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Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Anyone have a video/effort post/guide on how money works in this game? There was a time when I thought I knew how to play an Anno game but this one has stymied me. Thought it was a good idea to do commuter piers except now I've been in the red so long I'm sure bankruptcy is just a few minutes away.

Any help much appreciated.

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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.



Mayveena posted:

Anyone have a video/effort post/guide on how money works in this game? There was a time when I thought I knew how to play an Anno game but this one has stymied me. Thought it was a good idea to do commuter piers except now I've been in the red so long I'm sure bankruptcy is just a few minutes away.

Any help much appreciated.

You produce goods, your houses consume it and produce money. That's basically it. Anno 1800 does a thing where every population tier's goods are separated into two categories: Needs and Wants. Needs produce population and some money, Wants produce happiness and way more money. So make sure your dudes are all liquored up with schnapps, beer, rum and wine. Also make sure you're not over-producing: If you've got X houses and you're producing goods for 2 or 3x you're wasting money. There's a real nasty hump you have to get over with the Workers because everything is so productive: you don't have to rush up to Artisans and can generally build a few more blocks of worker houses on the same amount of production. Honestly, you'll probably need them anyways since bricks and steel beams take so many workers.

A few other solid sources of income:
-Tourism! If an island has over 250 or so appeal and you have the influence points you can slap a tourist dock down and come out ahead of the dock's upkeep price. The higher the appeal, the more money the tourists will bring you.
-Selling to AI's! You have to be careful what you sell but Soap to the prison, Fried Plantains to Isabelle, anything alcoholic to the pirates (but that requires being friendly first) are all nice, fat sources of cash. Technically you're making a little less than what your citizens would pay you for each ton, but said NPCs can absorb an infinite amount of the stuff you're producing while your citizens eat at only a certain rate.
-Items! Trade Union, Harbormaster and Town Hall items can do so much to make things cheaper, make your resources go a longer way, or just generate extra money from your workers. You can skip steps (Bakeries not having to mill flour, gramophones and cigars not needing fancy woodwork but raw lumber). Make factories more productive or reduce the amount of a resource your citizens consume, which makes your production chains go further and more profitable. One of my favorite items is the chef that replaces the entire expensive ghoulash process for canned food by just shoving cheap-rear end pigs into the cans. Also there are specialists that straight up cover a house's needs, often alcohol. The Intoxicator is a cheap, common, white-tier item that's great for a small farming community on an island without potatoes: you get the happiness and the money for schnapps with literally none of the cost of producing or shipping it.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Upkeep is a complete non factor once you're at the point where you could spam any of those ships. All cargo ships though I finally got my gas mines up and running so I might try subbing in airships in places.

As for money guide, all I can really say is have a large as possible population with as many needs met as possible(ideally all of them at all times). Quests and selling to NPCs helps but in the long term if you're having money problems, you just need to plonk down and upgrade more houses. Of course you gotta make sure you got the need production to not go negative on something or you might end up worse on income with your existing pops, but that's pretty easy to fix with occasional checks of the statistics screen. If you get any useful specialists in the mid game make sure to make use of them, they can save huge amounts of money.

SubNat
Nov 27, 2008

Mayveena posted:

Anyone have a video/effort post/guide on how money works in this game? There was a time when I thought I knew how to play an Anno game but this one has stymied me. Thought it was a good idea to do commuter piers except now I've been in the red so long I'm sure bankruptcy is just a few minutes away.

Any help much appreciated.

Alkydere has a lot of good info.
Most islands that aren't heavily polluted or completely built over are likely to be able to net a decent bit of cash constantly, permanently.
If you smack one down asap once you hit Crown falls, you're likely to get a decent boost.

I think the most important thing is not to massively overproduce things. Since the statistics view exists it's easy to see how much you actually need.
When your citizens demand a new good, they often don't actually consume that much of one.
If you go 'oh yes! They want canned food! Oh no! the ratios are weird!' and build a full 8+8 farms, 1 iron mine, 8 artisanal kitchens, 6 canneries. to make all the ratios be perfect, you'll be massively overproducing and losing a ton of money in maintenance.
It's very easy to over-size a new product chain, and shave off a lot of the profit you'd be making for no real gain beyond filling up your stockpiles to the brim. Better to slap the buildings down and pause them, or leave them as blueprints until you need to scale up production.

The Town hall is also incredibly useful, since you can just slot in stuff like +30% income (nate transmutation.), or supply a lot of various luxury goods for free.
A single decent item slotted into a town hall can sometimes mean thousands in income if you design your neighborhoods around them.
And as Aklydere also points out, you can also shave down some production lines a lot with trade unions.

