I Claimed and Settled ALL of these Islands in Anno 1800!



In the previous episode, we met Trinity Infinity and founded Calemborg. In today’s episode, we’re going to stabilize Calemborg’s budget so that we can claim and settle multiple new islands! Along the way, we’ll gain our first artisans and MASSIVELY expand our city!

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24 thoughts on “I Claimed and Settled ALL of these Islands in Anno 1800!”

  1. Needs and luxuries. Your needs add population(also adds revenue). Your luxuries add revenue. You can actually ignore the luxuries if you fulfill the needs. And don't forget, you can pick up and rotate your worker homes, to make the shops face the roads.

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  2. It's already been said, but my own take on pronunciation is:
    Frigate is more "fri-gut" – a soft uh like "post-graduate" or "inappropriate". Not fri-gate as in "garden gate".
    Previous comments on "schooner" are correct – skooner. That's in British English, of course. I can't speak as to the original northern european pronounciation.
    And ironically it ties in nicely to the beer theme of the episode, with a "schooner" glass of ale equating to 2/3 of an Imperial pint in current measurements. In the UK, some of the stronger ales (6%+) are often limited to schooners for serving, so people don't get too hammered.
    One notable exception is Newcastle Brown Ale, which, while usually coming in a 600-660ml bottle, is traditionally served in a "Geordie schooner" glass, which equates to half an Imperial pint or 284ml.

    Now I want beer…

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  3. Schnapps, beer and bread are the real money makers. I usually build a town of roughly 240 farmers, 120 worker and 60 artisan houses. That is an easy to balance start. Make sure to build schnapps beer and bread and u wont run out of money

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  4. You kind of Build gives me ne Ideas how you can Decorate new Neighberhoods and Districts. You can build 3 Houses with Fence and Gardens Copie them end Make a Garden District.

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  5. Try to conceptualize the Marketplace as being less of a town center, and more like the "nodes of commercial activity" that you sprinkle throughout your Cities Skylines builds.

    Just pay for a truce with the Pirates, rather than preparing for war. If you do it often enough, you can sign peace treaties, trade deals, and even alliances with them. It just takes time. But they are good partners in the long game.

    The unattractiveness of (for example) your sausage and soap production chains (or pollution) affects the whole island btw. It's fine to try and zone it away from residents if you want, but the only way to avoid the penalties is by moving those land-uses to a separate island. Later in the game, you can make commuter ferries which lets you avoid anyone having to live near them, but in either case, until you move them off island, they will make your island less attractive, heightening unhappiness and reducing tourism.

    Be careful with your propaganda. It uses up your Influence, which is a scarce resource early game. And as you progress into the mid-game game, some parts of your population will start to have a happiness debuff if they feel lied to.

    Lastly, you don't actually need a Police Station if you provide for your citizen's happiness needs. They don't riot unless they are unhappy.

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  6. If you want to play a military empire that's gonna be interesting, but keep in mind that Anno is a mostly chill game. It is much easier to buy off the pirate to the point you can get to trade rights with them and buy your weapons from them. Keep producing ships though, they need only basic materials and can be sold to Archibald for a good profit.
    Another tip is that in your warehouses you can set a minimum goods level for your goods. That means trade routes will always leave that much in your stores. This is what happened with your sausage (hehe) at the end. Your trade ships emptied local stores and consumer needs went unfulfilled until your slaughterhouses produced new goods.
    Final tip as others have mentioned, the time that is shown in the build menu means how long does this building take to convert one ton of each input good into one ton of output good.
    Grain farms take one minute to produce grain, while malthouses only need 30 seconds to turn one ton of grain into one ton of malt, so you need two grain farms for every malt house. Brewery also needs 30 seconds to turn one ton of malt and one ton of hops into one ton of beer. So it actually aligns pretty well with the malt house, but how many hop farms do you need for one brewery? (I'm sorry if come across like a kindergarten teacher 🙂)

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  7. This is in no means meant to be rude or to be a know-it-all, but since you had trouble pronounciating Schnaps:
    Sch = Sh in english, so just say Shnaps! Also, i love that you are playing Anno, would love to see more in the future <3

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