Anno 1800 ~ Guide to my Tutorial Blog

•February 13, 2020 • Leave a Comment

The city-builder Anno is very broad and a challenging game to master, without an extended tutorial. When posting video’s online, people approached me if I could write an explainer for my video’s, which resulted in this extensive strategy blog for all tiers and supply chains.

Buildup of the blog

The written tutorial is build up with blog entries related to each tier in the different sessions that exist in game. The game of building up tiers are divided in several sections; the early game, mid game and late game.

The buildup of the game is not only about tiers, it is also about defense and logistics. Each tier brings in new possibilities to build into more complex island systems for a large variety in buildup of defense and logistics. Plus also management of worker pools, money flows and fleets of ships on patrol, on expeditions or on trade-routes. Those decisions are mixed in when they become available or an possible problem based on the tier you are working on at that moment.

Early game ~ Tier 1 and 2

The blog about Farmers will tell about the first steps in game, from choosing an island, building your first resource production units and base consumer goods. The blog has a follow up with video showing my game progressing into happy farmers.

Workers are the next tier being described, which give you an insight in your first island defenses too, the blog is again followed up by a video and some game statistics and some explanations about tactical and strategic decisions in game, which will be added to all video-blogs from here on forward.

Early game ~ Tier 3

Artisans make up the third tier, this tier is divided into several blogs due to the game making a jump in complexity;

  1. Old World ~ the video ~ the supply chains of all old world demands
  2. In between ~ the video ~ a blog about the management game, since your game will have more worries as just progressing up with your population.
  3. The New World (basics) ~ the video ~ your first steps into an expedition and the people of the new world; Journalos

Mid game ~ Tier 4 and Tier 5

With the game having access to the Old World and New World, the game can now progress into tier 4; Engineers ~ video. and tier 5; Investors ~ video with all Old World production lines. This since tier 5 will also require New World goods that cannot be produced with Journaleros, but require Obero’s, who in turn will demand their own consumer goods. All goods used in the New World will be produced in bulk and described in several blogs about mass production. This will be applied to Rum, Cigars, Chocolate and Coffee.

Late game ~ Mass Production

Before producing these four products in bulk, I choose pick up a few things from Nate in Cape Trelawney, to ease the intense demands of a strategic buildup of the bulk production in the New World. With two video’s that show the buildup of the mass production cells, excluding a few hours of diving in the Cape.

Anno 1800 Tutorial ~ The New World ~ Obero's and mass production ~ the videos

•February 13, 2020 • 2 Comments

The Obero’s video below has the game sound way to loud, to my shame. This is due to a Skype call in a co-op game killing your sound levels across windows, and then me boosting the game volume to enjoy the game anyway. When later recording again, I of-course forgot to set it back to the normal volume. But I since I made the recording anyhow, I thought to share it with you guys anyway, so you can see the buildup as described in last blog anyhow.

Beside the buildup into obero’s – the video also shows the setup of the first Coffee mass production cells.

Production cell buildup

With the Obero’s setup, it is possible to focus on building up the cells for all consumer goods that need mass production. This video will focus on Chocolate and Cigars and a hub to prepare for storming crown falls later on.

Due to the high amount of islands now inhabited, the game status overview will be moved into a separate blog post.

Pointers

Last blog – Mass Producing II – The New World

Anno 1800 Tutorial ~ Mass Producing II – The New World

•January 31, 2020 • 3 Comments

The pursuit of scale will continue in this blog, part I focused on acquiring the robots to do this with a small areal footprint for my islands.

Mass production is best centered around a Trade Union. Which I will call a ‘production cell’, since I aim for a self-sufficient enclave in ratio and usage, which will lower logistics and market movement to a minimum. This low logistic and market movement results in a reliable and stable output from each cell.

As stated in part I, my focus is not on production efficiency in the New World, since areal footprint for a full workforce to man the mass production cells is immense. When building with a normal production, which will give predictable ratios, but with a very low number of required workers, all New World consumer goods area coverage is minimal. Which results in more leftover room for production cells.

A coffee cell, with the Trade Union circle active.

