With regards to optimization vs effectivity, if you have to hunt for an expert, it's not particularly effective. Are you just going to ignore the needs and luxury goods until you find that one expert? No - that'd be a massive waste of time and money. You build effectively for the base chains. Then, if/when you get that expert, you can change the chains you already have.
I was wondering about this as my population was going up and my other islands where looking fruitfully ready to have activities going on them. Really informative for a starter like myself. Thank you. ^^
Thank kindly for the video. I get really twitchy ever time I try to move my industry off my main island. Plus never knew about the selecting multiple islands in stats for checking my amounts when dealing with multiple island supply chains.
I am on 3k invetors now without getting broken and have tradeagreement with the pirates. Never had been so far. Thx!!! Arctic would ne nice for beautybuilding without railways. 🙃
I'm getting back into this game since I was too busy with college when it first came out. Wish I had this series when I first started playing, thanks for making this!
This is where I realize my mistake with setting up 3 AI in my game. Time to begin a new save with proper settings and building more efficiently with all I've learned PS: thanks for your beginner videos
Most excellent video, sir!! Thank you so much! I’ve been watching the whole series for this one lol 😆 it all finally just clicked in my head! Solid series my man! Look forward to watching the rest
Man I have so much to learn. I wasn't even aware at all that you can share workers between islands. I've spent so much time building up everysingle Island, when I could've probably focused on the main one and have unlocked that by now. Goddamnit.
@@marinblazekovic5169 When you get to Engineers you unlock the commuter pier. It's basically a pier so that your people can travel to and from their work. You have to build on 2(!) islands so you can share the work force on each island. It's very useful but very expensive (-1000 maintenance each) so make sure your economy is sorted before you build 2.
Thanks for the amazing tips! This will seriously be so helpful… I am watching these videos in parallel with my first sandbox playthrough and phew your guide makes the game so much more achievable for a newbie.
Just got this game and found these videos very helpful. I was wondering how you had so many workers at the new islands and at the end you send commuter piers and that was very helpful!!! Thanks!
I'm no where near as much as a pro as you are. But the first industry I move is my agriculture. It takes up a lot of living space. So I move them a touch before the engineering phase. Then build the commuter piers then push the rest of it off my main island... So in other words I do it in "waves".
2:24, good point, nice debate. I think efficiency is when we use items and we manage to have a high and clear productivity, also in terms of transport, in the smallest viable way, in the way that uses the lowest possible cost (avoid the use of additional warehouse for example) - I agree with you) but I don't think it is only that. "Efficiency looks at what is currently being produced and compares that with what could be achieved with the existing consumption of resources." It is one of the main factors when determining productivity - however, productivity focuses on quantity while efficiency is all about quality and eliminating wastefulness. It signifies a level of performance that describes a process that utilizes the minimum of inputs to create the greatest amounts of output, i.e. getting more out of less. Extending the concept, "as nouns the difference between efficiency and optimization is that efficiency is the extent to which time is well used for the intended task while optimization is the design and operation of a system or process to make it as good as possible in some defined sense." After watching your series, I really think buy good more optimal than making in new world, you convinced me on this, then. So, when I see, a whole production chain in one island, with good usage of eletricity, etc it is well optimized, putting all together in terms of space usage too.
Awesome video. I'm on my first game, the main campaign, and went too crazy with engineers and somewhat ignored efficiency and happiness. Now I'm losing 7K. I sold two shares to try to fix my supply issues, but the income is not budging too much. I think I need to make sure the engineering homes have power, but it requires a lot of shuffling. May need to send stuff to other islands, but I'm not sure if I have time before going bankrupt. Anyways, you gave me some ideas. Checking the stats sheet is huge. I'll be doing that first thing to find my biggest inefficiencies. Thank you.
Its a really efficient strategy, but me for myself i like to integrate my industrial hub "into" my City. Industrial City it is. Much more aestethic for me aswell. :) Nice Vid regardless.
