Urban layout — adjacency & the unrest floor

Layout is the third economic axis, next to what you build and when. Each age declares an urban style table — a handful of adjacency rules that pay bonuses for period-true placement (dwellings ringing the campfire, the kiln beside the clay pit) and, from the Medieval age on, express bad layout as a bounded unrest floor. Nothing is stored: every effect is re-derived from where things stand.

All six ages now have a style — and layout can now cost you. Through the Stone and Bronze ages, layout is pure upside: ignore it entirely and you simply earn less. From the Medieval age on that changes shape — three rules (Medieval foulden, Victorian smog, Modern nimby) hold a floor under your unrest, so a badly-arranged town pays at its Upheaval even if it is perfectly fed and housed. It is a bounded cost, not a spiral: the floor never exceeds 300/1000 → worst case −15% survival, once, at the Upheaval — and every floor rule has a buildable counter in its own age. The rest of this page is mostly about that bargain.

How a rule reads the map

The three effect channels

What the floor actually costs you

This is the one place layout can hurt, so it is worth being exact about how much. A floor rule charges its penalty once per violating subject — per smogged terrace, per crowded cottage — and the total is clamped. Then the Upheaval reads the higher of your stored unrest and that floor, and applies the same decline penalty it always has.

Your layoutFloorAt the Upheaval
Four terraces inside a Victorian foundry's smog radius, no Union Hall 4 × 50 = 200survival ×0.90 — −10%
Enough violations to pass the cap (six smogged homes, or any mix) capped at 300survival ×0.85 — −15%, the worst layout can ever do
The same town, once its counter is built (Union Hall / well / infirmary — or just distance) 0no layout penalty at all; your stored unrest is untouched
The doctrine, machine-enforced. Bonuses are strictly additive and provably never required (the progression contract passes with the urbanism fold disabled); penalties never touch output or housing; per resource, total bonuses stay ≤ 50% of the age's base output (the catalog lint's guardrail); and everything is derived from the placed set — the save format is unchanged, old saves simply re-derive.

The frontier — where you may build

Placement is bounded by a derived reach envelope, and the shape of that envelope is the heart of the redesign: you make your world bigger by founding cities, not by paving roads. Three things grant reach, and only three.

A tap beyond the frontier is refused (OutOfReach"Beyond the frontier — build closer."); demolition never retro-invalidates (reach is judged only at placement time), and each age's seed bypasses the check entirely. Everything here is re-derived from where things stand — nothing is stored, and a loaded save never re-checks reach.

Two kinds of street — the fabric and the arteries

There is no pave verb; the sim never draws a road you didn't earn by placing buildings. In the Stone age the network is desire-path trails — and they are invisible: the derived lines exist (villagers prefer walking them, and the rules read them like any other street cells) but the board shows only wilderness. Watch the villagers and you can see where the trails run. Stone has no urbanism, and that is the whole point of the age — visible infrastructure first arrives with Bronze.

From the Bronze age on there are two kinds of street, and they do different jobs.

The six styles — the arc's second spine

Every playable age now declares a style, and read in order they tell the same story the ages do: The Hearth Circle (huddle around the fire; the wilderness is the wall) → The Courtyard Well (knot around hearth and cistern, farms pulling toward water) → The Walled Close (density pays — but crowding away from clean water breeds pestilence: the first age where layout can cost you) → The Piazza (the ring of façades; bonus-only, the arc's breath) → The Iron Terrace (frontage rows against the smog shadow) → The Zoned Grid (cars let you separate, so the game asks you to).

The Iron Terrace — the one real dilemma

Most rules reward you for noticing them. The Victorian table is the one that makes you choose, because two of its rules read the same radius in opposite directions. Labour pays the colliery +1 Coal for having homes within R2 — the pit needs hands. Smog charges those same homes +50 unrest floor for being within R2 of the pit. Site them together and you buy throughput with survival; segregate them and you get a clean Upheaval and a slower age.

Your layoutCoalFloorThe deal
Colliery ringed by terraces, no hall3/tick≥50 throughput, bought with survival
Terraces segregated beyond R22/tick0 a clean Upheaval, a slower age
Colliery ringed by terraces + a Union Hall within R43/tick 0both — for the price of the hall

The Union Hall is the paid reconciliation, and it costs Goods 12 + Steel 4 — the age's bulwark, the thing you were saving for anyway. So the question is real rather than a knowledge check: spend the Steel on the hall now, or run the pit dirty and eat the floor? Both answers are legitimate; the sim pins all three rows above as test fixtures so the tradeoff can't quietly evaporate under a tuning pass.

Per-age style tables

Straight from UrbanStyleCatalog — the same rule objects the tick evaluates. Watch for the shapes that only appear once: Medieval care is the only rule that stacks (up to ×4, parish coverage); Medieval openfield and Modern subdivision are negative space — they want nothing nearby; Modern electrified pays whatever the subject makes, so siting the power station tunes the whole industrial base at once.

Can I buy my way out of a bad layout? (not yet)

Nothing in urbanism is gated behind Knowledge, and that is deliberate. Every rule and the frontier itself are always live, because the progression contract insists the free construct set works at zero owned nodes — layout skill can never become a thing you must purchase before the game is survivable. Two Knowledge leaves are nevertheless declared for later: Surveying (+1 ChainRadius — tendrils reach farther) and City Planning (the spatial unrest floor halved). Both are reserved and inert: visible in the web, unbuyable, with no effect wired. They exist so the promise is legible now and the numbers stay open — turning them on is a balance decision of its own.

Rides along with the engine: the age's seed construct can no longer be demolished (it anchors the fuel trickle the progression contract depends on), and the Drying Rack's base output was retuned to Hide 2/tick so the smokehouse bonus is +50%, not a doubling — see Economy for the live numbers.