Speaking of overlooked specialists, the Carpenter is a common specialist that gives +1 wood to every Lumberjack's Hut at 1/3 cycle, and since they already produce wood at 4t/min, that can rack up very quickly to a lot of extra wood and is more efficient than most items that provide productivity bonuses early game. Another good early rare specialist the Recipe Archivist that replaces beef with pigs, as the latter is easier to produce at high quantities and take up less space, which can later be upgraded into Chef Michel to completely skip over the Artisanal Kitchen, Milliner is great for the same reason the Baker is, and of course the best rare is in my opinion the First Rate Sapper as it provides 50% productivity and -75% workforce to all your mines, which can be combined with Ventilator for -100% workforce early game. A lot of of the smaller islands have a cluster of mines that can be fit around one trade union, and that's a great way to get early extra ore. Taka didn't mention it here, but the reason why some prefer 0% workforce over extra workforce is because you do not get any riots or fires from your production buildings, in addition to that you can increase the productivity by 50% and it will not impact happiness as long the island does not have any housing on it, or is connected to other islands via a commuter pier.
I would argue that most OP item for town halls early game is the guy who provides bread, sausages and beer for workers. Makes it really easy to get extra large populations of them very cheaply. Sadly this item is really rare, on my case anyway. I also put very high value on it in later game where i do mass expansions onto other islands. Setting up populations of farmers and workers i always go with free schnapps, beer, sausages and bread. That basically includes most of the production lines to keep the people happy in that particular case and you do not have to build these on your islands or worry about transporting these goods from another island! Further down the line when i upgrade my worker islands to also include artisans, i add actor in the mix. At the end game, my plan revolves around having no people below engineers on my main island and those items make it very cheap and easy to maintain all those large populations on multiple islands.
The Patron is a good item but he is also very expensive early game and it's usually better, if you're in a hurry, to power through workers instead of trying to save 100,00+ coins for rerolls and to buy the item. I always look at more economical and easier things for early game and, if I happen to get something like Patron on a chance, then that's just a bonus.
@@TakaRUclips I got to admit that, im not what you would call a ''pro player'' when it comes to this game. My experience has been that keeping a population of few thousand workers and few thousands farmers well supplied and happy requires ALOT of production and to be able to avoid it alltogether makes things so much easyer. From my newbie perspective, easyest method to just get the bank rolling is mass numbers of people straight out from the start. I hardly ever have to worry about income, then again, i take it slow and steady. Multiplayer would probably blow me out of the water within first 30 min!
Yeah I mean most newer or "learning" players spend a lot of time in the earlier stages of the game trying to amass income, which is fine. As you become more experienced and get to know the mechanics better and better, you'll find you spend less time in those early stages and your economy is still fine... For example I can usually be at artisans in about 10 minutes on 3x game speed and making a good profit the entire time even without luxury goods. Then I just manually flip goods until I can afford a full trade route flipping pocket watches between Archie and Ketema and make a few million every 30 minutes.
@@TakaRUclips Im not so sure that some aspects of the game can be ''learned''. Its just too many god damn things to keep track of. I mean, im at the stage where i know how EVERYTHING in the game works. Problem arises when you have to keep track of all the production chains, needs, trades etc. I mean, i can do it calmly going over everything 1 thing at the time BUT, if you play against the time aka. competing with someone else who tries to steamroll you. Things get quite different!
these kinda guides and advice are simply awesome i got a few hundred hours of playtime already, but i never really thought or cared about the lower tiers of specialists - something i now regret i usually rushed to soap and sold that stuff to eli nonstop to finance aiming for higher specialists just that bit earlier^^
Hey man, I'm loving your videos, they really helped me evolve my playstyle, one thing I would want though, is for these videos to be placed into a playlist. Would that be possible? :)
It is absolutely WILD how playing with Items completely changes the game. Playing completely without items (or just using quest rewards/etc as they pop up), and optimizing your production lines for/with items basically makes 2 different Annos :D One thing I wondered when I was watching others play this: If I do reduce the workforce within the range of a trade union to 0 with my items, does the impact on happiness change if I, say, let them work 50% harder? Or is this a very specific effect that only works under certain conditions, like: 0 workforce needed AND no residents on the island, but I don't provoke strikes? (As in, who's gonna strike if no one lives there? xD)
No doubt the Actor is powerful but its only there for the Canned food really. Unlike Cotten from the New world that u dont need to produce untill mutch later when u really start to stack up those Obreros, Rum on the other hand u are gonna produce over there right away and its not really an issue to produce enough that u can ship some of it back to the Old world. Canned food is a big trap given its the first new Artisan good they want and it does not even break even.
