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physeter
Jan 24, 2006

high five, more dead than alive
Sheeps.

Sheeps don't really interest me

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physeter
Jan 24, 2006

high five, more dead than alive
Couple days into a town hall focused game and not regretting it. Such a powerful and flexible building when compared to alot of the trade union options, and most especially when you bury a town hall in full nest of houses ringed with service buildings. Commuter piers are a goddamn sucker's bet after the first two that you get influence free.

physeter
Jan 24, 2006

high five, more dead than alive
edit: bad info

physeter fucked around with this message at 15:47 on Dec 11, 2019

physeter
Jan 24, 2006

high five, more dead than alive
Eventually everyone goes to war with everyone as far as I can tell. Easy level NPCs get wiped out by more aggressive ones. Never seen Wibley or Bente survive far into the steam ship era. Beryl, George MY DAD DIED IN A MINE, Von Malching and Gasparov all tend to reach stalemate in my games, fighting occasionally. Haven't played long with the higher tier NPCs but I imagine it's the same deal.

physeter
Jan 24, 2006

high five, more dead than alive
Pirate farming on the other hand can have it's own rewards, such as dropped epic and legendary items that you can't buy. I usually farm the New World pirate rear end in a top hat and make friends with Lady Pirate. I got some specialist this week that swaps carbon filaments for chassis in the steam carriage plant, and shits out free light bulbs on the side. Woof.

Fun fact I've mostly tested: Five minutes, give or take about 20 seconds, is how long it takes for a ship to move between maps. Nothing I've found will change this. I've had a completely laden base clipper beat a purple item-juiced empty steam ship. So when equipping your ships, give speed items to those ships that spend the longest time actually on maps.

Second fun fact: I'm not sure that steam ships suffer from cargo slowdown AT ALL, but I need to retest that.

physeter
Jan 24, 2006

high five, more dead than alive

Mazz posted:

Pirate lady is straight up the best trading partner in the game because not only does she buy booze at great prices, she sells some of the best ship items in the game from her warehouse and she will attack NPCs with her roving death ball of pirate ships and not you. She will actually snowball into having a pretty large navy when you aren’t killing them all periodically.


She also sells the best ships period. All pirate combat models have something like +25% rate of fire. The Extravaganza is a cargo ship with 6 cargo slots and 3 items slots, making it the best expedition ship. Once you're in the steam era and have investors, you can make it spawn by buying up her crap ships and selling them off to Archie until you get what you want.

physeter
Jan 24, 2006

high five, more dead than alive

vandalism posted:

Anyone know if I prolong going on the expedition to Cape trelawney if the whole place will be settled once I get there?
I think same rules apply as the New World which is yes, but the coast itself is off limits to NPCs.

physeter
Jan 24, 2006

high five, more dead than alive
Soap and potatoes to Eli, plantain chips to Isabel, schnapps and beer to pirates. It's not much but it's early game achievable when you need it the most. Everything else is engineer level stuff or a loss. Well except fur coats to Kahina which is net about $100 per ton. You CAN buy/sell to other npcs at excellent margins but their stock/demands cycle so quickly that automating it would kill your influence points.

Do buy: chocolate from Kahina, rubber/steel from Old Nate. Those are little steady drips of product that are maybe worth the 1 influence point for the schooner and the prices are low.

physeter
Jan 24, 2006

high five, more dead than alive

Mzbundifund posted:

I thought someone calculated fur coats to Kahina was a loss due to the expensive interregional logistics required
That was me and I hosed up the math, it's profitable barely. But even at the ~$100/ton profit (maybe $200ish with costume designer) it's still pretty weak. Soap and plantain chips are big margins. You can swarm Isabel with a schooner from every banana growing island just using jornaleros. Plantains give something like 4:1 return.

physeter
Jan 24, 2006

high five, more dead than alive
I went full Gasparov and destroyed my Arctic islands down to the piers this morning after doing the main quest and getting my airships. Some Arctic tips:

1) I'm not sure there's a "good way" to go at this map on an initial rush. The other NPCs will eventually show up and start taking islands including ice flows with gas deposits, though in my game it was very delayed. You kind of have to get there, land grab, build to airship, then land grab again. So you'll want 20-30 free influence for island acquisition.