Coffee

The highest listed item required by Investors is Coffee. Investors drink it massively. The wiki tells us that Coffee Roasters support 21.25 investor houses or 1062 investors for each unit that runs 100% efficient. My current build has 12.000 investors demanding coffee. Which will require about 12 coffee houses. If you count delays due to war and ship losses, and supply chain bullwhip effects, and some demand in the New World, I will aim for at least 20. The unreliability of supply chains I find most easily removed by using the FULL load option on a trade route.

Coffee route shipping out with a FULL LOAD order enabled

As seen in the trade-route, I opt to ship the Coffee to a hub island first, before shipping it to my investor island. This to no clog up the piers of your Investor island. This way, you can have a shuttle between the hub and your investor island that has a UNLOAD ALL order on the destination island. Supply chain disruptions in the New World are now also not effecting the direct supply in the Old World.

Hub island in the Old World

It makes Coffee delivery more resilient and if you produce Coffee at several islands in the New World. Secondary, it will give a good measurement location for stocks. Tertiary, you can supply Crown Falls from the same hub island on a later moment, since you then have a centralized location for all Coffee drops and pickups to end consumers; a distribution center. In my current setup, all available supplies from Eli and Kahina are dropped on this island with trade-routes too, since it will remove even more harbor movement from your main island.

Four routes from the hub to my investor island
A small shuttle from the hub to my Investor island

When setting up mass production for investors, the demand for Rum also will have had a hit on its usage. This is why Rum is also moved over the hub island. Currently the hub can house 2000 items. When setting up the hub, I also moved all routes for ore, consumer goods, intermediate and building materials over the hub. Which will concentrate all resources on the hub island.

A coffee cell, with the Trade Union filled with the three different robots crafted at Nate’s workshop

The island I produce coffee on, I booted up with two coffee cells and some extra’s added later on since I had a populous that could support it. In one Coffee cell I have 8 Roasters and 16 farms. Farms end up with a near zero requirement for Jornaleroes and coffee houses end up with a requirement of seven Obero’s. What will result in a 56 Obero, or three Obero houses, requirement to supply 8496 Investors with coffee.

Cigars

Cigar production cell

A Cigar Factory will provide for 90 investor houses or 4500 Investors, with four of them in one production cell, 18000 investors can be supported. The farms are near zero employees again. A Marquetry Workshop will require 5 Obero’s, so 40 for the 8 buildings in this cell. The factories will each require 8 Obero’s, so 32 in this cell. Which totals out in 72 obero’s to supply 18000 investors. Which will simply oversupply our city.

Chocolate

Chocolate cell

A Chocolate Factory will provide 37.5 Investor houses or 1875 investors. Which will require two cells with four chocolate factories for my city. Cacao and Sugar plantations end up with near zero employees again and for the four Sugar Refineries (2 Obero’s) and four Chocolate factories (5 Obero’s) you will need a total of 28 Obero’s. Or 56 Obero’s to support two Chocolate cells to provide 12.000 investors, with some oversupply to cover supply chain risks.

Rum

Rum Cell

As shown in the routes, I upgraded my Rum production over time too, this cell ís boosted with Nates items. With boosters the Rum Distilleries reach a 175% production efficiency. Because Journaleros are easy to support, a boosted cell is more logical here.

Old World mass producing

This will finalize the New World mass production, now onto mass producing for Old World items. Which will be put into a blog to follow later.

Pointers

Last blog – Mass Producing I ~ Cape Trelawney
Next blog – Mass Producing II ~ The video’s

Anno 1800 Tutorial ~ Mass Producing I ~ Cape Trelawney

•January 24, 2020 • 4 Comments
Dragsburg ~ the current state of my investor city.

All happy investors in our main city of Dragsburg are now supported with all goods. However, the moment you start optimizing supply chains and pursue other endgame objectives,you are eating a lot of influence points. This means you need to upgrade into a lot of Investors for the influence they provide. This will not be supported by the new world supplies from madam Kahina. Which means our investors will run dry when the total number goes up. To obtain the supplies needed to sustain higher numbers of investors, the New World has to be build up with advanced supply chains, which will result in mass production of these items. The challenge lies in the scale of production, not the chains themselves. This blog will focus on this pursuit.

