I suspect once I get into it, it will make a bit more sense. To NOT have to bring in coffee, cigars or chocolate from the New World via standard trade routes is a godsend. Thanks for being Johnny-on-the-spot with the guide for this new mechanic. Now, stop working your people to death! ;-)
I used to have no clue how it works, but once I found out how it works, its pretty amazing. I used to run out of influence on 100k population just on trading boats, I was importing everything, I appreciated you can name "Trade groups" so thanks to this feature it was less chaos, but it was still chaos. Right now what I do is to rush first city to beer production then unlocking docklands import goods (heavily overproducing beer). When I reach investors, all my islands are producing Champange only ! nothing more (ofc for tourists and world's fair exhibitions I have something I call "support Island" where I produce some other goods such as pigs, red pepper etc). With items in trade unions, it is pretty easy to get to production 100 champagne per minute. And thats enough for island with 15k investors (no other tier except tourists). I import all other consumer goods. I find it kinda redundant to import brass to produce glasses. I rather import glasses, without worrying about spectacle factory production - at all. Numbers below are based on rough calculation (= 100champagne/min is a slightly more than I need). All importing consumer goods are set to 3100 (which is size of my storage on island with fully maxed docklands without other depots). I like to feel rich in this game so I want to have full storage on everything. But if you wanna play minimalistic and dont overproduce champagne like me (it really takes A LOT of artisans). MY TIP HOW TO FIND OUT HOW MUCH YOU ACTUALLY NEED TO IMPORT (without any math): 1) be at maximum capacity for goods you are trying to import (lets say coffee) 2) have enough exporting goods (lets say champagne) 3) after 2 Tobias trades, you can see in history how many was imported and thats your coffee consumption. For my current game it is: Population: 11.300 investors demand = 21coffee per minute 493 coffee imported 314 champagne exported which is 23,5min per trade (dockland is super close to edge of map from where Tobias is coming) - also faster loading speed DECREASING by a lot Tobias trading cycle Each Tobias visit I export 1.506t of champagne which is 64t champagne/min using this method I can easily see how many goods I really need (but with my strategy it doesnt matter, because I am always full). and it takes some time to reach your storage capacity for all consumer goods, but if you overproducing a bit you will get there (you can always bring champagne from other islands to boost your import speed) With docklands main wharf it is possible to reach investors with one island in The Old World (with enough oil) and one island in The New world (just to unlock rum, coffee production - my population there is 120 Jornaleros). Without any trading ships, without buying, just exchanging goods via docklands (you just need items for trade union). It makes game really easy !
Was watching your 1M/beauty build series when I first saw your docklands wharf! At first I was really confused, but then (almost too obvious) I found this gem of a video explaining Exactly what I needed to know! So again, thanks a lot for the super clear explanation, think I should buy another DLC :D Keep up the awesome work!!
Taka: That is why I like to be a "DUMMIE" because it give me the luxury to find an "AWESOME" teacher like you I know those videos are dated from 1 or more years but they are still very helpful anyways and I appreciate every minute of your videos THANK YOU SO MUCH ;)
I've been waiting for this guide so thank you, it seems and what I like about this new system is saves you from settling islands just for needs and balances out your raw material deficits or overproduction, I've been arranging my settlements with cutting supplies to investors like coffee, cigars or chocolates those require that new world settlements and resulted with more investor buildings with more consumption of other supplies like glasses, light bulbs, carriages. You see this arrangement ended up wonderful since I can trade my overproduction carriages, glasses or whatever can be traded for newworld goods now. You mentioned importing construction materials is limited so gas cant be imported either so I have to rely on steam turbines of trade union
Just got the DLC and started a new map. After a few hours, wanted to go back to my primary map and this should help immensely in redesigning my islands to account for an "import-from-void" mechanic.
Clear explanation, thanks! One thing I didn’t really understand, how were you able to tell how much steel you needed to (over)produce to meet the export/import ratio?
Take the amount that you are exporting and then divide by 30 just like you do for the imports. That is how much you need to overproduce... you can see where you are with that by looking at the Production tab of the stats screen. The demand vs the supply.