2) Speaking of influence, I could easily sink 100+ more points into this map because of the items the Inuit sells. You can start purchasing good production boosting items right away, and it was a major cockblock to be sitting on those with no influence or space to deploy them. Ideally I would attack this map from the get go with an additional 100 influence.

3) King Edward island is the obvious first base and can get you to airship, but there's an island to the west with better terrain, wide and open, same resources.

4) You will be importing coal. YOU WILL BE IMPORTING COAL, ALOT OF COAL. I got tired of siphoning coal from my normal supply routes, grabbed an old world island and just buried it in charcoal kilns. That plus buying from the prison...did not actually meet all my coal needs in the Arctic. There's no depots on this map, which means the supply routes need to keep hitting in rapid succession to bring up the coal. So have ships ready. You can (and will) harvest the coal on map but it eats limited space like crazy. You will also need brass, schnapps, coffee, canned food, and steel.

5) There's a special kind of salvage for this map. Get 25 of it (it's rare and I've had no luck pulling any of it from the ocean) and you can make an item at Nate's blimp which converts the heater consumption from coal to regular wood. Obviously way easier to import wood from another map than coal, since this map opens up at the height of your empire's already existing coal consumption. Again, you can harvest the wood in the Arctic but space is at a premium on these islands.

physeter
Jan 24, 2006

high five, more dead than alive
Welp, I've reached 12k investors on Trawleney and I'm at my gold maximum. poo poo. Gasparov has slowly pushed Beryl back so that he controls about 60% of the remaining Old World, half of Cape Trawleney, a couple Arctic islands and about 90% of the New World that I don't already own. My options are limited here, I need his New World holdings for the gold reserves. Even if I build up the Arctic and start mining gold there, it's only a matter of time.

Better to wait until he's at war with Beryl again, and hopefully my pirate bros, and strike.

To do list:
- Build a repair crane in every port, investor money so who cares,
- Relocate my two influence free cannons from an old pirate containment base to provide overlapping coverage on a good angle in the Old World,
- Set waypoints for oil tankers and cargo ships, so that they hug map edges and avoid his islands,
- Delete all the trade unions I can afford to get rid of, and start building more battlecruisers,
- Outfit the Extravaganza cruiser and salvage barge as recovery ships for dropped loot, expeditions are officially canceled,
- Establish a central fleet of at least six battlecruisers to take on his navy, have a backup fleet of monitor class ships to intercept his commerce raiders,
- Have at least one battlecruiser on each map at all times to guard what I can,
- Fill all warships with legendary torpedoes and mortars,
- Max out my reserves of steam engines, tnt and heavy weapons,
- Shut down all non-essential trade routes and sell the ships for influence, the World's Fair will have to do without tortillas for awhile,
- Convert my two Arctic bases to full fuel self-sufficiency,
- Build more police stations because like an idiot I centralized my industries dividing between Old World and Trawleney BEFORE going to war, and the bicycle riots are inevitable.

Come to think of it may be better to decentralize my industries again. Can anyone think of anything else?

physeter
Jan 24, 2006

high five, more dead than alive

SubNat posted:

It's cheap, but you can grab multiple islands before he can mobilize.

Good tips and I am totally ok with cheap. Last time I did this it was against George and my trade fleet was turned into debris in under 5 minutes.

Actually, my Trawleney museum can probably get demolished, that'd be about 80 influence right there. That's my six BCs. Going to try loading up some gunboats with the TNT items as well.

physeter fucked around with this message at 17:33 on Dec 16, 2019

physeter
Jan 24, 2006

high five, more dead than alive
Well, I forgot about the mines I can craft with Old Nate. And I'm a compulsive hoarder of scrap, so I guess I'll stop at 500 mines. Be fun to see how these work and whether the AI will cheat and avoid channels that are mined, or blunder into them. Either way should be a win.

physeter
Jan 24, 2006

high five, more dead than alive

vandalism posted:

I;m thinking about thos production chains
I have twelve coffee roasters roasting at ~175% efficiency and no employees

"You're faster than the old jornalero!"