Diving and crafting fleet at Nate’s island.

Before booting mass production in the New World, I choose to pickup a few items from Nate in Cape Trelawney (or “Cape” for short). Since I like to use items from Nate’s Workshop to build up the New World. For those people who do not have access to this DLC, there are plenty of items to optimize production chains in the New World, however, I choose to go for labor optimization in stead of the boosting of production percentages, since I found that the footprint of a lot of New World citizens needed for fully crewed supply chains is getting big very fast, especially since commuter piers are not available in the New World.

For people who pursue a shortcut to easier game-play, or more room to build, in the New World, MODS exist to remove rivers from the New World. MODS also provide the possibility to add a commuter pier into the new world.

A fact to consider when going this route; statistics in Ubisoft Launcher will stop counting the moment you MOD the game.

The Cape

Old Nate as presented in the Ubisoft Dev Blog

To visit the cape, finish the expedition that will look for the lost queen, offered you by Blake on reaching 700 Artisans. When you follow the base quest line in the Cape, the Queen will introduce you to Nate, who will give you quests that result in you owning salvaging ship. Nate is a tradesmen with items for sale and a workshop where you can trade / craft items and scrap for items.

The reason I choose to a few pickups there, is because a lot of supply chains in the New World are labor intensive, and room in the New World is at a premium. To save room, I use the Crafting specialties Nate has to offer, via his workshop.

Above a screenshot of my current city of Crown Falls*, which I gave a single house to trigger festivals on the island, to scoop up the extra income from visitors.

* Which will not attain this name, if you stop the video midway, however, all quests are hard coded with name “Crown Falls”

Gathering Scrap in the Cape

In the Cape, Nate’s salvaging ship can dive for Animals, Machines and Artifacts, which can be performed in all map regions. Whit each dive you will also acquire scrap, which is needed for transmuting consumer goods into specialist items at Nate’s workshop. Scrap comes in the following forms; “Scrap, Nice Scrap, Special Scrap”. Which are colored Brown, Grey and Blue. Grey is Rare and Blue is exceptional to come up with a dive.

More scrap!

To increase the amount of scrap you find, transmute an Advanced Umbilical Cable as soon as possible, it gives a 30% boost on dives! Besides that I like to have the legendary Echo Locator, crafted at Nate’s workshop, to find diving spots very easy. The last item fitted in my savager is a legendary item called the Nathaniel’s Pressurized Diving Bell, a submarine item that will let you find Epic and Legendary items in dives, which can be crafted at Nate’s Workshop too.

Diving efficiently

A ship filled with Machine and Artifact dive maps
A ship filled with Animal related dive maps

To visit a lot of diving spots with high efficiency, buy diving maps from Nate’s shop. A way to optimize buying the maps you prefer, fill a ship with the maps you want to buy from Nate, block all other item / ship slots to only see those kind of maps light up in his shop, as shown in image one above. Which will make it easier to roll for the map type you want to acquire.

In the first image above, you see six maps related to Machines and Artifacts and the second picture shows animal maps*, to buy those specific maps. The maps you buy will show up when opened as a quest, with a quest timer. The maps show an island to dive at and a timer of one hour.

* Since I did not pile animal maps yet, I have not filled the two ship slots in this picture.

A diving map quest and timer.

However, I prefer to ignore that feature completely. Just collect a decent amount of maps (say about 20, above the 6/9 base maps in your ship). Open up the 20 maps, and just visit all islands in the session you have bought maps for. Each session has its own color of maps as noted below.

  • Dark Blue: Cape Trelawney
  • Green: New World
  • Red: Old World
  • Light Blue: The Arctic
Diving party on route, with a battleship for protection and three cargo ships for storage of the to be found items, the yellow echo lines, show the direction a diving spot is located.

The 20 maps number is not a random number I picked, it gives you 5 minutes to dive for each map, while also attending alerts on all other parts of the game. Around 20 maps is easy to dive for in the hour you get from the map quests, while attending alerts.

Crafting

Crafting Human IncarN8 Nr. 9 in Nate’s workshop.

