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Kaiser Schnitzel posted:I've been hooked on this all weekend and thought I was by far the ruler of the world until I bought out one of Beryl O'Mara's new world islands and she declared war on me, wrecked all my complex trade routes, stole a bunch of my undefended islands, and I don't see any way of defeating her despite my massive economy and don't feel like setting up all those trade routes again etc. so I guess I'll start a new game without her, lol. Who's the least warlike level 2 AI? ive rebuilt from devastating wars before. it takes a lot of time but it is possible. anyway the answer is gasparov. keep taking pictures for him and hes happy also dont buyout an island if you dont want war.
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# ? Jun 1, 2021 05:13 |
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# ? Jun 7, 2024 23:54 |
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Couldn't tell by your message on Trelawney, so: the main draw of the DLC is specificity the Trelawney map which is the one colossal island with tons of room to build a huge potential main island. It serves as an excellent sort of main island base to operate out of since there's just so much drat room.
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# ? Jun 1, 2021 05:31 |
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The fat dude is the most peaceful tier 2 AI.
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# ? Jun 1, 2021 08:59 |
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Kaiser Schnitzel posted:
If you're selling things directly to the NPCs there's no downside to overproducing those goods, unless it's actively preventing you from making goods to tier up your population or something like that. 14 doesn't sound excessive though. The AI Cheats like crazy. The game doesn't really bother simulating their economy, they just build randomly on islands to look like it is. They can produce almost as many ships as they want in their harbors regardless of having shipyards or weapons factories, and their towns won't starve if you give them the blockade treatment. They don't go bankrupt either, you have to capture every island one by one to win against them. quote:What's the deal with influence and how do I earn more of it? Finding out harbor defenses cost influence in the middle of a war when I had finally convoyed some guns to far flung islands was quite a shock. It's pretty much just "more population". The main benefit of investors past unlocking all the tech is they give even more influence per person than lower tiers. If you ever hit the cap and need to free some up pronto, clearing up museums/zoo/botanist garden slots is probably the easiest thing, followed by not renewing any propaganda. Commuter Piers, sadly, are quite expensive for influence as well and can't really be used if you ever need to go to war (past the free ones, of course). Fighting my first war with a level 2 AI was when I came to disliking the system tying influence to defenses/warships- the cap prevents you from being able to decisively kill their most defended islands, capturing any of their islands prevents you from reinforcing any losses, and you can't have meaningful defenses in every harbor (or even repair cranes for convenience!). If you want a level 2+ AI I strongly suggest setting influence to plentiful at the start of the game.
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# ? Jun 1, 2021 14:39 |
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I know when Anno 1800 initially came out, the advice was to build more warehouses instead of upgrading warehouses. With trade unions as important as they are (which I'm not sure was understood then) is that advice still valid?
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# ? Jun 1, 2021 16:43 |
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It's a simple tug of war that hasn't changed. Warehouses upgrades are expensive per loading spot. New warehouses are not. Add new warehouses until you run out of room for buildings or trade unions you need, then get rid of the extras warehouses and funnel upgrades into the remaining ones. It's a no brainer if you have refunds turned on and even if you don't you probably don't have room for the refunded wood and bricks of a level 2 warehouse by the time you are consolidating.