Good video. I got my initial starter tips by pausing the game and snooping on the AI's layouts. Beyond the obvious and less obvious production lines. Now I have three sets of trade-ships. One set does an overflow delivery, which is just fills the first island in its path with as much goods as possible, the rest go to the next island and the next. Then there is a set of ships that goes in the opposite direction, delivering the same goods, but it spreads the stacks across the remaining islands that need them. The last one is a direct trader, delivering items that I KNOW each individual island needs, as staples for population. They deliver things they do not make, from islands that do, returning with things the other islands need, which they don't make. I just wish the traders were automated and smart, like they are for the AI. Having to force-feed things that may not be needed, is real limiting. If trade ships simply asked for things they needed, by priority, from any place with abundance, it would be a perfect system. You would only need to increase trade ships, based on demand, which could also be automated. It's micromanagement that shouldn't HAVE to be done, and has a horrible arrangement to "get it done" and sustain it adequately. Almost to the point that it's a guessing game or a game-killing method to figure out what is actually needed. (Math helps, to a point, until the game decides to throw curve-balls at those too.) It's like the option to "wait until full", it has no simple ability to "wait until full, OR 30 minutes" or "wait until another ship arrives" or "wait 10 minutes, OR until full". The odd thing is that they do not actually have "collision", the ships... But they still go through this horribly wasteful process of dodging, way too late, instead of simple avoidance or advance moving out of the way. At game-speed, this is a process that takes hours, for nothing... But in real-time, it seems only like a few seconds of time to watch this stupid pointless dance, as they still pass through one another anyways. (Defeating the purpose of NEEDING to do the "get our of my way dance", at all.) I also don't like the fact that adding warehouses does not actually increase stock, just access points to a universal stock. Seriously, why have a massive building if it is just a teleporting depot of a singular storage unit? The upgrades just allow more teleporting to be done at once. :P However, those tiny dock storage platforms add space for storage, which honestly makes no sense, unless it was just storage for boats. Thankfully each storage is not bound to its loaded contents only. Honestly, they should have been, as that would be another great strategy element. Having only excess moving to main storage, while any local-reserved items remain in those dedicated storage places.
i know i've played to much anno because during the video i started moving my mouse to turn camera around while watching the vid, and wondering why it didn't work
I have a question, do yu think its better to prep for having industry on other islands or setting up everything on main then moving stuff later? im leaning towards thinking ahead and using other islands right away, would like to know your thoughts ;)
what are the AI routes group in your trade route menu? Is it a mod to do automatic item shipping ? @21:05 Why doesnt this game have automatic shipping of goods between islands? Even small indie games have this (e.g. Before We leave game)
10:30 Quays can be powered but I think they have the same power length as dirt roads. Regardless you can't have warehouses out in the water so that limits you in how far from the coast you can put any production buildings sadly
Yes... that is what I was talking about :) That is why that item from Nate is so useful so you can power up stuff farther than the quay road lets power reach
Thanks answered my question is what time to move, so engineer when get communter pier makes perfect sense and seams easiest at that point. Im starting a new play thru, just got worker part settled in, was going to start artisain, when i was looking to see when to expand islands. This was good info, so i can do it on commuter piers so its easier to do then, thanks much
ok I normally don't do this, but: if lets say, one built a little too much of alot of stuff which ultimately lead to short incomes: whats the way to stabelize your economy? bc. as far as I got it, Income only comes from population mainly. but working myself through engineers right now, I have way too much workforce of artisans and engineers, but still an (kinda stable) income of ~1k - 1,5k, I even had my first defeat screen recently… I have consumer goods and industry seperated on two islands, supplying with commuter piers. Main island is only houses. Population: 2.7k farmers, 3.1k workers, 2.8k Artisans and 2.5k engineers. no overproduction of goods, pretty optimized trade routes, the only thing which i have way too much is engineers/artisans workforce… I just cant figure out what to do: make more engineers? more artisans? I love your Videos, especially your ultimate-series :) still, I think I missed something (or there is something missing?) Keep up the awesome work :) I would appreciate any kind of help from you guys :) My feeling is that having too much workforce indicates something is wrong :D
Well, for one you're probably too early to try and separate workforce in terms of your income vs maintenance. Commuter piers cost 1k each... so there is 2k right there being spent. Having too much workforce doesn't mean much really and it's simply a buffer to allow for more expansion of population and goods production.
