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Caconym
Feb 12, 2013

Seems like the new world is the worst for space, but I'm still on the campaign and only 2 islands in the new world have sugar, and I only got one of them (La isla). Have gotten 2 seeds, but still have to optimize heavily to supply both ditchwater and crown falls with rum, cotton and coffee. Just starting cigars now, and then there's chocolate... at least I play on easy, so am friends with everyone and snagged 5 total new world islands. Need some more influence in the bank before I open the arctic to hog the good bits immediately.

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Caconym
Feb 12, 2013

boar guy posted:

im like 200 hours in and i just provided spectacles for the first time. really worried that i'm going to death spiral when i try to advance to investors

Just overproduce slightly and have a lot of storage.
If you have 400 (i usually upgrade my old world main island and crown falls to 500+) tons of storage and it's full of everything then you just need to check statistics occasionally to see if you're still good, and if you tipped over into negative -2 on something or other you have enough surplus in the warehouse to have 200 minutes to fix it.
And remember investors only need engineer and investor stuff, so upgrading engineer residencies to investors will actually improve your supply of artisan goods as the former engineers start drinking champagne instead of rum, and so on.

And of course, when you have investor money and investor influence it gets simpler to scale up production when you can buy items and throw down trade unions willy-nilly to double productivity on your existing infrastructure.

Getting -workforce items for the new world for instance, can be very powerful. I got fully automated 170% productvity coffee roasters (0 workforce required) that also produce bonus chocolate.

Caconym fucked around with this message at 11:56 on Apr 21, 2020

Caconym
Feb 12, 2013

I haven't seen it mentioned here, but another good source of income is fencing gold for the pirates.
If you have a trade agreement with them they'll eventually start selling gold for 2.770. They buffer up to 150, and seem to resupply at 4/min.
Nate will buy gold for 4.432, meaning you make a profit of 2.162 per unit. If you assign a frigate to a trade route between the pirates and Nate it seems to align nicely with the pirates being back at 150 pretty much exactly when the frigate returns.
If you manage to make the round-trip without the pirates maxing their buffer so you get to buy all they can supply that means a profit of $17.096/min for "free", as long as you have a few hundred k for seed capital to buy the first load.

2.162 per unit, times 4 units/min, times 2 pirates - 200 for 2x frigate upkeep.

And then you can assign a Drew Durnill to the frigates for 15% off the gold price on top of that for $19.820/min.

A drop in the bucket when you're swimming in investors, but very nice when expanding.

Caconym
Feb 12, 2013

Koramei posted:

How are you supposed to deal with developing new islands? I figured I would try to specialize most of them, but it seems like transporting goods (via charter shipments) can only deal with an individual good at a time. Am I supposed to have like 30 ships to deal with each of the basic necessities, or should I be trying to have each island be mostly self-sufficient? Or is there another method I'm missing?

Build or buy your own ships to move different products in one ship?
Clippers have 4 holds, cargo ships have 6.

I like "mostly self sufficient", there's no reason to not produce locally what's supported by the local fertilities, unless you're already massively overproducing elsewhere.
Fish for instance, is dirt cheap to produce and should never be shipped imo, unless you're hurting for shore space for other industry.
If you have to expand the population on the main island to produce enough for the new island, then those people could probably just live on the new island without much, if any, additional cost.

Later you get the commuter dock that allow you to separate residential and production islands entirely (people don't have to live on the island they work) for the low low cost of 1000 in maintenance.
That's a huuuge cost when they become available, but trivial later.

E: Unemployed people in anno 1800 are good. They pay their taxes without incurring the maintenance cost of their workplace.

Caconym fucked around with this message at 22:29 on Feb 2, 2021

Caconym
Feb 12, 2013

Does anyone know if docklands export contracts respect the minimum levels set in the warehouse?
If I have a contract to export 250 tons of fish, and have 250 tons in storage, but have set a minimum level of 50 tons in the warehouse, will Tobias only take 200 tons?

Caconym
Feb 12, 2013

I hope some hidden recipies actually influence investor/scholar-goods as well, and not "just" worker/artisan/engineer.
Especially with docklands, getting a 5% reduction in consumption of canned food just won't exite me.
(Like there's not an actor in every town hall anyway).

E: Or is that the different tourist buildings, restaurant for worker/artisan districts, cafes for artisan/enigneer and bars for enigneer/investor?

Caconym fucked around with this message at 22:21 on May 25, 2021

Caconym
Feb 12, 2013

Oxyclean posted:

I wasn't aware there was a "play as the same player" option. You think that'd work better/be more fun then separate players in an alliance?

