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5 EXPERT TIPS FOR YOUR TRADE ROUTES!! Anno 1800
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- Опубліковано 18 сер 2024
- Taking a look at some tips on how to manage your trade routes and keep your goods flowing in Anno 1800!
Trade Routes Guide: • Anno 1800 ESSENTIAL TR...
00:00 Intro
00:34 Trade Route Travel Time
04:24 Multiple Island Routes
07:04 Stopping Overflow
10:12 Trade Ship Comparisons
14:35 Charter Routes
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Anno 1800 combines beloved features from 20 years of Anno history. It delivers a rich city-building experience, including a story-based campaign, a highly customizable sandbox mode, and the classic Anno multiplayer experience. Anno 1800 will see the return of beloved features such as individual AI opponents, shippable trade goods, randomly generated maps, multi-session gameplay, items, and more.
8:40 That is absolutly false and with the amount of time u have in this game u should know that. The cargo can not spill over to another cargo slot just becouse 1 slot becomes full. If a slot becomes full the ship will simply not pick up anything untill it can unload from the cargo slots and will just go around the route untill it can be unloaded somewhere. Each cargo slot can only pick up goods if its instructed to do so in the trade route screen and if half the slots are left blank those will never be filled up regardless if the cargo is getting unloaded or not.
I think it does overflow though if you are trying to use the same slot for a different good but the slot in the ship isn't empty yet.
So spillover is a thing but I did describe it incorrectly... been a long day and I don't write scripts so saying something incorrectly can happen even if I know the right mechanic. Spillover occurs when using the same slot for load/unload of different types of goods. To test this to be sure I explained it right, I had fish brought from Island A to B and Beer brought from B to A in the same slot that the fish was in. Without using Discard Cargo or Wait to Unload, the Fish get shifted to the next available cargo slot and Beer goes in the first cargo. As this cycle repeats, the cargo hold fills up and the trade route will break down. Pinning your comment so anyone interested can understand how spillover works and, yes, even I make mistakes sometimes when talking. 😁
@@SirValoso In that situation then yes if the ship cant unload everything it will prevent other goods from getting loaded into that same slot and the route can break down for sure.
@@TakaUA-cam Sorry that comment may have sounded harsher then intended i was more supriced that mistake slipped through the cracks.
@@Shiftry87 You should see how many edits I have to make to take out when I get scatter brained and forget what I am talking about.... LOL
I've played for approaching 300 hours and I'd never considered dropping off and picking up at the same time. I love how I can still learn new stuff.
I think the only solid point about Charter Routes is that you use them during war time so that your cargo ships don't get shot up. They're meant purely as an emergency.
Enemy attacks my Charter Routes though :-(
Whenever I come back after months to this game. I can be assured that taka has just released a video with something I struggle with
Yup I’m in the same boat came back a year later and taka is still here making videos ❤
Man there is so much in this game to keep track of things I still don’t know I’ve learned so much from watching him and my cities keep getting better and better because of it and more important the game becomes more enjoyable
Having recently become very addicted to Anno 1800, I am very grateful for your helpful videos!
Shout out to a few years back when Taka was thinking of giving up this channel as Anno 1800 had ended development. So glad Anno 1800 got a resurgence in players when it went on Steam, you deserve all the love and attention, Taka. Love your videos!
Thanks for the tip to end a trade route at an NPC to sell the excess, I hadn't thought of that!
That trick with the neutral traders to prevent overflow is GENIUS. I've been struggling with this for hours and hours of gameplay, fixing it manuallly. Thanks!
Played the game for a long time and only today from watching your video realised about dumping all cargo onto an island and then using the min stock option to pick up the difference to take to the next island along with selling any excess at the end. This makes it so much easier so don't have to keep adjusting how much you think they will need plus gives a nice cash bonus for selling resources.
This video was for sure helpfull. I always used charter routes for everything and was not even aware of the influence cost. I even used them for trading between regions. I feel so stupid now 😂
Although I have to admit that I don't play this game anymore for a couple of years now because I am waiting for the next version of Anno but I can add some tips to this video although I have to do it from memory. First of all, keep it as simple and organized as possible. In the beginning your are perhaps using different cargo slots for different types of goods. You might use ships that go to different islands, etc. However when you get further into the game and you get hundreds of ships and hundreds of trade routes it gets confusing. So I set a few rules for myself to keep it organized:
1. always transport only one good per ship.