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# ? Jun 1, 2021 17:13 |
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Manyorcas posted:
Stacking specialists/items on warships can make any island go down pretty easy. Of course if I'm going to start a war I prefer to do it super early in the game before anyone's gone to the new world, or late enough that I have the money to buy/craft whatever specialists I want. But particularly with Nate's scrap mods, you can fairly easily set up a few ships that can outrange any defenses, or that are just deadly enough to be able to tank the hits for long enough to kill everything. For example, a nice little setup I had last game getting ready to wipe Gasparov off the map: Eschatos fucked around with this message at 17:34 on Jun 1, 2021 |
# ? Jun 1, 2021 17:29 |
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Thanks for all the info! I found this guy's youtube which seems to have tons of the kind of info I'm looking for: https://www.youtube.com/watch?v=c?TakarazukaGaming?featured
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# ? Jun 1, 2021 17:37 |
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Especially for like the Beryl Surprise that happens eventually in any story set up game because Beryl is the trolliest 2 star, you can build like 10 ships of the line and sail them into the center of port defenses and just replace losses each time. The trick is you need to sail them in, don't target guns individually until the ships are in melee range. This comes online with workers +- some influence, is made almost too easy with electrified ship builders, and is only made obsolete when you are ready to item min-max steam ships since steam ships are way too time expensive for sieges unless you shore them up with the items and specialists for range or tankyness. In my Beryl forever war she suicided most of her ships very early on with uncommitted attacks on harbors with 1 static gun so I never really put a ton of defense up besides like 1 gun to spook off and rebuff random uncommitted attacks and was free to slam SotLs into harbors over and over.
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# ? Jun 1, 2021 17:50 |
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I can finally stop doing dailies for Global Trust. I despise them as a faction, but they make a pretty ark.
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# ? Jun 5, 2021 01:17 |
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i gave this game a shot and it feels pretty lacking. are there mods that you've found helpful? like simply a way to see how much money im making from selling stuff to the AI. or a way to make the minimap bigger? or an overlay to see fire/riot danger. or how many raw material buildings are needed to go into the next production building, things like that. i dunno the game has this sluggish feel to it and i want to like it but it just feels unresponsive most of the time.
thehandtruck fucked around with this message at 05:23 on Jun 11, 2021 |
# ? Jun 11, 2021 05:20 |
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thehandtruck posted:i gave this game a shot and it feels pretty lacking. are there mods that you've found helpful? like simply a way to see how much money im making from selling stuff to the AI. or a way to make the minimap bigger? or an overlay to see fire/riot danger. or how many raw material buildings are needed to go into the next production building, things like that. i dunno the game has this sluggish feel to it and i want to like it but it just feels unresponsive most of the time. Spice it up is the most common mod pack. I don't know that it'll really address your concerns though. Fire/riot prevention is visualized when you click on a fire station or police department, they'll highlight their range in green on roads. I don't know of a way to directly see the corresponding danger beyond clicking individual buildings, but as long as you have sufficient countermeasures it's really not a big deal. As for production, you can look at their timers easily and do the math, or use a production ratio guide like: Or you can press ctrl-q to look at the statistics page and see easy ratios of how much of each resource is getting produced/consumed. Can't really help you with the unresponsiveness critique, that's not a sentiment I've ever felt myself.
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# ? Jun 11, 2021 06:58 |
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Eschatos posted:Spice it up is the most common mod pack. I don't know that it'll really address your concerns though. Fire/riot prevention is visualized when you click on a fire station or police department, they'll highlight their range in green on roads. I don't know of a way to directly see the corresponding danger beyond clicking individual buildings, but as long as you have sufficient countermeasures it's really not a big deal. As for production, you can look at their timers easily and do the math, or use a production ratio guide like: ah thank you, those points help a ton. i think maybe i overproduce, then run out of farmers, make more farmers, run out of fish, go into the red on farmers, make more farmers, go into more debt, etc etc. barely scrape by by constantly selling ships and being at -1k balance is annoying. the lag in fixing each issue feels sluggish. im at like glass production phase but 10k in debt lol so maybe im playing the game wrong. can't complain about the graphics though, really gorgeous.
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# ? Jun 11, 2021 07:21 |
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Some people will consider this basic, but just in case … When you select a house, there are two tabs in the info window, each showing things the occupants desire. When you fill those desires, things happen. When you provide things in the left tab (called needs?) the population of the house goes up. When it reaches maximum, you can upgrade the house. When you provide things in the right tab (happiness) the income you get from the house goes up. Once I learned about the happiness=income thing, I never had problems with debt ever again.
