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Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Finding the guy that lets you turn pigs into canned food was a gamechanger, lol. Goulash sucks.

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Zedd
Jul 6, 2009

I mean, who would have noticed another madman around here?



My empire runs on exporting bikes, steam motors, cars and heavy weapons.

I did reign myself back after a while and started making actual products again. I do like making self sufficient islands with it.

Kaiser Schnitzel posted:

Finding the guy that lets you turn pigs into canned food was a gamechanger, lol. Goulash sucks.
Somehow making my wooden soap produces dynamite. :v:

physeter
Jan 24, 2006

high five, more dead than alive
Ahhh! Ok, I had assumed I could build docklands in Enbessa and TNW. I don't know if I'm a fan yet since it chews up what challenging part was left in this game, but seems interesting. Especially so if I can restrain myself and only use it when I start running out of resources. So assuming I'm willing to drop cash/building mats on an island without potato fertility, I don't need to worry anymore about shipping schnapps. Build a couple more fishing piers/wheat fields and just swap. Thanks.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


physeter posted:

Ahhh! Ok, I had assumed I could build docklands in Enbessa and TNW. I don't know if I'm a fan yet since it chews up what challenging part was left in this game, but seems interesting. Especially so if I can restrain myself and only use it when I start running out of resources. So assuming I'm willing to drop cash/building mats on an island without potato fertility, I don't need to worry anymore about shipping schnapps. Build a couple more fishing piers/wheat fields and just swap. Thanks.
I agree that Docklands can feel like a little bit of a cheat, and I mostly just use it at my main island to top things up or skip supply chains I hate. The logistics are a big part of the fun for me, so I’m still mostly inclined to figure out how to get schnapps from my tater island to my non-tater islands with trade.

Speaking of, how do y’all usually do your trade routes? I mostly use a hub and spoke kind of thing where my main island is a giant warehouse/distribution center. Most everything goes from the islands that make it to the main island and then gets whatever it is missing from the home island. Most of my trade routes are just Island X-> Main and back again. I don’t think I have any that go between multiple islands in the old world.

Kuiperdolin
Sep 5, 2011

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

In the Old World self-sufficient islands once the docklands are unlocked, plus one Hell Industrial Island for building ships/goods for the other sessions.

In Trelawney the big city, one hell industiral islands for polluting industries, a satellite island for proles, and otherwise resource islands.

In the others mostly one hub and satellites.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
I guess I favor a three tier system, ships carrying the basic input cargo to an island where the actual goods are produced, and then out from there to where they're consumed. I do enjoy a good six+ stop trade route with a dozen or more different goods being picked up and dropped off as required, though.

physeter
Jan 24, 2006

high five, more dead than alive
My routes stay loosey goosey until I get enough items/specialists to trade union a certain good, then I condense into a giant gently caress-off manufactory as the wheel and start making clippers/cargo ships that deliver that good across all the sessions. I usually angle to consolidate brass first since it's such a bottleneck, but the RNG has alot to say about that.

Agean90
Jun 28, 2008


Gonna be real I hate that electrifying mines is such a pain so I end up importing rocks first. Also makes supplying the artic easy, just sell more bikes/sewing machines

physeter
Jan 24, 2006

high five, more dead than alive
I'm really enjoying my first "real" Enbesa playthrough, where I have time to read the stories, do the quests and etc. I missed so much in my first hurried trip. The Elders as a bunch of cranky old church ladies is consistently awesome. Also awesome is how easy it is to just blanket the islands in Tier 1 houses and reap the influence bumps. Unlike jornaleros, the Enbesan shepherds don't cut into my critical rum supply. Everything they need is there, and no else wants what they need. When I scambled through it the first time, my Crown Falls was ascendant and I just didn't get it. But pre-investor Enbesa is a mid-game influence powerhouse, and I can see now the reason for all that empty land just sitting there.

physeter
Jan 24, 2006

high five, more dead than alive
I didn't like the idea of Docklands, but...with these house rules, I'm having my favorite game of Anno 1800 ever.

1) All hard AIs,
2) Hidden map but I can restart if my starter island sucks,
3) All other islands must be taken by conquest unless they are quest rewards, no exceptions.

My Old World starter island but me on the opposite side of the map from Ely's prison, so soap selling was out. Pirate lady is the next island over, awesome. I had to beeline workers for cannon towers, with my lonely flagship cowering in the harbor. I had only a few quests I could do before the pirates became too strong and Alonso Graves declared war on me. So I'd scurry out and grab some salvage, then go back to decorating, waiting patiently for enough supplies to build more docklands.