2. come up with a name convention for the ships as wel as the trade routes that include the name of the good that you transport as wel as the islands that it is sailing between.
3. Use groups that are the same as the product groups that you find in your harbor buildings. This way your trade routes can be found very easy.
4. Try to produce one main product per island and name your island after this product. This does not work for beauty building but it is great for efficiency building. So name an island e.g. "grain".
5. In general dump excessive cargo overboard at the destination. The reason is that some items that you can place in trade unions give you extra products. So if the warehouse is completly filled with the main products that you are producing then the production chain will stop, but that also means that the extra product is also no longer being produced. That can mean that you get a shortage of that product while your production capacity should be fine.
6. make one more group and one more trade route for building material and assign enough ships to that trade route. The destinations of that trade route is changed every time you start building on a new island. So once you settle on a new island you send that trade route to that island and that island gets filled with all the building materials like timber, bricks, windows, etc.
i hope their next anno is the medieval era. BUT not something like existing 1404. it needs to be MORE NEUTRAL.
Like in anno 2070 where we the players free to choose the eco or tycoon.
the next anno medieval game need to be like.. free to choose to develop the Christian European civilization one or the Muslim arab civilization one.
like the mix of both 1404 and 2070.
we can have 2 factions under our hand, but more detailed for the Muslim arab ones like in 2070 where we can build both faction to the highest.
Just getting into Anno 1800 because a friend of mine recommended it and I will say I've been watching a bunch of your vids. As a new player this is so super helpful. Thank you for everything
Well was hoping to learn is we can change the path a ship takes to avoid dangerous areas. Thanks for videos!
Thanks for this video. I never thought about selling the surplus at the end of the trade route. You learn something new every day. 😅
Just started playing this game a few days ago. You simplified it so much for me ! ❤
I think one of the most important aspects is to keep your routes simple , even if it is at the cost of being not as effective. Helps when the game gets more complex to keep track of everything, atleast for me 😆
i used only charter routes until now, thanks!
Thank you for sharing these informative videos. I just started playing 1800(vanilla) this month and after over a 1000 hours in 1404 and a combined hour between 2070 and 2205 I really like this game. I form trade rights with both pirates and use a schooner with a trade price reduction item. Buy 1 bay of weapons from Anne, another bay from Jean and then sell both to Isabel. At the point where trade rights with Jean happen money isn't needed but the passive income is nice. With how slow the schooner is and the length of the route, it stays active.
Genius the multiple iland route tactic I never thought that. I used to cargo 1 to iland 1, cargo 2 to iland 2 and forward. Genius
I'd also look at the inter-region speed of ships. There are some ships / airships better for inter-region vs same region. Also you will find with more routes the more harbours you need so stop ships idling while waiting for a free harbour spot to load / unload.
Good guide, Taka. Can you make a comparison between airships and steam ships for late game transportation ?
Also possibly a video on mail routes and best approach how to set them up and what ships to use?
I second this. Setting up mail routes is not obvious, and I'm unsure of the benefit.
There are almost none good items for airships. For super late game what works best for me are Great Easterns with items dunno their name (-100% cargo slowdown, +loading speed, +speed). And in my latest game I switched from mixing different goods on same ship (unless its some specific type of island - like I dont have space for commuter pier so I need 300workers there) to trade routes which are named “fish” then if I have need for fish on new island I just check if production is enough and add new island to its route. Yeah my ships are basicly warehouses on sea going ideally always full without selling items (money is meaningless in late game). And on all islands I want maximum storage capacity :)
I know this isnt realistic strategy like taka showed at 9:40. But it works and late game are chaotic so it makes my life easier :)
Airships I use for my personal one time or temp trade route where I miss like 100steel beams to build something.
I use penny farthings production trick dario, bruno, feras on my scholar islands and docklands to import everything. And with new Fifa world cup feature you arent limited on items nor influence
I am thinking of one good per ship now because hacienda artistas get a bit crazy.
Also i used one new world main hub but now i need multiple hubs to suppport new world, and old world and trelawney. Gets very complicated late game!
It would be super cool if they add a way to see if an island is getting enought supply based on how much the ship transports and the amount of time between each delivery. I know i can do the math pretty easily but it would be more practical to have the information already in the statistics screen.