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# ? Jun 11, 2021 09:02 |
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You also get income from (some of) the basic needs, just not as much.
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# ? Jun 11, 2021 09:44 |
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thehandtruck posted:ah thank you, those points help a ton. i think maybe i overproduce, then run out of farmers, make more farmers, run out of fish, go into the red on farmers, make more farmers, go into more debt, etc etc. barely scrape by by constantly selling ships and being at -1k balance is annoying. the lag in fixing each issue feels sluggish. im at like glass production phase but 10k in debt lol so maybe im playing the game wrong. can't complain about the graphics though, really gorgeous. Oh yeah, you're probably worrying way too much about getting the ratios perfect over getting them good enough to get productive. This is something that will especially punish you once you hit workers. If you don't know what you're doing the Workers phase is the most punishing by far. The real issue is getting steel beams up and running. The steel chain, especially the final foundry, takes eleventy bazillion Workers and your houses aren't fully online and producing the workforce (need steel for soap and to build a school) or the money (need steel for BEER) to support your economy. The dark secrets? 1) You don't need the fully balanced production chains for bread (2-1-2), soap (2-2-1) or beer (2 grain farms, 1 malt, 3 hopps for 2 breweries). Honestly a soap factory running on only 1 pig farm/rendering plant will last you pretty much most of the way until Artisans...unless you're selling the excess to the prison for some fat cash (no seriously, Eli looooves soap). 2) You don't need to build your initial I-Beams yourself. Archie will sell you the steel you need, at least to get started. And it's a lot easier to fill those massive foundries with workers when your houses are producing 18/20 or even 20/20 workforce than when they're only producing 12 or 14. 3) SILOS! Added in the Bright Harvest, a grain silo will double an animal farm's production in return for 1 wheat every five minutes. A wheat farm produces 1 per minutes so a single wheat farm can support up to 5 200% production animal farms. This is a massive savings of labor, maintenance and space for even the cheap-rear end sheep farms, which means you can upgrade more farmers to workers. New World silos use corn, Enbessan silos use teff grass, but the ratio is the same (doubles the animal farm's production, you only need one fodder farm for 5 silos). 4) Selling to AIs! There's only a handful of goods that are actually worth selling unless you get some really crazy item combos going later. However two of the most powerful goods to sell are available to you about where you're at: Soap to Eli, and in the New World, Plantain Chips to Isabelle. Those both have utterly massive profit margins and selling them means it's easy as pie to stay in the black even if you're running a constant negative income. Even better if you can get a trade agreement with the pirates: they both buy Beer at an absolutely ludicrous 1,040 coins per unit. No that is not a typo.
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# ? Jun 11, 2021 13:02 |
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thehandtruck posted:ah thank you, those points help a ton. i think maybe i overproduce, then run out of farmers, make more farmers, run out of fish, go into the red on farmers, make more farmers, go into more debt, etc etc. barely scrape by by constantly selling ships and being at -1k balance is annoying. the lag in fixing each issue feels sluggish. im at like glass production phase but 10k in debt lol so maybe im playing the game wrong. can't complain about the graphics though, really gorgeous. If you're having income problems, the fix is pretty much always more population of the highest tier you can meet the needs of. If getting into glass is putting you in debt, put down another 50 worker houses first and the production to support them, and you'll be doing much better. And of course make sure they have all the happiness goods they want.
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# ? Jun 11, 2021 14:26 |
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thehandtruck posted:ah thank you, those points help a ton. i think maybe i overproduce, then run out of farmers, make more farmers, run out of fish, go into the red on farmers, make more farmers, go into more debt, etc etc. barely scrape by by constantly selling ships and being at -1k balance is annoying. the lag in fixing each issue feels sluggish. im at like glass production phase but 10k in debt lol so maybe im playing the game wrong. can't complain about the graphics though, really gorgeous. Ctrl-Q is what you need. It will tell you how much you need to produce vs. how much you are producing and it updates immediately. In the early game a temporary negative balance is fine, or a larger one if you're running soap trading or something but once you start up rum production you will see a huge income boost and should be able to stay positive from then on.
