I just bought the complete 4 year edition yesterday and I went bankrupt like 6x. One thing to include: You can upgrade the trading post to double your capacity, warehouses don't increase them. From this video I learned 1) you can use the production chart to see what you're demand and supply 2) Use silos 3) DON'T BUILD steel beam chain in the worker phase 5) Allies have good requests for big profit
@Paul Gauthier true as well! I just find it more efficient to turn the steelworks on/off as needed, since steel beams aren’t that vital at first, and the extra $200 & workers can be assigned elsewhere. And can buy steel beams from archibald duke or whatever his name is. And whenever you’re ready, you can basically turn the steel beams on & set up a route to sell whatever extras you have for profit. & the cost of maintenance won’t even be a dent
Seems weird that story mode pushes steel beams in the worker phase. First play through in story mode I got to that point and there were two mines, so I went all out and proceeded to go under. Going to ignore that step for round two until I am sure I am not already piloting a sinking ship.
Supporting Beam production isn't that problematic. You can easily counter the cost with selling soap to the jail-guy or, if already achieved, beer to the pirates.
Something I’ve always found funny is how the campaign, which is a sort of tutorial, actually forces you to build both a steel beams and weapons chains almost as soon as you unlock workers.
I didn't know about consumption depending on the house max inhabitants rather than the actual population. That knowledge alone can change how I play from now on, thanks for making these vids seriously
some math about silos for sheepfarms: 1SF = 9x4=36 tiles that produce 1 t/m of wool 1GF = 12+144=156 tiles that produce 1 t/m of grain 5Silos consume 1t/m of grain SO 5x6=30 tiles of silos + 156 tiles of GF = 186 tiles to produce 5+33%=6,66 t/m in comparison to 5SF 5x36=180 tiles to produce 5t/m SO as you can see even so it looks like its like the same tiles space but still you have have extra production + less workers used and less gold maintainance + GF better at utilizing tiles at rough edges so keep it in mind and just always plan ahead 5SF+1GF with like 6 cloth + 4 sails production
Regarding steel beams, I buy them up like mad at the very beginning of the game in order to put down ports at as many islands as I can. This locks the islands in as mine (keeping NPC's from grabbing them) for later exploitation of the resources they contain. You must have 8 steel beams per port you put down so buy those beams from Archie as you only get enough with your starting flagship to put a claim on one more island.
Omg cheers for doing these, I have played Anno 1800 and got to Artisan lvl, but things got way to much for me. I have learned so much by watching your previous vid and this one. Thank you so much and I can't wait for the next one
I know im late, but I gotta say Taka... I love your videos. Just started playing the game. Got broke reaaally quickly with the steel beams, so started new and waited a long time to set it up. I've learned so much from just watching your videos. Thanks for making it so easy to understand :)
This is very helpful. I was one of the people who was setting down the ironworks before it was needed. I was wondering why I was loosing money. Thanks for posting the video!
Genuinely while watching this I was like, "Hmmmm, when I get to steel production in the game I get pigeon holed into a economic downward spiral lol" so I actually followed this guide in the part of buying Steel Beams via the port, set my auto buy to 20 and built the buildings the campaign asked me to build and when the prompt disappeared I demolished them lol I have a good weapon chain set up, its just tough trying to set up the workforce for the foundry and steel beam building. weapons factory is great because it takes 50, I built 2, and when I want a ship built I just paused them, build my ship (With the needed 100 workers) and then resumes after the boat is built.
Great step by step tips for early worker builds. Especially, tips on: 1. Steel Beams 2. Weapons factory 3. beer production 4. getting passive income from AI
That Steel Beam comment is amazingly useful. Playing the campaign the first time I totally destroyed my economy and I trashed the game. The second game I was expecting a catastrophe, and I almost killed my economy with them. It is a brutal step forward when unprepared.
I ended building the steel setup for the quest right away. If you use the steel to make weapons you can sell frigates or gunboats for something like around 20k each if you end up going red.
@@kuliksco That was how I managed to survive in my second game. In the first game, the bigger issue was workers, not money. Setting up steal meant I had a massive shortage of workers, which meant I needed new worker houses, which meant new industries, which meant new worker houses. And all those houses were horribly inefficient as I didn't have many of the goods for workers. If I was doing it now, I would just shut down the steel industry, buy the needed steel, fix my workers, and move on. But on my first playthrough I didn't understand mechanics enough to know to do that. For someone doing their first ever Anno playthrough in the campaign, it seems like a fairly big hurdle when, up to that point, you could easily just build everything as the missions tell you to.