You just contradicted yourself and explained WHY it is so good..... the canned food chain is a trap and doesn't break even. The Actor providing canned food is the exact reason she is so good. She also supplies rum (which is a luxury good and not needed really unless you need the income/happiness) so that is an added bonus and simply less you have to produce yourself.
@@TakaRUclips Not sure i follow. The main reson why the Actor is so good is becouse of the Canned food we all agree on that, the Rum may aswell not even be there. It´s nice that it is there for sure but even with no Rum it would still be 1 of the best early game Specialists. Producing extra rum really isent that big of a deal. Producing extra Canned food on the other hand is a giant pain in the ass untill Chef Michel shows up.
hi, one thing, it's better to go full on the first island or wait for the cape trelawney one later? I mean with the multiple trade routes from the new world etc..
Is there any of the videos that cover how the percentage modifiers works when they are stacked? For example; if you combine two items with +30% production, do you get +60% or do you get +30% two times in a row? Cause this can make a difference: 100 workers * 1.6 = 160, but 100 workers * 1.3 = 130 *1.3 = 169. Also, I noticed with adding Feras to an oil refinery that (given 4 oilwells) the production goes to 400%*1.5=600%, rather than 400%+50% = 450% like I expected. This makes him very powerful in these types of situations. I haven't been able to test this stuff properly in my games.
Modifiers always stack and Feras is working as intended It's just not the way you thought... Production bonuses on refineries apply to each well but with a different calculation. Each well is its own production modifier. So bonuses attached to refineries are affecting the wells themselves. Although I will have to say that the 600% part seems a little off... I'll give it a check later.
@@TakaRUclips hmm I suppose that make sense. In that case the 100% would become 150% each, totaling 600%. Thank you at least for the statement that it always stacks. That is good to know. I'll try and validate it for myself :-)
Hi Takarazuka, I just found your channel and I haven't played for a year or so. Has the game changed in a year or nothing really changed? I just wanted to watch some of your guides, but idk if they still relevant to watch. Thx for your attention
Most guides are still relevant... DLC bring changes on top of existing stuff and don't really change base mechanics. This particular series, however, is the most up to date and comprehensive look at everything together so far!
I don't like those mechanics really. It breaks the whole system of resources, chains of production and workforce. I would much more prefer the game to expand in the opposite direction. But well, it is what it is, it's amazing strategy game overall.
Way to overthink Anno! Also I can't believe almost half a minute is spent on explaining building in circle = building in range of trade union, and another half minute explaining that rerolling costs a bunch of money (which is also clearly shown right there on the screen). If someone can't figure that out a trade union is not going to make their life easier, with or without this thorough guide...
You would honestly be surprised how many times people ask in different social medias about how a trade union works or why they are losing so much money trying to get items from traders. It's kind of like the warning signs on a toaster that says don't insert hand... You look at it and think what idiot would do that? Well... They're out there.
@@Tetragramix I love watching things run efficiently and like clockwork but it takes me forever to reach that point in these games because I'm too "stupid" to learn and keep up with all the most optimal settings /set ups, I basically do long term trial and error, restarting games over and over, building up to a point there's too many problems and then restarting, that point is always inevitability reached but each time I push it back or lessen the issues until I finally reach a point of satisfaction after my 20th attempt to set something up. These guides are great and I'd prefer over explaining than under explaining any day!!
@@PrimeNPC I literally have the same play style. When I first played Anno 1404 I gave up on the game. But during Factorio gaming I adopted what you are saying 😅❤
Annolayouts: annolayouts.de/index.htm?lang=en
this game is overwhelming. i just hit engineers and i dont even know what im doing. your guides are appreciated
2D artists are definitely not getting enough credit for all these icons :/
Speaking of overlooked specialists, the Carpenter is a common specialist that gives +1 wood to every Lumberjack's Hut at 1/3 cycle, and since they already produce wood at 4t/min, that can rack up very quickly to a lot of extra wood and is more efficient than most items that provide productivity bonuses early game.
Another good early rare specialist the Recipe Archivist that replaces beef with pigs, as the latter is easier to produce at high quantities and take up less space, which can later be upgraded into Chef Michel to completely skip over the Artisanal Kitchen, Milliner is great for the same reason the Baker is, and of course the best rare is in my opinion the First Rate Sapper as it provides 50% productivity and -75% workforce to all your mines, which can be combined with Ventilator for -100% workforce early game. A lot of of the smaller islands have a cluster of mines that can be fit around one trade union, and that's a great way to get early extra ore.
Taka didn't mention it here, but the reason why some prefer 0% workforce over extra workforce is because you do not get any riots or fires from your production buildings, in addition to that you can increase the productivity by 50% and it will not impact happiness as long the island does not have any housing on it, or is connected to other islands via a commuter pier.
I love how anno put Lewis brindley from the yogscast in the game, as a Alcohol /Beverage specialist
Dude, same! Amazing shoutout from the developers.