With docklands, the legendary Bruno Ironbright item is more broken than ever before. (produces extra steam motors and adv. weapons from sewing machine factories and bicycle factories). Have 10 bicycle factories with Dario the engineer and bruno along with feras and hook them up to a power plant, and watch your docklands stocks rise through the roof as you export adv. weapons, steam motors. Dario the engineer eliminates the need for clockmakers and gramophone factories, especially if you are below 20k investors
Great explanation, thank you! Just wondering, I suppose how the system works every island will have a little bit different timing for the trade, correct? I setup not 30 but 25 as my magic number for trades and it seems it works as well, but m,y islands are mostly on the edge of the map (snowflake map)... And I found that you can produce a ton of fish and you can do it on every island as well. Trade then for anything you (f)wish for :) Seconndly as pointed below using legendary or epic specialist for "free" production can also work nicely for trades. This DLC is just awesome.
LOL, thanks. I could not figure out how to add modules. I was building stuff and it wasn't giving me credit. I didn't realize I had to hit the button in that UI to add different stuff.
It would be great if we could get an output of our production on a per island and per region basis that I could then use Excel to query and auto populate the cells for those productions and make calculated recommendations for import and export.
Amazing breakthrough of this complex mechanism for newbies. I have had the game for around a month so learning a lot. One question, in your opinion does Anno 1800 has a "Staple Market" system? A staple market like for example Amsterdam used to be in the 17 century where they didn't produce anything but their import and export trade off margin made them unique and important for the trade in the region. The same can be said about New York, they had fur and timber but a lot of colonies had that but the location of it made it a staple market and super rich. I feel like the island of Anno1800 are not unique in that sense, all island evenly developed can be as valuable as the rest besides one having other resources.
I wish they involved export ratios to the statistic numbers. Obviously, I will have to keep an eye on the supply and the demand ratios by the time my city grows. Looks like dock lands is just an external source for the goods. But it’s ok, I loved the design. By the way, did this dlc reduced the need of expanding and settle new islands? Normally, I settle min of 5 islands in the old and new world, 3 islands in enbesa and arctic to sustain 30-50k global population without crown falls. I always got overwhelmed with the complex and messy trade routes so I used to start over from the beginning. I hope this dlc will solve the need for new islands and a bunch of trade routes?
Settling islands and moving goods around is kind of the over riding theme of the game. I've got about 190 trade ships, 98% of them on trade routes. 105,000 global population. Don't sweat restarting when you kind of hit a wall. Just think about how to do it better next time, and the wall will always get farther and farther into the game each time you restart. This is the most complex my world has ever gotten, and I'm steadily streamlining everything. This is only the second time I have got to the point of putting tractor sheds on farms in the new world, and it REALLY blows the new world production off of the charts. Scholars have allowed me to start producing some new world goods in the old world with alternate recipes. I have been blown away by the way this game just keeps opening up no matter how far I progress. Developer support has been tremendous and the DLC's have made this an ANNO game that just leaves me wondering how there could ever be a sequel, what more could you possibly do?
@@shelbyseelbach9568 don’t get me wrong. The game is 😎. Tractors are just perfect in the new world where the soil is very limited:( However, the influence system kinda bothers me a lot. Trade unions are great to increase the production efficiency, but each one eats up 20 influence points. Expanding while building new ships for trade and navy, expanding the zoo and museum already enough to destroy a big part of the influence points. Increasing population provides extra but in some point, every piece of it just comes and goes. The complexity of too many trade routes with numerous ships gives me headaches every time😩 we should have an upgrade option to increase capacity of slots or big ships with more slots such as great eastern. It’s a shame building every eastern ship requires 1 hour to research and need of more and more scholars. I guess new import/export rules kinda compensate all this struggle. I just started a new game and first time I was able to sustain every needs of residences till the engineers only in one island! No need to settle down another or two islands to provide some little sources to produce can food and furs. I can now export shnapps for fur and red peppers and I’m fine with 1500 artisans and meet their needs. Madam Kahina is enough for the rum and the rest is fine with the export/import system. And also I exported shnapps for sausages to diminish some level of negative attractiveness as well😉 plus, my budget is completely fine, there’s no downside financially😀 I settled into crown falls and I’m gonna move on there next. I’m not planing to use trade unions this time and see if there will be any need to use them to sustain a big city (globally around 100k pop). I think Docklands will provide so much to decrease the land usage and the need for the new islands rich in minerals and fertility, help us eliminate some extra trade routes and such? And btw, the new ship is apparently fast enough for trade routes inter sessions. I don’t know, some stuff in the game just feels incomplete and I think it just deliberately made this way to continue releasing more dlcs maybe 🤔 especially tourists and high life buildings with extreme numbers of investors will definitely hit the consumption rates and again we will need more trade routes and islands probably🤦♂️ Gosh it shouldn’t be that complex😩
@@hakansaribal5093 palace policies can be used to make the museum or zoo or botanical gardens cost zero influence. You just want the game to be easy is what I'm hearing. The greatest thing about the game is that it isn't easy.
