Token Layout Guide

This guide is no longer current and should only be seen as a historical record of the way things were.

The Block Mover allows us to move the tokens after they are placed. If you really are concerned for others' well-being, simply ask in-game or even better, teamspeak.

The Beginning

In the beginning, there was THIS:
Pleion's Plan
This was Pleion's first blueprint for an ideal base, giving us a large land area outside the token area to play with. Obviously, this design is old and depricated, but it brought about a new way of thinking: placing tokens together according to use, as opposed to color. For instance, slug rifle is a yellow token, but belongs with the other weapons. With this idea in mind, we should be able to ammend our blueprint, to reflect recent additions and changes.

Contemporary Token groups

Here are 2 sets of suggested lists {edited from Pleion's original list} of token groupings, so that any player in any settlement should be able to easily find what he or she (gotta be politically and grammactically correct) is looking for:

Weapons:

  • Blaster
  • Hyper Blaster
  • Slugrifle
  • Rocket
  • Rocket
  • Grenade

Tools:

  • Smooth Edit
  • Edit (Rough Edit/Vertex Edit)
  • Flatten
  • Config
  • Binocs
  • Dive Gear
  • Radio
  • Block Mover

Infrastructure:

  • Knowledge
  • Trigger
  • Proximity Sensor
  • Teleporter
  • Cable Relay
  • Power Wire
  • Windmill (Wind Plant)
  • Explosive
  • Turret
  • Power Tool
  • Teleporter Gun

Aesthetics:

  • Building
  • Grass
  • Roof
  • Pavement
  • Window
  • Column
  • Edge
  • Top
  • Art
  • Tree
  • Stairs

These groups don't have to have a certain shape, but it's great to keep the groups constant.

Manufacturing Zones

For players who are curious how we used to handle the manufacture tokens, this was the pristine, supreme plan: Manufacturing Guide. This guide has become obsolete since windmills are now single-use, and we cannot have very many (or more than one in the current build).

For now, I suggest a basic manufacturing district within the base laid out like this:
Power District
The blue would be power manu, green health, gray chaff, yellow cable. The blue circle is the cable relay for the power manufacture. This cable relay collects all the pods produced by the power manufacture onto 1 square, so that the manufacture always makes more pods, provided it is powered. Due to additional gameplay changes, the blueprint is out of date. All manufactures should have a cable relay to collect the pods now that players can't wastefully pick them up. Brown is obviously the walkway.

Contemporary Etiquette

If you join a settlement already in progress, it's good custom and practice to ask others where to place newly found tokens. Following the groupings specified above will be a sure bet, but leave some room for originality. Be nice. Feel free to ask more experienced players (Samakon{AKA rawr on Teamspeak}, Pleion, Rastabon, Genubon, etc.) if you have any questions. These names are the in-game names of experienced players on Atlanta 1. rawr.

Now that we know where to place tokens, we should ask, "Where do I place the monolith?" All too often, poor monolith placement spells an early death for the settlement as well as low player morale. Most placement problems only become apparent as players become more experienced, so that's why there's this guide :). Ravines, deep canyons, ice caps, and max-height mesas are a no go. The deep canyons provide easy shooting angles for the AI, pretty much only a Monitor Lizard could survive that. The ice-caps distort the base's size (new players tend to place tokens on the very edge of our build area since they can still edit the snow outside of it) and lower windmill output (longer dusk and dawn). High elevation bases aren't practical because the AI will tunnel underneath walls and tokens, build Ugly Briges that you can't get rid of, or simply blow everything up.
Ideally, bases should be placed on pyrosphere corners (anywhere that has 0 and 127 in either combination such as 0:127:F or 0:0:S). Because the settlement boundaries depend on the angle of your tiles, bases placed on corners get 8 extra tiles to work with. Corner settlements yield a 19-20 tile radius whereas bases close to (or at) the center of pyrospheres (64:64:X) have a radius of 12 tiles.
A refreshingly fun idea for base placement is to try and take over an AI base. This plan has a bunch of benefits along with some rather large risks. If you set up in their base, they're gonna be pissed. Be ready for a fight. If you make the cut and win the fight, you get to keep all their awesome architecture. Be careful of nearby AI spawners, sometimes they'll spawn one last AI a while after the takeover before finally exploding.

If you do choose to place a monolith near or on a cliff, remember that any editable area on the other side of the cliff is still part of the settlement. Ignoring half the settlement area causes things to be cramped and mostly angry as the base develops. If the "Forgotten Ground" is underwater, just raise it up. Here's what I mean:
This has to stop guys... come on....

Keep reaching for that Monitor Lizard.

~Old Man Samakon, Master of Settlement Planning.