What I failed to talk about re: fertilizer works is how we THINK it should work... basically it feels like it should be producing at 1 min instead of 5 min. This would allow 1 fertilizer works to supply 5 silos baseline before modifiers. This keeps it in line with grain/corn silos for animal farms and how they work.
Hi, wouldn't you just need to build more fertilizer works to meet the supply? Perhaps I'm missing something though... I'm assuming you can build more than one fertilizer works within the radius of the dung producing farms.
I have to admit, I was kinda confused as to why housing was part of the modules, especially with the additional needs they have... but seeing this made me consider that generally in the New World, the islands tend to be relatively small (or feel like it), it does make it possible to have a large-ish workforce in a small space that can be moved around with airships. Personally, so far however I have only been using these to supply the larger islands, like Menola, with beer.
Fertilizer production has been updated. As of the day I posted this comment, one fertilizer is produced every 30 seconds, while farm consumption of fertilizer is one unit per 5 minutes in a 1:6 ratio.
Lewis Brindley would do wonders on an Hacienda schnapps brewery... 100% production boost, bringing it to 1:1 supply ratio, and extra rum every third cycle is too good to ignore.
@@mobert8266 it takes 30 seconds for an hacienda potato farm to grow, while an hacienda schnapps brewery takes a minute, meaning you need 2 for breweries for 1 farm. Therefore Lewis Brindley would double the brewer's production rate to one farm per brewery, 1:1 ratio. BUT, I just played it and it seems that Brindley wasn't retrofitted for Seeds of Change, meaning my New World Brindley efficiency strat is scrapped, unless yhe 14.1 patch adds him in...
Thank you, a very informative video. I don't think I'll be producing Schnapps in the New World though. They're my main source of Rum and Ethanol in the Old World, so I overproduce them by A LOT. :) I'm a bit uncertain about the new houses though. They're almost twice as large (16 tiles instead of 9), can house only twice the population, BUT require new goods. We'll see how it works out.
The new goods take up very little room and can supply a decent amount of population... don't forget you can increase the productivity quite a bit for these chains as well!
@@TakaUA-cam I'll be trying it all out. At least for its entertainment value and to satiate my own curiosity. 🙂 Plus larger residences will benefit more from Town Hall specialists.
For the farms - can you get away with having just the main building for the farm in range of the hacienda and the production modules outside the radius and still have the farm work?
Please help... its really bothering me... I have all DLCS... And a few mods for current game. My issue is... I have placed down my first Hacienda and it had a busstop icon above it... I can't find the busstops . Nor can I find any information regarding this... the wiki says busstops are OW only I have also noticed Obreros boxing arena is the same the maintenance cost is $ and a bus stop!!?? Please advise... thanks
I am really unsure about the use of the hacienda. at least it is very cheap to build and maintain. the on island storage is nice, that i can build sugar for rum now on every island also helps with keeping people happy. maybe the influence bonus on obrero houses will work out for me. but it is very beautiful designed and creates really nice centers of island. and it blends in very nice with the additional ornaments
@@TakaUA-cam jeah you said in the video, that you can use fertilizer everywhere. for example the wine as well. do you have heard about the reasons, why you cant build banana and cotton with the hacienda?
Take: There was talk of bigger islands...is that only comping later in Season 4? Just wondering as the Hacienda will be limited by availability of available land.
Yeah, I was confused by this as well. This is part of the New World Rising DLC. It hasn't been released just yet, but It's supposed to add a whole new Civilisation tier past Obreros and new [bigger] Islands. It's been confirmed it will *not* be Crown Falls-ish.
There is a wired bug … when u build it for the first time, u get a large coverage area but when u delete and rebuild it, u get a much lower coverage radius
Im quite torn or even confused about the hacienda living quarters and regular houses. To me it seems that, its much more difficult to keep your citizens happy if they live in hacienda buildings. Too many damn needs to fulfill and they really go through them fast. It was blatantly obvious to me within first hour or so that, building your regular city gives you bigger numbers with less cost much more easily!?
Was just thinking about that. I wanted to delegate a whole island to everything related to haciendas but it doesn't work. Have to build a normal settlement first before I dabble into that.
I can save my game😢 no load gsme in start menu, and if i save, and try again like tomorrow, the slots are blank. Can not figure it out, and ubisoft is not very helpful, i will try mail them again.
Yes, its one per island. Benefits to doing it is farms take much less space (64 farm fields vs 124 for corn). Homes also have more people in them per square.
The DLC is mostly offering alternatives for production and geared towards people who prefer to produce their goods instead of just importing everything through Docklands. If you are someone that only uses docklands for everything then you're not going to get a lot of benefit from this content because you're already using the most efficient method of gaining resources.
