But the rum is gone!! Great examples of how to fix these issues, thank you; I'm tying to undo my mess atm, too bad the campaign doesn't have such a great walkthru as this when your first start gameplay :)
I don't even make goulash, ever. I wait with canned foods until I find the 'replaces goulash with pigs' guy. By then, I already have an island full of pigs and other stinking industry, so it's a matter of just increasing imports on one easy good. There's tonnes of 'increades animal things' items *everywhere*, plus silos, make pigs are really cheap to produce.
I got to the artisan stage and found that guy after spending far too long trying to make the chain. I never wound up producing a single bowl of goulash before I got the pig man.
What's funny is i have a disaster city that is saved only by the fact that in the early phases i bought out a lot of my competitors main islands. More than a 3rd if my income comes from that now and without it i actually would be in the red. However, because i have that income i was able to roll out a massive industry and defeat my direct competitors in war directly to the point that they are no longer a threat.
So here's a question (a year later, I know, I just got into this game and questions abound). I know CF was planned to be all investors and all, I'm assuming there'll be a commuter pier because the Dockyards Industrial Center. Why would you power Bread Island, instead of shipping wheat over and setting mills and bakeries in the powered industrial section? I mean, you're going to need to ship either way, whether it's a basic input or the final product. There's obviously an oil issue going on already, granted that I'm not sure if it's a true supply or shipping issue that can be addressed with another tanker, but... dropping another power plant for one goods chain seems... silly. To me, at least, but I'm a noob at the game. Is there a reason beyond the Bread Island aesthetic and the concept of "I didn't want to do something outside the player's intent"?
If you are planning on going all investors why would you produce bread in the late game. You can just reduce the workforce of your production chains to 0 and not have to supply workers or artisans. I don‘t see the need for that much bread at any point in a game unless you get your grapes from the bakeries or do you mean something else?
@@maxp.2978 I mean, the bread's obviously not intended for an all-investor island, probably some of the support islands. I don't know where this player's idea was going for this save. I'm making guesses based on what I saw and what was being done, which had me curious about the direction it was goin. Especially because there was an oil supply issue going on, which means every single Oil Power Plant set up requires a significant amount of that limited supply. It seems like using one of those to power bakeries specifically, especially when it's being exported to other islands, is a little wasteful of that oil instead of consolidating the bakeries into an established, powered production zone. Which could be because it's an extra step in shipping, which I hadn't considered at the time. I don't know whether the benefit of saving on oil would be worth adding an extra step in shipments.
Yes, I completely agree. By getting oil on to the islands you actually have an EXTRA step in shipping (one from the oil and one from shipping the bread to CF). If you ship the wheat over to CF you only have one step. But as I said you don‘t need that much bread if you are going for high population. To me it seemed liked he is more of a beauty builder so maybe he wanted to mix up his population tiers. So the only point getting oil on the second island would be if he wanted to make a separat industrial island. But I don‘t think that was his intention.
@@maxp.2978 I love bread. Wheat farms make my champagne and the bakery makes my chocolate, and the mills I don’t bother with cause this one guy lets me shove raw wheat in the ovens.
@Takarazuka whats your take on having a deeper stock market integration into Anno 1800? My thinking is a new wonder type of building, a stock exchange (investor lvl). Where you have the ability to buy and sell shares of opponent stock, buy and sell stocks in commodities (eg oil, gold, copper etc) where prices are impacted by supply and demand of this commodity by all players in the save. Somewhat similar to a Docklands where the more you buy/sell is the more floors you can unlock/build in the building. I think would be an interesting addition and another way for to make statistics and analysis even more relevant/introduce stocks to the regular player too!
Dident they try to do something simular in 2205 where if u buy stocks from an opponent your production rate for the type of goods that AI specialised in went up.
Personally I don't think it's a good idea... The game is more about resource management and production and not so much trying to deal with the stock market kind of stuff. 2205 had something sort of like that where goods that you bought or sold to the planetary market would shift in price based on how much was being traded... And it was more of a hassle then it was worth.
In a situation like this, shouldn't you focus on leveling the citizens to get a lot more money? Instead of prodicing so much fish, beer, bread, rum etc? Thats a lot of effort wasted for something the demand will collapse when leveling citizens.
"don't trade in and produce, choose one" on your ultimate guide you mention supplementary streams on some resources - why not do this here too if it's cheaper?
i've bought the docklands dlc week ago but i have weird psychical blocade and I think that docklands make your game easier and it's almost like cheats . i need advice
IMO it mainly shifts the point of optimization. Mostly you don’t need less good-value, you just shift the goods you use up. It may safe you a bit of balance on extra cargo ships and commuter piers but that’s it. Goods don’t fall from the sky with docklands all of a sudden. Now the other thing is once you go into skyscrapers you basically need a docklands. For one since there are not enough mineral res on the map mostly and for two because you can safe on farmer and worker workforce which would eat up unholy amounts of space if you played without docklands.