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# ? Jun 11, 2021 14:35 |
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My biggest problems were fixed when I went and actually looked at how much population a supply chain can support, and realized I was being way too conservative on population. A single fishery, for instance, can support 800 people. You can check the statistics window and have a good idea how much you're overproducing, and if you are, build a ton more houses to get closer to your cap. Now my current save is up to 300k pop on crown falls and over 1M income
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# ? Jun 11, 2021 14:35 |
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The basic loop of the game is untying knots of production to unlock luxury goods of your current tier to get your taxes in the black. You can expect to be underwater on taxes until you get the first couple luxury goods open on your highest pop level. That's where soap comes in handy as you get into some really expensive baseline requirements on artisans and engineers. And yeah overproduction doesn't feel bad until you get into the ledger and checkout your expenses vs taxes vs utilization of products and you get real sad about filled warehouses of the barely utilized goods coming out of the most expensive manufactories (until you get the docklands DLC which is a chest code to turn badly utilized high tier items into poo poo tons of things you actually need). If you're really crashing even while exporting soap you can temporarily turn off expensive manufactories that are not fully utilized once you have safety stock in the warehouse.
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# ? Jun 11, 2021 14:52 |
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Yeah that makes sense. I just finished Dyson Sphere and Satisfactory so I was probably thinking in line with those too much.
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# ? Jun 11, 2021 16:57 |
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thehandtruck posted:Yeah that makes sense. I just finished Dyson Sphere and Satisfactory so I was probably thinking in line with those too much. I found this series really helpful: https://youtube.com/playlist?list=PL62qv03TjhLv0WQLG_e565rKWS1Ct86s7 Especially this one where he talks about not overproducing and looking at production chains backwards from ‘I need some steel beams how do I get a few’ instead of ‘okay an optimal production chain is 8 charcoal burners, 4 iron mines, 5 furnaces and 10 steel mills let’s build that whoops I’m bankrupt’ https://youtu.be/DkBapjqq6aQ
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# ? Jun 11, 2021 18:17 |
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Can you get items for the Artic in the usual places or is there something special you need to do or place(s) you need to go? Man I hate that place but I'm determined to make a save with all of the DLC. Also there was a way to see your museums/gardens/zoos and see what's missing but I can't find it. Mayveena fucked around with this message at 19:30 on Jun 11, 2021 |
# ? Jun 11, 2021 19:27 |
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Ctrl-Q, go to the item tab, then check the "unknown" box and you'll see all items. Click on each to see where you can get it. You cant type "museum" or "zoo" in the research bar and uncheck "equipped"/"in storage" to see those you don't have.
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# ? Jun 11, 2021 19:36 |
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Mayveena posted:Can you get items for the Artic in the usual places or is there something special you need to do or place(s) you need to go? Man I hate that place but I'm determined to make a save with all of the DLC. If you click on the main building of the Zoo/Garden/Museum it will show you all the sets of items that can be collected and what you have and what you are missing. But I am not sure if there is a way to access that info without navigating directly to those buildings in the session window.
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# ? Jun 11, 2021 19:36 |
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Mayveena posted:Can you get items for the Artic in the usual places or is there something special you need to do or place(s) you need to go? Man I hate that place but I'm determined to make a save with all of the DLC. Do you mean like trade union items, or the production items like bear furs and such? You can definitely craft all of the former at the research institute or buy them from the inuit trader up in the arctic. The docklands can completely remove the need to produce some of the latter, which has proven quite handy. Eschatos fucked around with this message at 20:01 on Jun 11, 2021 |
# ? Jun 11, 2021 19:58 |
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I ended up destroying the entire area of people. I gotta do more research to figure out a better way to handle the artic. Thanks for the suggestions!