@@hakansaribal5093 you don't know about it because you keep staring over. The system of checks and balances in this game is very thorough and all designed to make you have to work for it. Absolutely fantastic.
Hi @TakaUA-cam I'm just curious, how do you know so accurately how many steel bars you need per minute. It drives me crazy that I just see that i need 1 carriage per minute and its 0.2 in reality. Thanks!
Oh god. I never even considered trying to build Docklands on multiple islands. I just assumed it was a one off thing as it seems way to powerful for its cost to allow multiples of. The main reason to clicked this video was my confusion about how to get more export contracts to unlock goods because the numbers made no sense to me.
So in simple terms; you overproduce items in your island & use it as an exchange at the dockland for items that you currently don’t possess or produce.
question is that the same math calculation you use for the export side also ? for example you used the 172 champaign export for the 340 brass import. 172/30 - 5.73 about 8 tons extra champaign per minute round up easy is this correct ?? so i dont run out of champaign either ??
I wonder whats the MOST efficient way to get trade goods/ whats the best item the mass produce and sell late game? Maybe something with gold as you have endless gold (with the Specialist Who produces gold at sand)? Any ideas?
Gold is a terrible exchange rate actually haha.... you can go to the wiki and look for the Import/Export page and see all of the various exchange rates for goods. Give you an idea. Steam carriages and advanced weapons have the BEST ratios for exchange, but also the most expensive to make. I have found steam motors very reasonable though.
@@TakaUA-cam i didnt mean raw gold rather Juwelry or pocket watches... nur dont know, is there another good ressource which you can get/(produce) easily endless which is also worth a lot? (Beause steam Motors need valuable ressources which you dont have that much like gold)
I was just wondering if anyone else has had a problem with the Fisheries. I have found that after installing the Dockland DLC, and playing with Mods, I cannot build any fisheries. I get a " Construction area Blocked" when I try to build any.
I noticed last night that I can now build my fisheries off-shore and build a road to them from the shore. I don’t remember being able to do that before. The fisheries don’t snap into place like they used to, but they can be built anywhere in the harbor area.
I just read something that said other people are reporting the same thing. The devs said it’s related to a mod called ‘Spice It Up’. I hope that helps.
perfect explenation. i mean, i love the dlc. it helps me min max almost every bit of the game when it comes to the production chains. i mean, how far can you go? that is the question.
First, great video, I have save this so that I watch if I get stuck on anything, secound, do you happen to know the map seed number for the map in the video?
Looking at this video years after it released, as I'm getting back into the game and all its DLC's after not having played since Land of Lions dropped. It kinda seems like Docklands trivializes the game a lot. There are a few production chains that I don't enjoy producing myself, and if I can trade something quite easy like Wine for them, then I'd love to be able to do so. Saves me manpower, space and pollution. It's quite easy to set up an island where 99% of the island is covered in Vineyards and Sand Mines. Trade unions should make it even more easy.
This is getting on my nerves. I can’t import anything because they’re redundant items. The dock lands thinks I’m exporting them which I’m not because I have zero of the item I want. How do I get this to work. I’m trying to import soap but I can’t because I’ve got zero soap? It doesn’t make any sense
Is it possible to import fur coats and rum without visiting the new world? Curious to see if it's possible to make it to investors without leaving the old world.
I would have to go back and see the unlock conditions for each good. I think I looked at this before and I honestly can't remember right now... I'll give it a check though.