:psyduck:

physeter
Jan 24, 2006

high five, more dead than alive
Trade unions don't do much for rum anyway. They only employ 30 (?) jornaleros, and there isn't a high end specialist that they can radically change how they work. Best to just not even bother and shove them in wherever they fit. Spend the influence on the town hall and boost the jornalero population sky high.

physeter
Jan 24, 2006

high five, more dead than alive
Because I'm a nerd, here's the breakdown on why you never trade union your rum production:

Let's assume I did a good job. I'm out 20 influence, and now I've got 10 distilleries cranking along under the trade union. I stocked the union with Sommelier Raymond (+40%), a respected oenologist (+20%), and a forklift from Old Nate (+30%). So I've got 10 distilleries cranking along at 190%, which is pretty good. But let's look at the backend: each distillery employs 30 jornaleros. If I DIDN'T build the trade union, that's nine more distilleries I'd have to build to equal the production, right?

9 x 30 = 270...or 270 jornaleros who WOULD have to work at a rum distillery if I DON'T build the trade union. Now that would be a great number if it was obreros. I loving hate obreros, man. I love downgrading their houses, go buy and ship your own sewing machines motherfuckers. It would be an incredible number if it was engineers. But it's fuckin' jornaleros. They don't cost anything. They wear ponchos and eat plantain chips. 270 jornaleros is nothing, that's only 27 jornalero houses. It's like two blocks of housing. And for this I would spend 20 influence (or TEN investor houses worth of influence)? I should be beaten to death by the ickle-bickle barn mice for doing that.

TLDR: 270 unemployed jornaleros isn't worth 20 influence (which can buy you 4 oil tankers, or 2 museum exhibits). I wouldn't trade 20 influence for 500 jornaleros when I can just build more alpaca farms. No trade unions for rum.

physeter fucked around with this message at 20:18 on Dec 19, 2019

physeter
Jan 24, 2006

high five, more dead than alive

TorakFade posted:

Ugh, any tips on expeditions? I finished the campaign and I have a decent assortment of items (+40 diplomacy, +30 faith, +20 crafting etc) but it seems every expedition even if I start as prepared as possible is a coin toss whether you'll lose half your morale in the first random event or two. And I am only doing the easy, 1 skull ones... Is there some kind of trick to preparing better?

To cover the basics, you'll get a list of three attributes (naval power, faith, etc etc) at the top of the expedition screen, as well as rations. You need to equip items and specialists that match those, in the best case scenario doubling or even tripling for the priority ones. You need at least one space for rations, which is a food or drink item, and most food or drink also gives a bonus. You get an additional minor bonus if you are carrying a max load of 50 tons of that ration. You want to get your mission readiness as close as possible to 100% before launching. I wouldn't send a mission at all if the number was lower than 75%.

When you first start doing them, most of your items and specialists are terrible. Don't leave any slot unfilled, even if you are at 100%. The expedition screen is an accurate prediction, but events will trigger than aren't listed. Sometimes, you can't win them even with an Extravaganza steamer packed with legendary crew, you just don't have to combination necessary and have to take the hit. If mission health gets to ~25%, turn back on the event screen. Not worth losing your boat and crew over.

My favorite early expedition crew are the generous innkeeper (force + diplomacy), expert hunter (hunting + force), and Archie's +diplomacy letters. If you manage to get your hands on some champagne early (awarded by some festivals), hoard it for missions. As a ration, it's +20 diplomacy. As a matter of fact, when in doubt, always pack for diplomacy. Stick to clippers and cargo ships, warships don't have enough cargo slots.

physeter
Jan 24, 2006

high five, more dead than alive
I got sick of my bog standard Trawleney, with its centerpiece World's fair, giant tumor of investor residences, and satellite museums. Street are a WIP:



So I made an outside mall, situated between the Botanical Gardens and the visitors' pier. Plan was simple: townhall in the center, surrounded by a shitload of theaters, markets and pubs. NO HOUSES. Then fill the townhall with items that boost the attractiveness of those 3 buildings. I figured I would get a lot of beauty for the influence investment and I was right, my outdoor mall kicks off over +300 attractiveness, which crushes museums and zoos as far as investment goes. Below you can see the Botanical Gardens in the rear.



But I also thought it would be sterile and just sit there. I was totally wrong. I forgot to account for the way pubs and theaters create activity outside their actual plots, spilling over into streets and such. Putting multiples of those buildings creates a huge amount of visual activity, it's basically oompah band ground zero. Leaving open but decorated spaces around the buildings when possible (plaza, benches) seems to encourage more animations.




And it's LOUD. Holy poo poo. Parades trigger at pubs, and I have about 8 pubs there, now it's so freaking loud I can't even enjoy the Botanical Gardens anymore. But it's awesome if you want to inject some life into your city.

