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WhiteHowler
Apr 3, 2001

I'M HUGE!

Internet Explorer posted:

Oh no, I shouldn't have gotten this game. I am going to spend way too much time playing it.

I started playing at 10pm last night, and then suddenly it was 3:30am.

I have a nice little village set up, and just got access to iron. Money is starting to be a problem though. Most of my income is from population, and I'm not making enough surplus of anything in particular to create a lucrative trade route.

I set a a high "sell" threshold on almost everything, and periodically an AI ship will stop by and buy some stuff. I'm not sure if this is the best way to do it.

One thing I'm having trouble with is figuring out ratios for different things in a given supply chain. For example, I don't know how many pig farms I need if I have two soap factories and a sausage factory. I need an infographic or something!

Overall I'm having a blast, and now that I've learned how to fail hard, I'm going to start a new game with my wife today.

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Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

WhiteHowler posted:

I set a a high "sell" threshold on almost everything, and periodically an AI ship will stop by and buy some stuff. I'm not sure if this is the best way to do it.

For early game at least, this mechanic is kind of a holdover from older anno games and not that great at making money? It's better than letting stockpiles max out and sit there, but in 1800 that feature mostly exists to trigger some pretty powerful passive items late game.

WhiteHowler posted:

One thing I'm having trouble with is figuring out ratios for different things in a given supply chain. For example, I don't know how many pig farms I need if I have two soap factories and a sausage factory. I need an infographic or something!

There's two ways you can do this- on each building, there should be some sort of indicator of how long it takes to produce 1 ton of goods, which also always uses up 1 ton of each ingredient. A fully operational lumberjack produced 1 lumber per 15 seconds, and a carpenter makes 1 plank every 15 seconds, so that's 1:1, and I think the soap factory chain has a bunch of 2:1 and 1:2 ratios and sausages are 1:1? (don't have the game installed right now so some names might be a bit off)

The other way is to use the statistics panel, which is also good for learning how much your population needs so you don't overproduce too much. I think every building panel has a button to open the statistics page for their specific inputs and products, but play around in that menu and you should be able to find the answers you need.

IncredibleIgloo
Feb 17, 2011





WhiteHowler posted:

I started playing at 10pm last night, and then suddenly it was 3:30am.

I have a nice little village set up, and just got access to iron. Money is starting to be a problem though. Most of my income is from population, and I'm not making enough surplus of anything in particular to create a lucrative trade route.

I set a a high "sell" threshold on almost everything, and periodically an AI ship will stop by and buy some stuff. I'm not sure if this is the best way to do it.

One thing I'm having trouble with is figuring out ratios for different things in a given supply chain. For example, I don't know how many pig farms I need if I have two soap factories and a sausage factory. I need an infographic or something!

Overall I'm having a blast, and now that I've learned how to fail hard, I'm going to start a new game with my wife today.

There is an Anno Wiki that has a really good production chain infographic along with a lot of other information. I believe there is even an app. As for the money, the trick is to have enough population to use most of the production of factories making their luxury goods and needs. Like you are paying full price for the beer, schnapps, and other factories regardless of how much or little their product is being consumed, so it is a strategy to maximize the use. Liquiring up the people is one of the best ways to make money, and also selling soap to Eli the warden will make a lot of money as well.

WhiteHowler
Apr 3, 2001

I'M HUGE!

IncredibleIgloo posted:

As for the money, the trick is to have enough population to use most of the production of factories making their luxury goods and needs. Like you are paying full price for the beer, schnapps, and other factories regardless of how much or little their product is being consumed, so it is a strategy to maximize the use. Liquiring up the people is one of the best ways to make money, and also selling soap to Eli the warden will make a lot of money as well.

How do luxury goods work when supplying your own population? Will they just automatically go get things from a marketplace/pub? I'm having a hard time understanding how many schnapps I need to supply a given population level, and whether/how much I'm getting paid for it.