For minimum stock, you can calculate how much you might need by doing math similar to what you described earlier for transport. See how much the source island needs per minute, see how often the outgoing ships are picking goods up, and multiply to make sure you have enough to cover the time in between pickups. For example, if I need 8 potatoes per minute (PPM) on my source island, and I've got a ship coming every 15 minutes to move it to another island, my minimum stock baseline is 8*15=120. This is especially useful on islands in the middle of a shipping route, like if you have a single line between old & new worlds, and then separate distributor lines moving goods around in each world. You'd use this math on that middle/warehousing island if it needs it. This is also useful if you have a production line that for any reason might have inconsistent output rates, like relying on incoming trade, or if your outgoing ships are extremely frequent.
I'va been playing this game for so long now and my mind is blown. Glad i found your channel
1:50 based on the chart on the right, it looks like the demand for fish is closer to 1.5 tons per minute and the game is rounding it down.
Very well done Taka! Thanks. Even with 4000 hours of game play under my belt, I still learn from your videos! *hugs*
I would like to thank you for the video series you've made, I shall use this new knowledge to crush my friends spirits over the course of a several 5+ hour long anno sessions.
All steam here, got rid of all none steam boats, best dicision ever.
Thanks for the video! Thats some real great tips for taking your routes to the ”next level”.
Been having a ships doing routes back and forth my islands, never thought to add a merchant island at the end.
I play on Xbox, and I use schooner for the vast majority of my trade routes due to cost. They are $15 vs $125 for a clipper. Two equal 100t same as the clipper at a much lower cost of $30. $95 saving. I also keep an eye out for any speed boost item I can install on them. I just keep adding them to the route until I reach my target level. The set up the last stop at a vendor to sell off any extra. And I will make that stop at the one that has it in demand. Like soap at the prison. I also set each route to supply two items not one.
I do have a few clippers I use for bulk transport for starting a new island. I setup a couple of routes directly to that island just for a bit until it is up and running on its own. Then use them for manual trade.
Check the vendors for speed increase items like sails. Get them if you can afford them.
Just start playing Anno 1800 recently and your guides are superb, thank you!
Thanks, Taka! Don’t know what we’d do without you
Love this video! I get to a certain point in game and then stop. I found this very helpful thank you!
Good stuff. Clear presentation. thanks!
just picked up anno, these vids are a huge help
I didn’t know about the timers, thanks Taka!
Than,s for another great video Taka. Also glad you have such a cool discord to help me out
This is very helpful! Thank you!
Damn i need to watch this step by step tutorial to make comfort game experience 😂😂, thank you sir, it is great and clear 👍
Thanks for the vid! So helpful! Do you have a video on production optimization? I’m struggling with that
At about 12:55 yes clippers are awesome in this game. I've found it better & fun to use 2 clippers on the same route vs 1 cargo ship. Yes you can better one over the other with items but until you have coin to burn they're a good ship.
Excellent info/tip on charters. 👍
Taka flexing his ABS. Always Be Selling!
cheers for help.
Crazy how you still deliver great anno content! Keep it up my man
Favorite Anno 1800 channel
Learning this game from your videos ngl, been a huge help.
You helped me out.. I'll do my part
😏👍
Thanks for the tips, this really helped
Thanx for your time
I think you all undervalue the importance of charter routes! During times of war these ships will not be destroyed as they are delivered by a neutral third party... saving plenty of resources lost to building new ships, time to build new ships and money lost if your ships goods were essential to the profitability of one of your citizen classes. This is especisally true when playing expert difficulty and early on in the game before your income grows and you are at war with possibly everyone.
wow amazing tips really
even tohugh i consider myself is a experienced anno 1800 player, those tips are very useful and basic
Clippers are good but only in the same map area. They loose value pretty quick when you need to set up routes between maps.
But what I do I normally make an Import Hub close to the edge of the map towards the new world, artic and embesa. That way whenever ships (usually expensive airships or metal hull ships) enter the region they spend less time in the map and lower the chance of being attacked. Wooden hull ships usually have 70-90% open sea speed. Airships and metal hull ships can have 100% to 180% open sea travel which is so much better especially if you combine them with cargo slowdown items.
A little side note. As much as I like hearing you say that clippers are enough for most routes and that clippers are enough for most routes, you didnt mention that steam ships are unaffected by wind. The big plus in using steam ships is that your turnaround time is exactly the same no matter where the wind comes from. This is not the case for sailing ships and can lead to up to four times turnaround time worst case. Like 5 minutes turnaround time when both directions had tailwind and 20 minutes when both directions had bad luck and headwind.