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# ? Jun 11, 2021 20:08 |
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Mayveena posted:I ended up destroying the entire area of people. I gotta do more research to figure out a better way to handle the artic. Thanks for the suggestions! The best advice I can give is to import absolutely everything you can, and lots of it. There's no point producing coal or wood in the arctic, for example. It's also better to waste goods than to ever risk running out of like coal, so as soon as I have more than like a hundred people I'm sending a whole cargo ship with a hold full of coal on a trade route. With plenty of goods incoming you can afford to spam heaters, which makes it a lot less of a pain in the rear end. Otherwise, just take your time and try to be space efficient with the islands, since they're tiny. I think the production that requires a clear wooded area around them are a lot more generous than in the old/new world, typically you can cram a factory or two in their radius without a penalty.
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# ? Jun 11, 2021 20:13 |
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Mayveena posted:I ended up destroying the entire area of people. This seems oddly thematic for the time period, but what the developers seemed to be trying very hard to avoid.
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# ? Jun 11, 2021 20:50 |
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Anyone play much 1800 in multiplayer? How well does it work for co-op/collaborative? I've played plenty of 1800 myself, but wondering if this scratch a similar itch as playing Factorio with a friend
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# ? Jun 17, 2021 21:58 |
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Oxyclean posted:Anyone play much 1800 in multiplayer? How well does it work for co-op/collaborative? I've played plenty of 1800 myself, but wondering if this scratch a similar itch as playing Factorio with a friend Playing in multiplay right now! It works rather well, at least once you get past the initial "At least one person is reading stuff online" stage while you wait for enough stuff for both people to focus on things. Especially since you can have all the players share the same faction, so suddenly you have someone help you spin those plates. Or have someone work on beauty stuff while you go shove every last ounce of productivity from every single one of an island's pixels.
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# ? Jun 18, 2021 01:12 |
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Oxyclean posted:Anyone play much 1800 in multiplayer? How well does it work for co-op/collaborative? I've played plenty of 1800 myself, but wondering if this scratch a similar itch as playing Factorio with a friend Coop is very fun in that you can immediately start as the same player and take the extra ship and start creating two islands. Also funny to have someone extra to help because theres alot of poo poo to do in this game. Only downside to multiplayer is that you cannot change speed. So in the beginning when you dont want to play on 1x and wait for lumber to come in its a bit slow but thats it!
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# ? Jun 18, 2021 09:36 |
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I wasn't aware there was a "play as the same player" option. You think that'd work better/be more fun then separate players in an alliance? Immediately running off and starting a second island feels like it could cause money troubles, but yeah, with there being a lot to manage in the late game makes the idea of two people managing a single character a bit more interesting.
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# ? Jun 18, 2021 12:08 |
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Oxyclean posted:I wasn't aware there was a "play as the same player" option. You think that'd work better/be more fun then separate players in an alliance? As long as both islands don't set up full steel chains they should be profitable on their own at worker level. I commonly set up a second worker island just supporting itself and shipping surplus to the capital with around 1000 inhabitants just to help the budget early on. In fact, as I play with no AI competitors this last game I've set up a full 4 islands in the old world with around 1000 people each, for the extra income early on and as export hubs, before I even went to artisans. Coupled with an actor in a town hall I never went to the new world untill I needed coffee, and even then I didn't really have to, I could have just imported it all instead.
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# ? Jun 18, 2021 14:56 |
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There is so loving much to do in this game but I really like that if you just ignore Enbesa/Cape Trelawney/the arctic for 8 hours while you build perfectly optimized circles of pig farms or whatever nothing bad happens and they are happy to see you and have their warehouses full and ready to build stuff whenever you get back to them. Only playing with level 1 AI is definitely my speed.