Question: If I choose to keep all my industry in my main island and try to make another island the tourism island, is that fine? Are there any drawbacks to not using the capital island for tourism?
Hi, I lost you after you made artisan's video primary because you skipped twice or thrice in your gameplay. I would appreciate if you explain to us why we need XYZ material and why we can skip it. Example please tell me why i need a widow production? Etc. Your guide is perfect up till 👷.
You have to explain what it is you think I skipped so I can explain where it is in the videos. I've mapped everything out to discuss so I don't think I've missed anything.
Honestly that sounded like a dumb question. Windows are building materials just like bricks and reinforced concrete it´s just the next population tiers building material.
My population is too large for this now I tried but they consume schnapps work clothes and sausages and sewing machines too fast for the delivery to come in and for them to be produced so idk
This is the same method used by people who do 10 million plus population playthroughs... You just have to use your trade routes efficiently and the right type and number of ships on them.
Are there any dlc you would consider "mandatory"? As in, playing without those dlc is more tedious or makes the game harder (i am an idiot, only just realized that you have a video on that)
Bright Harvest, Docklands, and Seeds of Change... All 3 have major space saving and efficiency mechanics that make a lot of productions easier to manage
Compliment for your video which was very helpful. I have a question: how do I move objects from one place to another? For example: I have an object that is in a warehouse that is in the museum, so I have to move it to the museum, what should I do? Thanks for any help.
In essence, you are saying that "Efficiency", is just going from 0% to 100%, and sustaining "maximum operation chains". While "Optimization", is using those efficient chains, and additional "non-standard gains beyond 100%", by buffs or by chain-exclusions, to get more output or the same 100%, with less structure or waste. (Waste being labor or buildings etc...) People commonly use both terms, as one, because they are action and result. Honestly, you are not efficient if you have not optimized. 10% might be the maximum and could be efficient and optimized, as well as 200%. So, you can't really be efficient, unless you optimize, which is how you get to the point of being efficient. One is truly the method, while the other is simply the "yield". Optimization is the method, you can "optimize". You can't "efficient", but you can optimize. Efficient is hopefully the product of "the action" of optimization. You can't optimize, without being efficient. :P Now you know why we use them as one. They are simply, almost redundant in a way, but paired to state an action to a goal. (Efficient for some, may be higher yield per minute. To others, it may be about getting the highest yield from the least effort, which often results in less per minute. Just not in this game, I don't think. But in games like "Satisfactory", you can consume 25% less power per item, if you produce items 2x slower. While going 2x faster, consumes 400% more power per item created. Both can be "efficient" at both ends, optimized to taste.)
i really like the difference you make between efficiency and optimization. therefor i have one question. you split your wares for farmers and workers and then for the higher ranked population. do you think it would be viable as well to bring vor example everyhting iron related to the one island and all brass related to another one? and what do you think about the creation of brass. it is similar to iron only two mined resources. wouldnt coal fit in there really good for a little more complexity and difficulty in getting brass? that always bothered me in the past.
I need some help. Some days ago suddenly a popup menu popped up and somehow I activated something. Now all my clay deposits are shown on the world map as little brown dots. But I don't know, how I can get to this popup menu again to deactivate this disturbing feature. Please help me and thanks in advance.
Nothing! I've been getting asked for well over a year now to do a full tutorial series of some kind.. waiting on season 4 really at the moment before I dive headlong back into city building for everyone. I figured this was a great time to create baseline guides and full walkthroughs for all current content.