Extra content, the Holiday pack, because I had $4:


physeter
Jan 24, 2006

high five, more dead than alive

skeleton warrior posted:

Outstanding! That’s a great idea!

Thanks. I got curious about the mechanics of what was happening with the huge amount of activity and did some testing. All of this was done in a game with a day/night cycle enabled.

Pubs: These buildings are interesting, they are "active". In addition to (I think) managing parades, they are constantly looking for a nearby space that they like, and when they find one, they colonize it with oompah bands at night. It's possible to never see this if you play hardcore Anno and box pubs in on all sides with other buildings and roads. Roads and open unimproved ground do NOT qualify as good space for oompah colonization, in fact the pub will ignore them and even cross them to get to space it likes. The open grass farmer decorative tile, the artisan plain white decorative tile, the World's Fair tile, markets that are closed for the night, and harbor quays are all very attractive to the oompah invasion. I'm sure there are others. How much oompah? I parked one pub directly adjacent to a good bit of unused quay, and an hour later there were TEN oompah bands going nuts on the quay.

Theaters: These don't oompah or anything like it. But at night they will begin generating about ~10 pedestrians in their vicinity, and these pedestrians will then start heading towards the theater. Once there they will hang out or just disappear. The building will just keep doing this all throughout its operational cycle.

Member's Club: Same as theater with a slightly classier clientele.

physeter
Jan 24, 2006

high five, more dead than alive
Other random money tips:

1. A warehouse that's only servicing one or two buildings (like that one you build to just service an out of the way iron mine) is a waste of money. Base your industries around warehouses, not the other way around. Once you get into money you can restructure and centralize, but until then keep costs down by getting the most out of your warehouses.

2. Don't pause buildings, destroy them. Even half maintenance is too much and exceeds the full cost of the building usually in an hour or less. Sailmakers and cannon factories are big offenders on my maps. Just make one, let it run until your warehouses are full then destroy it.

3. Don't overproduce. If the warehouse is full of goods, you are losing 100% of the expenditure.

4. Don't passive sell. This is always a loss for any product that isn't engineer-level (except glass, and the margins are thin on that). Also, don't just dump random product on Kahina, this is also a net loss. It looks like you're making money, but you aren't. I only passive sell if I've got a harbormaster loaded with specialists that net me better trade goods. Someone wants to dump 5t of advanced weapons on me in exchange for logs, I'll take it. I only dump product at a net loss if I see a specialist at the prison that is a must-have (costume designer, draughtswoman).

5. Don't use a clipper for what 2 schooners can do almost as well. Clippers are better in every way except that for what you pay in upkeep on a clipper, you can have ELEVEN schooners. You could build ten freakin schooners and slap them all on the same trade route and you're still saving money over one clipper.

6. Warehouse having problems, so upgrade right? Why not if you've got the bricks. EXCEPT the warehouse upgrade cost you in cash what could have bought FIVE new small warehouses, and the upgraded medium warehouse costs your more than twice in maintenance what the old small one did. And the upgrade was only a 50% upgrade in service. A second small warehouse is the better play. Warehouse upgrades are a trap choice. Build roads with the bricks instead.

physeter
Jan 24, 2006

high five, more dead than alive

vandalism posted:

I'm pretty bad about overproducing. I have tons of poo poo just going hard. Iron bars, girders, bricks, stuff like that. I am at 100k income at this time though a d I'm afraid I'm going to collapse the whole thing and spiral out of control. I'm also producing 53 tons of coffee every minute and I feel like that is a good start, really. Especially since everyone wants so much coffee. I'm trying to equalize some stuff.

I overproduce beer and occasionally take a boatload to Anne Harlowe or Jean La Fortune
I really wanna fix my overproduction and that will be my next goal now that I'm getting a good feel for the stats window. I should still mine every thi g possible, right? Also, I think I want to move my production to a secondary island and then distribute everything there to the rest of my islands.

If you're at 100k income that's per minute, you're well over the threshold where the economic game is over and overproduction is now wasted population. In the New World it's an annoyance, but in Old World cities that means farmers who could have become investors, and thus wasted influence. If you start centralizing industries it can help you to manage better. Me, I hate commuter piers (15 influence gently caress no) but I love having a one giant brewery installation at Trawleney, and a dedicated cargo ship that delivers beer across the maps. When I start getting baller specialists (like the dude I found who just crams whole pigs into canned food, turning goulash into a World's Fair curiosity, eliminating the need for beef throughout the empire, and freeing hundreds of artisans to become engineers) I know it's time to centralize that industry under a trade union somewhere and give it a cargo ship.

