I've found that land grabbing isn't a bad thing. Yet, for the past 2-3 months, I've been constantly making progress.improvements each time I restart. It took me nearly 9 months later to finally google up the tips and started to pay attention to the details that things started to work out. I brought my own past experiences of playing city-building games into Anno 1800. The first NNth number of times I played this game, I didn't watch any YT videos for tips. Welcome to the club! To be fair, I feel like you're already doing better than me. I MUST PRODUCE everything and move it to the old world ASAP.Ĭhill out dude. Once I get to the new world I start to panic. Great game and has a good learning curve. Get a route sorted and working then move onto the next crop. Instead of building hops, wheat, peppers etc all at once on new island I think I need to concentrate on one crop first. Build enough farmers to keep supply for 2nd island residents and enough to supply my main island, get rid of the crop production on the main island and just keep the worker production on it. One thing I need to sort is when I do establish a new island to grow crops on, I will build a couple of ships to move goods. I think I struggle with trying to establish new islands as quick as I can to beat the AI, but I have to remember it isn't a game that is first to the finish line. Routes for trading, shipping between own islands is a new challenge for me now as I have learnt a few things over the last few days about this subject. I am learning new things every time I play. I have started so many new games of it, purely because of reading and watching videos on tips and what to do. Having only started playing 1800 a week ago. Most city-building games don't require you to be concerned with so many variables. There are usually so many variables to consider when you want to grow your overall empire. My final thoughts on this subject? I love the challenge that Anno 1800 gives in the logistical sense. So in order to offset that, I would have to expand my residential revenue (production costs is yet another concern). For example, I'm thinking of building a clipper, but I also need to create another 2 destroyers for an escort across regions. How did you manage it effectively? Cost for me seems to be a concern all the time. So right now, my next thought is about the management of the fleet, the costs, and efficiency of transporting goods between islands and regions. So I've learned from many of your tips about slowing down my building/expanding process. I honestly cannot remember the number of times I've restarted the game from the beginning simply because of some supply chain issues later in the game that I couldn't have anticipated earlier in the game. But I've also found that Anno 1800 has a very strong focus on logistics and supply chain management (in comparison to so many other city building games in the recent decade or so). I mean, there are more exciting topics for sure. I get that this particular topic may not be the most exciting conversation to have. A few of you might've already seen my previous update from yesterday (how I spent an entire week on establishing my supply chain/trade routes).
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