It got lost in translation to a few people that it's how I talk about it. There's no official definitions for anything really... Other than the influence screen calls anything related to trade unions optimization. Other than that it's all community verbiage and different people use different terminology sometimes for it. I wanted to explain how I use the phrases so people understand when I talking about optimization and when I'm talking about efficiency. It may not be how you see it but it just helps you as a viewer understand what I'm talking about when I say it.
That's from one of the influence bonuses for having claimed enough islands or bought enough shares of ai islands. It helps a lot but isn't necessary to the concepts explored here, especially since he recommended using commuter piers
@@TakaRUclips "Before it changed to its current form under influence of the modern French quai, its Middle English spelling was key, keye or caye. This in turn also came from the Old Norman cai (Old French chai),[9] both roughly meaning "sand bank". The Old French term came from Gaulish caium, ultimately tracing back to the Proto-Celtic *kagio- "to encompass, enclose". Modern cognates include Welsh cae "fence, hedge" and Cornish ke "hedge",[9] and the Dutch kade." its either key or kay. The U is silent either way
Don't enjoy this efficiency vs optimization rant you got going here. I understand you got your interpretation of it, but the problem is that you're trying to delineate the two as distinct categories when they're just synonyms to each other and you spend so much time trying to make these words be different when they're really not. It's better to explain your thinking process why you do something the way you do it and why it's better to do it that way other any other way rather then go into a long semantics rant which essentially takes up 1/5 or something of your video when it's not even necessary for what you want to explain to the viewer.
With regards to optimization vs effectivity, if you have to hunt for an expert, it's not particularly effective. Are you just going to ignore the needs and luxury goods until you find that one expert? No - that'd be a massive waste of time and money. You build effectively for the base chains. Then, if/when you get that expert, you can change the chains you already have.
Actor is an exception though, not that hard to get and really helps with a good start
Gotta say, these are really solid videos. Good narration with minimal silence and a lot of good explanations
FINALLY! Always needed a video like this. Rarely see anything that helps with this kind of stuff. Thank you!
I was wondering about this as my population was going up and my other islands where looking fruitfully ready to have activities going on them. Really informative for a starter like myself. Thank you. ^^
Thank kindly for the video. I get really twitchy ever time I try to move my industry off my main island. Plus never knew about the selecting multiple islands in stats for checking my amounts when dealing with multiple island supply chains.
I am on 3k invetors now without getting broken and have tradeagreement with the pirates. Never had been so far. Thx!!!
Arctic would ne nice for beautybuilding without railways. 🙃
Thank you for making such a good case for blueprint mode! Another tool i failed to discover and use properly so far, that will be a great addition =)
Your guides have really helped me enjoy this game, I might have given up otherwise
I'm getting back into this game since I was too busy with college when it first came out. Wish I had this series when I first started playing, thanks for making this!
Man, it's like you're watching my game. This is seriously the next thing that I was planning to do. What great timing!
This is where I realize my mistake with setting up 3 AI in my game.
Time to begin a new save with proper settings and building more efficiently with all I've learned
PS: thanks for your beginner videos
Most excellent video, sir!! Thank you so much! I’ve been watching the whole series for this one lol 😆 it all finally just clicked in my head! Solid series my man! Look forward to watching the rest
Glad it was helpful!
I didn’t even know about the commuter port thank you so much!!
Man I have so much to learn. I wasn't even aware at all that you can share workers between islands. I've spent so much time building up everysingle Island, when I could've probably focused on the main one and have unlocked that by now.
Goddamnit.
I am new in this.. U can stare workers? How?
@@marinblazekovic5169 When you get to Engineers you unlock the commuter pier. It's basically a pier so that your people can travel to and from their work. You have to build on 2(!) islands so you can share the work force on each island. It's very useful but very expensive (-1000 maintenance each) so make sure your economy is sorted before you build 2.
22:22 The funniest part of the video
This is perfectly posted, ive just started planning the relocation of my industry buildings. Thank u!