The super small farm field would annoy me so much. I'd much rather have three times the field size for three times the productivity. You'll need to fit in more tractor barns and fuel stations. Not to mention that it will be much harder to fit fields into corners. Larger fields look so much better too PS: It would be so much waster potential if they won't do a new world only scenario in the future
You're acting like this is the entire island... it's an 80-tile diameter max (minus room for the hacienda itself) space you can place these in. This will actually make small islands way better bc you can fit so many small, highly efficient farms into the space. Large islands will still have plenty of room for the big fields you like. 😉
Too much everything! It’s become too complicated control all productions, routes, sells, populations, especially with all those continents. Somewhere in the middle I feel like I want to start a new game.
Take it one step at a time, you'll get there. Stabilize one production chain & transport route at a time, plan out building spaces, leave room for expansion, then only expand & progress, repeat
I agree to an extent, I found hat focusing on one region at a time is easier, and not expanding into other regions besides nw until you have a decent docklands going to take care of things if you mess up the trade routes. It becomes fun again once you get to skyscraper level, they really developed the late game very well.
Not preordering this. When new world rising is out, maybe. This dlc looks nice and all, but underwhelming. Not a big fan of airships either & mods take care of island (rivers) & commuter piers. Was kind hoping for maybe a new npc or two & a marauding pirate of sorts for Cape T. And we still can't trade oil. Oh well it is what it is.
Thanks for your overview, but you should really edit your audio when you misspeak. And you are extremely redundant, saying the same thing 3 times in a row, that is both quite off putting and can easily be fixed in the edit to make your videos more on point.
Companies need to punished HARD for bullshit like that. The fix to this bs is a single entry change in the database. It's not a new 3d model, its not a new skin design, not a new gameplay mechanic, the fix is to go to the fucking spreadsheet, and make it process instead of 5 minutes, to 1 minute. That's all. 10 seconds of work. And they say they will fix it in the next update? Damn this infuriates me. I guarantee you they don't bother their lazy asses because they know the modding community will have a fix ready before they even release. The work ethic in some companies is just fucking rubbish.
It is a simple fix... The problem really comes down to how they handle fixing stuff and patches. They already have the release candidate ready to go and they are very hesitant about going in and making any changes to a release candidate that has already been verified and ready for a release. Several of us have talked to them about this kind of thing many times and that's what it comes down to.. hesitancy. They like to release bug fixes in one or two big patches after a DLC and not small hot fixes and definitely not making alterations to a verified release candidate patch.
@@Tjuri10 Yes it is. The fertilizer production building needs to support more silos. Taking as an example, 1 grain farm to 5 Silos, that would translate to 1 fertilizer taking care of 5 silos, meaning that with each silo taking 5 minutes to deplete the fertilizer, the production time for 1 fertilized production should be 1 minute so it can support 5 silos. It really is as simple as that, and the second the DLC launches, i will go in the files and do the fucking thing myself.
I've built a Hacienda but didn't realize that it's influence zone expanded with population, another great reveal!
Love your work. Thanks Taka and thanks for getting it out so soon.
What I failed to talk about re: fertilizer works is how we THINK it should work... basically it feels like it should be producing at 1 min instead of 5 min. This would allow 1 fertilizer works to supply 5 silos baseline before modifiers. This keeps it in line with grain/corn silos for animal farms and how they work.
With the right trade union items you can cut this down to the 2 min mark
Hi, wouldn't you just need to build more fertilizer works to meet the supply? Perhaps I'm missing something though... I'm assuming you can build more than one fertilizer works within the radius of the dung producing farms.
I like how the paved tiles that comes with hacienda look, but you can't build a bridge with it and make a railroad cross it.
I have to admit, I was kinda confused as to why housing was part of the modules, especially with the additional needs they have... but seeing this made me consider that generally in the New World, the islands tend to be relatively small (or feel like it), it does make it possible to have a large-ish workforce in a small space that can be moved around with airships.
Personally, so far however I have only been using these to supply the larger islands, like Menola, with beer.
again a great guide from Takarazuka , we love you
I love the vibes of this dlc, I love South America and tropics.
Fertilizer production has been updated. As of the day I posted this comment, one fertilizer is produced every 30 seconds, while farm consumption of fertilizer is one unit per 5 minutes in a 1:6 ratio.
thank you ❤❤❤
Thats 1:10 ratio not 1:6
@@Shiftry87 Correct
Lewis Brindley would do wonders on an Hacienda schnapps brewery... 100% production boost, bringing it to 1:1 supply ratio, and extra rum every third cycle is too good to ignore.
but if the production is boosted, the consumption is boosted as well i thought? in the old world i then had to build double the potato amount
@@mobert8266 it takes 30 seconds for an hacienda potato farm to grow, while an hacienda schnapps brewery takes a minute, meaning you need 2 for breweries for 1 farm. Therefore Lewis Brindley would double the brewer's production rate to one farm per brewery, 1:1 ratio.
