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LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Mzbundifund posted:

I think the idea is you're paying their fines / bail.

Eli's insatiable lust for soap and his weird-rear end lines he delivers when you sell to him are one of the funnier little character bits.

I mean, consider the time period and the Not-Imperial-Britain nation we are playing as; most folks locked up will be working-class folks whose crime is being part of an alarmingly growing working class, which the not-Victorians are throwing into chains and shipping out to colonies as fast as possible. The most any of those folks are guilty of is stealing food in order to provide for their families, and most have been convicted on obvious bullshit charges (in real history Handkerchief Theft was a favorite for this).

Pay the fines of all you can afford to and ‘free’ them into a life of mindless drudgery working for your West Indies company!

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LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Asciana posted:

2070 is a fantastic game. Especially with the Tech faction and the ability to carry research into new games via the use of the ARK system.

Yeah it can’t be overstated how much the ability to play a fresh start with zero-radius high-yield wind turbines or 225% yield zero-pollution coal plants helped replay value.

Of course, nothing in the game really explains to you the full ramifications of the ARK/Tech system and it might take you 600 hours in-game before you work it out to its full logical conclusion.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Thus far I have been following a rule of thumb I picked up from this thread while downloading the game: 1 small warehouse for every four finished product manufacturers, in dense production areas.

It’s a lot of warehouses and you’re going to run into space situations where you can’t keep up with it and that is perfectly fine, the idea is to try and fail to hit a bar which is purposely slightly higher than it needs to be.

I’m starting to get a feel for the various chains, their production speeds, and which raw/intermediate products build rapidly enough that they need more logistics and which are slow enough that I can pack them in harder. Once you start electrifying industries a lot of that goes out the window, too, in favor of a new balance between faster cycle times and the addition of lorries to horse carts for logistics.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

So, since purchasing the DLC, I have started a fresh Sandbox game and gotten to 948 Artisans without having the Sunken Treasures expedition pop. I was in the middle of the early part of another game when I bought the DLC and didn't receive the option on loading to activate any of the parts; since it was very early I elected just to restart, after checking to see that the option was present on loading in the most mature save file I have, a chaotic mess of improvisation which is my first successful reach for Investors.

I have the option there, but was really hoping never to have to go through it in order to unfuck the various trade routes and manufacturing chains, which were all established without reference to the Statistics page, and also to have some level of challenge or restriction on my growth into the Cape, since despite being a confusing mess that save has a 14k and change income with 3+ million in cash banked.

Googling for the problem reveals that some folks have had this happen, but also that if they've found a solution they never post a followup with it. Anyone familiar off the top of their heads?

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

LonsomeSon posted:

So, since purchasing the DLC, I have started a fresh Sandbox game and gotten to 948 Artisans without having the Sunken Treasures expedition pop. I was in the middle of the early part of another game when I bought the DLC and didn't receive the option on loading to activate any of the parts; since it was very early I elected just to restart, after checking to see that the option was present on loading in the most mature save file I have, a chaotic mess of improvisation which is my first successful reach for Investors.

I have the option there, but was really hoping never to have to go through it in order to unfuck the various trade routes and manufacturing chains, which were all established without reference to the Statistics page, and also to have some level of challenge or restriction on my growth into the Cape, since despite being a confusing mess that save has a 14k and change income with 3+ million in cash banked.

Googling for the problem reveals that some folks have had this happen, but also that if they've found a solution they never post a followup with it. Anyone familiar off the top of their heads?

So it turns out that starting a new game and clicking Confirm on the screen where you set your name and select which DLCs to activate, wasn’t enough to activate them but did stamp the save as having declined DLC such that it wouldn’t ask on load like with the older save. Today, I started a new game and toggled all three DLCs off then on, and the content is present.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Control Volume posted:

Ive sussed out that distance between houses and work areas dont matter, but do production buildings have to pull from discrete warehouses? i.e. if I have a wheat farm and a mill halfway across the island, will the mill still be able to produce? Or do warehouse resources just get stuck into a global pool?

Any resource in inventory can be pulled from any warehouse. It has to be loaded at and moved from that location, to be unloaded at the requesting location, and it is much more time-efficient for the delivery cart from a producer to just go to a consumer and unload. But not vital; just make sure you have enough warehouses around factory groupings to not slow down production with the extra logistics time and you will be good.

