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Rime
Nov 2, 2011

by Games Forum
It's legitimately terrifying, honestly, can't even pause to plan streets.

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Caconym
Feb 12, 2013

Seems like the new world is the worst for space, but I'm still on the campaign and only 2 islands in the new world have sugar, and I only got one of them (La isla). Have gotten 2 seeds, but still have to optimize heavily to supply both ditchwater and crown falls with rum, cotton and coffee. Just starting cigars now, and then there's chocolate... at least I play on easy, so am friends with everyone and snagged 5 total new world islands. Need some more influence in the bank before I open the arctic to hog the good bits immediately.

physeter
Jan 24, 2006

high five, more dead than alive
In my last game (before Beryl shanked me) I landgrabbed in the Arctic but did NOT clear the deserted camp of that lady's husband. No one else showed up to take an island, not even much later. So I think that or something after it is the trigger for AI arctic settlement.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
I mean unless there's a disaster or an attack, you have all the time in the world to spin those plates. Just work on whatever section of the map you feel like and ignore the rest, it's not that hard.

boar guy
Jan 25, 2007

Eschatos posted:

I mean unless there's a disaster or an attack, you have all the time in the world to spin those plates. Just work on whatever section of the map you feel like and ignore the rest, it's not that hard.

been putting in some long hours to finally break through the engineers barrier as what the hell, im stuck at home anyway, and for the most part this is true but MAN does the game love to wrench you away from what you are doing to answer a notification in another region. it can be hard to get a rhythm going

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



It is that hard if you have the AIs.

No AIs: the game is a giant, overly complicated bonsai tree constantly demanding your attention in 5 directions but you can ignore those calls and take your time.

AIs (especially medium/hard ones loving with you): aaaaAAAAAAAAAH! :psyboom:

boar guy
Jan 25, 2007

Alkydere posted:

It is that hard if you have the AIs.

No AIs: the game is a giant, overly complicated bonsai tree constantly demanding your attention in 5 directions but you can ignore those calls and take your time.

AIs (especially medium/hard ones loving with you): aaaaAAAAAAAAAH! :psyboom:

i set it up with 2 easy AIs and the Anarchist but tweaked all the settings so it's still the hardest difficulty :) anything else feels like wussing out

TorakFade
Oct 3, 2006

I strongly disapprove


Conversely, I am playing a game with no AIs now and it feels nice. No one bothering me, not even the easy AI asking me for stupid fetch quests or "can I settle on this island please?", makes for a much more relaxing pure builder game honestly.

Warfare isn't the strong suit of the game anyway, and that's all the AI is "good" for, being a sort of roadblock so you can't just take your time with peaceful expansion, and so there's a use for all those warships I think...

physeter
Jan 24, 2006

high five, more dead than alive
we've run out of gubbins

physeter
Jan 24, 2006

high five, more dead than alive
New World and You - A Product of Quarantine

1) When I get there the AI is all over the place!
You're not very likely to have a successful New World rush in your first few games; don't worry about it and play through. A NW rush has to be your focus from the moment the game starts in order to have good results, and you'll need to be good at the mechanics of building and supply to pull it off. As far as I know, the clock for when the AI settles the NW is independent of anything you do or don't do. Only once have I arrived at a pristine NW, and that was several updates ago. Now even with beelining, the other AIs have always established their first island by the time I get there. So there is zero point in delaying getting your first artisan, and every reason for haste. The keys to success here are get your first artisan asap, and have your flagship ready at your main dock to launch the mission immediately. Make paying attention to that mission's updates a priority. While the mission is going on, load a ship with extra wood and steel for a followup.