BUT, I just played it and it seems that Brindley wasn't retrofitted for Seeds of Change, meaning my New World Brindley efficiency strat is scrapped, unless yhe 14.1 patch adds him in...
@@archangel9363 ah okay. the potato plant is even faster. i always thought they were the same as the normal farms but just on less field modules.
This is a great, great channel. You produce excellent content, good Sir! Onwards to 100 k subscribers! 👍
Thank you, a very informative video.
I don't think I'll be producing Schnapps in the New World though. They're my main source of Rum and Ethanol in the Old World, so I overproduce them by A LOT. :)
I'm a bit uncertain about the new houses though. They're almost twice as large (16 tiles instead of 9), can house only twice the population, BUT require new goods. We'll see how it works out.
The new goods take up very little room and can supply a decent amount of population... don't forget you can increase the productivity quite a bit for these chains as well!
@@TakaUA-cam I'll be trying it all out. At least for its entertainment value and to satiate my own curiosity. 🙂
Plus larger residences will benefit more from Town Hall specialists.
This game is very great, i have so much fun in it.
that new things keep coming to the game is mindblowing
Wish they allowed slots of town hall items in the HACIENDA. thank you for the review
similar to the main building of docklands is also a harbormaster. i think you are right. that would fit perfeclty. maybe it is too overpowered then
Very helpful video, thanks Taka!
Thanks for the video, Taka! I had a question, but it looks like it was already answered. :D
For the farms - can you get away with having just the main building for the farm in range of the hacienda and the production modules outside the radius and still have the farm work?
Yes, crop modules don't have to be in range... just the building.
Please help... its really bothering me...
I have all DLCS... And a few mods for current game.
My issue is... I have placed down my first Hacienda and it had a busstop icon above it...
I can't find the busstops . Nor can I find any information regarding this... the wiki says busstops are OW only
I have also noticed Obreros boxing arena is the same the maintenance cost is $ and a bus stop!!??
Please advise... thanks
You're using the New World Tourists mod... You need to be more aware of what you're installing and how they work.
great breakdown!
Thx for your work
Well made video thanks
I am really unsure about the use of the hacienda. at least it is very cheap to build and maintain. the on island storage is nice, that i can build sugar for rum now on every island also helps with keeping people happy. maybe the influence bonus on obrero houses will work out for me.
but it is very beautiful designed and creates really nice centers of island. and it blends in very nice with the additional ornaments
Smaller farms that have the same or more efficiency as a larger farm and fertilizer works to increase the efficiency of all of your other farms.
@@TakaUA-cam jeah you said in the video, that you can use fertilizer everywhere. for example the wine as well.
do you have heard about the reasons, why you cant build banana and cotton with the hacienda?
It is a Masterpiece game...............................
I want a quest related and island size of crownfalls in the new world
been watching your for a couple days now and just realized i havent subscribed yet. lemme just go ahead and fix that
Ohai! Thank youu!
Take: There was talk of bigger islands...is that only comping later in Season 4? Just wondering as the Hacienda will be limited by availability of available land.
Yeah, I was confused by this as well. This is part of the New World Rising DLC. It hasn't been released just yet, but It's supposed to add a whole new Civilisation tier past Obreros and new [bigger] Islands. It's been confirmed it will *not* be Crown Falls-ish.
I like it, thanks.
There is a wired bug … when u build it for the first time, u get a large coverage area but when u delete and rebuild it, u get a much lower coverage radius
Im quite torn or even confused about the hacienda living quarters and regular houses. To me it seems that, its much more difficult to keep your citizens happy if they live in hacienda buildings. Too many damn needs to fulfill and they really go through them fast. It was blatantly obvious to me within first hour or so that, building your regular city gives you bigger numbers with less cost much more easily!?
Was just thinking about that. I wanted to delegate a whole island to everything related to haciendas but it doesn't work. Have to build a normal settlement first before I dabble into that.
Question. Is it worth to buy the season? Or just the First and last DLC in S4?
That's entirely up to you and what you think of the content presented so far.
@@TakaUA-cam I think I'll wait for the whole season to release. The air ship one is my least favorite but having commuter ports will be great!
@@Dovakin2597 you have a helicopter picture as avatar. why don't you like airfight in anno? ;)
@@mobert8266 LOL well the air ships in Anno can't fight:) maybe if they add weapons. ;)
Boy do I have a surprise for you called empire of the skies DLC....
I can save my game😢 no load gsme in start menu, and if i save, and try again like tomorrow, the slots are blank. Can not figure it out, and ubisoft is not very helpful, i will try mail them again.
Can you build more than one Hacienda? Like one on multiple islands? If so, is there a reason to do that?
Yes, its one per island.
Benefits to doing it is farms take much less space (64 farm fields vs 124 for corn).
Homes also have more people in them per square.