Great series, Taka! I'm still learning new stuff here and there, as you describ the nuances of the mechanics. Question about soap. If I set it to passive sell, does Eli buy it at that price? Or should I always manually ship it to him?
It doesn't take much. Just build a schooner and create a trade route. I usually start trading once I have my harbor upgraded once, and have 150 goods cap. That way, I can set my minimum for soap at 50, and not worry about running low. Although I figure that things are fine (to do this) as long as and as soon as you have overproduction on soap.
This video almost needs a re-title or something. To a complete newcomer (haven't played since 1701 in uhhh... 2007?), this video seems to be about core game mechanics for every tier. Great explanations. I just didn't know what this was really about until I got into it. Out of the playlist, this video is the one I'll probably be referencing most as I try to figure out the game through trial and error.
I just bought the game and I almost went bankrupt immediately until I realized how much money I was losing. Then I just spammed houses with farmers and workers until I started turning a profit but definitely not making enough so hopefully this helps
Great series Taka thank you. I bought the super duper year 3 edition last year and haven't really touched it... these videos getting me pumped to start a new game and give it a go!
Yes, I am surprised no one ever caught that slip up...with silos, animal farms produce at 266% total (100% base and 166% with the silo). Thanks for catching it! Without a script it is easy to make mistakes heh
I typically go bigger with workers, enough that I need two bakerys, two breweries and so on. Advantage is the chains become more efficient and steel production is possible.
Counter... You only need 32 steel beams to get to Artisans which can be purchased from Archie and you'll balance the efficiency regardless since artisans consume twice the amount of worker goods. You'll also have more income faster and unlock important regions like New World and Enbesa (if you have the DLC) which have far better opportunities for money making and other important content.
Very helpful for me. I was an Anno 1404 player previously, so there's a lot of confusion transferring my knowledge over to 1800. Some things are exactly the same while others are completely opposite. There are about 10 years between the two games, so that's not surprising.
More info on passive trading: ua-cam.com/video/EdkLlXbxwbg/v-deo.html More ways to make money: ua-cam.com/video/DkBapjqq6aQ/v-deo.html Full Trade Route Guide: ua-cam.com/video/EvnlCoDdVbk/v-deo.html
I wish the game had a blanket "sell above x". Especially in tourist season with all the raw goods you get for restaurants, I don't want to take 5 years to set minimum goods and sell above values for all those different goods
I was MILLIONS up one second and as soon as I tried to fix my trade routes I became bankrupt and lost the game within 30mins 😂 So many complex mechanics and I love it.
Excellent stuff. Just got game and these videos are helping me understand a lot. Quick question which DLC’s do you recommend and in which order? Thanks and keep up good work. New sub here.
I think it is easier to think of the consumption as deferred. As your farmer residence grows, the increased consumption is deferred until you upgrade. Workers don't need double basic needs, the residence doubled before you upgraded.
I'm not sure, but I think I read that they changed the consumption to not depend on the max inhabitants per house but the current inhabitants in one of the last updates.
No, they changed the back end calculation at the release of high life because the old system assumed the same population class living in the same one type of residence. With skyscrapers it no longer worked because engineers and investors could live in multiple types of residence.. The max population was constantly changing. The end result was that the player would not see any difference in gameplay, but the calculation was streamlined to account for the new changes. You can read more about it in this blog under the New Mechanics section anno-union.com/devblog-skyscrapers/
Very interesting video, I even learnt a few things despite having some solid grasp of everything below engineers. A question: are the Austerity buffs from newspaper also only working on specific goods or on all goods? Then a remark, you can also mention that the money listed on a consumer good line tells the overall balance of the good, factoring the upkeep cost for all the buildings in the production chain. That's handy to see what gives you the most money.
I notice you want to keep your houses inside the box. The most cost effective way is to fill all the roads with houses. I I only need 3 road lines for houses and an intersection to put my pub and market. 2 saw mills, 2 fish . 2 clothes . Me 2 liquor that’s the easiest way for me just to jump start a town to about 800-900 residents
Nice and clear...maybe now I'll stop being a silly.billy once I hit the worker phase. I rush too much and always end up fighting to get out of debt and now I understand why hahaha.
That steel beam tip, please everyone *TAKE NOTE* . I had to learn that the hard way, until I figured out we don't even need a lot of steel beams, or even a mine for that matter, you can buy all of that for a fair price and stock up pretty quickly on It. I still have almost the same amount of steel beams I bought from the beginning of the game, and now, I have more than enough money to buy more or anything else that I need without having to build an entire production chain. Save money, live better, Walmart.