To craft an item in Nate’s workshop, click the item you want to craft, and fill all requirements from the ship in his harbor. The moment all required items are stored in a ship, the “transmute” button will light up, which will result in the item being transferred into your ship.

Crafting SubordiN8 Nr. 360
Crafting ImpersoN8r Nr. 531

After a few rounds of diving, I have completed a ship full of robots, to use in Trade-unions in the New World. The set will accomplish a -15/30/50% per slot, which totals in -95% workforce for all buildings in range of the trade-union.

Since I found the blog software will get slow with a lot of images, I will continue in a second blog with the New World mass production setups.

Ready to mass produce in the New World

Pointers

Next blog – Mass Producing II – The New World
Last blog – The New World ~ Obero’s

Anno 1800 Tutorial ~ The New World ~ Obero's

•January 21, 2020 • 5 Comments

Welcome back in the New World. When building into Investors and Engineers, I used two islands, one for Rum and one for Caoutchouc. They have slowly gotten bigger, as seen in the pictures below. When growing the oil chains and island defenses, you will hit a higher number of Obero’s, which require all new kind of consumer products with new supply chains, which are not filled now. Lets fix that.

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Current state of Caoutchouc island.

Beer and Sewing machines

First some easy to accomplish fulfillment; Beer and Sewing Machines. They both can be brought in from the Old World. Set up a shipping line from the Old World and they should be filling over time. Do not forget to set a minimum limit on the source island.

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Shipping in Beer and Sewing Machines.

Boxing arena

The next easy item, is a boxing arena, which is a service building. Build in your city center to cover a lot of Obero houses.

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Boxing Arena

Coffee

Next up is Coffee. The coffee Supply chain exists of a Coffee Roaster and two coffee plantations. A coffee roaster has a workforce requirement of 150 Oberoes, which numbers will rise into larger numbers if several are in use. For my Oil Island I have one in use at this moment, which will cover a 170 Obero houses.

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Coffee chain.

Tortilla’s

My next endeavor is the Tortilla Chain. It exists of a production building, two corn farms and two cattle farms. Each chain can support up to 70 Obero houses, in the image below you can see two chains wrapped around a railway track.

Bowler Heads

With more and more Obero’s moving in, bowler heads will be requested as a consumer good. A bombing weaver will support 75 Obero houses and the supply chain exists of one Cotton Mill supported by two plantations and a Felt Producer that is supported by an Alpaca Farm.

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The Bombing Weaver Supply Chain

Cigars

Now all consumer needs are provided to the Obero population. In the happiness tab, you now will find the Cigars as only requested item. Cigars I will mass produce on a separate island, since they will be requested in the Old World too. Mass production will be explained in my next blogs.

Pointers

Next blog – Mass Producing I ~ Cape Trelawney
Last blog – Investors ~ The Video

Anno 1800 Tutorial ~ Investors ~ The Video

•December 26, 2019 • 3 Comments
From Engineers into Investors

Welcome in a long overdue update on this series, in between the last blog and current update, I build a 50k investor city on crown falls. When satisfied I will give you all a video tour and maybe I should add a blog with the steps I set to get there.

For now, my tutorial game; The game has had a little progression since I last blogged about it, since I got some questions on Facebook due to last blog-post. I will setup an in between blog for it later on.

Current population buildup

My current island population, where you see that you slowly grown in numbers to keep up with the new tiers added to your world. The ratio of lower tiers will go up for base production means, but consumption ratio’s in your main city can be stable the moment you do not overextend in building lower tiers in that main city. This makes it easier to manage that city, since all growth in numbers will happen on secondary islands, with room to grow basic production chains and support chains for your advanced industries of the higher population tiers.

With the new statistics from update 6.0, you now can see if your population is satisfied by tier, and maxed out or not. Here you can see I have a few farmers that do not have maxed out houses. This is probably due to me using the max extension on markets all the time, so they are just in limited range of the market. It could also be, they need stone roads still. At least it is nice to know there are houses that can be optimized. In expert games it is something I pursue a lot, since you have low income and you need every citizen you can find in your game to have a positive balance.