On the individual housing screen there are little meters for each good that type of citizen needs -- if those are full, does that mean the citizen is buying each of those and paying me (or paying taxes, or whatever gives me money)?

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

WhiteHowler posted:

How do luxury goods work when supplying your own population? Will they just automatically go get things from a marketplace/pub? I'm having a hard time understanding how many schnapps I need to supply a given population level, and whether/how much I'm getting paid for it.

On the individual housing screen there are little meters for each good that type of citizen needs -- if those are full, does that mean the citizen is buying each of those and paying me (or paying taxes, or whatever gives me money)?

Yup, all good are automatically purchased by citizens so long as they're in storage on the island. The statistics screen is the only real way to know "How many of each good to I need to make per minute to keep everyone happy?"

Citizens pay for all goods you provide them, yeah. I think most if not all goods make more in taxes than it costs to manufacture them, but this is especially true for luxury goods. If the gauges are full and green that means you are either making enough to keep them happy, or you're going through your stockpile as they're consuming more than you make.

IncredibleIgloo
Feb 17, 2011





WhiteHowler posted:

How do luxury goods work when supplying your own population? Will they just automatically go get things from a marketplace/pub? I'm having a hard time understanding how many schnapps I need to supply a given population level, and whether/how much I'm getting paid for it.

On the individual housing screen there are little meters for each good that type of citizen needs -- if those are full, does that mean the citizen is buying each of those and paying me (or paying taxes, or whatever gives me money)?

In regards to the needs/luxury meters; yes, when they are full you will receive the amount of coins indicated when you hover over them. The townspeople will retrieve luxury goods the same as needs, simply be being in proximity to a marketplace. Some buildings themselves satiate a need, such as the pub, and the buildings just simply need to be in the catchment zone for that to work. Brick roads extend the catchment zone of buildings, by the way. I believe CTRL-Q will open up a statistics screen that allows you to see production compared to consumption for your island and how much you need.

As for amount needed to supply population, that varies on the good or luxury. Each good or luxury is used by two tiers of population. The higher tier residence will consume more than the lower tier. For example 1 Schnapps distillery provides enough for 60 farmer residences or 30 worker residences. The wiki has some good information on this as well. https://anno1800.fandom.com/wiki/Beer

IncredibleIgloo
Feb 17, 2011





Here is a page dedicated to profitability : https://anno1800.fandom.com/wiki/Profitability_of_Consumer_Goods

WhiteHowler
Apr 3, 2001

I'M HUGE!

Soap seems by far the most profitable luxury early-game. Is the only downside the pollution that the pig farms make?

IncredibleIgloo
Feb 17, 2011





WhiteHowler posted:

Soap seems by far the most profitable luxury early-game. Is the only downside the pollution that the pig farms make?

Yeah, the pigs will devalue an island. Soap is even more profitable selling to the prison than selling to your people though, so it can be worthwhile to make extra. A common strategy is to have a "hell island" full of slaughtered pigs, foundries, charcoal kilns, etc....

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Ctrl Q doesn't seem to acknowledge the input of goods from Docklands unless I'm missing something somewhere. For example, I'm importing sausage through Docklands, but the statistics screen shows that I'm nowhere near supplying demand. Yet my population shows full satisfaction with sausage supply. Seems that the screen is useless now for figuring out supply and demand.

Kuiperdolin
Sep 5, 2011

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

Ship comes every 20 minutes so multiply the need by 20, add a safety margin and compare to the trade volume.

Mayveena
Dec 27, 2006

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

Kuiperdolin posted:

Ship comes every 20 minutes so multiply the need by 20, add a safety margin and compare to the trade volume.

???? I'm not that smart!!! :( An example would be useful.

Oxyclean
Sep 23, 2007


Mayveena posted:

???? I'm not that smart!!! :( An example would be useful.

I think when you look at your ctrl+q menu, what you are seeing is tons per minute. 2/2 means 2 tons produced and 2 tons consumed per minute, so a docklands order of 200 tons every 20 minutes would be 10 tons a minute.