One of the things I like about Anno 1800 is the crashing out on one or even two items won't bring everything to a screeching halt. If you don't see it in time, eventually you'll get a news article and you just fix it.

physeter
Jan 24, 2006

high five, more dead than alive
I ideally landgrab as follows:

Old World, grab big secondary island to build up to investor pop, while keeping my starter island as a forge island. Beeline to steel then settle at least one of every other resource. Then I start landgrabbing for resources, not square footage. It's the size of the island, not the resources, which determines the influence cost of settling it. So that little pissant island with 2 iron, 2 coal and a zinc is a better deal than some big honking island with more potatoes and some limestone. But when in doubt, take it. I can recoup influence cost by demolishing the pier and abandoning the island at any time. If I can settle islands in a chain that allows me to send my ships to the other maps without crossing over enemy territory, I'll also consider that a worthwhile investment.

New World, grab all of it. I'll prioritize better islands over worse, but I'll empty Sarmento's free clipper on islands and usually send another boat with more planks and steel to grab some more. New World resources are a bottleneck for late game expansion, and I will go to war over them eventually.

Trawleney, more conservative. Ignore the coast and grab a good-sized forge island which has red peppers, furs, whatever else the Cape is lacking. Then I'll snap up the little islands nearest to the Cape itself so that if war breaks out I can secure the trade lanes in and out of the map. If the AI wants to grab islands way down on the other side of the map, I won't care. As long as I can get a forge island and a clear line of sailing west and south, I let the AI have the rest.

Arctic, grab all of it. The islands are cheap and I'd rather grab them all and abandon later.

Of course, playing with Von Malching makes this diplomatic suicide. And I haven't really tried this sort of territorial aggression with AIs more advanced than Gasparov.

I usually won't settle Cape Falls until after I've grabbed all my land on all the maps. The 100+ influence investment and distraction is just not worth it, since I usually have some intricate plan for the big city.

physeter
Jan 24, 2006

high five, more dead than alive
Town halls are crazy powerful for 20 influence and I try to organize everything around town hall radii. Town hall surrounded by houses, surrounded by services, then link to the next radius. I'd go so far as to say that need satisfaction specialists make late endgame investor cities possible at all, for example there's that pipe-smokin' Mr. Garrick that eliminates gold consumption entirely by fulfilling jewelry and pocket watch needs at once.

physeter
Jan 24, 2006

high five, more dead than alive
Re electricity, remember there are items you can loot or build at Old Nate's, equipped in trade unions/harbormaster offices, which provide electrification. These have the downside of increasing fire risk and causing random explosions. But multiple overlapping firehouses do provide cumulative reduction in that fire chance and explosion risk. Longterm, this is arguably break even or better than the expense of an oil power plant and the continued drain on the oil supply because remember, this is electricity with zero consumption and no train tracks, fewer explosions in old world oil refineries and less influence spent on oil tankers.

You'll still need oil for residential needs, but industrial you can opt out of the oil game if you want.

physeter
Jan 24, 2006

high five, more dead than alive

Control Volume posted:

Well I took out everyone in the old world except gasparov, whose island I'm farming with shares, so I think its time to send an expedition to the new world lmao

You might have company when you get there, the AIs settle the New World

physeter
Jan 24, 2006

high five, more dead than alive
Supposedly the first part of Season Pass 2 is available today, but Uplay won't process my payment AND they nerfed my "create a giant outdoor mall for huge attractiveness boost" thing. Fuckers.

physeter
Jan 24, 2006

high five, more dead than alive
Some general supply chain tips, aside from "overproduce then reduce":

1. More piers. If you've got one pier or even just two piers, the ships can back up very quickly. At first it's not a big deal, but when you think about how many ships might waiting around a given map, and how many minutes over a multi-hour play session that takes up, it is alot. I will usually have at least 3-4 piers for a big production island.

