Might basically be my final layout:
I have 1 impediment removal left atm, but undecided where to use it yet - next time I tweak it to change number/kind of goods buildings I might change it depending on what I'm adding and how it all fits in.
My next quest is to add 2 of the 5x3 house, but I might not do it til the end when i'm ready to research the rest as that's a very disruptive rebuild to get any benefit out of - likely tearing down the goods buildings, waiting an hour for culture to build & unlock, tearing down the culture & waiting 4 hours for the houses to build, then finally tearing down residences & waiting an hour for the goods to rebuild. Maybe it'll line up with a time when I feel it's time to change my goods buildings to different types to finish up - but probably not going to save me the 6 hours all the nuisance adds up to.
Up til now I've found this settlement the least prone to needing huge amounts of dinky little culture temporarily built but I guess that couldn't last forever Maybe if for some reason I decide to go on a massive bean build-up kick and put in 3 more texcotzingos instead of goods buildings
I'm currently running 5 goods buildings at a deficit; I should be able to break even on 4 but I have a decent number of beans built up so I may as well spend em.
I have 1 impediment removal left atm, but undecided where to use it yet - next time I tweak it to change number/kind of goods buildings I might change it depending on what I'm adding and how it all fits in.
My next quest is to add 2 of the 5x3 house, but I might not do it til the end when i'm ready to research the rest as that's a very disruptive rebuild to get any benefit out of - likely tearing down the goods buildings, waiting an hour for culture to build & unlock, tearing down the culture & waiting 4 hours for the houses to build, then finally tearing down residences & waiting an hour for the goods to rebuild. Maybe it'll line up with a time when I feel it's time to change my goods buildings to different types to finish up - but probably not going to save me the 6 hours all the nuisance adds up to.
Up til now I've found this settlement the least prone to needing huge amounts of dinky little culture temporarily built but I guess that couldn't last forever Maybe if for some reason I decide to go on a massive bean build-up kick and put in 3 more texcotzingos instead of goods buildings
I'm currently running 5 goods buildings at a deficit; I should be able to break even on 4 but I have a decent number of beans built up so I may as well spend em.