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The other main thing is to use ctrl Q to make sure you are producing enough. Shortages will cause your people to stop paying taxes, tanking your economy and making everything way worse to fix (ask me how I know....)
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# ? Sep 12, 2022 19:14 |
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# ? Jun 7, 2024 16:42 |
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If you've never noticed that your glut of money disappeared while building something then look back to notice that your trade routes can no longer handle demand on your main island then you haven't played enough anno
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# ? Sep 12, 2022 19:17 |
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Depending on how far into the game you are money can be fairly tight - once you get to engineers and have them well supplied with luxury needs you'll be making a lot more money, but the lower tiers won't give you much more than just breaking even. Also, even if the needs are met, you want to make sure the supply is steady - a common problem is that the numbers will say that you are producing more than you're consuming, but what can happen is that you get a cycle of shipments arriving from the new world, all the needs get filled up and you're making money again, but they consume it all before the next shipment arrives and all of a sudden your income is back in the negative.
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# ? Sep 12, 2022 19:30 |
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Question about trade routes: a fully laden ship is meant to take about 6.5 minutes to travel between sessions. So, 13 minutes to make a round trip, which means that a stack of 50 goods is equivalent to 3.85/min of production. Of course, ships have to travel while in-session, and actually load/unload goods, so we can round down to 3ish. Is this broadly correct, or am I missing something huge?
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# ? Sep 14, 2022 05:04 |
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If you're short on money early on, I would advise taking on every quest opportunity you can, especially those from the three neutral merchants in the old world. That will get you nice cash infusions that can be crucial while money is tight. Aside from that, overproduce soap and sell that to the prison guy, and put your extra sails/wood/guns into frigates and later ships of the line to sell to Archie.
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# ? Sep 14, 2022 05:41 |
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Kazzah posted:Question about trade routes: a fully laden ship is meant to take about 6.5 minutes to travel between sessions. So, 13 minutes to make a round trip, which means that a stack of 50 goods is equivalent to 3.85/min of production. Of course, ships have to travel while in-session, and actually load/unload goods, so we can round down to 3ish. I play pretty reactively when it comes to trade routes. If you have a surplus of rum in the new world and not enough in the old world then add more ships.
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# ? Sep 14, 2022 09:54 |
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Kazzah posted:Question about trade routes: a fully laden ship is meant to take about 6.5 minutes to travel between sessions. So, 13 minutes to make a round trip, which means that a stack of 50 goods is equivalent to 3.85/min of production. Of course, ships have to travel while in-session, and actually load/unload goods, so we can round down to 3ish. It depends on the ships. Clippers take a while, steam cargo ships are faster (and have more cargo space). Schooners are so slow to be laughable. Reefers and airships basically engage a hyperdrive when they leave sessions. Any item or global effect that modifies ship speed also modifies this. Honestly the best answer is make sure your supplying port(s) are producing more than your consuming port(s). Then if you see your destination(s) starting to run dry you know to add more ships. Ctrl+Q is your friend. Anyways, is it the 20th yet?
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# ? Sep 14, 2022 11:23 |
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You can learn a great deal from just watching the port itself. I mean zooming in, watching the port for awhile, clicking on ships to see what they are doing. Ships with an hourglass are waiting for an open dock, and in a congested port that can mean a lot of lost time. You may well have a ship full of coffee right off the coast, and zero coffee in storage, and this can persist for a awhile. The solution there isn't more ships, it's more piers. Another pier is way cheaper than another ship, and it doesn't cost any influence. I am a huge fan of the "wait for goods/wait to unload" commands, others aren't. But for single commodity one-way dump runs, say from New World to Crown Falls, I think it's by far the most efficient way to do it. Chocolate, rubber, coffee and etc. are best if segregated and handled this way imho.