Alot of propaganda and docklands building later, my hermit kingdom emerged from its exile in the form of a 10 ship-of-the-line uppercut into the New World's loving balls. It's going to take me quite awhile to control this map but control it I will! And then to Enbesa, and then to Trawleney, which as far I can tell (my scouts can only get a little ways in before being attacked) is controlled almost entirely by Alonso Graves. My opponents have battlecruisers and I don't have electricity yet. The streets of my Crown Falls masterpiece will be paved in the bones of the dead.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

That sounds awful to me, but I’m really glad you’re having fun with it

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.



SOLs aren't really that much weaker than battlecruisers. The biggest advantages the more advanced ships have are range and not being hosed over by the wind, but SOLs are soooo much cheaper. Not that the AIs pay for their ships.

You might need some frigates to run down the big boys, but once they're tangled up your "obsolete" fleet will chew them to shreds.

Honestly wish you well, I just have no idea how to carry on such a warlike game in the long run: the Influence cost of your fleets and bunkering your harbors up sounds like it would be crippling.

physeter
Jan 24, 2006

high five, more dead than alive
Yeah the wind is horrifying, charging a well-defended enemy harbor can put at least an extra couple SoLs in the deep if the wind is against me. The influence is actually more than fine, which really surprised me. Without quest/soap/plantain income, adding pop is the only way to maintain a positive money balance. So I ended up with a poo poo ton of unemployed people who still pay taxes unlike real life. With no way to shop reliably at the prison (and no real money for it anyway), I don't have much reason to build many trade unions or town halls yet. My starter island had to be self-sufficient from the ground up, so I have no use for "new" Old World islands except more population, workers on wheat/potato islands, farmers on otherwise. It becomes self-perpetuating.

But yeah, each island needs at least 4 cannon towers to keep enemies away, which is alot of influence. Basically every beach you build on needs a 4 turret set up or it's vulnerable. It is funny to let a pirate ceasefire lapse and suddenly my turrets just wipe out a dozen in-range pirate ships in under a minute.

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.



Well hopefully you'll get pirate lady up to friendly soon so you can make $Ludicrous from selling her beer

Redeye Flight
Mar 26, 2010

God, I'm so tired. What the hell did I post last night?

Alkydere posted:

SOLs aren't really that much weaker than battlecruisers. The biggest advantages the more advanced ships have are range and not being hosed over by the wind, but SOLs are soooo much cheaper. Not that the AIs pay for their ships.

You might need some frigates to run down the big boys, but once they're tangled up your "obsolete" fleet will chew them to shreds.

Honestly wish you well, I just have no idea how to carry on such a warlike game in the long run: the Influence cost of your fleets and bunkering your harbors up sounds like it would be crippling.

SOLs have one other disadvantage over battlecruisers -- accuracy. SOLs have much higher potential damage but it comes out of their dozens of guns, all of which have individual chances to miss and are just generally less accurate. Rather like a shotgun blast. That's not always a killer but it can be frustrating sometimes.

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.



Redeye Flight posted:

SOLs have one other disadvantage over battlecruisers -- accuracy. SOLs have much higher potential damage but it comes out of their dozens of guns, all of which have individual chances to miss and are just generally less accurate. Rather like a shotgun blast. That's not always a killer but it can be frustrating sometimes.

It's more of a range thing. Frigates and SOLs wanna get up and hug the enemy ship. Ideally between two ships so they're firing on both sides.

It's kind of realistic actually. In real life sail warships rarely fired their weapons out beyond a 1-200 yards (if that). The movement of the ships through the waves made them a massively unstable gun platform while also firing a heavy, relatively accurate weapon

physeter
Jan 24, 2006

high five, more dead than alive
Ooof. After conquering the entire New World, I was dealt a crushing defeat last night. I sailed a 10-ship SoL blob + tricked out battlecruiser to Trawleney, to try and seize a big Alonso island with wheat/hops that sits right on the OW/Trawleney map border. It is well fortified with a big betty. After waiting 2 days for the wind to shift, I got impatient and began the assault somewhat against the wind. Also, I'd gotten sloppy and packed the construction materials into the SoLs instead of in some clippers. Dumb!

I lost two SoLs on the approach, and *just* as my blob got into firing position, Vincente back on the OW map attacked my main harbor with a battlecruiser and some SoLs of his own. Suddenly I was distracted making sure my turrets could fend him off from the home island! By the time I switched back, the Trawleney invasion was not going well. Four more SoLs gone to Davey Jones and even my BC with epic plating was at half health. I managed to save the BC and withdraw from the map, but it's badly damaged and moored at Ely's prison deep in enemy territory. My pirate monitor wolfpack races to try and set up a defensive perimeter (or at least to save the items when the BC is sunk). Thankfully, I salvaged the pirate monitor specialist early in the game, those ships are a godsend.