Commuter piers are very well and good, but they do cost like... -1000c/min a pop I think? It's very much worth the cost when you have a decent economy to back it up, but it is a notable chunk of your possible income when you're already struggling.
Especially if you're throwing them around willy-nilly.

In addition to that, slamming a ton of influence into the newspapers is also very much worth it. With a perpetual Austerity + Coonsumerism rolling it'll cost 200 influence.
But to make up for it you'll be looking at -30% lower needs consumption, meaning better profit margins on all your needs (not luxuries.), and a whopping +15% income as well, which can mean a couple thousand more a minute.
(Though you will take a happiness hit, and a higher rate of riots. But if you stay ahead of them and keep people happy. (Or slap on Hypnosis as well.) then they're not huge issues. )

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.



Running out of a need resource: "Goddamnit, why am I suddenly 50 artisans short of my labor quota and unable to upgrade anyone? Oh, I ran out of goddamned cotton again"
Running out of a happiness resource: "Why is everyone rioting and I'm suddenly bankrupt?"

Qubee
May 31, 2013




I just can't get into the whole using town halls / trade unions, even though I'm 100% aware of how incredible they are. Just the whole running around trying to nab decent people and then shipping them to the right island, feels like more hassle than it's worth.

Mayveena
Dec 27, 2006

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

Qubee posted:

I just can't get into the whole using town halls / trade unions, even though I'm 100% aware of how incredible they are. Just the whole running around trying to nab decent people and then shipping them to the right island, feels like more hassle than it's worth.

Yeah me as well. I realize that I’ve been too much of slave to ratios instead of considering actual demand. Trying to determine if I should start over or try to fix everything.

Thanks everyone!

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.



Just do quests or check the vendors now and then. Also you can cherry pick the ones you want once you get the research institute up and running. You'll get some juicy stuff nice and early that way.

SubNat
Nov 27, 2008

Qubee posted:

I just can't get into the whole using town halls / trade unions, even though I'm 100% aware of how incredible they are. Just the whole running around trying to nab decent people and then shipping them to the right island, feels like more hassle than it's worth.

Yeah, as I mentioned previously I would love a system where you could just get an overview of all your specialists, and then assign them to specific trade unions/etc. With just a quick chartered ship trip before they get slotted in.

The game has a massively higher focus and weight on them, but at the same time they're harder to manage than ever due to players sitting on ~5 maps and 5x the islands.

As it is now I just keep shuttling all of the old-world-y ones to crown falls for overview, and do the same with 1 'capital' island in each region, but it's still a lot of hassle to stack on top of a randomized drop system.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Yeah specialists could definitely be easier to work with. I finally acquired every single item set in the game with scholars and now my choice is to call the game done or really start mass producing investor goods and optimizing absolutely everything with unions and town halls. At this point my bottleneck isn't the high tier stuff but all the iron ore, coal and wood it takes to supply the artisans and engineers that actually go in the factories that make everything. What I would absolutely kill for is a way to buff union/town hall radius. While I'm dreaming having the new LoL item filters on every screen would be handy, them missing from basic warehouses is a lost opportunity. Also better trade/charter routes that allow not having to manually transfer specialists or construction supplies around the world would kick rear end.



I couldn't imagine trying to get even this far pre LoL, though. Being able to just construct every item/specialist in the game has been immensely useful. It has been interesting that Investors become comparatively much less important until this late in the game, as you want to keep a spare 10,000 engineers around to boost research project speed.

vandalism
Aug 4, 2003
I wish there was a script I could run to delete all buildings except trading posts...

Qubee
May 31, 2013




I wish you could dragbox select a whole bunch of buildings to move. And also group trading routes. So at a glance you could see all routes from one island. Or all beer routes.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

Qubee posted:

I wish you could dragbox select a whole bunch of buildings to move. And also group trading routes. So at a glance you could see all routes from one island. Or all beer routes.

Well the trade route filters do exactly that second thing. Just type in "beer" or the name of the island.

physeter
Jan 24, 2006

high five, more dead than alive

Alkydere posted:

Cargo Ships.


Agreed, though I've been tempted to convert to 100% airship just for the gently caress of it, I'm not willing to double whatever heinous amount of influence I'm already paying for my existing cargo slots. I could see that being a wise choice if I was at war constantly though. Actually now that I think about it...you could fight an entirely defensive war relying on turrets if you went 100% airship. That could be interesting...a new way to play it anyway. Just go airship, declare war on everyone and turtle up.