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# ? Sep 14, 2022 16:27 |
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Jack Trades posted:I want to play more Anno 1800 but seriously, why is it so loving unoptimized? I used to have a poo poo ton of performance issue in this game, which was very frustrating. I finally found out what was causing them. One of my RAM sticks was completely hosed apparently and needed to be replaced , and surprisingly it was causing a lot less issues overall than you'd think it would so I haven't caught that for months. I've started a new campaign in archon mode (two players both controlling the same thing) with a friend and it works really well in this kind of game where you have to pay attention to a million things. The only problem I'm having is that quest popups for "press button to complete quest" and such sometimes ONLY show up on my friend's side, and I'm the one that was delegated to doing the quests. It's very annoying. Jack Trades fucked around with this message at 07:59 on Sep 16, 2022 |
# ? Sep 16, 2022 07:55 |
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Anno Release notes for Sept 20quote:Added support for DLC 11 – Empire of the Skies – and the “Clash of Couriers” scenario I'll finally play with NPC's on!
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# ? Sep 17, 2022 18:13 |
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Lots of excellent stuff there. I might actually use torpedoes and such more often if they stun the enemy for whole minute now. As a side note: been playing the Seasons of Silver scenario while waiting for the update (is it the 20th yet? ) and it really feels like a good chunk of success is related to how fast the player can get every clay pit exploited for bricks. Most of the really important buildings require bricks to build and having all 6 clay pits set up makes getting advanced buildings so much easier. Likewise getting a basin up on the island with all the plant fertilities ASAP is important. You desperately need that island's coffee for Obrero population, but you don't need that much, so getting the "Caffeinated" bonus from your Hacienda is actually incredibly powerful (increased coffee consumption for reduction in all other food consumption, oh and +15 happiness). Setting up enough of a cloth production just long enough to get sails to build an extra schooner has done wonders as well.
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# ? Sep 17, 2022 19:16 |
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Watched a streamer play some of the Empire of the Sky stuff the other day and now when I play the game myself I'm intensely upset that I don't have the lifestyle page. I'd love to be able to boost my farmer workforce with some flour or jam. Edit: found a reddit threat with all the lifestyle goods listed out: https://www.reddit.com/r/anno/comments/xduj52/new_lifestyle_goods/ There's still a few missing from the list (typewriters were later added for Obreros) but it's a good idea of who wants what. Alkydere fucked around with this message at 11:12 on Sep 19, 2022 |
# ? Sep 19, 2022 10:37 |
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Update is available
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# ? Sep 20, 2022 15:27 |
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Naturally the islands in the new world that my save uses have no helium
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# ? Sep 20, 2022 16:18 |
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owned this game since day 1 and bought every expansion and cosmetic pack i finally stopped starting over and have 20k pop with no industry in Crown Falls. i look forward to actually playing the game now
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# ? Sep 20, 2022 20:16 |
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Lifestyle needs are absolutely insane. If you have all the DLCs active you can eventually get straight up double population in Farmer and Worker houses without any town hall items. 2.5x population in Jornalero and Obrero houses.
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# ? Sep 20, 2022 20:28 |
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Alkydere posted:Lifestyle needs are absolutely insane. If you have all the DLCs active you can eventually get straight up double population in Farmer and Worker houses without any town hall items. 2.5x population in Jornalero and Obrero houses. I have a feeling you might need those extra jornaleros and obreros when the next (final?) DLC comes.
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# ? Sep 21, 2022 09:25 |
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You know what, I absolutely believe it considering how the monument base to build an airship landing pad requires 550 Jornaleros. Still excited about getting a tier 3 of new world population. As a side note, I love how if you've done the scenarios you can just call in a free actress or two to cut down your rum and canned food consumption. It's desperately needed with workers drinking rum now.
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# ? Sep 21, 2022 12:02 |
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The airships are SO COOL!! Love 'em! E: Just ran into a $1.5M Airship item. I'm noticing they are way better balanced than the original items. Wonder if they'll give all the items a balance pass before the year is out. Mayveena fucked around with this message at 16:12 on Sep 21, 2022 |
# ? Sep 21, 2022 16:01 |
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Playing with no AIs but hard pirates on, been fighting for cash so I'm not always able to pay for a cease fire. Good loving lord: flame turrets do not gently caress around. Every time the cease fires lapse I get immediate notifications about pirate ships that died because they were within range of the flamethrowers.