Hands up who didnt know that trade union didnt need road connection :D
I can only do a thumbs up...
More useful information, thank you. I had no idea, for instance, that trade unions didn't have to have a road connection.
"The costume designer is a little different but I can slap some of her on the side" - Taka 😂😂😂
7:01
I would argue that most OP item for town halls early game is the guy who provides bread, sausages and beer for workers. Makes it really easy to get extra large populations of them very cheaply. Sadly this item is really rare, on my case anyway.
I also put very high value on it in later game where i do mass expansions onto other islands. Setting up populations of farmers and workers i always go with free schnapps, beer, sausages and bread. That basically includes most of the production lines to keep the people happy in that particular case and you do not have to build these on your islands or worry about transporting these goods from another island!
Further down the line when i upgrade my worker islands to also include artisans, i add actor in the mix. At the end game, my plan revolves around having no people below engineers on my main island and those items make it very cheap and easy to maintain all those large populations on multiple islands.
The Patron is a good item but he is also very expensive early game and it's usually better, if you're in a hurry, to power through workers instead of trying to save 100,00+ coins for rerolls and to buy the item. I always look at more economical and easier things for early game and, if I happen to get something like Patron on a chance, then that's just a bonus.
@@TakaRUclips I got to admit that, im not what you would call a ''pro player'' when it comes to this game. My experience has been that keeping a population of few thousand workers and few thousands farmers well supplied and happy requires ALOT of production and to be able to avoid it alltogether makes things so much easyer.
From my newbie perspective, easyest method to just get the bank rolling is mass numbers of people straight out from the start. I hardly ever have to worry about income, then again, i take it slow and steady. Multiplayer would probably blow me out of the water within first 30 min!
Yeah I mean most newer or "learning" players spend a lot of time in the earlier stages of the game trying to amass income, which is fine. As you become more experienced and get to know the mechanics better and better, you'll find you spend less time in those early stages and your economy is still fine... For example I can usually be at artisans in about 10 minutes on 3x game speed and making a good profit the entire time even without luxury goods. Then I just manually flip goods until I can afford a full trade route flipping pocket watches between Archie and Ketema and make a few million every 30 minutes.
@@TakaRUclips Im not so sure that some aspects of the game can be ''learned''. Its just too many god damn things to keep track of. I mean, im at the stage where i know how EVERYTHING in the game works. Problem arises when you have to keep track of all the production chains, needs, trades etc. I mean, i can do it calmly going over everything 1 thing at the time BUT, if you play against the time aka. competing with someone else who tries to steamroll you. Things get quite different!
Another great one Taka, I always forget to use these items in early game...Thanks for the reminder!
these kinda guides and advice are simply awesome
i got a few hundred hours of playtime already, but i never really thought or cared about the lower tiers of specialists - something i now regret
i usually rushed to soap and sold that stuff to eli nonstop to finance aiming for higher specialists just that bit earlier^^
i didnt realize it cost money to roll for items at the traders. i had like 200k and suddenly was at 20k and i couldent figure out what happened
Very helpful, thankyou
If you want cheaper specialist put a couple specialist that decrease the cost you can get up to %25 cheaper maybe even %35
Hey man, I'm loving your videos, they really helped me evolve my playstyle, one thing I would want though, is for these videos to be placed into a playlist. Would that be possible? :)
This one hasn't been added yet but the rest of the series already is. Check the description.
@@TakaRUclipsAh my bad, thanks for the speedy reply! :)
It is absolutely WILD how playing with Items completely changes the game. Playing completely without items (or just using quest rewards/etc as they pop up), and optimizing your production lines for/with items basically makes 2 different Annos :D One thing I wondered when I was watching others play this: If I do reduce the workforce within the range of a trade union to 0 with my items, does the impact on happiness change if I, say, let them work 50% harder? Or is this a very specific effect that only works under certain conditions, like: 0 workforce needed AND no residents on the island, but I don't provoke strikes? (As in, who's gonna strike if no one lives there? xD)
The happiness change scales off of the affected population amount. If you have 0 employees, then the unhappiness modifier is multiplied by 0.
@@Tetragramix thanks for letting me know, I appreciate it :)
Thanks for another great video!
No doubt the Actor is powerful but its only there for the Canned food really. Unlike Cotten from the New world that u dont need to produce untill mutch later when u really start to stack up those Obreros, Rum on the other hand u are gonna produce over there right away and its not really an issue to produce enough that u can ship some of it back to the Old world. Canned food is a big trap given its the first new Artisan good they want and it does not even break even.
You just contradicted yourself and explained WHY it is so good..... the canned food chain is a trap and doesn't break even. The Actor providing canned food is the exact reason she is so good. She also supplies rum (which is a luxury good and not needed really unless you need the income/happiness) so that is an added bonus and simply less you have to produce yourself.