@@TakaUA-cam Fur coats is definitely possible... you just need certain trade volume. Rum might also be possible, but it's really tough, you need 18 trade contract slots.
Divide the amount of export by 30. The 30 is the 20 minute timer for Tobias to show up in the region and then a 10 minute minute buffer for travel/loading times at the pier.
I don't like how how this circumvents the core mechanics and game loops of the game. So I generally have it turned off. It does look great though and I'd love the buildings for cosmetics or just to have less OP functions. It's realistic I suppose. Economics tend to do better when they specialize in what they are good at rather than trying to do everything themselves. And trade was obviously huge. But it's still a building game and not really a full economics simulator.
Each Docklands Depot module adds +100 storage. That along with the passive effect from the palace for +200t of storage for each harbor masters office within range of the palace greatly increases your storage capacity.
I feel like i cheated the system lol. I have that legendary active that gives you free steam motors and advanced weapons for penny farthings and sewing machine factories (idk its name). That gives me 25 T/M advanced weapons per minut. That number is enough to import litteraly everything my scholars need, and coffee cigars and chocolate for my investors. As well as some raw materials such as iron and wool. This system + that legendary just elimates so much production chains for me its unreal.
Yeah we discovered that last week actually.. One of the record builders took it to the extreme and it's supplying 5 million population with like 80 bicycle factories with that specialist
Try François Strindberg and Goldsmith Gilbert - you get eliminate all the dependent goods, except gold, for jewelers. Then if you put in jewelry as your rank 1 export it’s 1:14 jewelry to gold for import. Not to mention the free pocket watches. So much jewelry and pocket watches for literally nothing.
As several people have pointed out... 12 x 30 is 360. I'm laying blame on 4:00 a.m. and no coffee trying to make a video. 😁
Suuuuuuurrrrrrreeeeeeee.
i was like 340 right
You should import more coffee.
The engineers are clearly drinking all yours. 😆
Did notice but hey it's just numbers !!! lol
Taka how do you work out how much you need to export I'm too dumb to understand what you said in the video. I understood import
I suspect once I get into it, it will make a bit more sense. To NOT have to bring in coffee, cigars or chocolate from the New World via standard trade routes is a godsend. Thanks for being Johnny-on-the-spot with the guide for this new mechanic. Now, stop working your people to death! ;-)
From so many Anno channel.. yours is one of the most educative approach.
With clear voice and tone too... Clearly a favourite!
Thank you! Always happy to hear that my content is useful!
Amazing video. I am finally able to find tune my Docklands trades now. Thank you.
Extra points for the thumbnail. I did not expect this DLC to be so deep.
Thank you so much for helping me understand this DLC! It's super cool sounding. Can't wait to use your teaching in my current game!
Video request: what are the top 10 best items to IMPORT instead of produce? (Assuming cannery will be pretty high up there)
I used to have no clue how it works, but once I found out how it works, its pretty amazing. I used to run out of influence on 100k population just on trading boats, I was importing everything, I appreciated you can name "Trade groups" so thanks to this feature it was less chaos, but it was still chaos.
Right now what I do is to rush first city to beer production then unlocking docklands import goods (heavily overproducing beer). When I reach investors, all my islands are producing Champange only ! nothing more (ofc for tourists and world's fair exhibitions I have something I call "support Island" where I produce some other goods such as pigs, red pepper etc). With items in trade unions, it is pretty easy to get to production 100 champagne per minute. And thats enough for island with 15k investors (no other tier except tourists). I import all other consumer goods.
I find it kinda redundant to import brass to produce glasses. I rather import glasses, without worrying about spectacle factory production - at all.
Numbers below are based on rough calculation (= 100champagne/min is a slightly more than I need).
All importing consumer goods are set to 3100 (which is size of my storage on island with fully maxed docklands without other depots).
I like to feel rich in this game so I want to have full storage on everything.
But if you wanna play minimalistic and dont overproduce champagne like me (it really takes A LOT of artisans).
MY TIP HOW TO FIND OUT HOW MUCH YOU ACTUALLY NEED TO IMPORT (without any math):
1) be at maximum capacity for goods you are trying to import (lets say coffee)
2) have enough exporting goods (lets say champagne)
3) after 2 Tobias trades, you can see in history how many was imported and thats your coffee consumption.