When you say the houses need as many resources as they would if there were full, I'm assuming "full" means with just the basic needs satisfied but without any additional lifestyle bonuses, right? My worker homes could technically fill up to 33 or so, but I don't even plan on fulfilling all those extra needs
In campaign mode, can you also forgo doing the steel beam chain and just buy the steel you need during the worker phase or will the campaign not progress if you do not do that chain? (I am not able to try to see if this works at the moment but will tomorrow.)
Sorry i know i´m nitpicking here and that this is for beginners but 1 rendering works actually would be fine in that situation. True u need 2 to have the soap factory work at 100% but the population only consume 10% of what a soap factory would produce so 1 rendering works would keep the soap factory working at 50% and still produce more then needed. Not really a beginner strategy but got a kick of ocd there. An easy way to get some free happiness out of a situation like this and to make the production statistic match can be to reduce the working condition of soap by -50%. Now the Tallow will be stable in the statistics screen without having to build 1 extra. Not beginner stuff i know but it can be a useful trick to know if u dont need to build an extra building and avoid having a bigger supply then needed.
Yes you can easily just use 1 rendering works as the population won't be consuming 50%+ of the full output of a 100% soap factory, however, having the soap factory going at 100% means more that you can sell directly to Eli early game and start growing your cash reserves in order to do the pocketwatch turnaround later on between Archie and Ketema.. or just to have cash regardless. The large net gain from selling soap outweighs the small savings you get from only doing 1 rendering works.
That's what fire stations are for. Even if a few burn down, all you need to do is hold down and shift and upgrade to repair all of them at once. It's a non-issue.
I just started playing and within the first day went bankrupt once. I started from my latest safe while I still had some decent amount of cash (but negative cash flow) deep into the workforce phase. I solved some issues by building lots of ships and selling them to keep my income rising. It was only after a good 40 hours of playing that I discovered the demand/supply tab and for the first time ever I have a steady positive income that doesn't go into deficit anymore. From the happiness tab everything seemed relatively fine, but my income said anotherwise. Honestly don't understand why they didn't explain this simple detail in the tutorial of the campaign.
The statistics screen wasn't added to the game until about 8 months after release. They never went back and really updated many of the early guidance quests.
What is the benefit for actively establish a trade route with my own ship for selling soap? My assumption was that if i allow to sell above the amount x, AI will stop by to purchase anyway?
I am new to Anno 1800 and I did the steel beams and weapons at the same time went broke. Had to pause all of it and sell ships do quests. The in game TUTORIAL campaign is at fault here.
You don't sell it to him via passive trading; you can't, in fact, because Eli (the prison guy) has no ships and thus doesn't do passive trading. You instead set up a direct trading route with him, where you assign one of _your_ ships to go back and forth.
Rum meh.. Easy to supply. Weapons and ship specialists? Only really needed if you plan on fighting anyways and even then not a huge advantage.. minimal really. You CAN fight them if you want, but in terms of profit, you are better off trading with them... And don't forget the unique ships they sell until you can get the specialists that let you build them
@@TakaUA-cam Sorry my mistake. I don't mean fight them til end. You mentioned sign peace treaty with them as early as possible, but i like to fight them at ealry stage. One or two good specialists could make the adventure more smoothly.
Very disappointing to hear about the power of this Bright Harvest DLC. It feels impossible to grow farmer/worker population without also doubling production rates by being forced to build entire production chains. It becomes impossible to run these at any profit levels. These silos feel pretty game-breaking. Also, how did you from -155 and talking about the expense for beer to suddenly +736?
FFS...the times mean something! I've been blundering along for like 10hrs and never noticed that "one clay pit can supply two brick factories", didn't understand the time thing in general. What an idiot I am!
it doesn't display 133% production on the building, but it is an effective 33% boost. If it was +1 every 1 cycle it would be a 100% increase.... +1/2 would be 50%... every 3rd cycle works out to 33%.
....am I the only one who goes for so many famers and workers that they need 12/14 shnaps?... Always +800~+1100 profit. And then artisans and beer and, boom - +4000~5000 profit, even with one iron mine and weapons in make. And it's not like I played game for that long...
No you're not, but there are as many ways to play the game as there are players. Some [people do as you do and build mass low tier for huge income, but some people only build what is needed to quickly get to higher tiers. Then some people build very slowly and do all sorts of things. There is no "one way" to go about playing.