My entire fleet is gone! A terrible blow, but it showed me how overextended I am. Needed to take more time, really build out the New World and get that population up, reduce the turrets and replace them with a full time pirate monitor squad.

SubNat
Nov 27, 2008

Finally getting to dip into the game again with tourist season and the like.

And it just immediately reminds me that I hope they expand on the blueprint system in the next installment to allow for mirroring and saving/reusing them.
It'd be really nice to roll up to a new island and be able to stamp down some nice lumberjacking-square modules and etc without having to re-do them, or hop over to another island to copy/paste them.

It'd be neat if I could just make my own little recipe book of categorized modules to slap down. (Much like in Factorio)

e: I forgot how attention-demanding all the Enbesa stuff is.
I really hope that in the future, if they do more things like it, that they add a toggle on game start to let you skip large chunks of the story.
On repeat playthroughs I really don't like how much time and attention the quests there demand, extra so since you'll just occasionally get stuff with timers.

SubNat fucked around with this message at 17:31 on Jul 17, 2021

Oxyclean
Sep 23, 2007


So with commuter docks you can do the whole 'no population, crank work mode to max" and not suffer happiness penalties, the same way you can with islands with only influence population right? I was doing that and it looked all good happiness-wise, but ended up with a riot - I guess thats just unavoidable?

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.



Oxyclean posted:

So with commuter docks you can do the whole 'no population, crank work mode to max" and not suffer happiness penalties, the same way you can with islands with only influence population right? I was doing that and it looked all good happiness-wise, but ended up with a riot - I guess thats just unavoidable?

The production facilities themselves can have riots if you crank up their production. Also explosions. However, as you said, your population won't suffer any happiness hits.

So yes you'll need police stations on the pop-free island to suppress riots if you boost their production.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart
Are tourist buildings like bar/cafe/restaurant worthwhile to build in the residential areas to reduce consumption of goods/increase happiness/number of residents and not specifically to please tourists?

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.



Pyromancer posted:

Are tourist buildings like bar/cafe/restaurant worthwhile to build in the residential areas to reduce consumption of goods/increase happiness/number of residents and not specifically to please tourists?

Absolutely! Every one will grant happiness (how much depends on the recipe) and you can stack bonuses between all three. So for example if you have an Investor house in range of a restaurant serving up Venison en Croute, a cafe serving up Banana Surprise and a bar serving up Black Muscovy the end result on the Investor house will be:

+7 Happiness
-50% Chocolate consumption
-30% Champagne consumption

And that's before you get into the Iron Tower's recipes. Add the Brioche Royale and you get an additonal:
+10% population
+1 population when supplied with light bulbs, champagne, autocabs and chocolate
-10% Coffee consumption
-10% Chocolate consumption.

Note I'm just tallying up the effects on Investors. The happiness and tower's population boosts will hit all levels of population (also giving +1 resident for fish, bread, canned food and universities). The Brioche Royale reduces Rum consumption by 10% in any Artisan and Engineer houses it touches. Sadly none of the boosts except for a single Iron Tower recipe affects Scholars.

Even if they didn't do this, they're worth it for the Tourists since the tourists basically vomit out cash.

physeter
Jan 24, 2006

high five, more dead than alive

Alkydere posted:

Even if they didn't do this, they're worth it for the Tourists since the tourists basically vomit out cash.

Speaking of cash, I have always hated how much post investor cash the game hurls at you. But it occurred to me recently that all that money does (maybe) have a use...has anyone ever tried supplying a new island from passive buying at the harbor? Like say you've got bajillions in the bank, you slap down 8 farmers on a random deserted island with a poo poo ton of storage and just crank up the "buy" buttons at the harbor on everything to see what happens? I am testing this tonight as soon as I can conquer an island big enough to make for a good testing ground, I wonder if I can get enough finished goods and other stuff to grow an island to investors from the ground up using nothing other than money (and oil/gas of course).