For my current game it is:
Population: 11.300 investors
demand = 21coffee per minute
493 coffee imported
314 champagne exported
which is 23,5min per trade (dockland is super close to edge of map from where Tobias is coming) - also faster loading speed DECREASING by a lot Tobias trading cycle
Each Tobias visit I export 1.506t of champagne which is 64t champagne/min
using this method I can easily see how many goods I really need (but with my strategy it doesnt matter, because I am always full).
and it takes some time to reach your storage capacity for all consumer goods, but if you overproducing a bit you will get there (you can always bring champagne from other islands to boost your import speed)
With docklands main wharf it is possible to reach investors with one island in The Old World (with enough oil) and one island in The New world (just to unlock rum, coffee production - my population there is 120 Jornaleros). Without any trading ships, without buying, just exchanging goods via docklands (you just need items for trade union). It makes game really easy !
Love your videos man. Keep finding them helpful in my search for knowledge in this game. Just started playing and I’m very hooked!
Was watching your 1M/beauty build series when I first saw your docklands wharf! At first I was really confused, but then (almost too obvious) I found this gem of a video explaining Exactly what I needed to know! So again, thanks a lot for the super clear explanation, think I should buy another DLC :D
Keep up the awesome work!!
Brilliant, as always.
Thank you! Cheers!
Bought this DLC just now and was a litle confused. Great tutorial. thanks
My teacher in high school: - You'll never be able to grasp basic maths!!
Me in 2021:
Docklands is A W E S O M E ! !
Great video! Very well explained. Extremely helpful.
Thanks Glad it was helpful!
at 10:30 12 x 30 mins is 360 not 340 for your brass
Yeah I know I fixed it later lol
Taka:
That is why I like to be a "DUMMIE" because it give me the luxury
to find an "AWESOME" teacher like you I know those videos are
dated from 1 or more years but they are still very helpful anyways and
I appreciate every minute of your videos THANK YOU SO MUCH ;)
I've been waiting for this guide so thank you, it seems and what I like about this new system is saves you from settling islands just for needs and balances out your raw material deficits or overproduction, I've been arranging my settlements with cutting supplies to investors like coffee, cigars or chocolates those require that new world settlements and resulted with more investor buildings with more consumption of other supplies like glasses, light bulbs, carriages. You see this arrangement ended up wonderful since I can trade my overproduction carriages, glasses or whatever can be traded for newworld goods now. You mentioned importing construction materials is limited so gas cant be imported either so I have to rely on steam turbines of trade union
Just got the DLC and started a new map. After a few hours, wanted to go back to my primary map and this should help immensely in redesigning my islands to account for an "import-from-void" mechanic.
Clear explanation, thanks! One thing I didn’t really understand, how were you able to tell how much steel you needed to (over)produce to meet the export/import ratio?
Take the amount that you are exporting and then divide by 30 just like you do for the imports. That is how much you need to overproduce... you can see where you are with that by looking at the Production tab of the stats screen. The demand vs the supply.
Thanks, it is really a good basic but elemental tutorial that goes exactly to the point, (Which is something that i really love)
Really helped and was clear thnx man. 👍
Great video. Thanks for this breakdown of this menu. I'm sure you saved me hours right here.
Any time man!
With docklands, the legendary Bruno Ironbright item is more broken than ever before. (produces extra steam motors and adv. weapons from sewing machine factories and bicycle factories). Have 10 bicycle factories with Dario the engineer and bruno along with feras and hook them up to a power plant, and watch your docklands stocks rise through the roof as you export adv. weapons, steam motors. Dario the engineer eliminates the need for clockmakers and gramophone factories, especially if you are below 20k investors
Simply Amazing ....thank you
Thanks this is a great tip and thanks for sharing
Thank you for help and teaching with subtitles
I'm looking forward to trying it for myself!
great explanation and tips thanks
A lot to take in. Going to practice. Have to over produce some and import et reduce other. That;s not obvious when everything was on the edge.
This helps a lot! Thnx!
this system seems to be amazing from the looks of it.