Immediately running off and starting a second island feels like it could cause money troubles, but yeah, with there being a lot to manage in the late game makes the idea of two people managing a single character a bit more interesting.

As long as both islands don't set up full steel chains they should be profitable on their own at worker level.
I commonly set up a second worker island just supporting itself and shipping surplus to the capital with around 1000 inhabitants just to help the budget early on.
In fact, as I play with no AI competitors this last game I've set up a full 4 islands in the old world with around 1000 people each, for the extra income early on and as export hubs, before I even went to artisans.
Coupled with an actor in a town hall I never went to the new world untill I needed coffee, and even then I didn't really have to, I could have just imported it all instead.

Caconym
Feb 12, 2013

Gadzuko posted:

Hmm, the baby making process is apparently a lot more convoluted than I have been led to believe

Sugar and spice and everything nice.

Caconym
Feb 12, 2013

Do people know Nate will sell special scrap to trade post buy orders in Trelawney? I feel people should know this. Just 1 scrap each trip, but with a lot of trading posts it adds up while you're doing other things.
Now for the godawful arctic scrap...

Caconym
Feb 12, 2013

Kazzah posted:

...turns out I was misreading the effects of tractors; I figured they did the same thing as silos (essentially multiplying output by 2.667) - when in fact they multiply it by 4. I need to turn off a bunch of farms. Any I'm glad I discovered this before doing the big New World centralisation overhaul, that's going to be a lot simpler. And given how good they are, I now think it would be worth shipping oil to Enbesa and getting some tractors going there too.

Absolutely worth it. And fertilizer from seeds of change DLC too. Why yes, I would like a single farm (of the 2 items/minute variety) to produce 14 items/minute without trade union bonuses.
I'm overproducing alpaca wool out the wazoo and dumping it to NPC traders just for the dung.

Caconym
Feb 12, 2013

Eschatos posted:

I always keep two airships idling on the Arctic and periodically send them on straight line trips through the wastes when wind is favorable. Can usually get 10 scrap or so a trip for like a minute of work.

Yeah, and you can see the outline of crates that are on top of ridges by manipulating the camera (go low so the ridges silhouette against the sky), but I want all the best items in all the things. :argh:

Caconym
Feb 12, 2013

I discovered a 'trap' with the bonus production specialists, primarily relevant for the fertiliser and orchard chains.

The chemist that makes fertiliser from Arctic gas works by bonus production of 14 fertiliser per cycle. Sounds great, 15 fertiliser for 1 Arctic gas!
But the 14 bonus units show up in the warehouse, while the 1 ordinary unit show up in the fertiliser works internal buffer...
So when island storage is full, all the bonus production is wasted, and you're suddenly trading 1 Arctic gas for 1 fertiliser until the internal buffer is full at 5 units.

No big deal right? It'll fill up and stop soon enough. But if you're consuming fertiliser on the same island, some silo will request 1 unit from the warehouse, the fertiliser works will dispatch one unit from its buffer to the warehouse, and then work one cycle and waste another 14 units!

And if you're shipping out a lot of small stacks of 50, that takes three cycles to refill (45 from production plus the 5 in the buffer) It'll actually take 8 cycles to refill including the 5 cycles that just go to the internal buffer, wasting 60 units each time!

I suddenly found my Arctic gas supply dwindling fast, but couldn't figure out why until I caught that. So now I make fertiliser on a dedicated islet with no farms, and also make sure to ship out rare full shipments to other islands/maps instead of many small stacks, to make sure the warehouse reaches full as few times as possible.

The same to a lesser extent applies to the orchards if they run on dung, but is less critical there.

Caconym
Feb 12, 2013

Haciendas max out at 1200 population IIRC, so it's pretty easy to just have a small village of journaleros, easily fitting in a single town hall radius, on each island.

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Caconym
Feb 12, 2013

LonsomeSon posted:

Farm trade union plus malt house/brewery trade union (separate them later when you start racking up brewery specialists, the malt houses get only generic productivity and electricity bonuses, nothing fancy for them) for sure. Usually I’ll have my Crown Falls Farmer or Worker town on the same island, and it will be sending beer to New World residential islands.

Since there’s bonus-goods specialists, particularly for Rum, usually trade routes are set up to dump excess beer at a vendor in order to ensure an uninterrupted flow of secondary products, as well.

Been a while since I played, but I think malt houses count as "drink producer" so they benefit from those items (ethanol byproduct!). I tend to make a beer island just for the pirates as well, just to make absolutely sure that relations don't drop over time without me noticing. So I sell them the ordinary surplus _and_ have dedicated production for them.

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