I really like that city you have in this video, very attractive!
I agree with the fact that you don't need to put a cargo ship on a route between two islands, though there is a huge BUT (no pun intended). The wind. An opposite wind absolutely cripples scooners and clippers meaning the times of goods delivered, as mentioned on the first part of the video, become so variable that it can create very radical fluctuations on your balance, especially early game when money is an issue. Maybe it's my own personal opinion, but the moment I reach engineers, I rush to establish a stable trading route using cargo ships since they don't rely on wind direction. I prefer the -500 to my balance in my mid-to-late game rather than a periodical -2K or more from an unstable and unreliable trade route. Again, my opionion, not necessarily the correct way.
If you use Clippers instead of Cargo ships there are a few things to consider:
- You will have at least 2 to 1 Clipper to Cargo ship ratio. More ships on the trade route means that you will lower the variance from the wind as at least one of the ships will be coming with the goods you need. This ratio can jump to 3 to 1 on bigger routes for a bigger volume of trade.
- As you have more ships on the route, on short to medium trade routes within the same region it might even shorten the time between arrivals at your home port. Just remember to equip a -100% cargo slowdown item on each of the Clippers. :)
- The Clippers have lower total cargo capacity. This means that they will be able to both load and unload faster at piers and be on the move more often compared to Cargo ships. In late game the biggest slowdown factor is the time spent loading/unloading at piers.
- The money you save from maintenance can be invested in additional production chains, docking facilities and what not.
Clippers can still be very beneficial if you employ them within the same region. They give you the flexibility to fine tune your economy and supply chain. :)
Thx! very useful!
Thank you taka!
Nice.
Charter route can be useful when your enemy is controlling the sea route and attacks every your trade ship
i was waiting for your videos
Great vid as usual
One very important mechanic that you forgot to mention when moving from sailing ships to motor ships is that motor ships are more consistent at traveling. Your ships won't rely on wind anymore when it comes to traveling which is why calculating trade routes goods/min can be confusing sometimes and you got to round it up or add a minute or two to your trades when you want to calculate how many goods you ships need to carry to fulfill your needs. And even when it comes to war, imagine having your fleet trying to sail away from a battle where the enemy is using motor ships, and the wind is against you.. Not only their guns will be better but you'll have 0 chance to escape as well.
Yes, they are more consistent, but if you take an average of the time (it's never more than 1-2 minutes at most difference in travel times even for sailing ships) and you are transporting enough to meet/exceed the need then it doesn't really matter. If you're having inconsistencies in the amounts and running out, then that is an indication of further problems that you need to dig down and see what is going on. As far as dealing with being attacked... a smart player has a reasonable fleet patrolling routes and using the Trade Route screen waypoints, which I really should have talked about, to create highways of a sort that your routes are on together and patrol these major lanes.
Nice
Very helpfull 👍🏻
Great video!
Thank you
Thanks!
Mr. Taka thanks for a great content!
Do you have an information about how many people can supply each production chain?
thanks for video
Great tips, thank you! And what do you think about replacing all ships with airships? They are faster, fly in straight lines, are piratesproof and can carry more cargo.
I still need help figuring out the best way to set up my postal air ships
nice
@4:45 you pronounce it correctly, nieuw = Dutch for new 🙂, on topic: why not unload 25 on each island?
@9:00 I thought you dedicate slots in a ship and it will only use that slow to (un)load goods? I didn’t know the route will eventually use a slots of a ship
@15:25 to unlock the achievements of reaching investors using only charter routes, but I never use them ever
🎉
I'm playing with mods, like one on stronger pirates with better ai (for example if pirates manage your trade route, they will sit on it and wait for your ship with goods to destroy it) and charter routs the most important thing you can do for me couse this mfkrs have stronger ships (even if they same type) and they making linkorns almost from the beginning so management become 30x times harder and more fun
What is the best moment to put worlds fair? Last time i put it a bit too early and i had to hire or rehire 300 farmers and 500 artisans.
😎
What is the timing on Trade Route drop-off and pick-up. Sounds like it does drop first. But does it complete a drop-pickup for an item and then go on to the next, or do all the drops then all the pickups
I'm waiting for anno 1800 game to finish downloading to get done
Taka, please help me, trade routes cannot be grouped in my game. The drop-down menu button does not appear on the right, but there is a delete button right away. I've already tried clicking everywhere and looked through all the settings, tried different saves, but it doesn't help. How to fix it?