I can't wait to have some free time and play it myself
Great explanation, thank you!
Just wondering, I suppose how the system works every island will have a little bit different timing for the trade, correct? I setup not 30 but 25 as my magic number for trades and it seems it works as well, but m,y islands are mostly on the edge of the map (snowflake map)...
And I found that you can produce a ton of fish and you can do it on every island as well. Trade then for anything you (f)wish for :) Seconndly as pointed below using legendary or epic specialist for "free" production can also work nicely for trades. This DLC is just awesome.
LOL, thanks. I could not figure out how to add modules. I was building stuff and it wasn't giving me credit. I didn't realize I had to hit the button in that UI to add different stuff.
very helpful thank you!
Great vídeo. Very clear.
It would be great if we could get an output of our production on a per island and per region basis that I could then use Excel to query and auto populate the cells for those productions and make calculated recommendations for import and export.
Amazing breakthrough of this complex mechanism for newbies. I have had the game for around a month so learning a lot.
One question, in your opinion does Anno 1800 has a "Staple Market" system?
A staple market like for example Amsterdam used to be in the 17 century where they didn't produce anything but their import and export trade off margin made them unique and important for the trade in the region. The same can be said about New York, they had fur and timber but a lot of colonies had that but the location of it made it a staple market and super rich.
I feel like the island of Anno1800 are not unique in that sense, all island evenly developed can be as valuable as the rest besides one having other resources.
I haven't got this far yet in my game and Carl just declared war and am going broke. It looks really interesting and a very mice addition to the game
good video, explains it well and explainshow to sue it efficient
I wish they involved export ratios to the statistic numbers. Obviously, I will have to keep an eye on the supply and the demand ratios by the time my city grows.
Looks like dock lands is just an external source for the goods. But it’s ok, I loved the design.
By the way, did this dlc reduced the need of expanding and settle new islands? Normally, I settle min of 5 islands in the old and new world, 3 islands in enbesa and arctic to sustain 30-50k global population without crown falls. I always got overwhelmed with the complex and messy trade routes so I used to start over from the beginning. I hope this dlc will solve the need for new islands and a bunch of trade routes?
Settling islands and moving goods around is kind of the over riding theme of the game. I've got about 190 trade ships, 98% of them on trade routes. 105,000 global population. Don't sweat restarting when you kind of hit a wall. Just think about how to do it better next time, and the wall will always get farther and farther into the game each time you restart. This is the most complex my world has ever gotten, and I'm steadily streamlining everything. This is only the second time I have got to the point of putting tractor sheds on farms in the new world, and it REALLY blows the new world production off of the charts. Scholars have allowed me to start producing some new world goods in the old world with alternate recipes. I have been blown away by the way this game just keeps opening up no matter how far I progress. Developer support has been tremendous and the DLC's have made this an ANNO game that just leaves me wondering how there could ever be a sequel, what more could you possibly do?
@@shelbyseelbach9568 don’t get me wrong. The game is 😎. Tractors are just perfect in the new world where the soil is very limited:(
However, the influence system kinda bothers me a lot. Trade unions are great to increase the production efficiency, but each one eats up 20 influence points. Expanding while building new ships for trade and navy, expanding the zoo and museum already enough to destroy a big part of the influence points. Increasing population provides extra but in some point, every piece of it just comes and goes.
The complexity of too many trade routes with numerous ships gives me headaches every time😩 we should have an upgrade option to increase capacity of slots or big ships with more slots such as great eastern. It’s a shame building every eastern ship requires 1 hour to research and need of more and more scholars.
I guess new import/export rules kinda compensate all this struggle.
I just started a new game and first time I was able to sustain every needs of residences till the engineers only in one island! No need to settle down another or two islands to provide some little sources to produce can food and furs. I can now export shnapps for fur and red peppers and I’m fine with 1500 artisans and meet their needs. Madam Kahina is enough for the rum and the rest is fine with the export/import system. And also I exported shnapps for sausages to diminish some level of negative attractiveness as well😉 plus, my budget is completely fine, there’s no downside financially😀
I settled into crown falls and I’m gonna move on there next. I’m not planing to use trade unions this time and see if there will be any need to use them to sustain a big city (globally around 100k pop).
