The third worker good was hot sauce. I remember it well because the hot sauce brewing recipe takes so long I was building a silly amount of the hacienda brewing plants to keep people supplied!
Nice episode again, cool and very efficient building. I never used to build way more fields then I need per farm, but I wil try this in my new game. Already curious for the next episode. Great work.
Solution when artists are not activated in the new world, I've been playing Anno 1800 for over 2000 hours and it had never happened to me before. Of course, it hadn't happened because in the early games, you follow a routine and similar logic. But when you have played for so many hours, you change the logic to optimize everything and not waste time, as you know thousands of shortcuts and tricks. So, in this playthrough on my main island in the new world, I never created workers and laborers as usual. Everything was constructed from the hacienda. The game has a flaw that doesn't account for this case. To be able to have artists, one of the requirements is to reach 1000 workers, and I had 2500, but the option for artists never appeared because it requires a thousand regular workers from regular buildings, not from the haciendas. Furthermore, you can have 999 workers from haciendas, but you need the last regular building, whether it's a non-DLC house or a normal workers' house, to reach 1000 workers, and then the option to have artists appears. I have been searching for this for weeks and never found an answer, maybe because no one else has experienced it.
I think the smoking pipe of the sea captain is a Mandela Effect. I found screenshots of an early version (on the Devblog), he didn't have one. But he's such a typical sea captain that we all think we've seen him with a smoking pipe.
You might want to set passive sales up for most of the stuff you are making seeing as you have trade rights with NPCs. It probably won't make you a ton of money but it will make the npcs happier with you.
soap bring lots more you sell to prison ,im always do ,later i sell watches for archi to embessa,this a goldmine. you save of bancrupty.the balance trade and groups is very nice tip of you ,thanx for sharing .i subcribe you,i hope made many video's ,very interesting . easy to follow what you doing. great 👍👍👍👍👍👍
Noob question: why are the trade routes only one way? It seems wasteful for the ship not to bring cargo on the return trip. Is it just the way the mechanic works in this game?
It depends on the trade route. But also you need to be careful with two way routes, moving multiple cargos on one ship in each cargo slot can lead to a trade route backing up and clogging, and then your route is broken.
since you will need to have warehouses in your cities, why not integrate some clean industries with your cities. it would be a more beautiful playthrough than the constant grids of houses.
The third worker good was hot sauce. I remember it well because the hot sauce brewing recipe takes so long I was building a silly amount of the hacienda brewing plants to keep people supplied!
Hot sauce is really dumb haha
Thanks for the content. I just got the game with the latest Steam sale.
Awesome series, I love Anno 1800, keep up the excellent work.
Glad you're enjoying it!
Nice episode again, cool and very efficient building. I never used to build way more fields then I need per farm, but I wil try this in my new game. Already curious for the next episode. Great work.
Solution when artists are not activated in the new world, I've been playing Anno 1800 for over 2000 hours and it had never happened to me before. Of course, it hadn't happened because in the early games, you follow a routine and similar logic. But when you have played for so many hours, you change the logic to optimize everything and not waste time, as you know thousands of shortcuts and tricks.
So, in this playthrough on my main island in the new world, I never created workers and laborers as usual. Everything was constructed from the hacienda. The game has a flaw that doesn't account for this case. To be able to have artists, one of the requirements is to reach 1000 workers, and I had 2500, but the option for artists never appeared because it requires a thousand regular workers from regular buildings, not from the haciendas.
Furthermore, you can have 999 workers from haciendas, but you need the last regular building, whether it's a non-DLC house or a normal workers' house, to reach 1000 workers, and then the option to have artists appears. I have been searching for this for weeks and never found an answer, maybe because no one else has experienced it.
I think the smoking pipe of the sea captain is a Mandela Effect. I found screenshots of an early version (on the Devblog), he didn't have one. But he's such a typical sea captain that we all think we've seen him with a smoking pipe.
Really?? Interesting!
I think you might be right on the captain having a pipe, but I cannot seem to find any pictures of this...Mandela effect? ;)
The fact that he says, "I gave up my pipe, don't want a dead man's chest" alludes to the fact that they patched it out I think.
You might want to set passive sales up for most of the stuff you are making seeing as you have trade rights with NPCs. It probably won't make you a ton of money but it will make the npcs happier with you.
For a name for Hoppy, my thought is Traffic Lights. It has green lights (hops) and red lights (red peppers).
And if we stretch a bit we have yellow farm houses to run them...
Y'all this is hilarious 😂
How did you create that road that go over water and the fishing dock
You get the quay roads if you have the Docklands DLC enabled
,great video's ,like it.
Awesome, glad you're enjoying it
soap bring lots more you sell to prison ,im always do ,later i sell watches for archi to embessa,this a goldmine. you save of bancrupty.the balance trade and groups is very nice tip of you ,thanx for sharing .i subcribe you,i hope made many video's ,very interesting . easy to follow what you doing. great 👍👍👍👍👍👍
Ya, I need to get some surplus soap. But I'll mass produce soon
Noob question: why are the trade routes only one way? It seems wasteful for the ship not to bring cargo on the return trip. Is it just the way the mechanic works in this game?
It depends on the trade route. But also you need to be careful with two way routes, moving multiple cargos on one ship in each cargo slot can lead to a trade route backing up and clogging, and then your route is broken.
Hoppmania! 😁
Island 2: Hoppschluken
If you ever make a VOD channel you could name it Coffees cafe
If I do any vods, it'll likely be right here! They will just be their own playlists
You do know that San Sebastian is a real place, right? :)
I actually did not for certain, though I knew it sounded somewhat familiar
since you will need to have warehouses in your cities, why not integrate some clean industries with your cities. it would be a more beautiful playthrough than the constant grids of houses.
This is a good idea, I've tried to implement similar in the past, I'll need to give this a try again