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# ? Sep 21, 2022 19:46 |
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Welp about to launch an combined air and sea assault on Hugo, I have a feeling this will not go well at all. He heavily mines his harbors so my fleet will have to stand off and use long range cannon fire to take down his flak cannons. After that I guess I'll find out what this $12 million missile does to his harbor....
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# ? Sep 22, 2022 16:34 |
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Okay so sliiiiight issue with the airships: they seem to prefer to use the airfield even when hauling non-postal cargo. Or will gladly use it if its the first thing they come across. Which is a mild issue when you just built a 5-slot cargo sky-barge and told it to load up with goods and now the airmail ship has to wait while you it loads 250 tons at 2 tons/second. I think I'm going to have to organize my islands so my airfields are further inland. Which is a shame after I spent the time making my aeronautical facilities so nice: Also it's silly that the bauxite mines are so common and so comically productive. One mine vomits out enough ore for nine refineries and you often get 2-3 an island. Aluminum is only used for airships and post offices. Edit: KIROV REPORTING What my Engineers see being dropped off every few minutes: https://va.media.tumblr.com/tumblr_rihh3s8Up11s1vn29.mp4 Alkydere fucked around with this message at 03:00 on Sep 26, 2022 |
# ? Sep 25, 2022 08:14 |
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I'm expecting a nerf for the unarmed manticore, which as far as I can tell has the lowest influence cost of any cargo transport in the game. Three slots for 1 influence point (.33), which is even less the standard .5 influence per slot with schooners, clippers and cargo ships.
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# ? Sep 26, 2022 15:17 |
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I added Empire of the Skies into an existing game and while the NPC players immediately sprouted flak gun emplacements, they don't avail themselves of the airships (possibly because I entirely conquered the New World, not sure). Anyway, one thing I noticed was that after I started using a Manticore airship to patrol the Arctic looking for expedition scrap, expedition scrap dried up. Somewhere around then I had sold off my last Boreas airship to Kahina. On the first 2 Manticore trips, I found only a bit of scrap, on 3 subsequent trips I found zero. So I built a new Boreas airship, sent it up there, and scrap was easy to find. I suspect the game only spawns lost expedition scrap when the player has a Boreas airship, whether that's anywhere in the world or anywhere on the Arctic map.
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# ? Oct 3, 2022 14:32 |
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I have not been able to balance my friggin economy since the update. Something is always short. I am sending cargo ships of cotton for example, still run out of furs. I use the statistics screen but it just isn’t enough. I got so frustrated I quit playing, which is unfortunate as I was so looking forward to this game.
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# ? Oct 3, 2022 17:08 |
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I mean, in that case you just need to look at the statistics screen for the place that's producing, and consuming furs. Might be something like you using 10 furs at peak, but only produce 8, so when you finally get enough cotton you'll be running out of furs eventually. I think you should be able to choose multiple islands in the statistics screen, so you'll be able to see the average production vs consumption of furs. 'Something is always short' is probably the most fundamental and consistent part of the game, and you've been able to play it for a couple years so far, so don't get discouraged: you can probably manage a bit more. SubNat fucked around with this message at 17:48 on Oct 3, 2022 |
# ? Oct 3, 2022 17:44 |
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SubNat posted:I mean, in that case you just need to look at the statistics screen for the place that's producing, and consuming furs. You can show multiple islands, use the control key to choose. Still doesn’t help. This the first time I’ve had this issue. I’ve always been able to balance my economy fairly easily.
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# ? Oct 4, 2022 01:18 |
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Mayveena posted:I have not been able to balance my friggin economy since the update. Something is always short. I am sending cargo ships of cotton for example, still run out of furs. I use the statistics screen but it just isn’t enough. I got so frustrated I quit playing, which is unfortunate as I was so looking forward to this game. I've been hearing there's some bugs with certain people's games regarding this, your game might be affected. I've been having a few issues(mostly UI stuff) as well, however it's not as annoying as the issue you seem to be having. Might have to wait for them to patch it.