2. You can set a minimum holdback of goods in item storage. More importantly, on the trade route section under each port there are three little buttons. One will make the ship wait at that port until it has filled its order. So if the order is to pick up 30 rum, and there are only 25 in storage, the boat will wait until an additional 5 rum have been made and loaded before leaving. This isn't too useful on same map runs, it is HUGELY useful in cross map runs, where the goods are feast or famine. You don't want that ship coming back to the Old World with a half load of cargo, and then the island back in the New World sitting with full warehouses a couple minutes later because now you're just pissing money away on the supply end. The travel time between maps (where the ship is vanished) is something like 5+ minutes each way. Add in adverse wind and you could be looking at a 20 minute back and forth. Better to just wait and go with a full load.

3. Another one of those buttons can order the ship to wait to unload. So similarly, if the destination port is full, the ship will wait at the pier and trickle the goods into the destination as warehouse space becomes available. Build more piers = ships slow dumping cargo = fewer shortage spikes.

4. Specialists and items equipped in ships can accelerate matters with bonuses to speed, loading time and cargo slowdown.

5. Obreros loving suck. Leaving aside whether the obrero cartoon lady is intended as a caricature of left-wing voters, obreros are huge pain in the rear end and not worth developing beyond your need for their labor. Do all you can to reduce that need, including and especially spending influence and money to use specialists that swap in jornalero labor for obreros. Bring in robots from Trawleney too. Have obreros only on islands that need them, and try not to have so many on one island that they start demanding sewing machines. Seriously, they go through so many it's like these bitches just run down and throw the sewing machines in the loving sea. Beer is tolerable but you can avoid that too if you try.

physeter
Jan 24, 2006

high five, more dead than alive

Alkydere posted:

Also, if they're trying to be "smug leftist" they have a long way to go before the Eco Engineer (tier 2) dude from 2070. Holy poo poo that guy had the most punchable face, voice AND lines. They're basically just excited revolutionaries who are delighted to be getting some sort of official support/recognition.

Eco2 Guy was appalling. But Obrero Girl is like this "revolutionary" demanding consumer goods, condescending to the jornaleros, and assisting me, the capitalist imperialist, in raping her society. I thought that was all an accident until I realized that the optimal solution to the endgame caoutchouc crunch is to make a huge swastika of caoutchouc plantations, with a trade union in the center that has a guy named Hermann working there, and that its job is to spew buckets of white goo all over the world.

Pretty sure Ubisoft is a German company. :psyduck:

physeter
Jan 24, 2006

high five, more dead than alive
Anno 1800: Archie's Aggressive Homoeroticism Was Just the Tip of the Comedy Iceberg

physeter
Jan 24, 2006

high five, more dead than alive
In my last game (before Beryl shanked me) I landgrabbed in the Arctic but did NOT clear the deserted camp of that lady's husband. No one else showed up to take an island, not even much later. So I think that or something after it is the trigger for AI arctic settlement.

physeter
Jan 24, 2006

high five, more dead than alive
we've run out of gubbins

physeter
Jan 24, 2006

high five, more dead than alive
New World and You - A Product of Quarantine

1) When I get there the AI is all over the place!
You're not very likely to have a successful New World rush in your first few games; don't worry about it and play through. A NW rush has to be your focus from the moment the game starts in order to have good results, and you'll need to be good at the mechanics of building and supply to pull it off. As far as I know, the clock for when the AI settles the NW is independent of anything you do or don't do. Only once have I arrived at a pristine NW, and that was several updates ago. Now even with beelining, the other AIs have always established their first island by the time I get there. So there is zero point in delaying getting your first artisan, and every reason for haste. The keys to success here are get your first artisan asap, and have your flagship ready at your main dock to launch the mission immediately. Make paying attention to that mission's updates a priority. While the mission is going on, load a ship with extra wood and steel for a followup.