2) What islands should I grab with Isabel's clipper of free poo poo?
All of them, but here's a breakdown.
Plantains - Not a priority because they are very common. Keep in mind though that plantain chips islands can be quickly turned into cash cows by setting up schooner runs that sell cheap plantain chips to Isabel at an approximate 1:4 margin. Good poo poo my dude.
Corn - The latest update makes corn a little more rare than it used to be, I think. Corn has only one use, which is making burritos. You only need one island with this really. Just make sure you have at least that one.
Sugar cane - Used to make rum, and a vital resource. You WILL need at least one and preferably more sugar cane islands, with priority to islands with wide open, uninterrupted space.
Caoutchouc - AKA rubber. It's the little white bucket resource, and it is critical at later stages of the game. You will eventually ship as much or even more of this than rum if you go for a big investor city. Get multiples of this. Wide open, uninterrupted space preferred.
Cocoa - Get at least two islands with this.
Tobacco - One will probably do you, and you'll probably get more than that.
Oil - A priority, but having only moderate oil reserves isn't a game crippling issue. If you can scoop up about 20 you will probably be okay.
Gold - Priority, but one that can be partially, peacefully circumvented later on if you don't get a lot of it. There's also more of it in the Arctic.
Pearls - Don't matter. By the time you need pearls you'll be more than capable of creating a max level artificial pearl farm using a harbormaster's office.
Coffee - Same as sugar cane and rubber. Get multiples.
Cotton - You really only need one. There is a occasionally-available specialist that can get you out of the NW cotton business eventually.

3) gently caress I didn't get those what now?
This is the beauty of Anno 1800. You can secure additional fertilities through use of items in trade unions and through use of botanical garden sets! Two way to do it. The botanical sets and the fancy expensive seeds actually come with big production bonuses, and so are preferable to the real thing. You can also go to war later on and grab the AI islands for yourself.

4) Can I make a beauty-centered island?
Of course, and with what appears to be some relaxing of the influence points in recent updates, you should. The NW can generate specialists and bring tourism income. Just remember that both fish oil and regular oil industries have negative attractiveness attached to them, so choose your beauty island with care.

5) There are rivers everywhere!
Correct. Unlike the Old World, this is more than an occasional nuisance in the NW. Islands with good open spaces should be more attractive to you than grabbing a 3rd copy of a resource, specifically because in the very late game, you will need the NW to be absolutely vomiting out huge amounts of crops. Specifically sugar cane, coffee and rubber, in that approximate order. By vomiting I mean like that scene in Team America where the puppet is just explosively puking his guts out in the alley. This is where those specialists/items that boost crop growth will come in handy. You need wide open space to make the swasti err PINWHEEL shaped construction of farms that will supply big investor cities. If you can make one of these things, its production is so massive that you will probably be able to delete farms elsewhere.

6) Well at least I can make bricks in the New World.
You can but you probably shouldn't. Brick-making is an Obrero business, and it takes a gazillion of those fucks to watch mud dry out in the sun. Obreros are not your friends, they will suck the life out of the Old World's industry if you let their population on any one island get too high. You are way better off shipping bricks from the OW.

7) What industries can I centralize here?
Most or all of them. I even centralize plantain chips sometimes. Burritos can and should definitely be centralized, because apparently it takes a hundred obreros to run a Taco Bell.

8) Where's the beef?
New World beef produces at twice the speed as Old World beef. But after accounting for shipping costs, the savings aren't all that great. The real benefit here is using jornaleros instead of OW farmers, because an Old World farmer today is tomorrow's investor. If you decide to move beef production to the NW, be smart and use schooners to run it to keep the costs down.

physeter fucked around with this message at 22:17 on Apr 5, 2020

punishedkissinger
Sep 20, 2017

Help I keep death spiraling my economy!

physeter
Jan 24, 2006

high five, more dead than alive

kidkissinger posted:

Help I keep death spiraling my economy!

All good income comes from taxes on your citizens or specific active trades. Don't passive sell at your harbor, that's almost always a net loss over time. Sudden drops in income usually are the result of either (a) running out of a citizen need or want that results in fewer taxes being paid, or (b) the fickleness of tourists at your public pier. Bad news articles or the end of holidays on your islands can also send you into the red. So can placing a building with high unanticipated cost, like a steam engine factory or a heavy weapons plant.

Setting up automatic trade routes that sell soap to Eli at the prison, and plantain chips to Isabel Sarmento, can really help cushion and even overcome the vagaries of your income. I usually spend most of the entire artisan-engineer period with negative income on the screen, but with my reserves holding steady or even growing.

