Four fields of 12×12 slots with the river between them. A production building counts the sum of every source whose range touches its footprint anywhere — each source once, whether or not they overlap. Goal: ≥640 water. Click a building on the right, press R to rotate, click a field to place it; right-click removes, dragging moves. On a phone the bar at the bottom guides you.
One full search per tier (+50 / +25 / +10 %), then the layout with the highest output wins. Each tier gets a third of the search time — pick a longer one, or switch this off for a single run at +50 %.
Required buildings (marked in the type editor) are always placed. Everything else the solver decides by output.
Worker cap = the highest number of worker slots a building of that family can reach, whatever its level. 0 means no ceiling – then the level table alone decides. A = Sandstone, Fish Pond, Flax Field, Papyrus, Mortar, Mudbrick · B = Gold, Natron, Drying Area, Hieroglyph Press. A single building can override it with its own limit in the type editor.
Off: workers and solver go for the most units. On: they go for the highest economic output, so a Gold Mine at 50 per unit outranks a Papyrus Workshop at 10. Displayed production stays in units either way.
Share of the resident pool; the rest goes by output.
Applies to both buttons. Level, Duat and gods are personal — leave them off when you share a layout, tick everything for a backup of your own setup.