2) What islands should I grab with Isabel's clipper of free poo poo?
All of them, but here's a breakdown.
Plantains - Not a priority because they are very common. Keep in mind though that plantain chips islands can be quickly turned into cash cows by setting up schooner runs that sell cheap plantain chips to Isabel at an approximate 1:4 margin. Good poo poo my dude.
Corn - The latest update makes corn a little more rare than it used to be, I think. Corn has only one use, which is making burritos. You only need one island with this really. Just make sure you have at least that one.
Sugar cane - Used to make rum, and a vital resource. You WILL need at least one and preferably more sugar cane islands, with priority to islands with wide open, uninterrupted space.
Caoutchouc - AKA rubber. It's the little white bucket resource, and it is critical at later stages of the game. You will eventually ship as much or even more of this than rum if you go for a big investor city. Get multiples of this. Wide open, uninterrupted space preferred.
Cocoa - Get at least two islands with this.
Tobacco - One will probably do you, and you'll probably get more than that.
Oil - A priority, but having only moderate oil reserves isn't a game crippling issue. If you can scoop up about 20 you will probably be okay.
Gold - Priority, but one that can be partially, peacefully circumvented later on if you don't get a lot of it. There's also more of it in the Arctic.
Pearls - Don't matter. By the time you need pearls you'll be more than capable of creating a max level artificial pearl farm using a harbormaster's office.
Coffee - Same as sugar cane and rubber. Get multiples.
Cotton - You really only need one. There is a occasionally-available specialist that can get you out of the NW cotton business eventually.

3) gently caress I didn't get those what now?
This is the beauty of Anno 1800. You can secure additional fertilities through use of items in trade unions and through use of botanical garden sets! Two way to do it. The botanical sets and the fancy expensive seeds actually come with big production bonuses, and so are preferable to the real thing. You can also go to war later on and grab the AI islands for yourself.

4) Can I make a beauty-centered island?
Of course, and with what appears to be some relaxing of the influence points in recent updates, you should. The NW can generate specialists and bring tourism income. Just remember that both fish oil and regular oil industries have negative attractiveness attached to them, so choose your beauty island with care.

5) There are rivers everywhere!
Correct. Unlike the Old World, this is more than an occasional nuisance in the NW. Islands with good open spaces should be more attractive to you than grabbing a 3rd copy of a resource, specifically because in the very late game, you will need the NW to be absolutely vomiting out huge amounts of crops. Specifically sugar cane, coffee and rubber, in that approximate order. By vomiting I mean like that scene in Team America where the puppet is just explosively puking his guts out in the alley. This is where those specialists/items that boost crop growth will come in handy. You need wide open space to make the swasti err PINWHEEL shaped construction of farms that will supply big investor cities. If you can make one of these things, its production is so massive that you will probably be able to delete farms elsewhere.

6) Well at least I can make bricks in the New World.
You can but you probably shouldn't. Brick-making is an Obrero business, and it takes a gazillion of those fucks to watch mud dry out in the sun. Obreros are not your friends, they will suck the life out of the Old World's industry if you let their population on any one island get too high. You are way better off shipping bricks from the OW.

7) What industries can I centralize here?
Most or all of them. I even centralize plantain chips sometimes. Burritos can and should definitely be centralized, because apparently it takes a hundred obreros to run a Taco Bell.

8) Where's the beef?
New World beef produces at twice the speed as Old World beef. But after accounting for shipping costs, the savings aren't all that great. The real benefit here is using jornaleros instead of OW farmers, because an Old World farmer today is tomorrow's investor. If you decide to move beef production to the NW, be smart and use schooners to run it to keep the costs down.

physeter fucked around with this message at 22:17 on Apr 5, 2020

physeter
Jan 24, 2006

high five, more dead than alive

kidkissinger posted:

Help I keep death spiraling my economy!

All good income comes from taxes on your citizens or specific active trades. Don't passive sell at your harbor, that's almost always a net loss over time. Sudden drops in income usually are the result of either (a) running out of a citizen need or want that results in fewer taxes being paid, or (b) the fickleness of tourists at your public pier. Bad news articles or the end of holidays on your islands can also send you into the red. So can placing a building with high unanticipated cost, like a steam engine factory or a heavy weapons plant.

Setting up automatic trade routes that sell soap to Eli at the prison, and plantain chips to Isabel Sarmento, can really help cushion and even overcome the vagaries of your income. I usually spend most of the entire artisan-engineer period with negative income on the screen, but with my reserves holding steady or even growing.

physeter
Jan 24, 2006

high five, more dead than alive
Crown Fallswork in progress, brought to you by Covid.


This time around I decided to park the World's Fair up by the Falls themselves, alongside the new Palace. Here's the view from the center the city, just inside the massive central park area I'm starting to wish I hadn't made.


I've used the museum to showcase the World's Fair, which turned out to be lucky since the Palace is next door and one of the first things the Palace can do is give you bonus prestige for museum exhibits up to a certain point (then you get the rest of them the effectively for free).