Does anyone know if reloading goods (like drop 50, load 50, with minimum stock set), counts as 100 transfer (unload 50 on top of minimum stock, load 50 back in) even if it could calculate that it would reload (almost) all the goods? So how efficiënt is this when you do this with all you 6 slot trading ships, will it be very slow with loading/unloading?
Hi, I’m playing on PS5. The min stock option is really useful. But it seems that the value changes by itself. For example, I set it to 20, after about 15 minutes it changes to 7.
Any idea?
57%
What if instead of adding final route to trader to sell excessive good, you just set sell treshold in trade post on final island? Will it have same efficiency?
When at 3:20 you're saying it's "about 10 minutes", there is no route that is close to 10 minutes and I am confused in the rest of it.
The math doesn't lie I don't understand what the issue is... You can clearly see the time between the deliveries to the island is around 10 minutes.
Is there any way to make money by buying and selling goods between the bots? Specifically what is the purpose of offer and requests. doesnt seem like they adjust any prices accordingly
The goods shown under offer are what they are willing to sell you. Goods shown under requests are what they want. The opponent AI, the ones that are also settling islands and stuff like that, Change the goods they want and will sell all the time so it's pretty much useless to try and do anything with them at their trading posts. The neutral traders though stay consistent at all times with what they want to buy and what they will sell you. So they are a good source of extra goods and you can sell different things to them.. anything listed under requested at the neutral trader is a unique price as well that is a lot higher than normal selling price. Soap for example to Eli is 4x higher than what it would normally sell for.
do charter routes get attacked by pirates? that could also be a reason to use them.
Yes they can still be attacked
@@TakaUA-cam well that's just not good lol
I'm sorry this is not related to the topic. I'm having trouble with a the dlc empire of the sun not working in a new games works in old saves but not in new ones. Any help would be great thanks.
someone can help me? I use a mod that gives all zoo,museum and botanica to grand gallery, but i dont want anymore. I already unnistal and everytime I start a newgame and call paloma, all the itens still there 😢
Team Extravaganza Steamers
Ah. I have a route to each island and to the main island.
I just got no idea how you’re earning 17k with only 7k population.
My population is 20k and my main island (ditchwater in campaign) is absolutely full. Never seem to be able to get a healthy balance or population/tiers without playing whackamole and now I’m running out of engineers - but I can’t upgrade any more residences because I need the industry from lower workers 🤯
I would recommend watching My ultimate guide to the game playlist.. it'll help you learn how to manage it better
@@TakaUA-cam I think I’ve watched them all but I fear I have to start again :(
@@TakaUA-cam after two days of persevering and re watching a lot of your videos I managed to stabilise my economy, retake bright sands and almost buy out beryls main island 😅 I’m still struggling with some supply chain issues but slowly getting there
So thank you kindly :)
I think chartered routes also don't get targeted by AI? never seen one attack my chartered routes....
They will be attacked yes
aah! thanks a lot man
@@TakaUA-cam
Thank you for this! Extremely helpful, especially bit where excess sold to neutral trader. I have a diffrent question: I have all my islands in positive financial sutiation, but I have a lot of ships, what puts me in negative. I was in the state of war with one of the AI characters, but now war is over, and I use Ship-of-the-line for trade routes, as those are frequently attacked by pirats. So how can I compensate for constant negative balance? I do eaarn a lot on trade routes (I hope to earn more with your tips now), but my news paper says Im bancrupt! Please help. Thank you
Pay the pirates for a ceasefire and stop using expensive SOTLs for trade routes. They carry next to no cargo and are too slow. You're only hurting yourself really by not dealing with the pirates by either diplomacy or destroying their base.
@@TakaUA-cam actually i was at war against beryl o mara and she refuse all my requests for ceasefire even when i raise up the relationship to 30 , what would i do?
You're probably better having your warships escort the trade ships, instead of using the warships directly for trade. Or organize your warships into a fleet and go hunting periodically to thin out the enemies.
Where is the World Class Reefer D=
It's DLC content
;)
Oh, Nieuw is pronounced like nEEw.
So no oo sound but the full squeamish sound from EEW that's gross, with an 'n' in front.
Expert tips on how to break the game with a shere amount of cheat mods and "beauty" building, not being able to incorporate the palace to the city 😂
What are you talking about?
essa parte estatistica do jogo é muito podre
you need to be a rocket scientist to understand this game..