Khorne
May 1, 2002

John Lee posted:

But when it comes to shipping things to other islands, I feel like I must be missing something big. I'm producing (e.g.) 10 bricks a minute on my main island. My second island, after building various production buildings, needs 6 grain per minute.

But, as far as I can tell, these measurements mean absolutely nothing to me other than figuring out ratios for production chains, because I can't ship anything in units-per-minute, only tell trading ships to pick up loads of X per trip. How long does a trip take? gently caress if I know.

It seems like the general advice is for you to just massively overproduce everything, which is fine advice if you can swing it,
Don't over produce everything. Produce about as much as you need for the populations or the proper ratios (pepper & beef ratio, grain to bread ratio, beer ratio) to keep your end-of-chain buildings fully occupied. The travel time only matters when you're determining how many ships to put on a trade route. There's an initial lead time, but travel time is ultimately not worth considering for production.

Over producing money crops can be useful if you plan on expanding your population or selling things at a profit to npcs. For example, the new world luxury items are worth over producing because they print money when old worlders consume them. Not all that many things sell for a worthwhile profit at npcs in 1800 compared to older Anno games.

Due to population requirements, it's usually easiest to have some baseline production on each island. When islands are missing materials you can start producing more on other islands and trading. Later in the game you tend to specialize islands and even ignore luxury needs on some.

Khorne fucked around with this message at 14:40 on Apr 8, 2020

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

physeter posted:

All good income comes from taxes on your citizens or specific active trades. Don't passive sell at your harbor, that's almost always a net loss over time. Sudden drops in income usually are the result of either (a) running out of a citizen need or want that results in fewer taxes being paid, or (b) the fickleness of tourists at your public pier. Bad news articles or the end of holidays on your islands can also send you into the red. So can placing a building with high unanticipated cost, like a steam engine factory or a heavy weapons plant.

Setting up automatic trade routes that sell soap to Eli at the prison, and plantain chips to Isabel Sarmento, can really help cushion and even overcome the vagaries of your income. I usually spend most of the entire artisan-engineer period with negative income on the screen, but with my reserves holding steady or even growing.

Yeah soap is king, turn your home island into a massive pigshit lagoon and rake in the cash. I like beer to the pirate lady too but that takes a big investment to get to peaceful relations.

As for new world rush, I don't bother. My battle fleet will take what I need once it's time.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Make friends with pirate lady, she buys liquor at incredible prices and sells all the good ship upgrades. She’ll also create roaming pirate fleets that attack other AI shipping. She’s the best passive AI by a mile.

Buy the non-aggression pact with her at every chance until neutral, then trade like crazy to be her friend. You’ll make it all back selling beer to her in no time.

Mazz fucked around with this message at 17:34 on Apr 8, 2020

Chortles
Dec 29, 2008
First-timer (with Anno 1800) in this thread, and it's a campaign question:

Is it okay to basically ignore the Old World AIs (other than setting up a Soap-to-Eli-and-his-Coal-to-Archibald route) and play the campaign-with-only-Botanica at my own pace? For example, I decided to start with the second layout here on Ditchwater; for production I currently have the sausage and soap chain buildings at the top edge with a warehouse, the bottom edge has schnaps and clothing plus a Sailmaker (with Fisheries/naval south of those), and so far I have a clay-to-bricks setup in the the easterly clay deposit... but I'm currently trying to find the right spot to form a 3x or even 4x lumber/timber cluster in the forest near the blast site, and just where to set up the steel beams, bread, and beer chains all on Ditchwater...?

I've thought of relocating the starting trading post all the way to the eastern edge of the island and laying the bread chain along that, but I'm not certain if there's a more efficient method with the space on this island, much less where to set up the beer chain if I do that. So far for steel I've been thinking of just trying to throw the buildings in wherever I can find room near a warehouse.

physeter
Jan 24, 2006

high five, more dead than alive
Crown Fallswork in progress, brought to you by Covid.


This time around I decided to park the World's Fair up by the Falls themselves, alongside the new Palace. Here's the view from the center the city, just inside the massive central park area I'm starting to wish I hadn't made.