Danimo
Jul 2, 2005

Despite playing for 3 more hours I've still yet to progress into the artisans much. The game just pulls me in a bunch of directions. I took advice from this thread and started filling out my population so that demand started better meeting supply and started to turn enough profit (on top of the soap trade) that getting steel and weapons up and going was pretty smooth.



The home island, Île de Danimeaux, has been using the 10x10 grid layout that was brought up and it has been good and looks good. Having the various industries grouped together on the outskirts helped organize poo poo in my mind but it looks kinda weird imo. But that will probably change as the homes creep outward.

I still feel like small beans compared to some of the big cities and trade networks y'all talk about I'll get there. Right now I'm torn between focusing my attention on getting my elbows into the artisan-tier, starting New World operations up in earnest, an Enbesa expedition that is about to end I think and a couple 2-star random expeditions that are going generally poorly.

Danimo fucked around with this message at 22:46 on Oct 31, 2020

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

Danimo posted:

Despite playing for 3 more hours I've still yet to progress into the artisans much. The game just pulls me in a bunch of directions. I took advice from this thread and started filling out my population so that demand started better meeting supply and started to turn enough profit (on top of the soap trade) that getting steel and weapons up and going was pretty smooth.



The home island, Île de Danimeaux, has been using the 10x10 grid layout that was brought up and it has been good and looks good. Having the various industries grouped together on the outskirts helped organize poo poo in my mind but it looks kinda weird imo. But that will probably change as the homes creep outward.

I still feel like small beans compared to some of the big cities and trade networks y'all talk about I'll get there. Right now I'm torn between focusing my attention on getting my elbows into the artisan-tier, starting New World operations up in earnest, an Enbesa expedition that is about to end I think and a couple 2-star random expeditions that are going generally poorly.

Lookin good! I like to keep my industries as far as possible from houses so both have room to expand in any direction. I'd recommend just working on artisans for now, you don't really need anything from the New World until the artisans start demanding fur coats and rum. You can do Enbesa pretty much any time, they won't need imports from other sessions until fairly far in the progression.

vandalism
Aug 4, 2003
I just played for a couple hours. I deleted every home, warehouse, and road I owned. All of the industry is gone. Everything... 0 workers or buildings except my trade posts and some ships.

I'm going to rebuild from the ground up. Rip to all my investors and poo poo. Hello Crown Falls...

Qubee
May 31, 2013




I've learned a valuable lesson from Factorio, it's always better to settle somewhere else than it is to delete everything. I swear when you delete everything, the risk of burning out is so much higher than if you just move and settle somewhere else. I don't know why.

You should have kept all your islands at the status quo whilst you went on and colonized Crown Falls.

vandalism
Aug 4, 2003

Qubee posted:

I've learned a valuable lesson from Factorio, it's always better to settle somewhere else than it is to delete everything. I swear when you delete everything, the risk of burning out is so much higher than if you just move and settle somewhere else. I don't know why.

You should have kept all your islands at the status quo whilst you went on and colonized Crown Falls.

I saved a save from before i blew it all up. Yeah now I'm dicking around on trelawney and like... fuuuuuck... just planning for rails, town halls, all that other poo poo, and now thinking about how i need to import every single thing if I wanna max it out. God drat. What have i done? Heh.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Hey folks, can you go bankrupt if your income stays negative for too long even if you still have cash in 1800? Or am I thinking of a different Anno?

Qubee
May 31, 2013




I've had negative $6000 per minute but never had any issues as I was sitting on a cozy $600,000. Had plenty of time to get my income back into the positive.

boar guy
Jan 25, 2007

Mayveena posted:

Hey folks, can you go bankrupt if your income stays negative for too long even if you still have cash in 1800? Or am I thinking of a different Anno?

Archie will bail you out once but yes you can lose from going bankrupt

Mayveena
Dec 27, 2006

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

boar guy posted:

Archie will bail you out once but yes you can lose from going bankrupt

I know you can lose if you have no cash but honestly it’s not that hard to run negative income with a positive overall cash flow because of sales to the NPC's.

SubNat
Nov 27, 2008

Mayveena posted:

Hey folks, can you go bankrupt if your income stays negative for too long even if you still have cash in 1800? Or am I thinking of a different Anno?

The actual income level doesn't matter, just what's actually in the bank as far as I know. The only thing the game will do about it is publish articles in the newspaper about how your economy is super in the garbage. (-5 happiness, I think? )

Also I really don't like how absurdly polarizing the propaganda is in the game. (As a mechanic, as opposed to concept of course.)
Either you have to do nothing, or only use it occasionally as a temporary buff, or you just roll on with a maxed out newspaper, since it seems like the propaganda buff only has 1 tier and stops there.