Most likely not... Lost interest. There's no real challenge left and it's all copy paste building more homes and production. Just not interesting anymore.
The key to any successful game is specialists! Keep maintenance costs down and productivity high. Switching out artisans and engineers to worker work force. For extra cash you can also buy the 150 pocket watches for 1m with -15% trading costs at Archy then sell them in the land of lions for 2m. It's great easy and consistent money for buying out the AI and farming specialists. Can make it -30% too if you have the right stuff.
I will disagree you saying that any successful game requires specialists... I've done plenty of playthroughs and my entire ultimate guy to series is done without specialists or items. Specialist and items simply make things easier but have nothing to do with success.
What is some of the recommended goods to use in export? What would u say is your top 5 recommended goods. I have a bad habit of just using goods that i have a massive stock off for a 1 time big amount boost but that is leading to that i have to switch them around quite often and it takes forever to lvl any of them up for export value.
Advanced weapons and steam motors (ideally being produced primarily through Bruno until you're at a point that money just really doesn't matter and you can afford multiple factories with lots of production boosts to spit them out quickly)... Elevators (these will be nerfed in a future patch though to about half of their current value but they will still be almost as good as advanced weapons)... Champagne (odd I know, but it has a really good exchange rate and it's super easy to produce)... Steam carriages (got to use specialist to trade out steam motors for filaments)
Now I'm starting to question my choices... How did he get to engineers with 4 normal trades and 1 oil trade? Am I the only one with a bizilion trades going from as soon as I can get my hands on Clippers?
honestly this is the first time watching a disaster save for me, but man, even watching this I also learn from this
But the rum is gone!! Great examples of how to fix these issues, thank you; I'm tying to undo my mess atm, too bad the campaign doesn't have such a great walkthru as this when your first start gameplay :)
I have a half disaster save, I lost hope of fixing it, but after watching this video, now I know what to do. Thank you!
All my Rum comes from my snaps buildings, and champagne from wheat farms, with minor backup farms. gotta love the specialists.
Every one of your videos has a great tip - in this case increasing working conditions to improve productivity if happiness is over 10 or so!
Here in July 2022. Your content still lives!
I don't even make goulash, ever. I wait with canned foods until I find the 'replaces goulash with pigs' guy. By then, I already have an island full of pigs and other stinking industry, so it's a matter of just increasing imports on one easy good. There's tonnes of 'increades animal things' items *everywhere*, plus silos, make pigs are really cheap to produce.
I got to the artisan stage and found that guy after spending far too long trying to make the chain. I never wound up producing a single bowl of goulash before I got the pig man.
Factory farming really works. Naming my next pig island either Hormel or Smithfield
What's funny is i have a disaster city that is saved only by the fact that in the early phases i bought out a lot of my competitors main islands. More than a 3rd if my income comes from that now and without it i actually would be in the red. However, because i have that income i was able to roll out a massive industry and defeat my direct competitors in war directly to the point that they are no longer a threat.
Very interesting series! Learned a lot from it!
With that amount of money, im wondering, why he didnt get Chef Michel immediately
Could have yes!! But maybe unlucky and had not gotten it
Perfumier Prunella is another item to get as soon as possable if u se her. Find an island close to the prison and just let the cash printing begin.
@4:00 Use the search function. It is powerful
One of the best ship items is the jet propeller 'Hurricane' from Old Nate 25% movement speed, 100% cut in cargo slowdown and damage speed
Love the disaster save videos
So here's a question (a year later, I know, I just got into this game and questions abound). I know CF was planned to be all investors and all, I'm assuming there'll be a commuter pier because the Dockyards Industrial Center. Why would you power Bread Island, instead of shipping wheat over and setting mills and bakeries in the powered industrial section?
I mean, you're going to need to ship either way, whether it's a basic input or the final product. There's obviously an oil issue going on already, granted that I'm not sure if it's a true supply or shipping issue that can be addressed with another tanker, but... dropping another power plant for one goods chain seems... silly. To me, at least, but I'm a noob at the game. Is there a reason beyond the Bread Island aesthetic and the concept of "I didn't want to do something outside the player's intent"?
If you are planning on going all investors why would you produce bread in the late game. You can just reduce the workforce of your production chains to 0 and not have to supply workers or artisans. I don‘t see the need for that much bread at any point in a game unless you get your grapes from the bakeries or do you mean something else?
@@maxp.2978 I mean, the bread's obviously not intended for an all-investor island, probably some of the support islands. I don't know where this player's idea was going for this save. I'm making guesses based on what I saw and what was being done, which had me curious about the direction it was goin. Especially because there was an oil supply issue going on, which means every single Oil Power Plant set up requires a significant amount of that limited supply. It seems like using one of those to power bakeries specifically, especially when it's being exported to other islands, is a little wasteful of that oil instead of consolidating the bakeries into an established, powered production zone.