On normal (easy) settings you start with 70k so yes you can sign a cease fire from the start. On advanced and expert you wait until the pirates have spread out from their base and are threatening your trade routes to start signing the agreements... Need time to build up the money
Upgrade them and build local ones.. what you're talking about is a super minor thing that is easily fixed. Also just watch your backups.. 1 or 2 in the queue isn't bad really. If they're spending less than a couple seconds in queue, everything will still be fine. That's why there is internal storage in production buildings. The only time I worry is when there is a constant queue... Then I just build another warehouse nearby convenient for other production buildings.
@@TakaUA-cam Ah okey, thanks for answering. I just bought Anno yesterday, still trying to soak up as much as I can :) Some game mechanics are kind of... not explained that much in game lol
No they're not but that's why I made so many guides! But there are a lot of ways to do things.. Mine isn't the only way, but it's the simplest for starting out
The paper really pisses me off. You can't correct it without it acting like YOU are the one spreading misinformation. The AI is not terribly sophisticated with it's articles, for example, when you start a siege on an island and as part of that siege it triggers them offering a ceasefire or end to the war, you never technically complete that siege so the paper bleats about failed sieges. Another issue which I believe is a new bug is people whining about resources they don't consume. My last game I had a New World island constantly in the papers for having no schnapps, a resource that they do not consume and one which I stashed a hundred of on that island, yet the paper was still giving me negative modifiers for what is effectively, press incompetence. Realistic I guess..
I just started anno and your tips are invaluable.
There are a lot of essential things the game doesnt tell you outright.
Basically, the tutorial is made by Paradox...
I just bought the complete 4 year edition yesterday and I went bankrupt like 6x. One thing to include: You can upgrade the trading post to double your capacity, warehouses don't increase them. From this video I learned 1) you can use the production chart to see what you're demand and supply 2) Use silos 3) DON'T BUILD steel beam chain in the worker phase 5) Allies have good requests for big profit
You can start your steel bean production, just don't be bad with your economy.
Everything except the steel beams is fine, add the steelworks when your ready & you wont ever noticed it. Sell extras for profit
@Paul Gauthier true as well! I just find it more efficient to turn the steelworks on/off as needed, since steel beams aren’t that vital at first, and the extra $200 & workers can be assigned elsewhere. And can buy steel beams from archibald duke or whatever his name is.
And whenever you’re ready, you can basically turn the steel beams on & set up a route to sell whatever extras you have for profit. & the cost of maintenance won’t even be a dent
Seems weird that story mode pushes steel beams in the worker phase. First play through in story mode I got to that point and there were two mines, so I went all out and proceeded to go under. Going to ignore that step for round two until I am sure I am not already piloting a sinking ship.
Supporting Beam production isn't that problematic. You can easily counter the cost with selling soap to the jail-guy or, if already achieved, beer to the pirates.
Something I’ve always found funny is how the campaign, which is a sort of tutorial, actually forces you to build both a steel beams and weapons chains almost as soon as you unlock workers.
and that killed my first game! Had to restart and then started watching tutes :)
I didn't know about consumption depending on the house max inhabitants rather than the actual population. That knowledge alone can change how I play from now on, thanks for making these vids seriously
some math about silos for sheepfarms:
1SF = 9x4=36 tiles that produce 1 t/m of wool
1GF = 12+144=156 tiles that produce 1 t/m of grain
5Silos consume 1t/m of grain SO 5x6=30 tiles of silos + 156 tiles of GF = 186 tiles to produce 5+33%=6,66 t/m in comparison to 5SF 5x36=180 tiles to produce 5t/m
SO as you can see even so it looks like its like the same tiles space but still you have have extra production + less workers used and less gold maintainance + GF better at utilizing tiles at rough edges
so keep it in mind and just always plan ahead 5SF+1GF with like 6 cloth + 4 sails production
Regarding steel beams, I buy them up like mad at the very beginning of the game in order to put down ports at as many islands as I can. This locks the islands in as mine (keeping NPC's from grabbing them) for later exploitation of the resources they contain. You must have 8 steel beams per port you put down so buy those beams from Archie as you only get enough with your starting flagship to put a claim on one more island.
New to Anno 1800 and I must say thank you so much. That tip about the steel works chain was invaluable as my rush to build it kept crushing me.
Omg cheers for doing these, I have played Anno 1800 and got to Artisan lvl, but things got way to much for me. I have learned so much by watching your previous vid and this one. Thank you so much and I can't wait for the next one
I know im late, but I gotta say Taka... I love your videos. Just started playing the game. Got broke reaaally quickly with the steel beams, so started new and waited a long time to set it up. I've learned so much from just watching your videos. Thanks for making it so easy to understand :)
This is very helpful. I was one of the people who was setting down the ironworks before it was needed. I was wondering why I was loosing money. Thanks for posting the video!