The level of complexity in this game hurts my brain, but it is why I love it. Great Video!
"In this video, we're going to put all the poors on their own island"
So true lol
Those damned poors
Thanks for the amazing tips! This will seriously be so helpful… I am watching these videos in parallel with my first sandbox playthrough and phew your guide makes the game so much more achievable for a newbie.
Just got this game and found these videos very helpful. I was wondering how you had so many workers at the new islands and at the end you send commuter piers and that was very helpful!!! Thanks!
things are getting exciting, was overwhelmed at first but thank you for this bro
Lots of good information as always. It's interesting to see your use of the statistics screen.
I'm no where near as much as a pro as you are. But the first industry I move is my agriculture. It takes up a lot of living space. So I move them a touch before the engineering phase. Then build the commuter piers then push the rest of it off my main island... So in other words I do it in "waves".
Excelent. Thank you once again, as I´ve seen lots of your videos and they are helping so much through the game. This one specially.
2:24, good point, nice debate. I think efficiency is when we use items and we manage to have a high and clear productivity, also in terms of transport, in the smallest viable way, in the way that uses the lowest possible cost (avoid the use of additional warehouse for example) - I agree with you) but I don't think it is only that.
"Efficiency looks at what is currently being produced and compares that with what could be achieved with the existing consumption of resources."
It is one of the main factors when determining productivity - however, productivity focuses on quantity while efficiency is all about quality and eliminating wastefulness. It signifies a level of performance that describes a process that utilizes the minimum of inputs to create the greatest amounts of output, i.e. getting more out of less.
Extending the concept, "as nouns the difference between efficiency and optimization is that efficiency is the extent to which time is well used for the intended task while optimization is the design and operation of a system or process to make it as good as possible in some defined sense." After watching your series, I really think buy good more optimal than making in new world, you convinced me on this, then. So, when I see, a whole production chain in one island, with good usage of eletricity, etc it is well optimized, putting all together in terms of space usage too.
I always see how much money you have relative to your population and mine is never near yours. You are way more optimized than i am.
I’ve slowly been mainlining all your videos any time im not able to play and they have been extremely helpful! Thx and keep ‘me coming 👍🏻
Awesome video. I'm on my first game, the main campaign, and went too crazy with engineers and somewhat ignored efficiency and happiness. Now I'm losing 7K. I sold two shares to try to fix my supply issues, but the income is not budging too much. I think I need to make sure the engineering homes have power, but it requires a lot of shuffling. May need to send stuff to other islands, but I'm not sure if I have time before going bankrupt. Anyways, you gave me some ideas. Checking the stats sheet is huge. I'll be doing that first thing to find my biggest inefficiencies. Thank you.
Gio you can make easy money by trading gold watches from Archie and selling them in Enbasa tamborine
Loving the new content, mate! 👍🏼
It's nice to see as the map seeds in saved games now in the latest update.
This is exactly what i was looking for all this time!!!
Thank you :)
Thank you for making these videos. good job take care.
Another great installment--thanks!
Great video as always
awesome advice ! you are making a really good job with your videos :) take care
10:30 As bizarre as it seems, "quay" is pronounced exactly the same as the word "key".
Daamn, you be here making things so balanced I lowkey starting to suspect you're Thanos reincarnated...
Thanks for another great, in depth video. This game is sucking up so much of my life at the moment; might as well try to learn to be better at it :)
Hey! Thank you! Really appreciate the video - am just about to move my industry from main island_)
Its a really efficient strategy, but me for myself i like to integrate my industrial hub "into" my City. Industrial City it is. Much more aestethic for me aswell. :) Nice Vid regardless.
As a beauty builder... Same bro. Same! But it's a very common question and request to see how it's done... So I provide
Perfect timing thanks ❤️
Good video. I got my initial starter tips by pausing the game and snooping on the AI's layouts. Beyond the obvious and less obvious production lines.