Royal taxes

In the Financial statistics tab, you can see how many royal taxes you pay over each tier. Here you can see that I have a very decent spread for my workers and farmers between islands. Engineers and Investors I have concentrated on purpose, and the royal taxes on them are higher due to them generating more income in general. It is nice the game now provides a tool for looking into the tiers that cost you the most.

Investors make a difference

In my financial overview, you can see investors give a nice boost to your income, which makes it possible to peruse other nice things in the game. Like going on expeditions, buy specialists from Eli, buy museum items from Kahina. Spend influence from your investor houses to build islands focused on specific production chains. Especially the option to concentrate your production chains around building with optimization items and specialists is something to pursue when your population numbers grow. But that is something for next session.

It happens to be Christmas today, so happy holidays! Good luck surviving your relatives, I am sure you can google books with guidance about that.

See you next time!

Anno 1800 Tutorial ~ Investors

•December 3, 2019 • 3 Comments
Investors – Happiness goods
Investor ~ Consumer Goods

My investors have all resources ready, but the game is far from complete. Coffee, Rum, Chocolate and Cigars are bought in the old world from Kahina. In the next blog I will show the New World delivering this all into my current Investor city. Since I will import oil from the New World too at that moment, I will move out all industry / pollution to another island. To increase efficiency by electricity, use boosting items in union halls and enjoy happy investors.

The members club

The first happiness request for your investors is a members club, a simple way to reach some happiness and income from your first investors!

Champagne

Champagne please!

The first item required for investor goods, is the Champagne chain. Which will require a glass-maker and four vineyards for each Champagne Cellar. My island is setup with a commuter pier and a Trade Union, a Trade Union has item / specialists slots that boost buildings in their radius. Without them, or electricity, it is mostly cost inefficient to setup advanced chains, in money and / or workforce.

From expeditions and specialist arrivals at tourist piers, you will receive specialists and items (from expeditions) regularly who can be socketed in Trade Unions. All non-legendary specialists can also be found at neutral traders and especially the listings of Eli are worth a look. However, the tables of expeditions and neutral traders are very different and you have to pursue both to get a healthy mix of all kind of specialist.

Google on the ‘Anno 1800 Asset Viewer’ to dive deep into the abyss of drop tables. I will not link the program, since it is from a non-verified source.

Electricity!
Extra efficiency!

With electricity at my cellars, I double their efficiency without extra labor force needed. With the Oenologist and Vinter you add extra productivity and have a lower maintenance cost. With this as combo you can setup a nice small efficient Champagne production island!

Jewelers ~ with thoughts about imports

Jewelers

The jeweler is the next happiness good to produce. The chain has a ratio of ten Gold Mines and one Coal Mine, into four Goldsmiths, with six pearl farms, into two jewelers.

Just like much other goods for engineers, I opt to buy the resources needed for jewelers from traders, in stead of produce them from New World goods. In next blog I will build up the New World, so I can prepare for a mega-city in Crown Falls and scale up production for this city. With current investor numbers, all stock will run out soon.

Gold bars I buy from Jean with a setup traderoute, I befriended him into a trade agreement, that turned into an alliance the moment I started buying Gold Bars from him. Do not enter an alliance with pirates when playing with AI’s, unless you are prepared to be at war with everyone. Some players suggest; “never step into alliances!”, however, when you want to buy Extravaganza Steamers from the pirates, you will need an alliance first. Anne is on my wish-list as trade-partner.

Gold ores are shipped in from Eli and Pearls I import from Kahina. Ubisoft claims this strategy is “quite costly”. However, I find that that as long as you have an gold income of +1000 on farmers, +2000 on workers, +5000 on artisans, +10000 on engineers you will be ok. Just manage your cities accordingly. Also; stack all items that are needed to build ships, and if you can afford it, stack some ship-of-the-lines. So, when you are dipping in income, sell some ships that were laying around for eventual wars anyhow. Or build some ships to sell directly. When in expert games, I have had harbors with an exit point in NPC harbors.

