Efficiency: Square vs. Hexagon
Many players argue that the best way to place production buildings around storehouses is in the following manner:
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That certainly is a fine use of space but let's take a closer look at the efficiency in that system. Before we begin we have to get one thing clear: The points are more important than the squares themselves. What does that mean? Think of deposits. A tree, fishing spot, or meat spot consists of one point. This matters when you consider that the average production building takes up 9 such points. The only one of those points that matters is the front-center for every building. The task for resource buildings is to make sure that point is as close to the resource point as possible. This could be as easy as placing the front-center of the building directly on that point. The result is an astounding 2 seconds from the workyard to the deposit (a settler spends 2 seconds for every point he travels).
From workyard to storehouse is a little different. We all know that the shortest distance between two points is a straight line so placing the buildings to the right and left of a storehouse is the first best place to look. Our square shaped model holds up well here (3 points between storehouse's front-center to productions front-center= 6 seconds). What about the row of buildings north and south of the storehouse?
Those 6 buildings are all 5 points away from the storehouse for a total of 10 seconds each. Let's do some math! =D
All 8 production buildings together add up to 36 points from building to storehouse. It takes nine building licenses for the square model so divide points by licenses and you get a total of 4 points for every license that the settlers have to travel. That certainly is good considering few points per license means less wasted travelling time for the production chain.
Let's see what happens when we use a staggered (or Hexagonal) model. If you stagger the rows north and south of the row of the storehouse you will get something like this:
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Now each of those buildings has to travel 4 points to the storehouse. All together we have 22 total points divided by 7 building licenses for a total of 3.14 points a settler has to travel per license. Now look at the following chart.
Cycles.....Hex........................Square
..............Time.......Product....Time......Prod uct
1........... 22.......... 6........... 36.......... 8
2........... 44......... 12.......... 72.......... 16
3........... 66.......... 18.......... 108........ 24
4........... 88.......... 24.......... 144........ 32
5........... 100........ 30.......... 180........ 40
6........... 122........ 36.......... 216........ 48
As you can see the hex model can crank out 30 products in the amount of time the square model cranks out about 24. It also goes through 5 hypothetical production cycles in the amount of time it would take the square model to do about three (this is all assuming we use the same building in both examples for the same base time).
Now, not only does the Hex model save you building licenses and cuts down time but in the long run it can produce more than the standard square model.