It’s a LOT of warehouses. Probably more than you’re thinking when you read that.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Jeremor posted:

I've got a question that has definitely been asked before: How do I play this game without constantly operating at a deficit?

Every time I've played... pretty much any Anno game, I find I'm always losing money and eventually go bankrupt. Am I building stuff too fast or something?

ctrl-q is the default hotkey to bring up an interface which tells you how much of each goods you are producing and consuming per minute. Navigate over to the Consumer Goods tab and ensure that you have just enough production to cover your demand with a very small amount left over. Basic needs add some income and mostly more population to residences, luxury needs provide happiness and most of them provide substantial extra income per house.

Keeping to a small pool of excess workforce until you get to Engineers gives you small operating overhead with maximum proportional income; Engineers start having enough Luxury demands that you can start making real cash off of them.

A trade route in the Old World which sells soap and/or potatoes to the prison will net you a profit on top of ship operating costs and production overhead; soap more of a margin than potatoes but way more labor investment. I haven't done any math with regard to selling ships, but generally in the early game when finances get alarming, in addition to other measures I slam out some schooners with a rally point set to the closest NPC who will buy ships. Just dropping half your excess Timber from your primary island into new schooners every time you migrate sessions to take care of something results in your stores filling up again within a few minutes and 7500-15000 cash worth of product to move when you come back, as long as you can stand the click-wait-click cycle.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Popoto posted:

That's a case where more ships can help regulate the flow, instead of having fewer, larger spikes of goods. I haven't tested though if in anno 1800 they properly space out automatically. I remember in 2070 it was a bit of pain where you had to judge when to add a ship to a route so they don't all bunch up in a line.

We need some way to prevent ships either bunching up and delivering two full shiploads and then a bunch of tiny partial loads right after it, or bunching up on 'wait here until full' commands and splitting the island's production between filling 2-5 ships at the same time, resulting all ships delivering full loads but all at the same time.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Rime posted:

War? Who needs war when buying out an opponents island just wipes it clean and leaves them to implode economically overnight?

Very jarring mechanic, makes zero sense whatsoever.

Every time I’ve done that, it resulted in an immediate war declaration. I figured at 10 influence per share it made more sense to throw it into battlecruisers, do all the expanding at once instead of 50 minutes worth of cooldown time per island, and then consider downsizing the fleet after if appropriate.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

It would be Extremely Dank to open up a new session in a couple of weeks, this gives me a reason other than optimizing logistics to the Cape in order to break 8k Investors to play before then; my Arctic setup is trash and I just took a bunch more territory up there last time I loaded up the save but haven’t built up the support to start shipping gas out of a second glacier.

Also seems like a good time to set up some more oil works and put a couple more oil tankers into circulation. So far I’m just using the Cape wells and a straightforward supply route from wells on my industrial hell/worker residence island, but again just acquired and never touched some very nice real estate.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Alkydere posted:

Also glad they worked in more uses for the trains at last. I imagine my New World plantations will soon become gently caress HUGE since the oil is right there.

Yeah I am not using any oil at all from the New World, and that’s probably where I would drop Tractors. With their Steam Engines cost they’re not going to be the thing that you slap down everywhere immediately.

Train logic is for sure going to be a factor in all this; setting up trade union and tractor boosted farm clusters on a dedicated turbofarm island, possibly making use of fertility items, sounds like it will be my initial approach. So a lot more like exploiting a lot more on-site oil and shifting around agricultural production with more trade routes.

As for the cost of burning oil to save farmer jobs, I respond that the smell in the air is Progress!

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

The big question is whether the Fuel building is going to consume Oil and produce Fuel which goes into the island stores like other goods, or if it's going to provide a service radius where the farms serviced get Tractors, like a power plant.

If it's going to be the latter, huge loving missed opportunity to call it a Supply Boiler and have it put up reskinned versions of electric poles that support steam tubes, or for it to be a Vehicle Depot which costs Steam Engines in addition to other materials to build, and also consumes them slowly (as well as maybe intermediates like Steel and/or Brass at faster rates).

e: ^^^ you're already looking at a rebuild, or at least a reworking, of residential areas once you roll a little ways into Engineers. At the cost of player attention for working out how to stack farms up into Tractor and Trade Union range at the same time, we should be able to produce substantially more agricultural raw materials in the same large amounts of space which we already have to dedicate to them, easing both space pressure and trade loading/unloading requirements on city islands, and eliminating some amount of need for Farmers as a little bonus.