Now I have three sets of trade-ships. One set does an overflow delivery, which is just fills the first island in its path with as much goods as possible, the rest go to the next island and the next. Then there is a set of ships that goes in the opposite direction, delivering the same goods, but it spreads the stacks across the remaining islands that need them. The last one is a direct trader, delivering items that I KNOW each individual island needs, as staples for population. They deliver things they do not make, from islands that do, returning with things the other islands need, which they don't make.
I just wish the traders were automated and smart, like they are for the AI. Having to force-feed things that may not be needed, is real limiting. If trade ships simply asked for things they needed, by priority, from any place with abundance, it would be a perfect system. You would only need to increase trade ships, based on demand, which could also be automated. It's micromanagement that shouldn't HAVE to be done, and has a horrible arrangement to "get it done" and sustain it adequately. Almost to the point that it's a guessing game or a game-killing method to figure out what is actually needed. (Math helps, to a point, until the game decides to throw curve-balls at those too.)
It's like the option to "wait until full", it has no simple ability to "wait until full, OR 30 minutes" or "wait until another ship arrives" or "wait 10 minutes, OR until full".
The odd thing is that they do not actually have "collision", the ships... But they still go through this horribly wasteful process of dodging, way too late, instead of simple avoidance or advance moving out of the way. At game-speed, this is a process that takes hours, for nothing... But in real-time, it seems only like a few seconds of time to watch this stupid pointless dance, as they still pass through one another anyways. (Defeating the purpose of NEEDING to do the "get our of my way dance", at all.)
I also don't like the fact that adding warehouses does not actually increase stock, just access points to a universal stock. Seriously, why have a massive building if it is just a teleporting depot of a singular storage unit? The upgrades just allow more teleporting to be done at once. :P
However, those tiny dock storage platforms add space for storage, which honestly makes no sense, unless it was just storage for boats. Thankfully each storage is not bound to its loaded contents only. Honestly, they should have been, as that would be another great strategy element. Having only excess moving to main storage, while any local-reserved items remain in those dedicated storage places.
i know i've played to much anno because during the video i started moving my mouse to turn camera around while watching the vid, and wondering why it didn't work
I do that too lol
Man just one question, how do you have 400 influence? Thanks for these videos, you are the best.
I would love same kind of video about placing cities instead.
I have a question, do yu think its better to prep for having industry on other islands or setting up everything on main then moving stuff later? im leaning towards thinking ahead and using other islands right away, would like to know your thoughts ;)
Thank you
Thank you.
I thought of relocating a whole island to a totally new place but...i think i will just move the population instead of moving the industry
what are the AI routes group in your trade route menu? Is it a mod to do automatic item shipping ? @21:05
Why doesnt this game have automatic shipping of goods between islands? Even small indie games have this (e.g. Before We leave game)
This is really trande management game first, you want the game to play it self?
10:30
Quays can be powered but I think they have the same power length as dirt roads. Regardless you can't have warehouses out in the water so that limits you in how far from the coast you can put any production buildings sadly
Yes... that is what I was talking about :) That is why that item from Nate is so useful so you can power up stuff farther than the quay road lets power reach
@@TakaRUclips oh that is what you were saying, i heard "kway" road and was super confused.
Thanks answered my question is what time to move, so engineer when get communter pier makes perfect sense and seams easiest at that point. Im starting a new play thru, just got worker part settled in, was going to start artisain, when i was looking to see when to expand islands. This was good info, so i can do it on commuter piers so its easier to do then, thanks much
How do you get material like Wood, Steel, Concrete and Windows on your main island? do you produce them there or do you also use trade routes?
For your metrics! 👍
Do you remember on which Map Seed you play this Series?