Tons per minute is also useful to consider when you look at production timers. Something that takes 60 second will produce at 1 ton a minute, 30 seconds is 2 tons a minute. 200% of something producing at 60s means 2 tons per minute.

at least that's how I think it works?

Oxyclean fucked around with this message at 17:13 on Aug 28, 2021

WhiteHowler
Apr 3, 2001

I'M HUGE!
I just settled a second island, and... how does one person manage to keep everything running? I feel like there's always just a little too much to do at any given time. And I'm just barely into the Artisan tier!

The new island doesn't have any infrastructure yet -- should I be manually carting over supplies with my flagship, or should I do a charter?

Mayveena
Dec 27, 2006

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

Oxyclean posted:

I think when you look at your ctrl+q menu, what you are seeing is tons per minute. 2/2 means 2 tons produced and 2 tons consumed per minute, so a docklands order of 200 tons every 20 minutes would be 10 tons a minute.

Tons per minute is also useful to consider when you look at production timers. Something that takes 60 second will produce at 1 ton a minute, 30 seconds is 2 tons a minute. 200% of something producing at 60s means 2 tons per minute.

at least that's how I think it works?

OK that makes sense! I'll work on the math as I'm playing. Too bad the game doesn't do it for you, they should add that.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

WhiteHowler posted:

I just settled a second island, and... how does one person manage to keep everything running? I feel like there's always just a little too much to do at any given time. And I'm just barely into the Artisan tier!

Welcome to Anno, please enjoy your stay.

Oxyclean
Sep 23, 2007


WhiteHowler posted:

I just settled a second island, and... how does one person manage to keep everything running? I feel like there's always just a little too much to do at any given time. And I'm just barely into the Artisan tier!

The new island doesn't have any infrastructure yet -- should I be manually carting over supplies with my flagship, or should I do a charter?

Secondary islands mostly exist to support your main - i'd cart over building supplies, but probably set up the cheap stuff locally. Don't worry about meeting every need on secondary islands if it becomes inconvenient.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

WhiteHowler posted:

I just settled a second island, and... how does one person manage to keep everything running? I feel like there's always just a little too much to do at any given time. And I'm just barely into the Artisan tier!

The new island doesn't have any infrastructure yet -- should I be manually carting over supplies with my flagship, or should I do a charter?

Charters are great for your first expansion island, to get the resources you’re after back to your first island, but you’re aiming to put together a Shipyard and your own Schooners to replace those routes in the medium term.

Also, everything from the post above about not fulfilling expansion island population needs with the extra advice: the only reason you’re settling population on a resource island is so they can provide the labor needed to run that island. Don’t build them up past that level with the main needs, and provide luxury needs only out of stuff you can produce on that island (basically if you’ve got potatoes there you can put down a single distillery to get some extra cash from Schnapps, anything more complicated can wait until you feel confident in addressing it).

More or less, everywhere can source its own work clothes and fish, none of those goods are worth shipping as a result, and I think with just those you get to 7/10 capacity for Farmer houses. 10-20 residences at that level should be more than enough hands to stabilize your Workers and get far enough into Artisans that you need more goods.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Alkydere posted:

I'm gonna sleep on it, had a few friends suggest some edits/trimming (Probably don't need all the world gen setup) and post the thread proper in the morning.

I'm watching some videos of Anno 1800 after this, and the game is pretty per se, but it's so... dull. It's bright green temperate zone stuff, for the most part, edging a bit tropical in the New World.

The Arctic is the only place in 1800 that makes me go "Yes, I want to explore and build there."

Kuiperdolin
Sep 5, 2011

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

I kind of like dull islands, as a blank canvas for my vision... the interesting visuals come from what I build there.

By contrast the Arctic looks uninteresting to me because even at the higher tier all housing is basically just a bunch of shacks, it still looks very much like a temporary camp and not a city.

Different tastes...

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Cythereal posted:

The Arctic is the only place in 1800 that makes me go "Yes, I want to explore and build there."