It's bizarrely weighted so that using some propaganda on and off is just completely unadvised, and you might as well just smack on a full hypnosis+austerity+consumerism stack and leave it at that.
Since even with investors that'll even out to a flat +2 happiness even with their dislike for propaganda. The only downside is reserving off 275 influence for it in perpetuity, but atleast the newspaper can just autopublish now, which is great.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Is that how it works? I'd always had the impression that the propaganda penalty escalates over time. Could easily be wrong though.

SubNat
Nov 27, 2008

Eschatos posted:

Is that how it works? I'd always had the impression that the propaganda penalty escalates over time. Could easily be wrong though.

I've spent the last 20+ hours with a maxed out Austerity+Hypnosis+Consumerism combo perpetually rolling, the debuff hasn't changed at all, though Investors have a -15 happiness penalty, while the lower classes have like -10.
It's just stood still at -10/-15 and +100% riot chance.

Doesn't matter much when Hypnosis gives +17 though, so the Investors have a net +2, everyone else a +7.
And in the New World, Arctic, Enbesa, the penalty doesn't seem to exist, so all of them are happy as can be with +17.

It feels like there should have been a progressively escalating debuff, but then they just added a single, binary one and didn't expand on it.
Which makes propaganda very much a 'use it almost not at all, or use it to the fullest possible extent' thing, with little use in a middle ground.

Gadzuko
Feb 14, 2005
It is an escalating penalty, it just escalates very quickly and you're already at the cap. If you discontinue using propaganda it will gradually reduce starting with the lower classes going to -5/50% and then disappearing entirely.

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
I've had 68% reduced needs on so long if I removed it my entire civilization would collapse.

I don't really see the point of any of the other articles beyond early game. Stacking reduced needs is the way to go.

SubNat
Nov 27, 2008

Gadzuko posted:

It is an escalating penalty, it just escalates very quickly and you're already at the cap. If you discontinue using propaganda it will gradually reduce starting with the lower classes going to -5/50% and then disappearing entirely.

Alright, I guess I've just never been at a 'little a propaganda' stage where that smaller penalty would kick in + I'd notice it then.

Darkhold posted:

I've had 68% reduced needs on so long if I removed it my entire civilization would collapse.

I don't really see the point of any of the other articles beyond early game. Stacking reduced needs is the way to go.

Understandable, though I very much like the near-perpetual festivals rocking along everywhere. Very 'Sun will never set (on my parties)'.


Also: Huuuuuhhhhh
Another thing I just learned right now, in the statistics screen you can ctrl+click multiple islands, and the game sums together the production.
So if you've got a consumer island and a feeder island, you can just click 'em both and have it merge that -6 beer from the consumer island with the +8 beer from the feeder, to show +2.

SubNat fucked around with this message at 20:18 on Nov 1, 2020

vandalism
Aug 4, 2003
I was not feeling the delete everything game, so I started again. I decided to have some fun and pick the anarchist, Alonso Graves, and Margarent Hunt. I've figured out how to deal with the other 2 star AI but Margarent Hunt sensed my weakness and declared war on me. Is it even possible to ally with her? I think eventually I will be able to overpower her with my military and force her into submission, but I will probably have to get to battle cruisers to make that happen. It's a pain in the rear end to assault ports... they fortify so freakin hard. If she gets big betty then it might be a difficult task. I didn't really want to go to war with her but she declared it really fast. I bought one share of the island she settled that I usually get to first on that map. She expands sooo fast.

Anyway, anyone ever successfully trade or even ally with the 3 stars?

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

vandalism posted:

I was not feeling the delete everything game, so I started again. I decided to have some fun and pick the anarchist, Alonso Graves, and Margarent Hunt. I've figured out how to deal with the other 2 star AI but Margarent Hunt sensed my weakness and declared war on me. Is it even possible to ally with her? I think eventually I will be able to overpower her with my military and force her into submission, but I will probably have to get to battle cruisers to make that happen. It's a pain in the rear end to assault ports... they fortify so freakin hard. If she gets big betty then it might be a difficult task. I didn't really want to go to war with her but she declared it really fast. I bought one share of the island she settled that I usually get to first on that map. She expands sooo fast.

Anyway, anyone ever successfully trade or even ally with the 3 stars?