I think Docklands will provide so much to decrease the land usage and the need for the new islands rich in minerals and fertility, help us eliminate some extra trade routes and such? And btw, the new ship is apparently fast enough for trade routes inter sessions.
I don’t know, some stuff in the game just feels incomplete and I think it just deliberately made this way to continue releasing more dlcs maybe 🤔 especially tourists and high life buildings with extreme numbers of investors will definitely hit the consumption rates and again we will need more trade routes and islands probably🤦♂️
Gosh it shouldn’t be that complex😩
@@hakansaribal5093 palace policies can be used to make the museum or zoo or botanical gardens cost zero influence. You just want the game to be easy is what I'm hearing. The greatest thing about the game is that it isn't easy.
@@shelbyseelbach9568 didn’t know there’s an policy about zero influence on the zoo and the museum!
And you’re right I want it easy 😉
@@hakansaribal5093 you don't know about it because you keep staring over. The system of checks and balances in this game is very thorough and all designed to make you have to work for it. Absolutely fantastic.
Hi @TakaUA-cam
I'm just curious, how do you know so accurately how many steel bars you need per minute. It drives me crazy that I just see that i need 1 carriage per minute and its 0.2 in reality.
Thanks!
I always round UP when calculating everything.
Very useful, cheers.
Oh god. I never even considered trying to build Docklands on multiple islands. I just assumed it was a one off thing as it seems way to powerful for its cost to allow multiples of.
The main reason to clicked this video was my confusion about how to get more export contracts to unlock goods because the numbers made no sense to me.
So in simple terms; you overproduce items in your island & use it as an exchange at the dockland for items that you currently don’t possess or produce.
Thank You!
I have the enbessa DLC and have gone there and got an island with shepherds on but none of the embessa items are showing up in my export/import items?
question is that the same math calculation you use for the export side also ? for example you used the 172 champaign export for the 340 brass import. 172/30 - 5.73 about 8 tons extra champaign per minute round up easy is this correct ?? so i dont run out of champaign either ??
Yes same thing
Thank you very helpfull!!
Thanks for the video. Sorry if I missed it somewhere but how does the upgrading of specialities from common up to legendary work?
Great information
I wonder whats the MOST efficient way to get trade goods/ whats the best item the mass produce and sell late game? Maybe something with gold as you have endless gold (with the Specialist Who produces gold at sand)? Any ideas?
Gold is a terrible exchange rate actually haha.... you can go to the wiki and look for the Import/Export page and see all of the various exchange rates for goods. Give you an idea. Steam carriages and advanced weapons have the BEST ratios for exchange, but also the most expensive to make. I have found steam motors very reasonable though.
@@TakaUA-cam i didnt mean raw gold rather Juwelry or pocket watches... nur dont know, is there another good ressource which you can get/(produce) easily endless which is also worth a lot? (Beause steam Motors need valuable ressources which you dont have that much like gold)
I was just wondering if anyone else has had a problem with the Fisheries. I have found that after installing the Dockland DLC, and playing with Mods, I cannot build any fisheries. I get a " Construction area Blocked" when I try to build any.
I noticed last night that I can now build my fisheries off-shore and build a road to them from the shore. I don’t remember being able to do that before. The fisheries don’t snap into place like they used to, but they can be built anywhere in the harbor area.
You should Read patch notes 😋
I just read something that said other people are reporting the same thing. The devs said it’s related to a mod called ‘Spice It Up’. I hope that helps.
Thanks Mark.
perfect explenation. i mean, i love the dlc. it helps me min max almost every bit of the game when it comes to the production chains. i mean, how far can you go? that is the question.
First, great video, I have save this so that I watch if I get stuck on anything, secound, do you happen to know the map seed number for the map in the video?
Great video
Looking at this video years after it released, as I'm getting back into the game and all its DLC's after not having played since Land of Lions dropped. It kinda seems like Docklands trivializes the game a lot. There are a few production chains that I don't enjoy producing myself, and if I can trade something quite easy like Wine for them, then I'd love to be able to do so. Saves me manpower, space and pollution. It's quite easy to set up an island where 99% of the island is covered in Vineyards and Sand Mines. Trade unions should make it even more easy.