I like my werehouse full, even for a big cost😂 i get money from my watches selling route
ok I normally don't do this, but: if lets say, one built a little too much of alot of stuff which ultimately lead to short incomes: whats the way to stabelize your economy?
bc. as far as I got it, Income only comes from population mainly. but working myself through engineers right now, I have way too much workforce of artisans and engineers, but still an (kinda stable) income of ~1k - 1,5k, I even had my first defeat screen recently…
I have consumer goods and industry seperated on two islands, supplying with commuter piers. Main island is only houses. Population: 2.7k farmers, 3.1k workers, 2.8k Artisans and 2.5k engineers. no overproduction of goods, pretty optimized trade routes, the only thing which i have way too much is engineers/artisans workforce…
I just cant figure out what to do: make more engineers? more artisans?
I love your Videos, especially your ultimate-series :) still, I think I missed something (or there is something missing?) Keep up the awesome work :)
I would appreciate any kind of help from you guys :) My feeling is that having too much workforce indicates something is wrong :D
Well, for one you're probably too early to try and separate workforce in terms of your income vs maintenance. Commuter piers cost 1k each... so there is 2k right there being spent. Having too much workforce doesn't mean much really and it's simply a buffer to allow for more expansion of population and goods production.
nice video, well done, may i ask which map seed you used here? thank you so much
Question: If I choose to keep all my industry in my main island and try to make another island the tourism island, is that fine? Are there any drawbacks to not using the capital island for tourism?
Hi,
I lost you after you made artisan's video primary because you skipped twice or thrice in your gameplay.
I would appreciate if you explain to us why we need XYZ material and why we can skip it.
Example please tell me why i need a widow production? Etc.
Your guide is perfect up till 👷.
You have to explain what it is you think I skipped so I can explain where it is in the videos. I've mapped everything out to discuss so I don't think I've missed anything.
Honestly that sounded like a dumb question. Windows are building materials just like bricks and reinforced concrete it´s just the next population tiers building material.
My population is too large for this now I tried but they consume schnapps work clothes and sausages and sewing machines too fast for the delivery to come in and for them to be produced so idk
This is the same method used by people who do 10 million plus population playthroughs... You just have to use your trade routes efficiently and the right type and number of ships on them.
Thoughts on having multiple industry islands, where each island focuses on only a few goods?
Viable of course.... there's lots of ways to go about managing production.
Nice
How do you show labels instead of icons in the bottom ship bar?
Wait i didnt know u can shift group multiple island in stats screen
Are there any dlc you would consider "mandatory"? As in, playing without those dlc is more tedious or makes the game harder
(i am an idiot, only just realized that you have a video on that)
Bright Harvest, Docklands, and Seeds of Change... All 3 have major space saving and efficiency mechanics that make a lot of productions easier to manage
@@TakaRUclips thanks alot! Ill look into it!
There is a mod that lets you have a commuter pier at workers
Yes.... but that is modding and this guide is about how to play the game normally.
@@TakaRUclips never said it wasn’t modding. I’m just letting your viewers know about it. Great vids btw.
Compliment for your video which was very helpful. I have a question: how do I move objects from one place to another? For example: I have an object that is in a warehouse that is in the museum, so I have to move it to the museum, what should I do? Thanks for any help.
You just have to move the item to that island's dock, by ship. You can then select it while creating a new exhibit at the museum.
@@hector_the_well_endowed thank you for help!
great post. What is the seed you are using here?
How do you have so many larger islands on your map?
In essence, you are saying that "Efficiency", is just going from 0% to 100%, and sustaining "maximum operation chains". While "Optimization", is using those efficient chains, and additional "non-standard gains beyond 100%", by buffs or by chain-exclusions, to get more output or the same 100%, with less structure or waste. (Waste being labor or buildings etc...)