Nice guide. I feel the campaign traps new players at this stage due to it having a very early quest to make a steel beam production.
Glad I could help!
Genuinely while watching this I was like, "Hmmmm, when I get to steel production in the game I get pigeon holed into a economic downward spiral lol" so I actually followed this guide in the part of buying Steel Beams via the port, set my auto buy to 20 and built the buildings the campaign asked me to build and when the prompt disappeared I demolished them lol I have a good weapon chain set up, its just tough trying to set up the workforce for the foundry and steel beam building. weapons factory is great because it takes 50, I built 2, and when I want a ship built I just paused them, build my ship (With the needed 100 workers) and then resumes after the boat is built.
Exactly, that's why I just build them to pass the objective then immediately delete them and go back to buying everything I need lol
@@paulgauthier7033change your needs
Great step by step tips for early worker builds. Especially, tips on:
1. Steel Beams
2. Weapons factory
3. beer production
4. getting passive income from AI
That Steel Beam comment is amazingly useful. Playing the campaign the first time I totally destroyed my economy and I trashed the game.
The second game I was expecting a catastrophe, and I almost killed my economy with them.
It is a brutal step forward when unprepared.
I ended building the steel setup for the quest right away. If you use the steel to make weapons you can sell frigates or gunboats for something like around 20k each if you end up going red.
@@kuliksco That was how I managed to survive in my second game.
In the first game, the bigger issue was workers, not money. Setting up steal meant I had a massive shortage of workers, which meant I needed new worker houses, which meant new industries, which meant new worker houses. And all those houses were horribly inefficient as I didn't have many of the goods for workers.
If I was doing it now, I would just shut down the steel industry, buy the needed steel, fix my workers, and move on. But on my first playthrough I didn't understand mechanics enough to know to do that.
For someone doing their first ever Anno playthrough in the campaign, it seems like a fairly big hurdle when, up to that point, you could easily just build everything as the missions tell you to.
I bought the complete version a few days ago. Watching the videos to fill the gaps of things I need to know for the game. Helpful tips. :)
Another great video. I learned so much. The 5:1 sill ratio was especially useful. Thank you.
You were very helpful when farthest frontier came out. Now getting into Anno 1800 and glad for the help again :)
Great to hear!
Thanks!
Thank you SO much!!!
Great series, Taka! I'm still learning new stuff here and there, as you describ the nuances of the mechanics.
Question about soap. If I set it to passive sell, does Eli buy it at that price? Or should I always manually ship it to him?
No.. You have to sell it to him directly to get the special pricing. Also, Eli doesn't have ships 😉
It doesn't take much. Just build a schooner and create a trade route. I usually start trading once I have my harbor upgraded once, and have 150 goods cap. That way, I can set my minimum for soap at 50, and not worry about running low. Although I figure that things are fine (to do this) as long as and as soon as you have overproduction on soap.
Happy new year all. Lets hope its better than the last one..Loving this series. Keep em coming Taka!!!
Once again I've learned a lot. Many thanks and Happy New Year.
Keep them coming Taka...Its a New Year...hope you had a great festive season?
I did thank you!
Your videos are so helpful dude. Thanks!
Just started playing a few days ago so perfect timing for these videos, appreciate the great info!
This video almost needs a re-title or something. To a complete newcomer (haven't played since 1701 in uhhh... 2007?), this video seems to be about core game mechanics for every tier. Great explanations. I just didn't know what this was really about until I got into it. Out of the playlist, this video is the one I'll probably be referencing most as I try to figure out the game through trial and error.
Great channel. Jeep up the good work. Cheers from Uruguay
I just bought the game and I almost went bankrupt immediately until I realized how much money I was losing. Then I just spammed houses with farmers and workers until I started turning a profit but definitely not making enough so hopefully this helps
Didnt know the new tiers consume double before people moved in.
Me neither. Good to know, though.
Great series Taka thank you. I bought the super duper year 3 edition last year and haven't really touched it... these videos getting me pumped to start a new game and give it a go!
I love this game its complexity is actually fun. but man that was a lot of information, great information by the way thank you
unless I'm mistaken silos are +166% since the +1/3 is multiplicative with the +100% productivity.