Yeah, this poo poo right here: 2207’s mystifying but intentionally dead aesthetic really pops against the Arctic and Lunar environments, and the sheer conceptual nerd glee of building supercomputer factories in the Arctic and pitching tents on the Moon kept me coming back for years and years.

1800’s incredibly charming aesthetic just kind of fades into the background in the Old and New Worlds. I love the 1800 Arctic aesthetically because of how small and tightly focused everything is, I think, even while the competing need for everything to be packed together and also have enough free space to operate aggravates me from the gameplay perspective.

It also makes pulling off a decent multi-industry boost setup with a Union building up north feel a lot cooler and more satisfying, even with the ability to print custom specialists, than executing a much better-packed setup back in the Old World. At least for me.

IncredibleIgloo
Feb 17, 2011





WhiteHowler posted:

I just settled a second island, and... how does one person manage to keep everything running? I feel like there's always just a little too much to do at any given time. And I'm just barely into the Artisan tier!

The new island doesn't have any infrastructure yet -- should I be manually carting over supplies with my flagship, or should I do a charter?

It will become a tad bit more difficult when you unlock a new "session", the term the game uses for a whole new map with different characteristics and islands of its own. That is when having a multiplayer coop situation could be very helpful. I find myself, when I play alone, I really want to play alone, so I turn off all the AIs and then I can just spend however long I like on one island/issue at a time.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

LonsomeSon posted:

Yeah, this poo poo right here: 2207’s mystifying but intentionally dead aesthetic really pops against the Arctic and Lunar environments, and the sheer conceptual nerd glee of building supercomputer factories in the Arctic and pitching tents on the Moon kept me coming back for years and years.

1800’s incredibly charming aesthetic just kind of fades into the background in the Old and New Worlds. I love the 1800 Arctic aesthetically because of how small and tightly focused everything is, I think, even while the competing need for everything to be packed together and also have enough free space to operate aggravates me from the gameplay perspective.

It also makes pulling off a decent multi-industry boost setup with a Union building up north feel a lot cooler and more satisfying, even with the ability to print custom specialists, than executing a much better-packed setup back in the Old World. At least for me.

Yeah, I think for me it's also the fact that I can look out my window and see lush green woods and rivers, and the ocean is just an hour's drive away. I like the feeling of games taking me somewhere different, somewhere that doesn't look like a place I can go in a twenty minute walk or five minute car trip.

Don't get me wrong, 1800 is incredibly detailed and well drawn and animated. No shame on the artists at all. But even aside from my distaste for the time period, it simply looks too dull and boring for me to look at.

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.



The 1800 LP has beguns!

Solemn Sloth
Jul 11, 2015

Baby you can shout at me,
But you can't need my eyes.
Really enjoying this as a chill game. Turned off all opponents, left pirates on because it seems like they’ll only really gently caress with you when you choose to go multi-island with trade routes etc?

Starting a second island now to get those sweet canned peppers and getting my head around how best to do that.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Solemn Sloth posted:

Really enjoying this as a chill game. Turned off all opponents, left pirates on because it seems like they’ll only really gently caress with you when you choose to go multi-island with trade routes etc?

Starting a second island now to get those sweet canned peppers and getting my head around how best to do that.

You can pay them off for a ‘ceasefire’ every two hours, which gradually builds standing with Anne until peace and a trade deal become possible. Then she’ll pay hand over fist for alcohol products.

Not-Toussant L’Overture demands escalating bribes to stay out of war, and if you can keep up with them you eventually get enough standing to trade with him as well. If you can’t, then you wind up at war and do the Ceasefire thing above until you can dig your way back out.

Either way you can keep your shipping lanes open, bringing in enough goods to build up your economy that it’s expanding more rapidly than the ceasefire payments do.

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.



Note, when LonsomeSon says Anne (and Jean) "pay hand over fist" for alcohol what they mean is that:
-They accept all booze
-They pay over $1K per unit of beer.