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# ? Oct 4, 2022 01:55 |
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Yeah the last few DLCs have all had the "OH poo poo NEW CONTENT!" rush run face first into having to wait 2-3 weeks for a post-DLC patch. I feel it's really a side effect of how bloated 1800 is getting and I really hope they're working on the next game. Please be futuristic/sci-fi like 2070 and 2205. Maybe colonizing other planets or even other star systems? Then absolutely follow it up with Anno 9 to do a Roman/Mediterranean Anno) I'm mainly frustrated that some of the lifestyle goods options really need some balancing (yes bear furs and paper make sense for investors and artistans, but those are horribly limited goods). Oh and how the airship landing platform mucks up your cargo routes if you're going heavy airships. Instead of stopping at your harbor with all of the logistics and reasonable cargo handling time your cargo airships will come in and load/unload 400 tons at the airfield at 2 tons/second while your air-mail routes that can only stop at the airfield have to wait, and then you lose the cash/bonus population from your regional and overseas mail. Alkydere fucked around with this message at 09:41 on Oct 4, 2022 |
# ? Oct 4, 2022 09:35 |
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Patch notes are up https://anno-union.com/updates/anno-1800-game-update-15-1/quote:Added the reward billboard from the DLC 11 Community Challenge to the game
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# ? Oct 20, 2022 15:24 |
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As is the patch. One nice thing is that the facility that builds whatever vessels (shipyards and hangars) now give everyone's loading rate and their speed crossing between sessions. It mainly only really matters for the new airships (most everything else is 100%/100%, Reefer's obviously got the double speed). The "rapid" airships (the ones you can arm) have absolutely atrocious loading speed modifiers. Surprisingly both the medium and large cargo airships have a sub-100% loading speed but they more than make up for it with their speed and both getting inter-session boosts. Also while there's no official way to make a cargo ship not get stuck at the 2 tons/second aerodrome, apparently Advanced Piers are good for hoovering them up.
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# ? Oct 21, 2022 21:04 |
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Huh, Anno 1800 is coming to consoles: https://anno-union.com/union-update-old-town-pack-teaser-console-edition-technical-test/ Didn't see that one coming!
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# ? Oct 22, 2022 02:32 |
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I've just confirmed that, with a Docklands, a steam shipyard can be made to construct vessels at no material cost.
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# ? Oct 23, 2022 08:34 |
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Oh yeah, it's one of the many ways the Docklands is absolutely bonkers.
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# ? Oct 23, 2022 10:19 |
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I'm trying to set up fertilizing finally. I have the hacienda, I have the fertilizer plant, and I have some Alpaca wool. But one the wool gets full I get no dung. Suggestions?
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# ? Oct 31, 2022 21:51 |
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Is the animal ranch within range of the fertilizer farm? It has to be in range or it won't produce dung. The moment it's in range it'll start producing dung for fertilzer. Once it's produced the dung operates like any other item. It's just farms need to be within a certain radius of a fertilizer work to realize someone might want to use their animal poop.
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# ? Oct 31, 2022 22:45 |
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Alkydere posted:Is the animal ranch within range of the fertilizer farm? It has to be in range or it won't produce dung. The moment it's in range it'll start producing dung for fertilzer. Yes it finally did, I guess I was impatient 😀
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# ? Oct 31, 2022 23:53 |
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Does anyone know why you keep getting dinged for not having Schnapps in the New World even though you don't have any people in the New World that want Schnapps? I know that if you make Journaleros in the Hacienda area they want Schnapps but I don't have any of those. So maddening!
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# ? Nov 2, 2022 16:30 |
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Mayveena posted:Does anyone know why you keep getting dinged for not having Schnapps in the New World even though you don't have any people in the New World that want Schnapps? I know that if you make Journaleros in the Hacienda area they want Schnapps but I don't have any of those. So maddening! Is this real early in the game? If not, you might have some free journaleros somewhere from influence bonuses.
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# ? Nov 2, 2022 17:48 |
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# ? Jun 7, 2024 16:42 |
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Eschatos posted:Is this real early in the game? If not, you might have some free journaleros somewhere from influence bonuses. This is entering the late game. How could I find them?
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# ? Nov 2, 2022 18:16 |