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You still need sugarcane for rum (Rum! RUUUUUM!) but you can also cover that pretty well with various specialists that satisfy that need, as well as Research now letting you make old-world Rum out of potatoes and coal, though those take a good while to set up. You can, however, cut out the need to grow sugarcane for chocolate as well as the sugarcane to sugar refinery building. My last game my Plantain Kitchens had 3 specialists on them: 1) Replaced the need for fish oil with raw cocoa, every now and then producing extra chocolate (satisfied about 2/3 of my chocolate need) 2) Boosted productivity and produced extra sugar on the side, giving me the sugar I needed for the chocolatiers which satisfied the rests of my needs 3) A flat production boosting specialist So when they weren't exploding from over production my plantain kitchens on one island were producing enough fried plantains for my entire New World region + selling excess to Isabelle, while also producing over half of my chocolate and the sugar as a byproduct to cover the other half.
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# ? Nov 20, 2020 18:50 |
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# ? Jun 8, 2024 06:55 |
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Oh right, I got plenty of sugarcane farms, it's the refineries for sugar that I got zero of.
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# ? Nov 20, 2020 19:35 |
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From my current game: Turning beef burritos into really fancy fried plantains apparently. With a side of actual fried plantains. End productivity from those two is 180% as well. I still am keeping a corn field on the island, if only to feed my alpacas.
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# ? Nov 20, 2020 22:59 |
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I am no good at the speedy/efficient side of this game. Like, I think I'm doin' alright, but then I get a couple hours of the game telling me that everybody else if colonizing the New World and I need to get over there NOW. I'm not asking for advice, it's only that I wanted to moan and complain. Next game I play will probably be with the NPCs on Easy or something.
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# ? Nov 20, 2020 23:40 |
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I play with no NPCs at all except pirates, and it's great. The plate-spinning is challenging enough for me without assholes who steal islands and bother you every 5 minutes
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# ? Nov 21, 2020 15:36 |
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The race to the New World is pretty fun in and by itself. If you want to keep up with the AI though you really need to start pushing your workforce harder, upping their productivity at the cost of happiness. After that I just amble along. Also gently caress taking islands by force; usually just easier to buy them.
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# ? Nov 21, 2020 16:09 |
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There's another undesirable bug with the latest dlc... Mercier decides to go to enbesa before the new world, so he hasn't set up an island there yet at all while the other 2 star ai has. I thought maybe waiting to get more artisans and holding off the trigger for the expedition might stop it, but now I am doubting that. I want him to set up there so I can buy his items to automate my industry. I can still get poo poo from him in the old world, the arctic, and trelawney. I just wish they would have fixed this poo poo in 9.1. I would imagine I can get the good islands before beryl and gaspar get them all and then abandon one for him or something, but I think his ai is broken. Also, with regards to settling, it really requires planning and preparation. Having ship items for the starting ship to increase navigation and other stats helps a ton. I try to get two items asap so I can bring food, wood, and steel to colonize faster. The bottleneck is generally steel and it can be a mistake to produce it. I set my harbors to passively buy steel and then go to Archibald's Island to buy it as well. Producing steel can be a huge trap and result in a bankruptcy spiral. Having one mine, a furnace, and on steel works is definitely doable, though. I do quests for the npcs while I'm building to maximize income and gain favor with them. The combination of mercier, beryl, and gasparov makes it so you can use propaganda to improve income and happiness early on. The other npcs are pissy whiny babies and don't like anything that I do. I flatter them when it is near certain and I've created trade rights with all of them fairly easily, including the pirates. The pirates are easy. Continuously do ceasefire to get +8 favor every time. Then sell them shitloads of beer and they will love you. Do this to get porphyrian ships and great ship upgrades. The trick really is to be rich early and always. Selling a shitload of soap to eli, then beer to pirates, then a whole convoluted chain of buying gold from pirates to sell to nate and then some other stuff to ketema makes this doable. Making money from your own population isn't really easy until you reach artisans. They give an ok amount of income. It really kicks off when the engineer population hits the level at which banks unlock. At that point it's pretty easy to be making 20-30k every minute. A few key items from eli and mercier can easily boost that up to 50-70k and at that point money means absolutely nothing and it is only a matter of time before you can buy any and everything. vandalism fucked around with this message at 18:38 on Nov 21, 2020 |
# ? Nov 21, 2020 18:25 |
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TorakFade posted:I play with no NPCs at all except pirates, and it's great. The plate-spinning is challenging enough for me without assholes who steal islands and bother you every 5 minutes The only thing I'd lose is the fun I'm having buying out shares of everyone's islands, and being in a constant war with Princess Qing over her company where I own all the shares and am just waiting for my money to tick up more to forcibly buy her out, and her saving up all her money to buy back one share which I then buy, how's it all going to end I'm on the edge of my seat Trivia posted:The race to the New World is pretty fun in and by itself. I'm not super into the push or race, but are you saying by 'amble along' that you stop racing after you reach the new world? I knew there was three or four areas after that, but I assumed one would have to, like, keep racing with all the NPCs, only they'd have a head start because they reached the New World so easily, so by the end I'd be arriving at fully colonized and industrialized islands.