Yes, I am surprised no one ever caught that slip up...with silos, animal farms produce at 266% total (100% base and 166% with the silo). Thanks for catching it! Without a script it is easy to make mistakes heh
Happy new year! Great content!
Thank you so much for the video ! I always thought that Steel Beams were tawing, never thought about buying them !
I typically go bigger with workers, enough that I need two bakerys, two breweries and so on. Advantage is the chains become more efficient and steel production is possible.
Counter... You only need 32 steel beams to get to Artisans which can be purchased from Archie and you'll balance the efficiency regardless since artisans consume twice the amount of worker goods. You'll also have more income faster and unlock important regions like New World and Enbesa (if you have the DLC) which have far better opportunities for money making and other important content.
This game is just absulutely incredible........................
Didn't know silos were so strong! The tutorial makes it sound like they are just a backup if wheat runs out
Very informative love it. Thank you🎉
These videos have been super helpful. I have played Anno for sometime now but i still have an issue with managing everything.
Very helpful for me. I was an Anno 1404 player previously, so there's a lot of confusion transferring my knowledge over to 1800. Some things are exactly the same while others are completely opposite. There are about 10 years between the two games, so that's not surprising.
More info on passive trading: ua-cam.com/video/EdkLlXbxwbg/v-deo.html
More ways to make money: ua-cam.com/video/DkBapjqq6aQ/v-deo.html
Full Trade Route Guide: ua-cam.com/video/EvnlCoDdVbk/v-deo.html
This needs a pin :)
Happy new year!
TIL passive trading exists. Thank you!
thank you so much! they are so helpful!
I wish the game had a blanket "sell above x". Especially in tourist season with all the raw goods you get for restaurants, I don't want to take 5 years to set minimum goods and sell above values for all those different goods
That would be useful lol
I wish I'd have had this when I first started. Great work Taka! :D
I was MILLIONS up one second and as soon as I tried to fix my trade routes I became bankrupt and lost the game within 30mins 😂
So many complex mechanics and I love it.
Excellent stuff. Just got game and these videos are helping me understand a lot. Quick question which DLC’s do you recommend and in which order? Thanks and keep up good work. New sub here.
Check the channell for my DLC review guide!
Great timing , Got sick of getting to the 2 hour mark and everything in red. Will watch the rest and see how I go. Thanks
Good luck!
I think it is easier to think of the consumption as deferred. As your farmer residence grows, the increased consumption is deferred until you upgrade. Workers don't need double basic needs, the residence doubled before you upgraded.
Keep doing the great work 👍
I'm not sure, but I think I read that they changed the consumption to not depend on the max inhabitants per house but the current inhabitants in one of the last updates.
No, they changed the back end calculation at the release of high life because the old system assumed the same population class living in the same one type of residence. With skyscrapers it no longer worked because engineers and investors could live in multiple types of residence.. The max population was constantly changing. The end result was that the player would not see any difference in gameplay, but the calculation was streamlined to account for the new changes. You can read more about it in this blog under the New Mechanics section anno-union.com/devblog-skyscrapers/
omg I was so lost. I was getting to artisans and things were unraveling. This helped a good deal
Nice! I really like the series. It's not only for beginners kek
bruhhh I’ve never noticed the silos on the pigs… lucky thing I’m 30hrs into the game sigh thank you Taka ❤
Very interesting video, I even learnt a few things despite having some solid grasp of everything below engineers. A question: are the Austerity buffs from newspaper also only working on specific goods or on all goods? Then a remark, you can also mention that the money listed on a consumer good line tells the overall balance of the good, factoring the upkeep cost for all the buildings in the production chain. That's handy to see what gives you the most money.
I notice you want to keep your houses inside the box. The most cost effective way is to fill all the roads with houses. I I only need 3 road lines for houses and an intersection to put my pub and market. 2 saw mills, 2 fish . 2 clothes . Me 2 liquor that’s the easiest way for me just to jump start a town to about 800-900 residents
I just started this on console, your videos arw very helpful, so thankyou for that.
Why do you have your slaughterhouse next to the docks though?
Nice and clear...maybe now I'll stop being a silly.billy once I hit the worker phase. I rush too much and always end up fighting to get out of debt and now I understand why hahaha.
Jesus the game doesn't explain this at all. Thank you so much
That steel beam tip, please everyone *TAKE NOTE* . I had to learn that the hard way, until I figured out we don't even need a lot of steel beams, or even a mine for that matter, you can buy all of that for a fair price and stock up pretty quickly on It. I still have almost the same amount of steel beams I bought from the beginning of the game, and now, I have more than enough money to buy more or anything else that I need without having to build an entire production chain. Save money, live better, Walmart.