Shivers
Oct 31, 2011
In addition to selling them Beer, you can buy Weapons from both Anne and Jean and then sell them to Isabella for a profit. If you have Trelawney, you can also buy Gold from them and sell it to Nate for a bigger profit.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.


While I still prefer 2205 in a lot of ways, few of the sector projects give me that feeling of completion and accomplishment like a monument in 2070.

WhiteHowler
Apr 3, 2001

I'M HUGE!
My wife and I lost Sunday into the Anno hole.

I started a new co-op game for us, but I apparently didn't add any AI players. I just assumed it would be like Civ, where it would automatically plug some in.

On our map we only got Anne the pirate, and what looks like a merchant/trader person (the one that sells Trade Union items?).

We're still getting used to the game concepts so it's probably just as well that we don't have a bunch of AI players out-expanding us, but the world seems a little empty.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

WhiteHowler posted:

My wife and I lost Sunday into the Anno hole.

I started a new co-op game for us, but I apparently didn't add any AI players. I just assumed it would be like Civ, where it would automatically plug some in.

On our map we only got Anne the pirate, and what looks like a merchant/trader person (the one that sells Trade Union items?).

We're still getting used to the game concepts so it's probably just as well that we don't have a bunch of AI players out-expanding us, but the world seems a little empty.

Anno is absolutely one of those game series where a traditional opponent isn't needed at all, there's enough mechanics and problems to work through without also dealing with time-pressured military challenges, and this has only become more true with 1800.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I like to play with with the 1 star AI's (Bentie, Willie, and Qing) because they will ask permission before they settle a new island and they won't declare war on you unprovoked and you can beat them up take their nice home islands if you want to. They'll also give you quests which help a ton with early game money, and they keep the world from feeling so empty, like you say.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

WhiteHowler posted:

My wife and I lost Sunday into the Anno hole.

I started a new co-op game for us, but I apparently didn't add any AI players. I just assumed it would be like Civ, where it would automatically plug some in.

On our map we only got Anne the pirate, and what looks like a merchant/trader person (the one that sells Trade Union items?).

We're still getting used to the game concepts so it's probably just as well that we don't have a bunch of AI players out-expanding us, but the world seems a little empty.

Deffo try with expanding AIs, but I and a few other regular posters in here really prefer the game without there being another set of distractions on top of all the other plates to spin.

This is especially true once you’ve unlocked more than two sessions, I find that if I want to interact with an AI there’s always a quest for a pirate or trading post talking head, or from my population. But more often than not I could be forcing myself into doing decorative poo poo on an island (I really like the results I just get easily frustrated with the finicky nature of plopping decorative), or building out more residential blocks, or queuing up more hulls to bulk out shipping, or taking aerial photos for random citizens.

Having a partner playing would help but once you’ve got all five sessions opened up it feels like two people would still have more than enough to do.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

LonsomeSon posted:

I and a few other regular posters in here really prefer the game without there being another set of distractions on top of all the other plates to spin.

I haven't played 1800 specifically, but I prefer 2070 this way. The game has quite enough to occupy my attention without worrying about other powers on the map.

Solemn Sloth
Jul 11, 2015

Baby you can shout at me,
But you can't need my eyes.
Just set up in not-Africa and not-Caribbean. Love the change of scenery it gives you ( although sometimes find it hard to keep track of things going wrong in one of the three regions)

WhiteHowler
Apr 3, 2001

I'M HUGE!
Random questions I haven't had much luck Googling:

1. Every building game since the original SimCity had map overlay toggles that would show things like pollution, attractiveness, etc. I don't see these in Anno 1800. Does it matter if my pig farms and steelworks are right next to my residences, or does pollution just affect the entire island, no matter how far away it is?

2. I can't find a way to see how much money my trade routes are making over time. If I'm actively watching a ship or trading post, I can sometimes spot the trade info pop-up, but I haven't found a graph or anything that shows trade income trends.