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# ? Nov 21, 2020 18:37 |
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I only have the base game because I'm poor. Also I live in Thailand and the Ubisoft store doesn't really scale the price with the cost of living over here.
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# ? Nov 21, 2020 18:41 |
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Trivia posted:I only have the base game because I'm poor. Ah, gotcha. I assumed that anybody nerdy enough to be in the thread was naturally obsessed enough to suck dicks on the streetcorner for expansions, but I guess you're not a real fan like me. (But no, really, that makes sense, thanks for the clarification) John Lee fucked around with this message at 19:19 on Nov 21, 2020 |
# ? Nov 21, 2020 19:04 |
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Seriously, turn off the AI. Or if you do have them on, turn the pirates on and have them on hard. The pirates are easy-peasy to pay off with non-aggression pacts until you can trade with them, then ship them any spare alcohol (schnapps, beer, rum, champagne) for fat stacks of cash and friendship points to keep them forever happy. The pirates will then permanently generate ships to trim back the ships the AIs permanently generate. Also finally worked through the Arctic to get my hands on zeppelins. Holy poo poo those suckers are fast! Also is the real big secret to the Arctic to get as many of the batteries to make the heaters use logs instead of coal? The wood cutters have a smaller area, work twice as fast and are cheaper overall. The only downside is you have to keep them warm.
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# ? Nov 21, 2020 19:37 |
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WTF? I think I found, if not a bug, a major goof on the devs part! I got one of Blake's lines in Enbessa spoken by a Text to Speech program. I was sent off to get the registries from the other islands in the search of a lost heir for Angereb, and I had also advanced Blake to where he was all set up on his island. Cue him popping up and out come the emotionless words at twice the volume of anything else:code:
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# ? Nov 22, 2020 15:17 |
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Alkydere posted:I had to double check to see if I had any youtube videos open. Was a very moment. Probably a stand-in line they had that didn't get properly replaced with the voice actor's line once the voice work was done. https://www.youtube.com/watch?v=nuLZeXArIq4 2020 really is the year of unvoiced, placeholder lines accidentally slipping into games, huh?
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# ? Nov 22, 2020 18:50 |
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E: wrong thread sorry
TorakFade fucked around with this message at 19:31 on Nov 22, 2020 |
# ? Nov 22, 2020 19:24 |
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TorakFade posted:Please tell me there's a way to set your weapons on fire like you did in Odyssey (that's not the "sometimes ignite weapon on parry" shield, that procs rarely and lasts for all of 2 strikes) Just don't put down a fire station near the factories and you should find your weapons will catch on fire in due time.
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# ? Nov 22, 2020 19:31 |
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Alkydere posted:Also finally worked through the Arctic to get my hands on zeppelins. Holy poo poo those suckers are fast! Also is the real big secret to the Arctic to get as many of the batteries to make the heaters use logs instead of coal? The wood cutters have a smaller area, work twice as fast and are cheaper overall. The only downside is you have to keep them warm. But for the regular islands I do like it because: 1) A high level boosted, trade union area of lumberjack huts just spits out a huge amount of wood. Don't bother doing this in the Arctic, the specialists and items from anywhere else won't work in the arctic lodges. You can harvest the wood in the Arctic but it won't be nearly as efficient as building one central logging operation to feed the beast. My current Arctic is built out and probably 80% reliant on wood, all of it coming from 6-7 lumberjack huts clustered in the New World. One specialist there also gives me free cotton, so that's nice. I think there are 3 cargo ships dedicated to supplying wood alone, and a 4th takes from a central Arctic fuel dump island and distributes. 2) I was going to build the lodges anyway! I wouldn't go with wood on an island that wasn't going to justify the 20 influence investment of an arctic lodge. But if say, I am putting together my big master husky farm, I do think it's worth using 1 slot in the lodge for the zippy battery. Remember, the effect works on any heater in range of the lodge, and the heaters themselves have additional range beyond that. If you centrally locate the lodge, build industry around it, THEN build your heaters at the very edge of the lodge radius perimeter...you can cover a lot of ground. 3) I can harvest wood using jornaleros or farmers, but I need workers for coal making. Ehh. Since my coal usually gets made/dug out of some small island where I'm relying on the free 200 workers I get on settlement, and I'd rather have them digging iron/copper/zinc. And now with scholars, I can change those coal deposits to something more useful. But is it really necessary? Nah. Optimal? I dunno, I'm betting it's about break even tbh, but I like the challenge of it. Let's face it, the Arctic itself isn't necessary. Only four things come out of it: furs, gold, gas and Old Nate's inventions. But you can leave it all behind and the only thing that really changes is you had to run some more railroad tracks.