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# ? Jun 21, 2021 17:39 |
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Kaiser Schnitzel posted:There is so loving much to do in this game but I really like that if you just ignore Enbesa/Cape Trelawney/the arctic for 8 hours while you build perfectly optimized circles of pig farms or whatever nothing bad happens and they are happy to see you and have their warehouses full and ready to build stuff whenever you get back to them. Only playing with level 1 AI is definitely my speed. There are folks who want the game to be more integrated with the DLC, but I'm with you. I love the fact I can only do one thing at a time if I choose to do so.
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# ? Jun 21, 2021 18:07 |
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Returning player, and I could use some help with Docklands. So...I build this giant water palace and... 1) I can build one on every island? 2) That island then can trade the resources it has in storage for other resources on the list? The more I trade with a given partner, the more types of stuff they will be willing to trade with me? 3) The trading dude shows up every 15 minutes. If I have multiple docklands on the session map, does he stop at each one during that 15 minute cycle, or does he send a ship to each one? 4) Doesn't this completely undermine the point of developing a series of interconnected islands that supply each other? Why do I need a hops island at all if I can just slam down a bunch of fisheries and trade fish for hops? Once I'm past the initial construction cost, I'm saving $/influence on the long term shipping, right? Sorry for dumb questions, I started a new game and did the standard one of each resource land grab, now I'm starting to realize I might have been able to just order my hops/red peppers Amazon-style. If that's the case, it would seem like going hardcore bricks/steel in the mid-game is the way to play now.
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# ? Jun 28, 2021 14:24 |
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Yes to 1-2, 3 I forget but think it's unique ships for each Docklands to maintain the timer. 4. Is the main point to galaxy brain out on. Trading up like fish for hops falls prey to diminishing returns. You really want to go the other way, complex to simple let's you free entire chunks of land for inefficient, large low level items. You can trade simple surpluses to Amazon buy spot items instead of ship around. But the galaxy brain play is since certain goods have obscene trade union combos that are subject the the RNG frustration or institute time sink of getting the combo, you want to lean hard into any combo you complete and then abuse Docklands to turn that surplus into anything and everything to free up land to build another trade union combo to surplus into everything else until you're supplying investors entirely from a couple broken trade union boosted supply chains. E. Re. minimizing shipping costs, it's worth pointing out Docklands are Old World only but some of the best mid game/bootstrapping Docklands uses are to import the basic goods for New World/Arctic/Enbessa who's islands have gimmicks forcing you to really min max just to make room for basic goods except now you turn Sewing Machines or something from the old world that is compact or union exploitable or both into burritos and plantain fries and manage to naturally meet the rum desires of your old world 100% now that you don't need corn or plantain farms and their attending kitchens. zedprime fucked around with this message at 18:07 on Jun 28, 2021 |
# ? Jun 28, 2021 17:42 |
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I just got a second docklands up in Trelawney yesterday and I was surprised to learn that the goods tiers seem to be universal between all your docklands. I'd been exporting the heck out of logs on my home island and they were gold tier and I didn't know they would be in trelawney too. I also just discovered the pirates/Old Nate gold bar arbitrage since what I really needed was more money.... zedprime posted:You can trade simple surpluses to Amazon buy spot items instead of ship around. But the galaxy brain play is since certain goods have obscene trade union combos that are subject the the RNG frustration or institute time sink of getting the combo, you want to lean hard into any combo you complete and then abuse Docklands to turn that surplus into anything and everything to free up land to build another trade union combo to surplus into everything else until you're supplying investors entirely from a couple broken trade union boosted supply chains.
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# ? Jun 28, 2021 18:16 |
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# ? Jun 7, 2024 23:54 |
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Yeah, if you do nothing else or give no second thought to Docklands, you can just trade surpluses and use that to delete supply chains you just don't like setting up. Red peppers and or goulash are popular whipping boys because of the PTSD of setting up relatively gigantic even for the old world pepper farms or the unclean ratios of cannery/goulash kitchens. But there's also a hundred other ways to break canned food supply that you might want to delete other supply chains instead. Docklands at it's simplest let's you just turn off parts of the game youre not interested in.
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# ? Jun 28, 2021 18:24 |