This is getting on my nerves. I can’t import anything because they’re redundant items. The dock lands thinks I’m exporting them which I’m not because I have zero of the item I want. How do I get this to work. I’m trying to import soap but I can’t because I’ve got zero soap? It doesn’t make any sense
I still don't understand the docklands thing because I don't have the DLC Purchased
Im still confused on how to increase volume. I can max have 3 contracts atm and i filled them up but im just stuck at 159 / 1000
Export volume is for each good individually... Not cumulative for all goods. You need to export 1000 fish for example to upgrade it to the next tier.
@@TakaUA-cam AHHHH!
i made it through 9 minutes, then i got a headache, thanks for info lol
Is there a list of all goods ranked by export value?
Not yet, but advanced weapons and steam carriages have the best overall
I assume the import/export ships do not have to worry about pirates? If you already answered this, sorry - I missed it.
He is like neutral traders. Noone can attack him.
12x30 in my world = 360 every day. Am I missing something?
Yes I know someone already pointed it out and I fixed it later after the video.. ignore my math because I still use 30 minutes as my timer lol
Great video BTW. Excellent that you acknowledge mistakes and graciously except criticism except from Bannon
Does not explain why goods can or can't be EXPORTED. I'm allowed only to export clay and I have no idea why. Any why can't I trade it for most goods?
Is it possible to import fur coats and rum without visiting the new world? Curious to see if it's possible to make it to investors without leaving the old world.
I would have to go back and see the unlock conditions for each good. I think I looked at this before and I honestly can't remember right now... I'll give it a check though.
@@TakaUA-cam Fur coats is definitely possible... you just need certain trade volume. Rum might also be possible, but it's really tough, you need 18 trade contract slots.
18 contracts isn't hard.. just need another Docklands
In my game captain Tobias is stucked in the sea.. never comes to my island
Me too
@@burprobrox9134 I had to destroy The docklands and build it again to fix this
does the AI build the dock aswell?
No they don't
Docklands are awesome i just unlock Gold Ore.
And Reach full optimisation for cape Trelawney
So can people realistically use this DLC to avoid ever going to the new world?
Sorta yes... but it is very slow to unlock everything you need.
Where are you getting 9.23 steel per minute from? You kind of lost me there.
Divide the amount of export by 30. The 30 is the 20 minute timer for Tobias to show up in the region and then a 10 minute minute buffer for travel/loading times at the pier.
This doesn't matter but it's going to drive me crazy, 12*30=360
😂😂 I'm going to make a pin comment addressing my 4:00 a.m. attempt at a video with no coffee
I don't like how how this circumvents the core mechanics and game loops of the game. So I generally have it turned off. It does look great though and I'd love the buildings for cosmetics or just to have less OP functions.
It's realistic I suppose. Economics tend to do better when they specialize in what they are good at rather than trying to do everything themselves. And trade was obviously huge. But it's still a building game and not really a full economics simulator.
How do you get so much storage?🤯
Each Docklands Depot module adds +100 storage. That along with the passive effect from the palace for +200t of storage for each harbor masters office within range of the palace greatly increases your storage capacity.
Comment for the algorithm.
I feel like i cheated the system lol. I have that legendary active that gives you free steam motors and advanced weapons for penny farthings and sewing machine factories (idk its name). That gives me 25 T/M advanced weapons per minut. That number is enough to import litteraly everything my scholars need, and coffee cigars and chocolate for my investors. As well as some raw materials such as iron and wool. This system + that legendary just elimates so much production chains for me its unreal.
Yeah we discovered that last week actually.. One of the record builders took it to the extreme and it's supplying 5 million population with like 80 bicycle factories with that specialist
Try François Strindberg and Goldsmith Gilbert - you get eliminate all the dependent goods, except gold, for jewelers. Then if you put in jewelry as your rank 1 export it’s 1:14 jewelry to gold for import. Not to mention the free pocket watches. So much jewelry and pocket watches for literally nothing.
kino
I believe 12x30=360, not 340? New math maybe? Lol.
4:00 a.m. and no coffee trying to make a quick video lol...
@@TakaUA-cam NO COFFEE! That's harsh, man.