3. I want to make Rum, but none of the islands on the map have Sugar Cane. Do I need to go on one of those expeditions to open up another map? My co-op partner and I have been avoiding them because we're already overwhelmed just trying to finish the Artisan tier (I handle the home island while she's been handling our shipping and production outposts).

Gadzuko
Feb 14, 2005

WhiteHowler posted:

Random questions I haven't had much luck Googling:

1. Every building game since the original SimCity had map overlay toggles that would show things like pollution, attractiveness, etc. I don't see these in Anno 1800. Does it matter if my pig farms and steelworks are right next to my residences, or does pollution just affect the entire island, no matter how far away it is?

2. I can't find a way to see how much money my trade routes are making over time. If I'm actively watching a ship or trading post, I can sometimes spot the trade info pop-up, but I haven't found a graph or anything that shows trade income trends.

3. I want to make Rum, but none of the islands on the map have Sugar Cane. Do I need to go on one of those expeditions to open up another map? My co-op partner and I have been avoiding them because we're already overwhelmed just trying to finish the Artisan tier (I handle the home island while she's been handling our shipping and production outposts).

1. Pollution/attractiveness is just an island wide effect, yeah. Overlays would be nice, but unfortunately the only way to see service building radius is to select the building itself.

2. No way to see trade income represented as an average number. Trade with third parties isn't really intended as a major source of income, it works for a bit but the vast majority of your income will be from your population.

3. Rum (among other things) requires the new world expedition which unlocks that map for you. There's various ways of getting around this requirement with the right specialists, or late game research, but the new world is the intended next step in your progression at this point. And yes, complexity is about to spike hard. Enjoy!

Buller
Nov 6, 2010

WhiteHowler posted:

Random questions I haven't had much luck Googling:

1. Every building game since the original SimCity had map overlay toggles that would show things like pollution, attractiveness, etc. I don't see these in Anno 1800. Does it matter if my pig farms and steelworks are right next to my residences, or does pollution just affect the entire island, no matter how far away it is?

2. I can't find a way to see how much money my trade routes are making over time. If I'm actively watching a ship or trading post, I can sometimes spot the trade info pop-up, but I haven't found a graph or anything that shows trade income trends.

3. I want to make Rum, but none of the islands on the map have Sugar Cane. Do I need to go on one of those expeditions to open up another map? My co-op partner and I have been avoiding them because we're already overwhelmed just trying to finish the Artisan tier (I handle the home island while she's been handling our shipping and production outposts).

1. pollution is island wide.

2. There is no indicator for this as far as I know.

3. Sugar cane is found in the new world, which you open with the "new world expedition" expedition

WhiteHowler
Apr 3, 2001

I'M HUGE!
Okay, thanks for the answers!

I was having major cash flow issues until I set up a hops outpost and started making beer to sell to my citizens. I went from about -250 cash flow to +1200, and whenever I pull my ship off the hops supply route, my income plummets again.

We truly are a beer-driven economy.

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Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


This is my first game really going crazy with sewing machines. I didn't realize how crazy valuable they are in Docklands, especially for just using iron and logs.

Gadzuko posted:

2. No way to see trade income represented as an average number. Trade with third parties isn't really intended as a major source of income, it works for a bit but the vast majority of your income will be from your population.
Clearly you've never set up an electrified soap factory complex with the item that lets you input logs instead of pigs :colbert: The limiting factor at this point is how fast Eli can unload my ships.

WhiteHowler posted:

Okay, thanks for the answers!

I was having major cash flow issues until I set up a hops outpost and started making beer to sell to my citizens. I went from about -250 cash flow to +1200, and whenever I pull my ship off the hops supply route, my income plummets again.

We truly are a beer-driven economy.
Beer is a HUGE jump in income, and artisans pay you a whole lot more for it than workers do. The citizens int he new world don't pay very well for income, but rum makes a decent profit in the old world. Madame Kahina also sells it in the old world, but I'm not sure if it's economically worth buying.

Go ahead and have a clipper full of wood and steel beams ready to sail to the new world to snap up all the good islands.

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