I've used the museum to showcase the World's Fair, which turned out to be lucky since the Palace is next door and one of the first things the Palace can do is give you bonus prestige for museum exhibits up to a certain point (then you get the rest of them the effectively for free).


My first palace looks like dogshit, but I learned alot. A) build this in street range of museums as above, and (b) don't make it remote, get it right in the middle of things if you can.


I decided to make the Crown Falls coastal islets into an Artisan village, complete with working bakery (since that model always looks like it belongs in town). Artisans only! I'm trying to keep my neighborhoods specialized by type, instead of the investor heap surrounded by ever-decreasing rings of social status.


Keeping with that theme, here's a coastal Worker village clustered around the shipyards.


When it's finished, the zoo will be ridiculous and probably cover a good 8th of the total landmass. This is the East Aquarium: Great Coral Reef and Ocean Predators. Most people are sane and therefore never realize there is a hard limit on the number of certain museum tiles, like pavement. So this had to be built by interlacing museum connecting tiles with standard non-museum tiles. One click in the wrong place and the entire thing will explode.


The West Aquarium: Abyssal and Luminaries.


The Taiga Forest Exhibit, complete with snack bar.


All those angry investors needto send their brats somewhere, so this is a private school up on the mountainside. The city hall in the center is loaded with units that give beauty bonuses to schools, churches and universities. I net slightly more attractiveness from this than I do from two +50 exhibits, so it's a win


and the view is nice

IncredibleIgloo
Feb 17, 2011





My city feels it has grown uglier!

webmeister
Jan 31, 2007

The answer is, mate, because I want to do you slowly. There has to be a bit of sport in this for all of us. In the psychological battle stakes, we are stripped down and ready to go. I want to see those ashen-faced performances; I want more of them. I want to be encouraged. I want to see you squirm.

Chortles posted:

First-timer (with Anno 1800) in this thread, and it's a campaign question:

Is it okay to basically ignore the Old World AIs (other than setting up a Soap-to-Eli-and-his-Coal-to-Archibald route) and play the campaign-with-only-Botanica at my own pace? For example, I decided to start with the second layout here on Ditchwater; for production I currently have the sausage and soap chain buildings at the top edge with a warehouse, the bottom edge has schnaps and clothing plus a Sailmaker (with Fisheries/naval south of those), and so far I have a clay-to-bricks setup in the the easterly clay deposit... but I'm currently trying to find the right spot to form a 3x or even 4x lumber/timber cluster in the forest near the blast site, and just where to set up the steel beams, bread, and beer chains all on Ditchwater...?

I've thought of relocating the starting trading post all the way to the eastern edge of the island and laying the bread chain along that, but I'm not certain if there's a more efficient method with the space on this island, much less where to set up the beer chain if I do that. So far for steel I've been thinking of just trying to throw the buildings in wherever I can find room near a warehouse.

I realise this is from a week ago, but I basically played through the campaign and then started a proper city on a new map, fixing all my mistakes. I basically found that I'd have to bulldoze everything on Ditchwater to allow decent oil production and sort of gave up at that point. Plus it was going to be super expensive to bulldoze the largest island and use that.

Ignoring the AIs basically comes down to your difficulty settings. I played the campaign on Easy because I prefer putzing around building a bonsai garden over competing, and I ended up with Beryl, Willie and Princess Qing. You can pretty much ignore those three as they expand slowly and rarely want to fight. Sometimes they'll even ask your permission to settle a new island, and won't get particularly irritated if you say no.

physeter posted:

Crown Fallswork in progress, brought to you by Covid.


This time around I decided to park the World's Fair up by the Falls themselves, alongside the new Palace. Here's the view from the center the city, just inside the massive central park area I'm starting to wish I hadn't made.


I've used the museum to showcase the World's Fair, which turned out to be lucky since the Palace is next door and one of the first things the Palace can do is give you bonus prestige for museum exhibits up to a certain point (then you get the rest of them the effectively for free).


My first palace looks like dogshit, but I learned alot. A) build this in street range of museums as above, and (b) don't make it remote, get it right in the middle of things if you can.