For sure it's not the thing you should probably sink your initial Steam Engine surplus into.

e2: today I learned that shift-clicking upgrade on warehouses does indeed upgrade all warehouses.

LonsomeSon fucked around with this message at 02:25 on May 21, 2020

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Qubee posted:

So factories churn a profit even if the end-goal item isn't consumed by people? Stuff like sailcloth makers, steel bar factories etc?

They continue making items until your island storage is full. There isn’t a happiness or tax income difference between having a consumer good need fully fulfilled and having .5 tons/min excess, or fully fulfilled and 50 tons/min excess, but there is a labor and upkeep cost overhead for all running production.

Profit margins from Farmer and Worker taxes are pretty slim, so it’s best to skate close to underproduction, upgrade your first several Worker dwellings to Artisans and work up bare minimum production for their construction materials and basic goods, then start upgrading as rapidly as you can afford to get some breathing room with the Artisan taxes.

Engineers have a similar and much sharper income spike and once you’re used to it Artisans seem like less of a bump, but they are a big milestone and revenue bump for the beginning of a new game.

e: Potatoes and Soap can both be sold from Old World islands to the prison NPC via automatic trade route for a profit, after upkeep on the farms and a schooner. There are a few other goods which session-specific single-harbor NPCs will similarly pay profitable rates for which I don’t have memorized. You can sell ships at the Not-British ambassador’s place and the exotic goods lady, which isn’t a bad move if your shipyard is idle anyway and you’re close to cap on lumber and sails, before you get serious numbers of Artisans and reliable Beer deliveries.

LonsomeSon fucked around with this message at 20:05 on May 21, 2020

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Jeza posted:

I was like halfway through the campaign but got embroiled in a war with one of the AI who basically colonised half the Old and New World and disrupted a bunch of my key supply chains so I'm not easily able to get the requisite upgrade materials from the Old to New World. So I ended up having to grind them off their islands by beseiging them so my convoys don't get eaten by their superior epoch ships and whatnot.

That was/is kinda irritating, but then after taking over a bunch of islands, I find it crazy overwhelming to manage like 8 different islands. I mean obviously, the AI can do everything in parallel, but is it like...not a good idea to have so many islands? Or just take them over and leave them empty? I just kinda got exhausted trying to micromanage everywhere without a pause and have left the game alone for a while. I'm new to any Anno game, so I don't really know the basic strategy.

Try to keep your large populations on 1-2 islands in the Old World and Cape, yeah, and use Commuter Piers where needed to staff remote Engineer and Artisan factories. If you need a few hundred Farmers on a non-city island early game, set them up with basic goods to make your numbers and then forget about them once the farms are working and trade routes are running.

Basically build nothing that you can’t immediately drop out of detailed recall as soon as you’re done with it, and consider no build finished that you can’t leave for an hour of game time with an expectation of no problems.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Jumping on the no-AI bandwagon! I started such a game last week and it has been so relaxing and enjoyable to not worry about needing to claim territory.

I unlocked the New World and sent the free Clipper to the island I want to settle as my consumer goods commissary for the session, but immediately went off to do other stuff without worry that some digital rear end in a top hat would settle it out from under me.

When it comes time to expand into the Arctic, I can settle as many small Old World islands as I want to keep those remote logistics separate from Trelawney remote logistics. I can also finally take the time to set up visually-appealing villages for any needed labor population, as well as grow into the full Arctic build-out mentioned above, to drag every scrap of exploitable gas out of those glaciers.

I don’t have to slam down minimum-thought bullshit on the Cape, for that matter, and I can even eventually relocate everything but mines, brickworks, and coastal stuff away from it in a quest to cover the maximum possible surface in Artisan and up housing.

Still have the pirates and the not-Haitians as well as the trader-only NPCs, for expanded flavor. As with real-world organized pirate entities, paying them off to build relations is cheaper in the long run than either wiping them out and aggressively policing against a resurgence or constantly running escorts, and turns downright profitable over a long enough time horizon.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Oxyclean posted:

Not sure if this works for cross-region ships.