Oxyclean
Sep 23, 2007


Don't you want your tourist stuff basically in residential areas because of the distance mechanics? I haven't really gotten too deep on the system but it seemed to be telling something to that effect with the bus system.

zedprime
Jun 9, 2007

yospos

physeter posted:

Speaking of cash, I have always hated how much post investor cash the game hurls at you. But it occurred to me recently that all that money does (maybe) have a use...has anyone ever tried supplying a new island from passive buying at the harbor? Like say you've got bajillions in the bank, you slap down 8 farmers on a random deserted island with a poo poo ton of storage and just crank up the "buy" buttons at the harbor on everything to see what happens? I am testing this tonight as soon as I can conquer an island big enough to make for a good testing ground, I wonder if I can get enough finished goods and other stuff to grow an island to investors from the ground up using nothing other than money (and oil/gas of course).
I think passive traders have pretty lacking trade caps to avoid exactly that. I'd be interested to see how far you get, or maybe someone somewhere has done it recently. I'm pretty sure in some of the older Annos you could only really manage the first
tier or maybe 2 this way.

Docklands was kind of revolutionary in its ability to invent as much trade as you wanted.

physeter
Jan 24, 2006

high five, more dead than alive
My game-long war against Vincente and Alonso ended last night with both of them dying on small desolate islands off of Crown Falls. In about four hours I cleansed them from both the OW and Cape sessions, and am now -185 influence. I will say that Alonso was the fiercer of the two by far, his island fortifications and resistance level were consistently stronger than Vincente's. But ten battle cruisers and 8 pirate monitors solve many problems. The war itself was fun. The highpoint was sending what I thought was a strong fleet to carve out a bit of Enbesa (owned about 80% by Alonso) only to see that he had built up a MASSIVE ~15 ship armada. I had to flee the map and return with something similar, and the eventual battle for Enbesa was an epic bloodbath.


So anyway I tried supplying a new island last night using only passive buying. On a big island filled only with the bones of Vincente's citizens, the test began.

Salient points:

- OW map and I've only trade rights with Anne Harlow and the 3 neutral traders,
- Harbor very close on map to Kahina and Archie, and I do think this matters because they were both banging the poo poo of my harbor pretty quickly,
- I can build industries but only with the materials that I get from the traders,
- no docklands allowed,
- 500 tons of storage, all empty at the start of the test.

Cranked up all tier 1 goods to max buy and to keep filled. I received ALL goods, to max level, within about 20 minutes! Interesting. So, I put down 400 farmers, zero industry not even a fishing pier. 4 hours later they were doing fine. The stocks had been cut about in half though, but were being replenished quickly enough that none ever seemed to drop below around 175 tons. I tried to check in every 30 minutes. But I take it that I could reliably supply ~600 farmers without building anything at all, given similar conditions. I could easily triple that number by building some fisheries & turning the potatoes and wool into product, but I decided to power through to workers for now. Quite a decent number when added to the +200 free pop. More than enough anyway to set up a very healthy vineyard, hops or red pepper island. Turning Vincente's home island into a massive vineyard has a strange appeal. You can almost taste the death in this vintage, what what.

Then I cranked up the all Tier 2 goods buying. I got everything on the list except for pigs and grain. Plenty of flour, no grain. Plenty of sausages, no pigs. Steel beams, but no iron or charcoal. So I put up a couple breweries and bakeries (I was receiving bread and beer already but wanted to be safe). I'm converting the houses to workers now, and I opened the Tier 3 goods buying already and I see rum and fur coats showing up. I have a feeling I'm going to be able to get this up to engineer level without any island input other than passive harbor buying.

I've already gathered up some spare "harbor activity" items for the next island I try this on, the long ignored modifier might be useful for something other than getting free guns.

physeter
Jan 24, 2006

high five, more dead than alive
Yes, you can grow a colony doing passive buys at the base game harbor, but you have to focus on critical missing goods like hops/red peppers/etc. and not clog up the works with miscellaneous poo poo like clay and logs. You have to finagle a bit because sometimes you get raw materials and sometimes you get finished product, meaning production buildings may sit empty for a long time. There are shortages, but as long as those are happiness items like beer you can muddle through and still upgrade. I think if all 3 non-neutral NPCs were alive on map and trading with me, I might just be able to swing a modest investor colony on passive buys, but I'll need a new game for that.

Other random things:

The Inuit trader doesn't deliver anything in the arctic, you have to go to him.

My Enbesan test island was successfully buying spectacles and clay, which was nice.

Old Nate on the Cape will deliver things definitely not in his normal sale inventory.


My conclusion is that once you're in the post-investor economy, it's a good idea to pick 2-3 commodities that tend to run short on your big islands, and set them for max buy. At worst, nothing happens. At best, you'll be getting occasional bumps in supply that will help minimize shortfalls and smooth out an island's supply, influence free.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Throwing this out to the wolves: Test post for a planned Anno 2070 LP. I'm intending to do this LP for absolute beginners, given how dense and opaque Anno games are, so I'm trying to be both completely informative and also a bit narrative.

