Artisans, Defences & A New Island In Anno 1800!



Hello people and welcome to Anno 1800! I have been meaning to play this many years and you folks have been asking for it even longer than that! So Please enjoy my very first time playing Anno 1800 and if you’d like to see more, don’t forget to smash those likes and comments down below so I know you guys enjoy this! Enjoy!

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20 thoughts on “Artisans, Defences & A New Island In Anno 1800!”

  1. Couple tips:
    You don't need to go through the significant effort of providing bread to Eggomites. There's only a couple workers there, and you won't need to advance them anytime soon. The bread won't be necessary unless it becomes another urban center, and it'll be just fine as an agricultural island with mostly farmers for the foreseeable future.
    Don't use expensive charter routes between your two islands. Just assign a single schooner to a trade route to bring peppers and hops, they're so close it (probably) won't even need an escort.
    And don't set up trade routes for occasional sales & purchases like steel beams or soap. Better to just watch your soap levels, and when you have a good store excess, manually send a shipment over. Likewise, just send a ship to buy however many beams you need. Otherwise, you will constantly drain your soap totally and spend huge amounts on unnecessary beams.
    Trade Unions and Town Halls are very expensive in maintenance and are only worth it for really densely packed, highly optimized production or civic builds respectively when you have good items for them. They're needless money drains for now.
    Expeditions are pretty complicated and I'd honestly recommend a guide for them, but the basics are: A single ship gets sent offscreen and goes through a series of encounters, the success in which will determine on the ships basic values, goods and items stored, in a number of different categories – that's the Force, Navigation etc. that you saw. The system is a little intimidating at first, but you should check it soon since it massively expands the game world.
    And finally, don't worry too much about the efficiency of building layouts, ultimately the goal of any Anno game is to make cities that you enjoy looking at. That's what it's really about.

    I'm absolutely loving this series, it's such a joy to watch someone who's new to the series, but with the experience with similar games and the intuition to figure the mechanics out quickly enough.

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  2. My blood pressure is a lot higher watching Anno streams as there is so much happening and at such a fast rate and is very different to deciding which gazebo to build in CS1(lol)…but am absolutley loving your Anno streams Egg

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  3. I need to try that first person mode out more, that looks really nice. Can't give you any tips, probably have less hours than you do, but really enjoying watching you and loving your commentary 😄

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  4. Canned food is a very costly production chain, it only breaks even at about 100 artisan homes, without engineers.
    If you can get an Actor from Eli at the prison, and build a Variety theatre as well as a Town Hall for your artisans, lodging the actor in the town hall will provide all the houses in that influence circle with canned food and rum. The houses around that one town hall will give you a good start on artisans, before you need to build that costly canned food chain and get your New World rum imports going.
    The items/people Eli offers change every 20 or 30 minutes, you can 'reroll' the choice but it costs more money for each 'throw'. Checking back regularly makes more sense.

    Trade rights with the AI are good; but they can only sell the stuff they're producing so the variety will go up as they level up. If Willy is producing canned goods, you can set your trading post to buy canned goods when storage is below 50; then when Willy's ship visits your harbor there's a chance of him selling some to you.

    The repair crane will repair both the ships and the harbor buildings, if/while they are within its influence circle.
    Enemy boats shoot up your harbor buildings as well as ypur ships; when your trading post is destroyed they take over your island, so a repair crane in the water nearby, to help it repair itself while under attack, can be useful to keep it from being completely destroyed.

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  5. You won't upset people too badly by changing the newspaper. Make use of some of the articles, they can boost your income, reduce population goods consumption and more. Just keep an eye on your influence level.
    Also get that population up, that's the biggest source of income and the higher the level the better. Just keep an eye on needs so they don't riot.

    Love this series, keep up the good work my man

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  6. QoL improvements:

    * instead of deleting existing resources, you can just move them. items like farms may require you to re-deliver fields but you'll save ££ by relocating them
    * you can copy (duplicate) existing items on yer islands. for things like harbour depot, etc, duplication makes for easy growth of storage.
    * town halls and trade unions are AoE structures and were intended (i reckon) to cover targeted residential or production buildings. (you put buff items inside each to improve buildings within its AoE)

    and what other hae said: charter routes cost £, deploy one of yer OWN ships to run materials, between islands.

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  7. Loving the series OE and watching you learn the game through these vids.

    I do recommend you make your way to the new world soon. Easier to stake a claim on islands there early rather than have to take them from Beryl later on. You will want at least one island that has good oil supplies and one with gold supplies.

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