Kaiserpunkis designed to reward smart, efficient city planning. Since resources need to be transported to and from Depots, or straight from one production building to another via Direct Links, you may increase your productivity by cutting down on the number and distance of the trips your transport trucks have to make.

It can pay to space out your districts, giving them room to grow as distinct entities; alternately, you can group them together with interconnecting Depots so that they all function as a network. Either way, try these layouts to get the most out of your industries.

a forester supplies lumberyards, which in turn supply a paper industry, in kaiserpunk.

6Wood And Paper

Plywood is the first industry you’ll create in any given campaign, and the best setup is toplace your Lumberyards directly across the street from the Forester that supplies them.As your city grows, it’s best to take this further and set up your paper and news industries right around the corner.

Place your Cellulose Factory within an easy drive from the Forester, then in turn place your Paper Mill and Printing Presses in a tight cluster around that. Wood and paper buildings all have afairly wide footprint, so you’ll probably need to get creative with zoning; we recommend small street blocks so that trucks can easily get to and from each building no matter where they’re coming from.

coal mines supply a smelter and power plant in kaiserpunk.

Later in the game, you can do the same thing withLumber for Appliance and Firearms Factories, though in general it’s usually easier to group those around Copper Mines and Steel Smelters, respectively.

5Coal Works

Since Kaiserpunk is set in the early 20th century, coal is used for a lot of things. Once you’ve identified a spot with multiple coal deposits, it’s a good idea tobuild that area up as an industrial center.

Coal Mines can directly supplySmelters, Power Plants, and Brickworks, although the latter are probably better placed near Clay Pits. Steel Smelters, in turn, can supply your Factories, making your growing coal sector a great spot to base your production of guns and vehicles as well.

a row of windmills at the edge of a farm helps use extra space that would otherwise go to waste in kaiserpunk.

Coal is flammable - that’s the point, after all - so be sure to have a Fire Station nearby as well!

4Wind Farm

The buildings available in Kaiserpunk all have different dimensions, so without meticulous planning it’s all-but-impossible to get them to fit together perfectly with no wasted space. That’s fine, though, becausethere’s always room for renewable energy!

Windmills, Substations, and Water Towersall take upa 2x2 plot, and they’re essential to keeping your city running. If there’s an empty space in your city that you can’t do anything else with, you may as well fill it in with one of these.

three refineries are supplied directly by an oil pump in kaiserpunk.

It’s even a good idea to leave a two-tile buffer along the edge of a district, with the intent of lining up a bunch of Windmills there. Once they’re fully upgraded, they don’t have a very high running cost and they can produce a good amount of Electricity. Farms are great templates for this, as they have a long edge that you can build along.

3Refinery Complex

Crude Oil is one of the most essential raw resources in Kaiserpunk, to the point where it merits a district all its own. A single Oil Pump can supplysix Refineries(more after upgrades), so place them across the street from it and start producing vast quantities ofChemicals, Diesel, and Rubber.

Again, be sure to build a Fire Station nearby. This is one district you don’t want going up in flames.

farms and forestry buildings are clustered around a town center in kaiserpunk.

In turn, those oil products go into advanced materials like Plastics, as well as some appliances like Radios, so you’re able to build out your Refinery Complex even more by supplying those industries here as well.

2Feeding The Troops

You’ll probably need several agricultural districts as your town’s population grows. Vegetables, Bread, and Meat all become very high-demand products, even more so once they start being converted into Rations for soldiers in the field.

Farms and Ranches take up a lot of space, so you should make them as efficient as possible byensuring that all their downstream industriesare nearby.That doesn’t just mean Bakeries and Breweries, either; be sure to haveFactories producing Rationsthat can easily pick up Vegetables from nearby Farms or Bread from nearby Bakeries. The troops in the trenches need to eat, too!

a row of clothiers near a weaver and cotton field, streamlining clothing production in kaiserpunk.

Once you start producingCanned Meat, you’ll need to fit Canneries into your assembly line as well. Eventually, you’ll be able to phase out Food Rations for Army Rations, freeing up Vegetables for exclusively feeding civilians, but that will be a slow process as your Infantry modernize over time.

1Garment District

Keeping your people clothed is one of Kaiserpunk’s most Sisyphean tasks. Production upgrades don’t appear until much later in the tech tree than you would expect for such a basic Luxury Resource, so for the first few hours of each campaign it will feel like every time you turn around you’ll need to build another Clothier.

Luckily,a single Cotton Field can supply multiple Weavers, and a single Weaver can supply multiple Clothiers. All you need to do is set up those three buildings a good distance from the rest of your city, with a connection to the water and power grids, thenplop down another Clothier whenever production goes negative.

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Once you start housing Technicians, who demand Fine Garments as one of their Luxuries,build a Silkworm Hatchery and Dyeworkson the other side of the block, with a Weaver to produce Silk Cloth from them, and you’re able to add more Clothiers to make tuxes and ballgowns; the Garment District will remain the citizenry’s one-stop shop for the latest (and only) fashions in town.

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