I'll be doing future posts to explain mechanics in more detail, but for serious Anno vets, is there anything else I should maybe include from the start?

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.



Looking good. Intro seems a bit lacking, but I'm assuming you have a separate introduction post. For the most part anything I could add would likely come up in other posts explaining more advanced mechanics. Perhaps a line or two about the techs/S.A.A.T. being the "secondary" faction you trade with/develop. Every modern Anno is about trade has at least one secondary faction you need to develop. In 1404 it's the "Orient" (Turkish nomads), in 2070 it's the Techs, in 2205 its the Arctic and Lunar settlements (the former for materials, the latter for power and high-tech gizmos). In 1800 it's the new world for various exotic materials.

Everything else I could think of likely comes down to stuff you're gonna talk about later.

SubNat
Nov 27, 2008

I'm vaguely curious as to why you're making an LP of the sandbox mode, as opposed to something like the campaign, though?
It naturally goes through and explains most of the concepts of the game in a pretty linear fashion, and from what I remember it's not all too long either.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

SubNat posted:

I'm vaguely curious as to why you're making an LP of the sandbox mode, as opposed to something like the campaign, though?
It naturally goes through and explains most of the concepts of the game in a pretty linear fashion, and from what I remember it's not all too long either.

Because I hate combat, time limits, and generally pressure. I want to do a chill, relaxing guide through a peaceful sandbox mode.

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.



SubNat posted:

I'm vaguely curious as to why you're making an LP of the sandbox mode, as opposed to something like the campaign, though?
It naturally goes through and explains most of the concepts of the game in a pretty linear fashion, and from what I remember it's not all too long either.

Someone else has done an LP of the campaigns. Also, one can create your own narrative in the sandbox. And not every LP has to be about "This is a max difficulty run where I show off my mastery of the game" and some can be "Hey I'm playing a game, feel free to follow along as I show it off."

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Alkydere posted:

Someone else has done an LP of the campaigns. Also, one can create your own narrative in the sandbox. And not every LP has to be about "This is a max difficulty run where I show off my mastery of the game" and some can be "Hey I'm playing a game, feel free to follow along as I show it off."

This and my intent is that Anno is infamously dense and opaque, and I'd like to show it off for absolute beginners.

I plan to show off Anno 2205 later, since that's a game I feel is very underappreciated, but I felt that Anno 2070 was a better starting point to introduce people to the series and how it works.

SubNat
Nov 27, 2008

Yeah, I wasn't aware there was one done with the campaign already.
It just came to mind since Cynthereal was laying out how the game functions, and how to play, etc.

I never implied that it had to be a max difficulty / mastery run thing, it's just that most LPs I've read (outside of grand strategy etc games, and other titles where the primary 'campaign' is a sandbox.) have been story based, at least at the start.

Best of luck, and I hope you have fun with it.

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.



Cythereal posted:

This and my intent is that Anno is infamously dense and opaque, and I'd like to show it off for absolute beginners.

I plan to show off Anno 2205 later, since that's a game I feel is very underappreciated, but I felt that Anno 2070 was a better starting point to introduce people to the series and how it works.

I would suggest maybe do some lighter challenges (something like all trade MUST be done by submarines! BECAUSE SUBMARINES!) just to show off stuff. Just some sillier stuff to make your run a bit more complex and not completely bog standard is all.

I also do suggest trying out 1404 and 1800 eventually Cythereal, but for now 2070 and 2205 are definitely a solid chunk of content.

victrix
Oct 30, 2007


How's the coop in 2205 and 1800?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
2205 has no co-op whatsoever.


Alkydere posted:

I also do suggest trying out 1404 and 1800 eventually Cythereal, but for now 2070 and 2205 are definitely a solid chunk of content.

I do not own 1404 or 1800 and have no desire to buy them, so they're off the table. Sorry.

victrix
Oct 30, 2007


Cythereal posted:

2205 has no co-op whatsoever.

welp

2070 with a good friend was a grand time, that's a big bummer

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Thread up if anyone wants to follow along or yell at me for doing things inefficiently.

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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.



So this Island:



I had this thing used up to the brim. There were less than 100 unused tiles, mostly the ones in the awkward corner behind the cotton mills or on the beach. The railway went in a squiggly zig-zag to get back to the oil harbor while making sure all of the cotton fields had full tiles.

Then I brought in farm automation, slapped down tractors. 4 rubber plantations became 2, 8 cotton farms became 4 while 4 mills became 8. And I still have room for another rubber plantation and another big chunk of empty land.

Tractors are absolutely crazy and I love them.

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