There was a patch note awhile back that said they added the ability for escort ships to change sessions with their escort targets, but I have never tried it.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Mayveena posted:

How do you build the Seat of Power? I thought I'd bought the S2 pass, but apparently not. I bought it this morning, closed the game and then re-opened it and the Seat of Power is nowhere to be seen. Is it an Investor building? I'm at artisans.

Yeah, the wiki page I found says it unlocks on your first Investor. I added the DLC to a game in progress with Investors in the Cape already, so I had to go look it up.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Mayveena posted:

Alrighty. I set a victory condition of 1 investor and Wibbly beat me :smith: On easy, no pirates even.
I'll see what I can do with the trains but I am not sure of how they really work. More experimentation is necessary, clearly :)

Don’t set victory conditions, they’re either so close you can rush to them without building out much or they’re so far away that you’ll naturally lose interest in a save before you hit them.

Once you have things unlocked and are bulking up your cities for income and such, it really does become much more of a chill factory-and-city-garden builder. It’s why playing with 0 territory-claiming AIs has turned out to be my jam.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I mean, they half the required number of pig farms; awkward when your industrial hell island doesn’t have wheat fertility, but if I’m going to start shipping grain around, that also lets me replace shipping Bread to the same island and just bake it there, not to mention if it’s also the Hops island I can just move all brewing over and replace Hops with Beer ~

Glad I started a pretty fresh zero-opponent run before this, going to really sink my teeth into painstaking optimization of my initial Old World Artisans population and then arrange to ship the surplus of everything to Crown Falls before I do too much work over there. I’m going to shoot for absolute minimum non-residential-or-farm land there, I think, and work out how to actually build services into places.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

mitochondritom posted:

Deep Ocean was so good, making underwater colonies with algae farms and coral mines was the best. I think Anno 2070 is my favourite one.

I think that seeing the divers from working buildings swim around while setting up expanded facilities and listening to the underwater soundtrack was really a higher nerd-glee peak than settling the Moon in 2205.

2070’s placing most combat in aircraft and the existence of cargo subs made dumb hellwars a lot less frustrating, too, and I really liked the persistent ARC mechanic and the research -> modules thing. If I had time for vidyagaems nowadays I’d probably revisit it and see if when last I logged out I had the eco-neutral coal power plant setup slotted in ~

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

A Proper Uppercut posted:

Any tips on life after commuter piers on Anno 1800? I feel like I should totally change my island layouts, but this is the first time I've made it this far, and I'm having trouble wrapping my head around it.

Basically, everywhere you have folk living to provide workforce can stay like it is; commuter piers cost Influence, so you don’t want to just put ‘em everywhere you need a couple more farmers or workers.

I generally use them to theme Crown Falls as an Artisan-and-up preserve, while one of the larger off-islands for that map has both a Farmer-Worker population and also all of the polluting Artisan/Engineer employers which aren’t located on the Cape itself. Once I’m pushing serious numbers of Investors, I will generally open another large off-island for residential purposes; in this fashion I can provide access to the lion’s share of workforce to any of the three places where almost all of my refining, processing, and manufacturing is.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I will absolutely get into a knife fight over this, and not give a poo poo which side I am fighting for.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Oxyclean posted:

Also, I think 2205 and 1800 have created different expectations for road for me?

Some googling told me I don't need everything connected to roads, but: Houses need to be connected to city centers and public buildings, and producers need to be connected to a warehouse. Interconectivity is not needed (eg: no connection back to port.)

Are seaside buildings exempt? Only one fishery is touching a road. Also 2 of my distilleries are not connected to anything, but don't seem to have issues?



Oh god not being able to move stuff hurts.

Yeah, each Depot has one ground vehicle and one air drone which do logistics stuff; fisheries can be built fully off of the coast and serviced entirely by drones as long as you don’t have too many. Upgrading the Warehouse gets you extras of each type I believe, Depots just get more land vehicles.

Also, I played 2070 enough that I built a complete spreadsheet for all of its production chains, with values for productivity. Slam in the number of houses for each type and get whole numbers of required factories for every chain.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!


Look I’m already on the side of the workers in 1800 when they strike and their dope protest theme plays while they’re all streaming out of their homes and workplaces with signs, an Anno game where we build production chains to supply, like, Riot Dads and Pizza Witches with the supplies they need to defeat the cops would consume my entire self

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Teledahn posted:

Is there any penalty to sending your influence into the negative? I'm getting real tired of some AI opponents but lack the influence to buyout their islands.