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# ? Nov 24, 2020 02:28 |
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Eschatos posted:Doesn't a specialist completely remove the need for sugar? In my latest ~60 hour game pretty sure I don't have a single sugar farm. Nope, but there's one that swaps it for coffee beans. This is ok at the beginning but I try to keep my coffee and chocolate manufacturing on different islands because (a) it's easier and keeps the piers clear, (b) there's a coffee specialist who drops a screaming fuckton of free chocolate if you keep her cycling, and I prefer to treat her as a totally separate chocolate reservoir for shipping purposes, and (c) I'd run out of room/workers if I put both on the same island with any regularity. Once I get the 2 sugar dropping specialists, I just think it's easier to go all in on the sugar production at ~30% of need rather than need a huge swath of coffee plantations at ~100% of need. What I mean is, at optimal levels of trade unioning, I'm probably only actually manufacturing 1 sugar out of every 4-5 I'm using, because the sugar dropper specialists drop from fried plantains as well. Whereas if I was using coffee beans instead of sugar, I'd be at a 1-to-1 hard ratio and I'd have to farm just about every bean I used in the chocolate factory.
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# ? Nov 24, 2020 02:48 |
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Cover trelawney 100% in lumberjacks. Create thousands of wood per second. Create a singularity as your production fills up in milliseconds. Unravel the space time continuum and transport directly to the wibbley universe.
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# ? Nov 24, 2020 17:42 |
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Having just got back into this recently and experiencing the joy of Bright Harvest.. can I just confirm that it seems like one grain farm will support 5 silos? Is that right?
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# ? Nov 26, 2020 12:28 |
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Asciana posted:Having just got back into this recently and experiencing the joy of Bright Harvest.. can I just confirm that it seems like one grain farm will support 5 silos? Is that right? Yup, a standard grain farm will produce 1 ton/minute. A grain silo requires 1 ton/5 minutes. This ratio stays the same in the New World and Enbessa with Corn and Teff Grass. If you buff the farms further, like say adding tractor barns to them, they go further. I can guarantee you 20% of a grain/corn/teff farm is a better deal in land, workers and upkeep than a second of any animal farm, and that ratio gets even better if that farm is producing at 110%, 120%, 200% etc. Since we're talking about Bright Harvest adding a tractor barn to a farm makes it require 50% more farmland but as long as the barn is getting fuel you get +200% productivity and -50% workforce required. So you basically triple the farm's output for half the workers. The fuel cost of those farms is negligible too: only one oil seep per fuel depot and one fuel depot can supply 20 farms. Not to mention the suckers have an absolute monstrous range for their fuel trucks (86 dirt road tiles, 129 paved road tiles) As a side note I've started shipping oil to Enbessa and working on specializing my islands. Hibiscus farms, already productive, become monsters when given tractors. The ratio of Farms: Tea houses goes from 2:3 to 2:9 unless I can find some items to boost the production of the tea houses. Alkydere fucked around with this message at 13:54 on Nov 26, 2020 |
# ? Nov 26, 2020 13:48 |
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Finally worked up the energy to finish up the Greentide Archipelago. 100,000 synths on one island.
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# ? Nov 27, 2020 16:20 |
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Folks, I'm terrible at math. If I have 5 grain farms, once I get fully fueled tractor barns and increase the field size properly, how many grain farms will I then need? Thanks for the calculation!