When you say the houses need as many resources as they would if there were full, I'm assuming "full" means with just the basic needs satisfied but without any additional lifestyle bonuses, right? My worker homes could technically fill up to 33 or so, but I don't even plan on fulfilling all those extra needs
First time playing this game, great guide. Time to drop some soap!
Have fun!
What about charter routes for moving goods around?
I'll be talking about stuff like that a little more in depth soon!
In campaign mode, can you also forgo doing the steel beam chain and just buy the steel you need during the worker phase or will the campaign not progress if you do not do that chain? (I am not able to try to see if this works at the moment but will tomorrow.)
No you do have to build it but it can delete it after if you want.
Sorry i know i´m nitpicking here and that this is for beginners but 1 rendering works actually would be fine in that situation. True u need 2 to have the soap factory work at 100% but the population only consume 10% of what a soap factory would produce so 1 rendering works would keep the soap factory working at 50% and still produce more then needed. Not really a beginner strategy but got a kick of ocd there. An easy way to get some free happiness out of a situation like this and to make the production statistic match can be to reduce the working condition of soap by -50%. Now the Tallow will be stable in the statistics screen without having to build 1 extra. Not beginner stuff i know but it can be a useful trick to know if u dont need to build an extra building and avoid having a bigger supply then needed.
Yes you can easily just use 1 rendering works as the population won't be consuming 50%+ of the full output of a 100% soap factory, however, having the soap factory going at 100% means more that you can sell directly to Eli early game and start growing your cash reserves in order to do the pocketwatch turnaround later on between Archie and Ketema.. or just to have cash regardless. The large net gain from selling soap outweighs the small savings you get from only doing 1 rendering works.
What about the fire? Because that shouln't you leave spaces between houses?
That's what fire stations are for. Even if a few burn down, all you need to do is hold down and shift and upgrade to repair all of them at once. It's a non-issue.
Is this still correct? Doesnt it just double based on tier (lifestyle and bonussen adding more max pop?)
I just started playing and within the first day went bankrupt once. I started from my latest safe while I still had some decent amount of cash (but negative cash flow) deep into the workforce phase. I solved some issues by building lots of ships and selling them to keep my income rising. It was only after a good 40 hours of playing that I discovered the demand/supply tab and for the first time ever I have a steady positive income that doesn't go into deficit anymore. From the happiness tab everything seemed relatively fine, but my income said anotherwise. Honestly don't understand why they didn't explain this simple detail in the tutorial of the campaign.
The statistics screen wasn't added to the game until about 8 months after release. They never went back and really updated many of the early guidance quests.
@TakaUA-cam ah that makes sense, thank you!
Is the only way to improve worker happiness by decreasing production or is there another way to do it?
What is the benefit for actively establish a trade route with my own ship for selling soap? My assumption was that if i allow to sell above the amount x, AI will stop by to purchase anyway?
Eli buys soap directly at his harbor for more than an AI will passively buy it for at your harbor.
how did you get the different looking farmers houses?
For your metrics! 👍
I can't find the pinned comment about passive trading mentioned at 7:40.
It came on stuck for some reason... It's at the top now
when do i know i ready to build the steel beams?
thanks for your videos, i was going bankrupt each time i started building steel beems :(
Is the money that you earn from trade routes, like selling soap to Eli, tracked anywhere in the statistics screens?
No unfortunately
Take your soap production per minute times the money Eli pays you per ton. Then substract the upkeep for the trade route and the soap production
all im good at doing in this game is building up a pop, starting to become profitable and then watching it go red and redder and redder LOL
How do you copy buildings?
so quick question, why dont you ever hit control and max out your farms?
Just how I play and build stuff.. I just don't.
@@TakaUA-cam I wasnt sure if there was a reason. for not doing it. like it messed with the math of the game or something.
Where is the passive trading guide the video says is pinned?
I am new to Anno 1800 and I did the steel beams and weapons at the same time went broke. Had to pause all of it and sell ships do quests. The in game TUTORIAL campaign is at fault here.
Not me building 2 full steel production chains and wondering why I went extremely broke...
but with the passive AI trading, how do you guarantee the prison guy buying your soap and not someone else?
You don't sell it to him via passive trading; you can't, in fact, because Eli (the prison guy) has no ships and thus doesn't do passive trading.
You instead set up a direct trading route with him, where you assign one of _your_ ships to go back and forth.
Why does your marketplace look different, and much nicer, than mine?
