Anno 1800 Build Harbor

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Maricel Fergason

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Aug 5, 2024, 11:54:44 AM8/5/24
to mimidercomp
Engineersthey are a lot of work to fulfill. You will find the video uploaded in the next blog will be longer as the previous ones. This due the fact that the moment you have four to six islands going, something is always happening somewhere.

Ships get sunk by the pirates, or there is a disease without a hospital near, and then you need windows to build the hospital. Which means a ship is needed, at a location with windows to ship in the windows to the disease and then build the hospital. But you were building extra farms, yes?



Now you have had six new alerts probably. A newspaper, another attacked ship, a quest offering, etc, etc. I made a list with all alerts for Ubisoft to consider, since when you have to interact with the game as a player, and these alerts block your action, that is very annoying.


Due all this happening and taking time, I consider Engineers mid game game-play. From here on, things are no longer progressing on as simple steps. In this blog I will pick out all elements I think are important to consider going forward. Including the needed Supply Chains to supply engineers with their complicated demands.


Concrete is a combination of steal beams and limestone, quarried in a mine. The ratio is two furnace and two limestone quarries into four concrete factories. However, my games never needed more as two concrete factories in total. With this I build a 50k investor Crown Falls metropolis. Thus consider just building one or two concrete factories. When they have electricity they will run at 200% and provide four blocks of concrete every minute.


After building the factories, I set a threshold for concrete on the harbor first, for when trade-routes will start picking concrete up, you then always have a supply at hand at your main island. For now I have no shipping route sharing concrete between my islands, I should fix that next session! Concrete is however already shipping into the New World with the reserved slot mentioned earlier on. In the Old World I am moving the concrete around with my flag ship.


Now with Zinc shipping in, and Copper on Island, spectacles can be produced. This will fill the engineers demand up slowly, which will result into a higher population. Each basic consumer good bar at a residence will tell you how much population will be added from providing that good.


Another blessing coming in when reaching engineers, is the commuter pier. All production buildings on your main island can now draw farmers and workers form other islands worker pools. Which means all farmers and worker houses can be upgraded into artisans and engineer without a problem, you can build new farmers and workers on secondary islands now.


The moment a pool on an island is shared with another island, the bar with available workforce will turn blue. There is a separate workforce pool in the Old World and in Cape Trelawney. In the New World it is not possible to share workforce between islands.


With the workforce pool shared between islands, you will now be able to have workforce buildings that are different as its own population on islands besides your main island and even on non populated islands. These islands will then be able to produce goods without a population present.



The commuter pier communities does not share factory production modification. This means you can choose to ramp up your factory production with a 50% on all islands without a population.


Two things to consider when doing this; riots and fires. Both events will occur faster on buildings that have a high production ratio. Be prepared to build these buildings when needed. To make sure the island world will always have access to the commuter pier, have a fire-station near the commuter pier from the moment you build it. A commuter pier will stop functioning when it is on fire and when it is on an island under siege.


With engineers streaming into the city, I chose to build an oil chain first, since you then can step easier into penny farthings and pocket watches, both requiring electricity. Also you can boost your production chains that you already have to support more populous with the same factories. Which results in more output with the same labor force.


This organizing was all due to the oil harbor providing oil to the power center of my production hub. My other power center I placed in the middle of my engineers. The ratio for a power plant versus oil wells is 3:1. I tapped all sever oil wells on my island, to have some extra stock in my harbor, to mitigate waiting delays or interruptions by explosions in refineries.



This game session I made a small judgement error, the power center I should have placed more northerly. My shipyards are out of range, the moment I ship in oil from the new world, I will move it a few house-blocks up, so my shipyards will have electricity too.


By now, coffee will have unlocked as a base requirement too. Since this is a New World product, it takes a few steps to setup a long chain, including the ships to move it all in. For this session I will import it from Kahina, just like I am still doing with rum. In the New World Advanced blog I will build up the New World for Coffee before entering large numbers of Investors. In between just save up Rum and Coffee in your warehouse and release it when it gets filled up.


The last product to provide as a basic need, is light bulbs. The ratio is four fulfillment factories and two glass-makers to have four light bulb factories. Which means the Filament to Light Bulb ratio is 1:1. I just build one of each when starting my city, and add new sets of two every time I run out of light bulbs. Besides that you just monitor the Glass and Coal reserves on your islands, since they are used over several chains now.


With all supplies of your engineers met, you should easily stumble into a 3000 of them. Then you can make your bank balance happy, build a bank! Now this is done, you are ready to upgrade into investors.


The Harbour master's office is an Occidental Trade building that creates additional Harbour area when placed, which is required for placing Harbour buildings such as Shipyards and Storehouses. It does not send out Market carts, but enables the transfer of Goods with Ships. The Harbour master's office can also be selected as mooring point for Trading routes, which is useful for reducing the distance Ships have to travel on a route. A Harbour master's office can be built on any Coast within the available Construction area of your Islands.


The Quay wall is listed as an Ornamental Harbour object, but Quay walls are important to all Harbour buildings. They are automatically created when placing Harbour buildings, creating pathways between the Warehouse and other structures such as Small storehouses and Piers. Harbour workers use these pathways to transport Goods, though these animations are purely aesthetic, and no Goods are actually transferred.


Upon placing a Quay wall segment next to an Occidental Warehouse, the base of the Warehouse will change from wood to stone. This does not work for the Oriental Warehouse, however, but the same effect can be achieved by first placing a Quay wall and then placing the Oriental warehouse on top of it.


The Harbour defence tower is an Occidental Harbour building that fights enemies in its range. With 8 attack power and a range of 15 tiles, it is one of the most powerful defensive units, despite being the first one that is unlocked.


The Pier is an Occidental Harbour building which creates additional places for Ships to dock and Trade Goods at, reducing the wait time before Goods can be transferred. This only works for automatic transfers, however. You cannot manually exchange Goods with the Pier.


Having multiple Piers at your busiest Islands is essential. It's not uncommon to have 6 Piers at your main warehouse harbor in the mid to late game. Every so often check to see if your trade route ships are bottle-necked at any islands. If you see your ships sitting with an hourglass icon above them, this means they are waiting until a free space is available to unload/load goods. Build more piers to eliminate this problem.


Create your own island paradise, or meet a brutal challenge!

We have three basic difficulty levels in Anno 1800, ranging from Normal to Expert; they do not only affect the difficulty of your AI opponents but also include a set of predetermined rules regulating everything from the income you generate to the cost of relocating buildings. While we hope that the Expert setting should pose a challenge for even the most experienced players, we also allow you to tailor your own rule set and to select which (if any) AI characters you want to share your virtual world with. So if you want to create an unrelentingly brutal map with aggressive enemies and sparse resources- be our guest ?


And if you really like the world you find yourself in and want to share it with your friends, make sure that you note down the unique match seed code to recreate your experience at any time. You will of course also be able to have the game generate a random seed for you to get the proper feeling of venturing out into the unknown.


sounds great even though there isnt much new things here.

I really hope thou that the long term motivation doesnt just come from playing over and over again with diffrent settings. what i really liked about anno 2205 was how long i could grow my company in the same session until i unlocked all sectors with their projects, a complete research station, a million inhabitants and finally androids (even thou their were useless at that point). thats the part of the multi session gameplay that i really hope will make a return in anno 1800


In the game Anno 1800, trading is a vital aspect, and the harbor of the New World serves as a significant asset in your gameplay. It enables you to engage in the procurement and sale of a wide range of items, including raw materials, minerals, food, and much more.



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