I have but it decays real god drat fast so it won’t last. There’s really no upside to hard AI in this, they’re just tedious to deal with and your tools are super limited.

queeb
Jun 10, 2004

m



Is there a good way to tell what the round trip of a ship is for doing a trade route? Like I'm producing +8 schnapps in one Island, using that to feed another, bit I'm not sure how to set it so my ships aren't taking too much from the feeder Island, without knowing the exact minutes it takes so I can do the right amount. If that makes sense.

Qubee
May 31, 2013




queeb posted:

Is there a good way to tell what the round trip of a ship is for doing a trade route? Like I'm producing +8 schnapps in one Island, using that to feed another, bit I'm not sure how to set it so my ships aren't taking too much from the feeder Island, without knowing the exact minutes it takes so I can do the right amount. If that makes sense.

Just set a minimum stock of 5 on the feeder island. That way, ships can never take too much as the feeder island will always have some in stock. Though I'm pretty sure feeder islands will always be okay, even if you empty them out to 0 stock, as they will always produce quickly enough to get the citizens back on your good side. I think this is only an issue if you have a whole line of ships constantly docking to take items. One or two ships would be okay.

I only have a 1* AI in this current game, I wish I'd added more. The world feels slightly empty. Military and war seems fun, but then hearing of how the AI just cheats ships in despite the fact their economy handles it makes me not want to put up with that bullshit crutch of a tactic developers use for AI.

boar guy
Jan 25, 2007

im strongly considering just shipping everything to crown falls and using it as a hub in my go slow restart

Popoto
Oct 21, 2012

miaow

SubNat posted:

Also: Huuuuuhhhhh
Another thing I just learned right now, in the statistics screen you can ctrl+click multiple islands, and the game sums together the production.
So if you've got a consumer island and a feeder island, you can just click 'em both and have it merge that -6 beer from the consumer island with the +8 beer from the feeder, to show +2.

:aaaaa:

SubNat
Nov 27, 2008


Yup, it simplifies the process a lot, just instantly showing you if the supply is balanced or not, across multiple islands.

It'll make things a lot nicer for my next run.
(Trying that (x2 population, x2 consumption) mod, combined with Spice It Up's attractiveness rebalance. (Item sets and artifacts contribute less to beauty, ornaments and parks etc a lot more. )
To see if I can build some pretty cities instead of just hyperdense blocks with some occasional parks here and there. Using the 10x10 suggestion from the thread a bit more for farmer-worker-artisan oriented areas, farming communities, and etc.

Oxyclean
Sep 23, 2007



For what it's worth, that was added with the LoL patch, so it's not like you've been missing it this whole time.

Qubee
May 31, 2013




Only problem with production / consumption across more than 2 islands is you don't necessarily know if enough goods are arriving to each island to satisfy consumption, just that enough is being produced to technically supply all islands you've clicked. So a good way to get around this is to check each island's individual storage tab and click consumer goods, then see if any of them are trending downwards (if it's -1 but you're sitting on 50 schnapps, you're pretty good).

I wish they'd add one last QoL thing where selecting an island shows a different coloured bar within the supply bit to indicate it's being received from another island. Or if you have multiple islands selected, it splits it up into different coloured bars. So a total of 10 supply, 2 consumption in feeder island, 4 in second island, and another 4 in the final island, all with their unique coloured bar.

Danimo
Jul 2, 2005

What are y'alls general opinions of the other Anno games?

Despite owning all of them through various steam/gog/epic sales 1800 is really the first one to click with me and I'm having a lot of fun. 2070 was the first one I tried in the past but didn't play more than an hour or two.

I've seen 1404 talked up a lot, and 2205 is certainly pretty but I know nothing about it. But if the formula in all these is similar to 1800 I might take 2070 or 2205 for a spin to see how it is in our terrible futures.

Are the older historical ones worth actually diving into at this point, more than just for a glance to see what it used to be like?

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Oxyclean
Sep 23, 2007


I feel like general opinion is 2205 is one of the weaker entries, but it still has a lot of QoL improvements over 2070 and is still a lot of fun to go through and see all the stuff. I love the high-tech themed stuff so I found it to be a blast. Plus, it can go pretty cheap (I got the ultimate edition for 15$) and I'd absolutely would recommend grabbing it at that sort of price because I got like 60 hours out of it. (e: I'm dumb, you already own it lol)

There's a lot about 2205 that's more chill then 1800 - population applies to an entire session/map (granted, each session is kinda smaller in scale then 1800 maps) and transfer routes work with no travel time. No multiplayer, but also no hostile AIs (unless you enable invasions) - though there is a side mechanic that's basically boat combat RTS maps that gets repetitive fast.

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