with 1 adjacent Field
    • +2 Food and Drink storage for the Hut with 2 adjacent Fields
  • Each Field has:
    • +2 Crop storage
    • +20% Production speed

A breakdown of all the bonuses is found below:

 

Field with 1 adjacent House
Field with 2 adjacent Houses
Adjacency
Bonus
Adjacency
Bonus
1 Accommodation
+10% Prod Speed
2 Accommodations
+10% Prod Speed
1 Field
+2 Crop Storage
2 Fields
+2 Crop Storage
1 Well
+10% Prod Speed
1 Well
+10% Prod Speed
House with 1 adjacent Field
House with 2 adjacent Fields
Adjacency
Bonus
Adjacency
Bonus
2 Accommodation
+2 Peeps
2 Accommodation
+2 Peeps
1 Field
+1 Food Storage
2 Fields
+2 Food Storage
1 Field
+1 Drink Storage
2 Fields
+2 Drink Storage

Sufficient Peeps:
You wanted Maximum Peeps, but you couldn’t get two rows of 5 hexagons with road access. You could however get a row of 5, and a row of 4. This isn’t as good, but it’s a decent compromise.

Active Bonuses

  • Each Accommodation has:
    • +1 Peep for each accommodation
    • +1 Food and Drink storage for the Hut with 1 adjacent Field
    • +2 Food and Drink storage for the Hut with 2 adjacent Fields
  • Each Field has:
    • +2 Crop storage
    • +20% Production speed

A breakdown of all the bonuses is found below:

 

Field with 1 adjacent Hut
Field with 2 adjacent Huts
Adjacency
Bonus
Adjacency
Bonus
1 Accommodation
+10% Prod Speed
2 Accommodations
+10% Prod Speed
1 Field
+2 Crop Storage
2 Fields
+2 Crop Storage
1 Well
+10% Prod Speed
1 Well
+10% Prod Speed
House with 1 adjacent Field
House with 2 adjacent Fields
Adjacency
Bonus
Adjacency
Bonus
2 Accommodation
+2 Peeps
2 Accommodation
+2 Peeps
1 Field
+1 Food Storage
2 Fields
+2 Food Storage
1 Field
+1 Drink Storage
2 Fields
+2 Drink Storage

Desert Island

Each layout can have numerous permutations based on how the tiles get generated. The desert biome has a habit of forcing awkward setups, but it can be done.

Note that layouts from other biomes are possible if the tile generation allows it. In this section I’ll only cover the unique scenarios I’ve had to overcome in this biome so far.

Limiting Factors:

  • Can only place Fields and Wells on the Grass tiles
  • Location of the highland
  • Coastline

With the opportunities limited to small splotches it really depends on what you’re hoping to accomplish as to which layout you’ll use.

The Sunflower:
The odd 7+ hexagon layout is pretty common in this biome from what I’ve experienced. After a lot of trial and error I’ve had the most success creating a sort of flower like layout with a Well in the center, then Fields, then Accommodations.

Active Bonuses
Note that this is all highly subject to the number of Fields and Accomodations you are able to place with how the tiles rolled on your island. Aim for the basic shape with a Well in the middle, then Fields in a semi-circle around it, and Accommodations on the outside.

  • Each Accommodation has:
    • +2 Peeps for each accommodation
    • +1 Food and Drink storage for the Hut with 1 adjacent Field
    • +2 Food and Drink storage for the Hut with 2 adjacent Fields
  • Each Field has:
    • +2 Crop storage
    • +20% Production speed

A breakdown of all the bonuses is found below:

 

Field with 1 adjacent Hut
Field with 2 adjacent Huts
Adjacency
Bonus
Adjacency
Bonus
1 Accommodation
+10% Prod Speed
2 Accommodations
+10% Prod Speed
1 Field
+2 Crop Storage
2 Fields
+2 Crop Storage
1 Well
+10% Prod Speed
1 Well
+10% Prod Speed
Hut with 1 adjacent Field
Hut with 2 adjacent Fields
Adjacency
Bonus
Adjacency
Bonus
2 Accommodation
+2 Peeps
2 Accommodation
+2 Peeps
1 Field
+1 Food Storage
2 Fields
+2 Food Storage
1 Field
+1 Drink Storage
2 Fields
+2 Drink Storage

The Triangle:
When you just can’t get a good layout to maximize the bonuses due to how the tiles were generated you can always rely on the triangle to get some bonuses.

Active Bonuses

  • Each Accommodation has:
    • +1 Peep for the two end Huts
    • +2 Peeps for middle Hut
    • +1 Food and Drink storage for the two end Huts
    • +2 Food and Drink storage for the middle Hut
  • Each Field has:
    • +2 Crop storage
    • +20% Production speed

A breakdown of all the bonuses is found below:

 

Field with 2 adjacent Huts
Adjacency
Bonus
2 Accommodations
+10% Prod Speed
1 Field
+2 Crop Storage
1 Well
+10% Prod Speed
Hut with 1 adjacent Field
Hut with 2 adjacent Fields
Adjacency
Bonus
Adjacency
Bonus
2 Accommodation
+2 Peeps
2 Accommodation
+2 Peeps
1 Field
+1 Food Storage
2 Fields
+2 Food Storage
1 Field
+1 Drink Storage
2 Fields
+2 Drink Storage

Related Posts:

Post Author: Robins Chew

Leave a Reply

Your email address will not be published. Required fields are marked *