Cosmetic DLC packs.. I think that one is the Pedestrian Zone CDLC
TYVM! @@TakaUA-cam
I love you. That is all
I dont get it ...i did steel beams and did quite ok - good workers. good farmers, good income, ...green everything...
Maybe some game updates...dunno
No that just means you understand basic math and how to not screw up.
I actually recommend to fight pirates. They drop good shits. weapons, rums and good quality persons.
Rum meh.. Easy to supply. Weapons and ship specialists? Only really needed if you plan on fighting anyways and even then not a huge advantage.. minimal really. You CAN fight them if you want, but in terms of profit, you are better off trading with them... And don't forget the unique ships they sell until you can get the specialists that let you build them
@@TakaUA-cam Sorry my mistake. I don't mean fight them til end. You mentioned sign peace treaty with them as early as possible, but i like to fight them at ealry stage. One or two good specialists could make the adventure more smoothly.
@@TakaUA-cam and they drop ship making mats which can save you some labor at early game.
The prison guy wanting infinite soap is never not funny
Eli wouldn’t need infinite soap in the prison if the prisoners would stop dropping it. 😈🤣😂🤣
Very disappointing to hear about the power of this Bright Harvest DLC. It feels impossible to grow farmer/worker population without also doubling production rates by being forced to build entire production chains. It becomes impossible to run these at any profit levels. These silos feel pretty game-breaking.
Also, how did you from -155 and talking about the expense for beer to suddenly +736?
Comment for the algorithm.
I was so broke from Steel beams. Was like -25 000.
FFS...the times mean something! I've been blundering along for like 10hrs and never noticed that "one clay pit can supply two brick factories", didn't understand the time thing in general. What an idiot I am!
To be fair, you can infer this from the overstock of the clay on warehouses.
How to get through the worker phase without losing money..... Beer.
Dayum.. I'm gonna need to downgrade a lotta houses :D
How is 1 extra every 3 cycles 133%
it doesn't display 133% production on the building, but it is an effective 33% boost. If it was +1 every 1 cycle it would be a 100% increase.... +1/2 would be 50%... every 3rd cycle works out to 33%.
....am I the only one who goes for so many famers and workers that they need 12/14 shnaps?... Always +800~+1100 profit. And then artisans and beer and, boom - +4000~5000 profit, even with one iron mine and weapons in make. And it's not like I played game for that long...
No you're not, but there are as many ways to play the game as there are players. Some [people do as you do and build mass low tier for huge income, but some people only build what is needed to quickly get to higher tiers. Then some people build very slowly and do all sorts of things. There is no "one way" to go about playing.
geez are you playing on easy settings if you can afford the ceasefire at the start of the game
On normal (easy) settings you start with 70k so yes you can sign a cease fire from the start. On advanced and expert you wait until the pirates have spread out from their base and are threatening your trade routes to start signing the agreements... Need time to build up the money
@@TakaUA-cam Alright good job on such a quick answer
Why are you building your slaughterhouse so far away from your pigs?
Because, contrary to popular belief, it doesn't matter really. It saves a few seconds of distribution time but that's all.
@@TakaUA-cam but doesnt the warehouses get overloaded then? If the factories have to go there vs. going straight to the raw material producer?
Upgrade them and build local ones.. what you're talking about is a super minor thing that is easily fixed. Also just watch your backups.. 1 or 2 in the queue isn't bad really. If they're spending less than a couple seconds in queue, everything will still be fine. That's why there is internal storage in production buildings. The only time I worry is when there is a constant queue... Then I just build another warehouse nearby convenient for other production buildings.
@@TakaUA-cam Ah okey, thanks for answering. I just bought Anno yesterday, still trying to soak up as much as I can :) Some game mechanics are kind of... not explained that much in game lol
No they're not but that's why I made so many guides! But there are a lot of ways to do things.. Mine isn't the only way, but it's the simplest for starting out
The paper really pisses me off. You can't correct it without it acting like YOU are the one spreading misinformation. The AI is not terribly sophisticated with it's articles, for example, when you start a siege on an island and as part of that siege it triggers them offering a ceasefire or end to the war, you never technically complete that siege so the paper bleats about failed sieges. Another issue which I believe is a new bug is people whining about resources they don't consume. My last game I had a New World island constantly in the papers for having no schnapps, a resource that they do not consume and one which I stashed a hundred of on that island, yet the paper was still giving me negative modifiers for what is effectively, press incompetence. Realistic I guess..
Don't put your steel beams close to your jet fuel factory. Just a hint.