I decided to make the Crown Falls coastal islets into an Artisan village, complete with working bakery (since that model always looks like it belongs in town). Artisans only! I'm trying to keep my neighborhoods specialized by type, instead of the investor heap surrounded by ever-decreasing rings of social status.


Keeping with that theme, here's a coastal Worker village clustered around the shipyards.


When it's finished, the zoo will be ridiculous and probably cover a good 8th of the total landmass. This is the East Aquarium: Great Coral Reef and Ocean Predators. Most people are sane and therefore never realize there is a hard limit on the number of certain museum tiles, like pavement. So this had to be built by interlacing museum connecting tiles with standard non-museum tiles. One click in the wrong place and the entire thing will explode.


The West Aquarium: Abyssal and Luminaries.


The Taiga Forest Exhibit, complete with snack bar.


All those angry investors needto send their brats somewhere, so this is a private school up on the mountainside. The city hall in the center is loaded with units that give beauty bonuses to schools, churches and universities. I net slightly more attractiveness from this than I do from two +50 exhibits, so it's a win


and the view is nice

This is fantastic, bravo

physeter
Jan 24, 2006

high five, more dead than alive
So I tore down my central park and moved the Palace there. The archways that you can select as a palace module will accept museum/zoo/botanical tiles through them, allowing you to set up exhibits inside the actual palace grounds should you choose to have enclosed areas.


cool dance moves
Aug 27, 2018


Man those screenshots are really pretty :allears:

I hate that Anno 1404 doesnt have an aesthetic mechanic, since I always end up defaulting to cramming as many houses into as small an area as possible for ~efficiency~ reasons.

boar guy
Jan 25, 2007

im like 200 hours in and i just provided spectacles for the first time. really worried that i'm going to death spiral when i try to advance to investors

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
This game frustrates me. It says I'm -5 farmers, I build 30 houses now I'm -60 farmers. It just makes no sense to me and I really am tired of trying to figure out exactly what the problem is. I really want to like the game but these mysterious fluctuations take the joy out of it for me.

Opentarget
Mar 17, 2009

Mayveena posted:

This game frustrates me. It says I'm -5 farmers, I build 30 houses now I'm -60 farmers. It just makes no sense to me and I really am tired of trying to figure out exactly what the problem is. I really want to like the game but these mysterious fluctuations take the joy out of it for me.

Look at your fish and work uniform supply, it's probably plummeting. Adding more houses probably exacerbated the problem.

ThisIsJohnWayne
Feb 23, 2007
Ooo! Look at me! NO DON'T LOOK AT ME!



Mayveena posted:

This game frustrates me. It says I'm -5 farmers, I build 30 houses now I'm -60 farmers. It just makes no sense to me and I really am tired of trying to figure out exactly what the problem is. I really want to like the game but these mysterious fluctuations take the joy out of it for me.

You're not running out of housing, you are running out of gubbins.

You are losing people because they aren't getting enough resources - luxury items production getting delayed because a ship got held up or whatever can cause that. Click on a house and see if they are getting everything or not.

Max luxury needs makes more people live in the houses = no luxury means there's more people space to be had without building new homes => max luxury gives max people, interrupted luxury (or basic items) makes people leave.

Caconym
Feb 12, 2013

boar guy posted:

im like 200 hours in and i just provided spectacles for the first time. really worried that i'm going to death spiral when i try to advance to investors

Just overproduce slightly and have a lot of storage.
If you have 400 (i usually upgrade my old world main island and crown falls to 500+) tons of storage and it's full of everything then you just need to check statistics occasionally to see if you're still good, and if you tipped over into negative -2 on something or other you have enough surplus in the warehouse to have 200 minutes to fix it.
And remember investors only need engineer and investor stuff, so upgrading engineer residencies to investors will actually improve your supply of artisan goods as the former engineers start drinking champagne instead of rum, and so on.

And of course, when you have investor money and investor influence it gets simpler to scale up production when you can buy items and throw down trade unions willy-nilly to double productivity on your existing infrastructure.

Getting -workforce items for the new world for instance, can be very powerful. I got fully automated 170% productvity coffee roasters (0 workforce required) that also produce bonus chocolate.