You can’t spend any influence. It happens most often to me when I drygulch an AI and am carrying a ton of empty islands; the main problem is that if you were floating on propaganda cash you can’t re-up and if you lose ships you can’t replace them.

I’ve never not had an island buyout result in an immediate war declaration, for what that’s worth.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Twlight posted:

speaking of the arctic, is it really worth it to move to airships? I understand that to get natural gas in the arctic I'll need them, but from a practical standpoint it's a fairly large settlement ( 750 technicians ) in order to complete the final phase of construction and I'm not sure if the payoff is worth it.

The level of resource and time investment required to completely replace your entire logistics fleet with airships is loving mind-boggling, so of course the answer is yes, you should do that

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Money, money, happiness. The first two, for money, and the last ‘cuz your pixels need the extra kick in the rear end to compensate for the propaganda malus

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

It seemed like there are at least two stages to the propaganda debuff, as I recall, and it definitely took more than one paper cycle to fully fall off.

The pro strat is just to ignore it; for 25% extra cash-in-hand you can afford to fund a few more police stations and firehouses.

Back when I used to play with expanding NPCs, weaning the company off of propaganda funds was the last thing before a declaration, when the last few ships are fitting out. About to acquire 400 influence worth of territory in order to completely annihilate someone, not going to have the clout for awhile ~

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I can’t recommend highly enough trying 1800 without AI players. It takes every bit of time pressure off of expanding, and there is plenty of poo poo going on without needing to worry about them.

It turns out one of the things which kept me coming back to 2205 was that sense of stability; it doesn’t matter how many tasks I have going on at once as long as I’m not losing access to anything amidst all the spinning

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

boar guy posted:

if i hold off on expanding to the new regions as long as i possibly can does that mean the AI is getting there first and snagging islands? or do they just pop in to existence there when i do?

I can remember Expanding AIs already being in the Arctic by the time I completed the expedition; it was the main reason I tried a no-Expanding restart which I’m still on and have reached Enbesa in.

Basically the point about opportunity costs from the Enbesa expedition decisions maps onto how I feel about the AIs; every island is there for the taking, now, provided I need it. I don’t have to miss out on so much as a single Zinc mine or Clay pit in any session, even though I’m unlikely to play long enough to need every scrap of land claimed.

Also I was anticipating the writing and themes for Enbesa to be cringier than they are; instead of colonizing at the barrel of a gun, an existing empire is inviting us to handle INTERNAL colonization as a contractor. It’s slightly more sophisticated and satisfying than ‘yeah folks who just fought a war of independence against another nation-state welcome the East India Company with open arms as military and industrial overlords,’ while being just as probably-evil ~

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Qubee posted:

So I finally realised Artisans don't need a marketplace, but it seems like a pretty useless feature, seeing as farmers and workers need a marketplace and you can't upgrade them until all their needs are met.

So am I just meant to level up to artisans and then manually move each building to a better location? Is there a way to select a whole bunch of houses and move them all at once? Am I missing something obvious.

You can demolish the old service buildings to leave gaps for new ones; there’s a point at the end of Engineers where you will wind up needing to do a bunch of shuffling and demolition to fit a thing into your city, so I advise tearing them down and not filling in all the gaps immediately

LonsomeSon fucked around with this message at 23:45 on Oct 24, 2020

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Eschatos posted:

I've never seen an NPC settle the arctic before I got most of the way through the quest there.

It happened to me quite some time ago, when I had an office arrangement such that I could do dabs while playing video games, so expeditions would frequently be waiting for unknowable amounts of time before I noticed they needed interaction.

I took that to mean that the AIs have some version of the expedition which they have to go through, even if it’s just a timer before they can send their first ships, and I had just spent hours stoned and laying out Old/New World stuff while my captain needed buttons clicked.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Qubee posted:

Why do people advise against putting unattractive buildings on your main island? With a fully kitted out zoo / museum / whatever, even -100 attractiveness doesn't seem that big a deal. Most buildings take -5 to -10, right? So you could have some high tier ugly buildings and mines, and just do all the easy farmer / worker ugly buildings on different islands. Or does unattractiveness have a compounding effect?