My first palace looks like dogshit, but I learned alot. A) build this in street range of museums as above, and (b) don't make it remote, get it right in the middle of things if you can.


I decided to make the Crown Falls coastal islets into an Artisan village, complete with working bakery (since that model always looks like it belongs in town). Artisans only! I'm trying to keep my neighborhoods specialized by type, instead of the investor heap surrounded by ever-decreasing rings of social status.


Keeping with that theme, here's a coastal Worker village clustered around the shipyards.


When it's finished, the zoo will be ridiculous and probably cover a good 8th of the total landmass. This is the East Aquarium: Great Coral Reef and Ocean Predators. Most people are sane and therefore never realize there is a hard limit on the number of certain museum tiles, like pavement. So this had to be built by interlacing museum connecting tiles with standard non-museum tiles. One click in the wrong place and the entire thing will explode.


The West Aquarium: Abyssal and Luminaries.


The Taiga Forest Exhibit, complete with snack bar.


All those angry investors needto send their brats somewhere, so this is a private school up on the mountainside. The city hall in the center is loaded with units that give beauty bonuses to schools, churches and universities. I net slightly more attractiveness from this than I do from two +50 exhibits, so it's a win


and the view is nice

physeter
Jan 24, 2006

high five, more dead than alive
So I tore down my central park and moved the Palace there. The archways that you can select as a palace module will accept museum/zoo/botanical tiles through them, allowing you to set up exhibits inside the actual palace grounds should you choose to have enclosed areas.


physeter
Jan 24, 2006

high five, more dead than alive

Mayveena posted:

How many islands do you folks have by the time you start Artisans? I'm trying to figure out how to go wide instead of tall, since the game punishes you with Royal Taxes otherwise. I'm paying $2,600 in taxes and that's just eating me alive.

Minimum at least one of each fertility, then as much iron/coal/copper/zinc as I can snag. If there's an AI where I get a heavy diplomacy penalty for island settlement (von Malching) I'll ease off a bit just so I can go hogwild in the New World.

physeter
Jan 24, 2006

high five, more dead than alive

Oxyclean posted:

The complete edition is on sale for 80$ Canadian on the Ubi store which is still a lot to shell out, and is basically just chopping off the price of the DLC. (Standard edition not on sale) Is this a worthwhile deal? Is the DLC good?

How casual can this game be played? My least favorite part of Sim City/Skylines was dealing with taxes & how easy it could be to run out of money. I played some 2070 long ago and I remember being able to play that one fairly casually and don't really remember running into money issues? (But it's been some time.)

Anno 1800 money is basically schizo. You'll struggle against it quite a bit until you open the Tier 4 citizenry and then it almost instantly becomes meaningless. By the time you've got a medium T4 city it's almost impossible to spend more than you make in any given minute. This is what ultimately kills every one of my playthroughs before I can realize my grand designs, there's just no challenge left and I lose interest. I'd like it better if investors gave more influence and way less (even maybe zero) money.

physeter
Jan 24, 2006

high five, more dead than alive
The AI definitely cheats in ship spawning, but once you clear a region there's a limit to what will spawn after. Also it plays honest as far as the mines you can build at Old Nate's. I mined the poo poo out of one map and ceasefire took forever because enemy ships just kept exploding long after the actual heavy shooting war was over.

physeter
Jan 24, 2006

high five, more dead than alive

LonsomeSon posted:

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.

Same here, I can be in the high 90s and still always get a war dec. Better to just pre-plan a total war scenario and not stop until they are wiped out or nearly so. I wish there was a mechanic where we could gift captured islands to the less dangerous AIs though.

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physeter
Jan 24, 2006

high five, more dead than alive

Ineptitude posted:

About 2 hours in one of the NPCs started attacking the other ones and now, 6 or so hours in, he has conquered every island except the 4 i have colonized.
Is this normal? Can i expect him to attack me?
Depends on who it is. Some NPCs will never attack you that I know of. Others will attack if they think they can get the jump on you, regardless of your diplomatic standing with them. Beryl is notoriously treasonous in my games. Beryl can have relations in 90s, and if you drop your guard too low she'll go for it.

The best thing you can do is build a few warships and leave them laying around/use them for quests/pick up salvage from the other fighting factions. That seems to be what the AI checks when it decides to attack or not. Maybe it checks turrets too but I hardly ever build those.

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