Which could be because it's an extra step in shipping, which I hadn't considered at the time. I don't know whether the benefit of saving on oil would be worth adding an extra step in shipments.
Yes, I completely agree. By getting oil on to the islands you actually have an EXTRA step in shipping (one from the oil and one from shipping the bread to CF). If you ship the wheat over to CF you only have one step.
But as I said you don‘t need that much bread if you are going for high population. To me it seemed liked he is more of a beauty builder so maybe he wanted to mix up his population tiers. So the only point getting oil on the second island would be if he wanted to make a separat industrial island. But I don‘t think that was his intention.
@@maxp.2978 I love bread. Wheat farms make my champagne and the bakery makes my chocolate, and the mills I don’t bother with cause this one guy lets me shove raw wheat in the ovens.
@Takarazuka whats your take on having a deeper stock market integration into Anno 1800? My thinking is a new wonder type of building, a stock exchange (investor lvl). Where you have the ability to buy and sell shares of opponent stock, buy and sell stocks in commodities (eg oil, gold, copper etc) where prices are impacted by supply and demand of this commodity by all players in the save. Somewhat similar to a Docklands where the more you buy/sell is the more floors you can unlock/build in the building. I think would be an interesting addition and another way for to make statistics and analysis even more relevant/introduce stocks to the regular player too!
Dident they try to do something simular in 2205 where if u buy stocks from an opponent your production rate for the type of goods that AI specialised in went up.
Personally I don't think it's a good idea... The game is more about resource management and production and not so much trying to deal with the stock market kind of stuff. 2205 had something sort of like that where goods that you bought or sold to the planetary market would shift in price based on how much was being traded... And it was more of a hassle then it was worth.
@@TakaUA-camouh it was definitely worth. Sometimes cheap to produce goods were incredibly overpriced 😅
The sad thing is, a few days after this help was provided, i abandoned this save and began my modded adventure in Anno 1800
In a situation like this, shouldn't you focus on leveling the citizens to get a lot more money? Instead of prodicing so much fish, beer, bread, rum etc? Thats a lot of effort wasted for something the demand will collapse when leveling citizens.
Also Gold from Harlow to Old Nate
Another good one but not nearly as profitable... But yeah!!
I love your videos. Huge fan.
"don't trade in and produce, choose one" on your ultimate guide you mention supplementary streams on some resources - why not do this here too if it's cheaper?
i've bought the docklands dlc week ago but i have weird psychical blocade and I think that docklands make your game easier and it's almost like cheats . i need advice
IMO it mainly shifts the point of optimization. Mostly you don’t need less good-value, you just shift the goods you use up. It may safe you a bit of balance on extra cargo ships and commuter piers but that’s it. Goods don’t fall from the sky with docklands all of a sudden. Now the other thing is once you go into skyscrapers you basically need a docklands. For one since there are not enough mineral res on the map mostly and for two because you can safe on farmer and worker workforce which would eat up unholy amounts of space if you played without docklands.
I have two saves that have me losing large sums of coins per min while having as much as positive 50k income. What could be going wrong?
Supply and demand probably~ Either ur completely dependent on imports/Ai for delivering basic needs etc
Can u finish ur million pop build
Most likely not... Lost interest. There's no real challenge left and it's all copy paste building more homes and production. Just not interesting anymore.
For your metrics! 👍
The key to any successful game is specialists!
Keep maintenance costs down and productivity high.
Switching out artisans and engineers to worker work force.
For extra cash you can also buy the 150 pocket watches for 1m with -15% trading costs at Archy then sell them in the land of lions for 2m. It's great easy and consistent money for buying out the AI and farming specialists. Can make it -30% too if you have the right stuff.
I will disagree you saying that any successful game requires specialists... I've done plenty of playthroughs and my entire ultimate guy to series is done without specialists or items. Specialist and items simply make things easier but have nothing to do with success.
What is some of the recommended goods to use in export? What would u say is your top 5 recommended goods. I have a bad habit of just using goods that i have a massive stock off for a 1 time big amount boost but that is leading to that i have to switch them around quite often and it takes forever to lvl any of them up for export value.
Advanced weapons and steam motors (ideally being produced primarily through Bruno until you're at a point that money just really doesn't matter and you can afford multiple factories with lots of production boosts to spit them out quickly)... Elevators (these will be nerfed in a future patch though to about half of their current value but they will still be almost as good as advanced weapons)... Champagne (odd I know, but it has a really good exchange rate and it's super easy to produce)... Steam carriages (got to use specialist to trade out steam motors for filaments)
What about penny farthing?
Now I'm starting to question my choices... How did he get to engineers with 4 normal trades and 1 oil trade? Am I the only one with a bizilion trades going from as soon as I can get my hands on Clippers?
You don't even need 4 trade routes really... 1 route from New World to Old World is really all you need, if that.
Yes.Give me more.
Can I be permited to make an intentional disaster so it can be featured on the channel? I offer 2$ for a save of mine to be feature, can I, can I?
:)