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# ? Nov 27, 2020 18:43 |
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Mayveena posted:Folks, I'm terrible at math. If I have 5 grain farms, once I get fully fueled tractor barns and increase the field size properly, how many grain farms will I then need? Thanks for the calculation! A working tractor barn gives a farm an additional 200% productivity, as long as you plant the extra fields. So, without any other modifiers, your farm now produces at 300%. Which means two of them produce the same as six would without tractors. Magni fucked around with this message at 21:24 on Nov 27, 2020 |
# ? Nov 27, 2020 21:21 |
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Magni posted:A working tractor barn gives a farm an additional 200% productivity, as long as you plant the extra fields. So, without any other modifiers, your farm now produces at 300%. Which means two of them produce the same as six would without tractors. OK so I only need two farms and I'd have excess capacity. Thanks very much!!!!!!
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# ? Nov 27, 2020 21:33 |
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Silos to farms is easy. A basic farm with no modifiers is 100% production. It supports 5 farms (silos use 1 grain every 5 minutes, farms produce 1 per minute). This means effectively each silo uses 20% farm production. So for any amount of farms, at any given production rate, just total up your production % and divide by 20. For this example, 5 farms, at 300% production each due to the tractors, so that's 1500% production. Divide by 20 and you get 75. Using this method you can get the correct ratio easily even if you end up with a weird production % due to trade unions.
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# ? Nov 27, 2020 21:41 |
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thank god for autosave, forgot about sausage while going for eyeglasses (finally, after like three hundred hours in the game) and totally tanked myself; +2k+ per tick to -2k+ per tick in about ten minutes
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# ? Nov 27, 2020 22:16 |
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I have hit the point where I've gone from needing coffee to needing coffee.
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# ? Nov 28, 2020 01:00 |
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Coffee and Rum are always the first things I try to set up optimized trade unions for. Gotta get that ridiculous production goin asap.
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# ? Nov 28, 2020 01:27 |
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I was wondering, what are charter routes even good for, beyond using the couple free ones you get before paying influence. I keep looking at them, and I always think I could just build another schooner instead.
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# ? Nov 28, 2020 21:20 |
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Magni posted:I was wondering, what are charter routes even good for, beyond using the couple free ones you get before paying influence. I keep looking at them, and I always think I could just build another schooner instead. they seem to get attacked by pirates a lot less or not at all
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# ? Nov 28, 2020 21:28 |
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One positive is that in the early game where they might be prey to pirates or opponents, you won't have to build + reassign ships to reactivate the route. Another ship will just pop in to continue handling the route. For myself I tend to use them whenever I'm starting up an island and might only be exporting a tiny bit (Furs being an example.), then later replaced by my own ships handling multiple resources.
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# ? Nov 28, 2020 21:28 |
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Magni posted:I was wondering, what are charter routes even good for, beyond using the couple free ones you get before paying influence. I keep looking at them, and I always think I could just build another schooner instead. You can launch them immediately while waiting for your new schooner to arrive at the right session. And that's about it.
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# ? Nov 28, 2020 23:14 |
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And the first few are free influence-wise so if you're really hard pressed...
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# ? Nov 29, 2020 00:03 |
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They're also great for quests where a resident wants X of resource Y from another session. Just turn on the charter route, go do other things and then turn it off when the quest is done. As compared to my other, usual strategy of "send ship to pick up thing, forget, fail quest."
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# ? Nov 29, 2020 02:10 |
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Are anybody else having problems with warships auto-following hostile ships? Am i dumb?
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# ? Nov 29, 2020 21:08 |
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Check it's fleet stance, it's a small icon over the ship/fleet's icon, when you have some selected. The default stance is 'chase hostile ships a bit, then return after going too far.', is that the issue you're having maybe? There's also an active stance where they haul rear end towards any enemies they notice and try to chase them down, and the passive, where they don't move, and only fire if ships get within their range. The passive stance is pretty useful on larger ships, since with a couple range boosts and etc you can drop a couple in a chokepoint strait and form a blockade. Like, exactly out of range of a harbor's defences, for example.
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# ? Nov 30, 2020 00:33 |
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https://anno-toolkit.one/en Anno 1800 items, what you need for what and what uses what. Pretty useful.
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# ? Nov 30, 2020 16:33 |
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SubNat posted:Check it's fleet stance, it's a small icon over the ship/fleet's icon, when you have some selected.
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# ? Nov 30, 2020 17:59 |
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once i get loaned the 25k, if it happens again, that's it right? game over? is there some way to remove that stupid loving flag with a mod or something?
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# ? Dec 1, 2020 18:47 |
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# ? Jun 8, 2024 06:55 |
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boar guy posted:once i get loaned the 25k, if it happens again, that's it right? game over? is there some way to remove that stupid loving flag with a mod or something? Just sell soap to Eli
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# ? Dec 1, 2020 19:39 |