@@TakaRUclips Not sure i follow. The main reson why the Actor is so good is becouse of the Canned food we all agree on that, the Rum may aswell not even be there. It´s nice that it is there for sure but even with no Rum it would still be 1 of the best early game Specialists. Producing extra rum really isent that big of a deal. Producing extra Canned food on the other hand is a giant pain in the ass untill Chef Michel shows up.
I'm going to have to pay more attention to those early game items. :D
You should!!
For your metrics! 👍
cmon man chef michel where's he at!? great video man
You're a video away!!
hi, one thing, it's better to go full on the first island or wait for the cape trelawney one later? I mean with the multiple trade routes from the new world etc..
Is there any of the videos that cover how the percentage modifiers works when they are stacked?
For example; if you combine two items with +30% production, do you get +60% or do you get +30% two times in a row?
Cause this can make a difference: 100 workers * 1.6 = 160, but 100 workers * 1.3 = 130 *1.3 = 169.
Also, I noticed with adding Feras to an oil refinery that (given 4 oilwells) the production goes to 400%*1.5=600%, rather than 400%+50% = 450% like I expected. This makes him very powerful in these types of situations.
I haven't been able to test this stuff properly in my games.
Modifiers always stack and Feras is working as intended It's just not the way you thought... Production bonuses on refineries apply to each well but with a different calculation. Each well is its own production modifier. So bonuses attached to refineries are affecting the wells themselves. Although I will have to say that the 600% part seems a little off... I'll give it a check later.
@@TakaRUclips hmm I suppose that make sense. In that case the 100% would become 150% each, totaling 600%. Thank you at least for the statement that it always stacks. That is good to know. I'll try and validate it for myself :-)
Hi Takarazuka, I just found your channel and I haven't played for a year or so. Has the game changed in a year or nothing really changed? I just wanted to watch some of your guides, but idk if they still relevant to watch. Thx for your attention
Most guides are still relevant... DLC bring changes on top of existing stuff and don't really change base mechanics. This particular series, however, is the most up to date and comprehensive look at everything together so far!
@@TakaRUclips Ok, thank you for the answer
Helpful as planning to restart the game. Can I ask about suggestions for map seeds?
8936 has 4 decent size island in the middle, I always start without a harbor and head for the one to the north
I also take the 2 islands north of that one
West one of the 2 I set up my shnops production and it has furs and peppers
I love how your pub is right next to your pig farms. Those poor residents trying to have a pint in the fresh air 🤣
The best item in the game in my opinion is the Actor
Is this series in a plays list on Taka’s channel? Couldn’t see it
Yes the playlist is in the description
@@TakaRUclips derp. Sorry. Thank you Sensei
can you have more of the same specialist in one union to stackup the effects?
No
I don't have the timer at AI traders at all. Anyone knows whats up with that?
There's a god tier trade union guy that gets rum from Scnapps facility. He's epic quality.
Dumping sand with Archibald is excellent way for fast cash
I did not know trade unions dont need to touch roads
Well glad you were able to learn something!!
I don't like those mechanics really. It breaks the whole system of resources, chains of production and workforce. I would much more prefer the game to expand in the opposite direction. But well, it is what it is, it's amazing strategy game overall.
Chef Michelle is qlso pretty neat. But he is an Epic sadly
Yeah I thought about bringing him up and then decided not to but then talk about another epic specialist later without even thinking about it lol...
Comment.
Way to overthink Anno! Also I can't believe almost half a minute is spent on explaining building in circle = building in range of trade union, and another half minute explaining that rerolling costs a bunch of money (which is also clearly shown right there on the screen). If someone can't figure that out a trade union is not going to make their life easier, with or without this thorough guide...
You would honestly be surprised how many times people ask in different social medias about how a trade union works or why they are losing so much money trying to get items from traders. It's kind of like the warning signs on a toaster that says don't insert hand... You look at it and think what idiot would do that? Well... They're out there.
Better to state the seemingly unnecessary than to miss things that might genuinely help people.
Most people are too stupid to properly enjoy Anno 1800. These guides are perfect for them.
@@Tetragramix I love watching things run efficiently and like clockwork but it takes me forever to reach that point in these games because I'm too "stupid" to learn and keep up with all the most optimal settings /set ups, I basically do long term trial and error, restarting games over and over, building up to a point there's too many problems and then restarting, that point is always inevitability reached but each time I push it back or lessen the issues until I finally reach a point of satisfaction after my 20th attempt to set something up. These guides are great and I'd prefer over explaining than under explaining any day!!
@@PrimeNPC I literally have the same play style. When I first played Anno 1404 I gave up on the game. But during Factorio gaming I adopted what you are saying 😅❤