People commonly use both terms, as one, because they are action and result. Honestly, you are not efficient if you have not optimized. 10% might be the maximum and could be efficient and optimized, as well as 200%. So, you can't really be efficient, unless you optimize, which is how you get to the point of being efficient. One is truly the method, while the other is simply the "yield". Optimization is the method, you can "optimize". You can't "efficient", but you can optimize. Efficient is hopefully the product of "the action" of optimization. You can't optimize, without being efficient. :P
Now you know why we use them as one. They are simply, almost redundant in a way, but paired to state an action to a goal. (Efficient for some, may be higher yield per minute. To others, it may be about getting the highest yield from the least effort, which often results in less per minute. Just not in this game, I don't think. But in games like "Satisfactory", you can consume 25% less power per item, if you produce items 2x slower. While going 2x faster, consumes 400% more power per item created. Both can be "efficient" at both ends, optimized to taste.)
"in essence" huh? Ok then..
i really like the difference you make between efficiency and optimization. therefor i have one question. you split your wares for farmers and workers and then for the higher ranked population. do you think it would be viable as well to bring vor example everyhting iron related to the one island and all brass related to another one?
and what do you think about the creation of brass. it is similar to iron only two mined resources. wouldnt coal fit in there really good for a little more complexity and difficulty in getting brass?
that always bothered me in the past.
I need some help. Some days ago suddenly a popup menu popped up and somehow I activated something. Now all my clay deposits are shown on the world map as little brown dots. But I don't know, how I can get to this popup menu again to deactivate this disturbing feature.
Please help me and thanks in advance.
It's a filter option on the mini map.
Great video, very informative but this looks like a headache!
I don't think commuter piers have to be connected to the harbour
Yes they do... you'll get a warning that it is not connected to the harbor and they won't function otherwise.
@@TakaRUclips hmmm, might have mistaken them with visitor piers
Euh, wait how you producing industrie when you dont have people living there??
I am confused asf..
I am building on each island whit people..
This is about efficiently using Commuter Piers, essentially.
Quay is pronounced like key. FYI.
Both pronunciations are acceptable and it is mostly regional on which one is used.
What happend to beauty building my man?
Nothing! I've been getting asked for well over a year now to do a full tutorial series of some kind.. waiting on season 4 really at the moment before I dive headlong back into city building for everyone. I figured this was a great time to create baseline guides and full walkthroughs for all current content.
Trade Route Management is so confusing 😢
That was a really inefficient way of explaining the difference between optimisation and efficiency
It got lost in translation to a few people that it's how I talk about it. There's no official definitions for anything really... Other than the influence screen calls anything related to trade unions optimization. Other than that it's all community verbiage and different people use different terminology sometimes for it. I wanted to explain how I use the phrases so people understand when I talking about optimization and when I'm talking about efficiency. It may not be how you see it but it just helps you as a viewer understand what I'm talking about when I say it.
Guess this video isnt for me, this dude has like 200 of each worker on a island that has no houses......... so lost
That's from one of the influence bonuses for having claimed enough islands or bought enough shares of ai islands. It helps a lot but isn't necessary to the concepts explored here, especially since he recommended using commuter piers
Protip: Quay is pronounced 'key'
I'll link you about 20 other comments that say it's pronounced "kway" lololol... Depends on local dialect I guess
@@TakaRUclips "Before it changed to its current form under influence of the modern French quai, its Middle English spelling was key, keye or caye. This in turn also came from the Old Norman cai (Old French chai),[9] both roughly meaning "sand bank". The Old French term came from Gaulish caium, ultimately tracing back to the Proto-Celtic *kagio- "to encompass, enclose". Modern cognates include Welsh cae "fence, hedge" and Cornish ke "hedge",[9] and the Dutch kade."
its either key or kay. The U is silent either way
Don't enjoy this efficiency vs optimization rant you got going here. I understand you got your interpretation of it, but the problem is that you're trying to delineate the two as distinct categories when they're just synonyms to each other and you spend so much time trying to make these words be different when they're really not. It's better to explain your thinking process why you do something the way you do it and why it's better to do it that way other any other way rather then go into a long semantics rant which essentially takes up 1/5 or something of your video when it's not even necessary for what you want to explain to the viewer.
You simply could watch another streamer and waste your breath on them
mate please, work to a script or something. It's tedious watching you trying to think what to say next.