For emergency income, it is also handy to have all items, that are not filling your population needs decently, blocked from consumption. If several tiers use the same consumer good, block the lowest tier first. A higher tier gives you more income from the same product. Think schnapps between farmers and workers, beer between workers and artisans, fur coats between artisans and engineers, plus coffee between engineers and investors. Then when you dip in income, release coffee, beer, schnapps, fur coats, etc… into your lower tier populations and have a temporary boost in income. Do this until your money issue is resolved or until the stock gets below a safe threshold. Stocks under 100 would be a threshold to withhold those stocks from your populous, the moment you have investors.

If you can afford it and / or have the islands for it, extend the supply chains you are dipping in, to make sure to have no future shortages and a permanent higher income. As long this is not the case, stack the good again until you have another dip in the economy.

Gramophones

The next consumer good that unlocks is the Gramophone. Gramophones have a ratio of four marquetry workshops with one lumberjack as base, plus four brass smelters, that allow eight gramophones factories. Since one Gramophone factory can handle 3000 investors, just build enough of them to supply your city and build new ones the moment your supplies drop below your own safety threshold, say 200. With electricity 6000 investors can be supplied by one of the gramophone factories. Which means I can support 12.000 investors at the moment.

Steam Carriages

Cab Assembly plants and coach-makers

The last chain to unlock, is the steam carriages chain, produced in cab assembly plant. One plant can serve 7500 investors, which means a general city mostly can be served with one of them, since 15000 investors can be served with an electrified one.

Steam carriages chain

Since every Anno 1800 game has zinc shortages, aim towards a city that uses as less as zinc as possible with specialists in trade unions. While rolling Eli for the Costume Designer, I stumbled upon ‘Susannah the Steam Engineer’. She replaces the “zinc” base with a “coal” base as requirement. Charcoal Kiln are just limited by the room they take, which means you can have islands full of them, just to supply extra filaments for steam carriages.

Avert zinc shortages, replace Steam Motors with filaments.

Working high demand of consumer goods.

Since your engineer numbers will have grown massively due to all factories in your city requiring engineers for their investor supply chain buildings, you will run out of fur coats. To mitigate this you can roll the dice at Eli until you find the Costume Designer. This session it cost me about 5 million gold, another session it cost me 20 million, but it is worth it. While rolling, do not forget to collect all awesome specialists you find while rolling for her, or specialists that have awesome trades for union halls in your city or high end specialists useful for expeditions (Actor, Garrick, Captain of Industry books). Specialists with high number traits as; crafting, medicine and faith will always be nice to have. When rolling the dice becomes to expensive, have it cool down for five minutes and start over. To supply money for your rolling gold sink, produce lots of ships and sell them as a commodity until you can afford the rolls again and find your desired specialist.

The costume designer is a must for any big city, especially if you do not have a huge buildup of cotton mills in the New World. Since I did not build up the new world, like in most sessions before being friendly with both pirates, I always have a cotton shortage. The risk of ships sinking is huge, plus the cost of power projection is to high, it demands lots of ships with a high upkeep as result. The moment you start having supply issues with your specialists in place in the Old World with New World items, you already have investors up, which gives you an income that can afford a fleet to project power in both island worlds. This is especially true when playing with NPC’s, like in the campaign. With wool now supplying my fur dealers it is very easy to scale them up and your extra engineers working in all above factories of investors can be kept happy.

Costume designer

The town hall

My town halls in my investor city.

To supply my city with decent numbers of Pocket Watches and Jewelry without building extra expensive supply chains, I have setup my Town halls with Garrick. Bought at Eli, he takes away a huge number of production numbers from your chains. All buildings outside the town hall radius of-course still require the demand, but since you were already producing items before upgrading into more Engineers and Investors, your city will be fine while having more income, without the cost of extra supply chains.

Without gold imports from the non-build New World, it is also possible to keep producing all consumer goods chains depending on gold bars for production.

New World supplies

The moment you now want to grow an even bigger city, you will need New World supplies, that is what will be the next challenge for my game and written out in a next series of blogs. This is put into three blogs, due to mass production of new world goods has some complicating factors in themselves. But first the blog will invest in getting to know Obero’s.

Pointers

Next blog – Investors ~ The Video
Last blog – Engineers ~ The video