Caconym fucked around with this message at 11:56 on Apr 21, 2020

skeleton warrior
Nov 12, 2016


physeter posted:

So I tore down my central park and moved the Palace there. The archways that you can select as a palace module will accept museum/zoo/botanical tiles through them, allowing you to set up exhibits inside the actual palace grounds should you choose to have enclosed areas.




Outstanding stuff!

When did the Palace get added to the game? Is that with the Arctic expansion or a later thing?

webmeister
Jan 31, 2007

The answer is, mate, because I want to do you slowly. There has to be a bit of sport in this for all of us. In the psychological battle stakes, we are stripped down and ready to go. I want to see those ashen-faced performances; I want more of them. I want to be encouraged. I want to see you squirm.
Palace is in the latest DLC, called Seat of Power. It's modular like the zoo and exhibition buildings. They've announced another full season of DLC which includes Seat of Power, tractors, and an African-themed session as well.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The tractors thing is very interesting; if it’s just going to be more trade union stuff or something else entirely. Looking forward to this season pass, I know it’s like juggling plates but that :thatsanno:

Gonna try to hold off till it’s on sale tho

Mazz fucked around with this message at 15:11 on Apr 22, 2020

Jeremor
Jun 1, 2009

Drop Your Nuts



I've got a question that has definitely been asked before: How do I play this game without constantly operating at a deficit?

Every time I've played... pretty much any Anno game, I find I'm always losing money and eventually go bankrupt. Am I building stuff too fast or something?

Popoto
Oct 21, 2012

miaow

Jeremor posted:

I've got a question that has definitely been asked before: How do I play this game without constantly operating at a deficit?

Every time I've played... pretty much any Anno game, I find I'm always losing money and eventually go bankrupt. Am I building stuff too fast or something?

Anno rewards efficiency. The more efficient/tight you are, the better your economy will be. Late game economy where cash is booming is the reward for the early efficiency, and then you can start to be more lax.

IE: this fishery needs 20 workers. I'll pop in then just enough houses to cover that. Houses down, fishery down. Are all needs fullfilled? Ok. What next. etc.

boar guy
Jan 25, 2007

Jeremor posted:

I've got a question that has definitely been asked before: How do I play this game without constantly operating at a deficit?

Every time I've played... pretty much any Anno game, I find I'm always losing money and eventually go bankrupt. Am I building stuff too fast or something?

probably not providing enough luxury goods to citizens, as has been my experience. make sure you take advantage of the stats at the warehouse, namely the current trend of items. you might have upgraded a bunch of citizens and then realized you needed the lower tier still, built their houses but didn't provide their happiness/income goods

also yes, slowing down never ever hurts

webmeister
Jan 31, 2007

The answer is, mate, because I want to do you slowly. There has to be a bit of sport in this for all of us. In the psychological battle stakes, we are stripped down and ready to go. I want to see those ashen-faced performances; I want more of them. I want to be encouraged. I want to see you squirm.
Yeah I'm nowhere near as skilled as other players in here but my experience with 1800 has generally been that a deficit usually means you don't have enough luxuries. It gets super annoying later when you need enormous amounts of rum shipped in from the new world, but shipping runs can take 10-15 minutes. Even with a bunch of ships on the route, I find income fluctuating between +10,000 and -5,000 over the course of a few minutes.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Jeremor posted:

I've got a question that has definitely been asked before: How do I play this game without constantly operating at a deficit?

Every time I've played... pretty much any Anno game, I find I'm always losing money and eventually go bankrupt. Am I building stuff too fast or something?

ctrl-q is the default hotkey to bring up an interface which tells you how much of each goods you are producing and consuming per minute. Navigate over to the Consumer Goods tab and ensure that you have just enough production to cover your demand with a very small amount left over. Basic needs add some income and mostly more population to residences, luxury needs provide happiness and most of them provide substantial extra income per house.

Keeping to a small pool of excess workforce until you get to Engineers gives you small operating overhead with maximum proportional income; Engineers start having enough Luxury demands that you can start making real cash off of them.