The numbers you need to hit for late-game stuff are pretty drat high; you’re right that it’s not a big deal while you’re building up. It’s just that a lot of us would rather save the rebuilding later and set up the basic trade routes, being on our Nth time through

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Dehumanize yourselves and face to the content.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Oxyclean posted:

How does the existing fertility mechanics work? I've seen fertility items for sale at traders but I've never messed with them. In a similar fashion to how the Research Institute lets you target items you want, I wonder if we could get a dlc that lets you better organize what your islands produce by moving fertilities around? Or something even crazier like adding mine nodes or something? (Sort of like how 2070 had consumables to re-fill limited resources?)

Fertility is per-island, in order to grow something which isn't on the list for that you need one of those items you saw, which allows a farmhouse within the radius of a Trade Union running one to work (the fields can go anywhere as usual). The purple ones have a productivity bonus. (e: just realized you might mean the productivity mechanics for production buildings, in which case the production and consumption rates both increase by the same percentage, and in order to stack this stuff up you need Trade Unions themed around sets of bonuses with factories or farms Tetrised into their influence radius)

The Research Institute already allows you to swap one fertility one one island for any other, as well as to change a mine node to another type both with research projects. Mine locations are generated as part of the island maps, and it seems like they didn't want to give us more than we can already generate. I suppose they could alter map generation to have blank slots for extra mines, but that could for sure turbofuck existing saves which has been a priority to avoid thus far.

I wouldn't mind another session, but it feels a little bad going from an existing post-cash-scarcity corporate state into a new area and just bulldoze directly through its development. (e again: also I wouldn't mind an expansion to the Research Institute, like maybe an Arctic Expeditionary Lab, which extended Scholars into the Arctic in order to do ???? research stuff)

LonsomeSon fucked around with this message at 22:15 on Nov 18, 2020

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

SkySteak posted:

More RAM would help, though as said I do wonder if it being on an SSD would at least mitigate the games tendency to freeze up for so long.

For what it's worth I've got I think 8? gigs of ram, so nothing really special, but running off an SSD I haven't seen anything on the level of what you're describing. I get small stutters autosaving and blipping between sessions lategame but certainly never long enough to take a bite of a sandwich, let alone make one.

dividertabs posted:

I started playing this game a few days ago, and saw earlier today that people were recommending to just play with easy or no computer opponents. Von Malching and Smith both have economies rated at 20 while mine is at 9. Is my current game doomed or can I reasonably hope to catch up later (without playing especially well)?

I recommend no expanding AIs due to that being just another thing you have to keep up with: either managing their opinions or managing their deaths. Anno 1800 has 1,799 better things you could pay attention to!

To answer your actual question: I have zero idea what the relative strength ratings actually mean. I don't think you're remotely screwed just because whatever auto-incomes they get are putting them head and shoulders above your humble, hand-wrought production values which are subject to poo poo like upkeep.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Cythereal posted:

Also, question: I'm looking to keep expanding, but I've hit a roadblock where some of my citizens are sitting at just 1 or 2 % under the need level they need to advance, such as workers with fish and tea. Building more fisheries and tea plantations doesn't seem to have helped, at least not directly.

Anyone more experienced have any ideas?

Production buildings need to have their output hoppers emptied regularly, and depending on the level of the depot serving them it may not have enough gofer carts to keep up with everything around it. Upgrade your depots or just toss another one down in the production areas for the goods which you're underproducing. Also check raw material flows, particularly if you're importing those goods from another island.

You get one cart per level of depot, plus a flying drone at the final upgrade. The island's main Warehouse starts with a flying drone, as do Harbormasters. Fisheries can be built anywhere within their radius, not just on coastal tiles, and one drone can keep up with an average of 3-4 Fisheries built in this fashion.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Alkydere posted:

Did you specifically tell the engineers to not eat burgers on accident?

I forgot if that was a feature in 2070...

yeah it is, same as in 1800 you can cut off all supplies of a particular good only to a particular population class on an island. No Beer for the blocks of Artisan houses you have yet to outsource to a commuter island, when you could be feeding it to Engineers who will pay more and such; really only useful in liminal spaces where production or delivery isn't quite enough to keep up with demand, almost guaranteed to result in some kind of problem later on resulting from setting and forgetting. Or hotkey-clicking the satisfaction bar in a housing info pane, maybe without even realizing that happened, or is a thing which could in any way lead to your spending awhile frustratedly trying to track down the difficulty before going to the internet to look for a solution.

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

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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.

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