For your metrics!
hey boys would you say this dlc is a must have for the farm boost or the dockland import/export cant make up for it?
The DLC is mostly offering alternatives for production and geared towards people who prefer to produce their goods instead of just importing everything through Docklands. If you are someone that only uses docklands for everything then you're not going to get a lot of benefit from this content because you're already using the most efficient method of gaining resources.
@@TakaUA-cam understood! couldnt help myself and bought it anyway :) first time playing anno and your guides helped so much thank you
Just wondering is this dlc easily added into a existing late game or is it best to start a new game ?
It works just fine adding it to an existing game.. You just might have to do a little rearranging of your farms
Grazie.
for all your work
9:35 my man just straight up died
The super small farm field would annoy me so much. I'd much rather have three times the field size for three times the productivity. You'll need to fit in more tractor barns and fuel stations. Not to mention that it will be much harder to fit fields into corners. Larger fields look so much better too
PS: It would be so much waster potential if they won't do a new world only scenario in the future
You're acting like this is the entire island... it's an 80-tile diameter max (minus room for the hacienda itself) space you can place these in. This will actually make small islands way better bc you can fit so many small, highly efficient farms into the space. Large islands will still have plenty of room for the big fields you like. 😉
mine doesnt start working. i have alpacha and other animal farms near it and its says missing dung
You have them within the radius of the fertilizer works?
@@TakaUA-cam yes. But what i realised is that fertilizer have to be in raidius of hacienda also. Uh. Makes it extra hard with managing space. 😅🥲
Well I mean yes of course it does.. just like any module for the hacienda. Sorry I thought that was obvious haha
Too much everything! It’s become too complicated control all productions, routes, sells, populations, especially with all those continents. Somewhere in the middle I feel like I want to start a new game.
Take it one step at a time, you'll get there.
Stabilize one production chain & transport route at a time, plan out building spaces, leave room for expansion, then only expand & progress, repeat
Good, some wants a complicated advanced game, others don't. If you want to you can stop at a certain stage and stop worrying about expanding.
I agree to an extent, I found hat focusing on one region at a time is easier, and not expanding into other regions besides nw until you have a decent docklands going to take care of things if you mess up the trade routes. It becomes fun again once you get to skyscraper level, they really developed the late game very well.
I literally started all over again in a sandbox custom because my main game was costing me too much money
This feels a bit redundant somehow. It looks pretty, but thats about it ;)
Please remake with new cycles.
Leggooooooo
Not preordering this. When new world rising is out, maybe. This dlc looks nice and all, but underwhelming. Not a big fan of airships either & mods take care of island (rivers) & commuter piers. Was kind hoping for maybe a new npc or two & a marauding pirate of sorts for Cape T. And we still can't trade oil. Oh well it is what it is.
My reaction to airships was what were they smoking.
Well the dlc pass went on sale & a few beers later...
This is actually an excellent video explaining the hacienda jazz. Cheers.
I will never buy a DLC for any game. Anno 1800 base game is good enough for me, if it gets to boring I can turn up the difficulty in the next game
I hate the re-used Ubisoft music, same soundtracks play in Hitman 3.
“It has an initinial radius” *sighs* americans…
Thanks for your overview, but you should really edit your audio when you misspeak. And you are extremely redundant, saying the same thing 3 times in a row, that is both quite off putting and can easily be fixed in the edit to make your videos more on point.
Companies need to punished HARD for bullshit like that. The fix to this bs is a single entry change in the database. It's not a new 3d model, its not a new skin design, not a new gameplay mechanic, the fix is to go to the fucking spreadsheet, and make it process instead of 5 minutes, to 1 minute. That's all. 10 seconds of work. And they say they will fix it in the next update? Damn this infuriates me. I guarantee you they don't bother their lazy asses because they know the modding community will have a fix ready before they even release. The work ethic in some companies is just fucking rubbish.
They would 100% fix it if it was that simple m8.
It is a simple fix... The problem really comes down to how they handle fixing stuff and patches. They already have the release candidate ready to go and they are very hesitant about going in and making any changes to a release candidate that has already been verified and ready for a release. Several of us have talked to them about this kind of thing many times and that's what it comes down to.. hesitancy. They like to release bug fixes in one or two big patches after a DLC and not small hot fixes and definitely not making alterations to a verified release candidate patch.
@@Tjuri10 Yes it is. The fertilizer production building needs to support more silos. Taking as an example, 1 grain farm to 5 Silos, that would translate to 1 fertilizer taking care of 5 silos, meaning that with each silo taking 5 minutes to deplete the fertilizer, the production time for 1 fertilized production should be 1 minute so it can support 5 silos. It really is as simple as that, and the second the DLC launches, i will go in the files and do the fucking thing myself.
@@TakaUA-cam The only thing a company should be hesitant about is releasing buggy content after they have already been paid.
I never said I agreed with it.. Just stating the facts about why.