A trade route in the Old World which sells soap and/or potatoes to the prison will net you a profit on top of ship operating costs and production overhead; soap more of a margin than potatoes but way more labor investment. I haven't done any math with regard to selling ships, but generally in the early game when finances get alarming, in addition to other measures I slam out some schooners with a rally point set to the closest NPC who will buy ships. Just dropping half your excess Timber from your primary island into new schooners every time you migrate sessions to take care of something results in your stores filling up again within a few minutes and 7500-15000 cash worth of product to move when you come back, as long as you can stand the click-wait-click cycle.

Popoto
Oct 21, 2012

miaow

webmeister posted:

Yeah I'm nowhere near as skilled as other players in here but my experience with 1800 has generally been that a deficit usually means you don't have enough luxuries. It gets super annoying later when you need enormous amounts of rum shipped in from the new world, but shipping runs can take 10-15 minutes. Even with a bunch of ships on the route, I find income fluctuating between +10,000 and -5,000 over the course of a few minutes.

That's a case where more ships can help regulate the flow, instead of having fewer, larger spikes of goods. I haven't tested though if in anno 1800 they properly space out automatically. I remember in 2070 it was a bit of pain where you had to judge when to add a ship to a route so they don't all bunch up in a line.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Popoto posted:

That's a case where more ships can help regulate the flow, instead of having fewer, larger spikes of goods. I haven't tested though if in anno 1800 they properly space out automatically. I remember in 2070 it was a bit of pain where you had to judge when to add a ship to a route so they don't all bunch up in a line.

We need some way to prevent ships either bunching up and delivering two full shiploads and then a bunch of tiny partial loads right after it, or bunching up on 'wait here until full' commands and splitting the island's production between filling 2-5 ships at the same time, resulting all ships delivering full loads but all at the same time.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
How many islands do you folks have by the time you start Artisans? I'm trying to figure out how to go wide instead of tall, since the game punishes you with Royal Taxes otherwise. I'm paying $2,600 in taxes and that's just eating me alive.

Khorne
May 1, 2002

Jeremor posted:

I've got a question that has definitely been asked before: How do I play this game without constantly operating at a deficit?

Every time I've played... pretty much any Anno game, I find I'm always losing money and eventually go bankrupt. Am I building stuff too fast or something?
In Anno you make money by building more houses. It can be optimized by building the most possible houses for your current production capacity. Luxury goods have really good returns if you can consistently meet needs with them.

Mouse over and see how much cash each thing gives you on the house needs/luxury windows. Generally, the luxury goods make money. There are a few non-luxury items that return a profit, too, especially at the higher tiers.

Mayveena posted:

How many islands do you folks have by the time you start Artisans? I'm trying to figure out how to go wide instead of tall, since the game punishes you with Royal Taxes otherwise. I'm paying $2,600 in taxes and that's just eating me alive.
You can just ignore royal taxes. I generally have 3 old world and 0-1 new world at that point. It depends on whether you decide to get money at workers or push money at artisans, whether you decide to start pumping frigates at workers or artisans, etc. I try to get 2 islands quick and then a third island to cover fertility the other islands lack. On easier settings, just 2 islands is fine.

physeter
Jan 24, 2006

high five, more dead than alive

Mayveena posted:

How many islands do you folks have by the time you start Artisans? I'm trying to figure out how to go wide instead of tall, since the game punishes you with Royal Taxes otherwise. I'm paying $2,600 in taxes and that's just eating me alive.

Minimum at least one of each fertility, then as much iron/coal/copper/zinc as I can snag. If there's an AI where I get a heavy diplomacy penalty for island settlement (von Malching) I'll ease off a bit just so I can go hogwild in the New World.

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Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Khorne posted:

You can just ignore royal taxes. I generally have 3 old world and 0-1 new world at that point. It depends on whether you decide to get money at workers or push money at artisans, whether you decide to start pumping frigates at workers or artisans, etc. I try to get 2 islands quick and then a third island to cover fertility the other islands lack. On easier settings, just 2 islands is fine.

When mine are over $2,500 a second (minute?) it's hard to ignore, since I'm only in the triple digits in income.

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