5/16/2023 0 Comments Anno 1602 cheats![]() That is much cheaper as they give you 18-20 tons of tobacco or spice for about 5 tons of cloth plus 5 tons of alcohol. Look for natives who’ll be happy to trade. Do not grow tobacco if your balance is still in the red. As soon as you have alcohol, increase the tax for the settlers. Build only 1 wineyard (if you have a rum island, do as with the weaver). Check your stock of cloth every now and then, as soon as it starts running low, reactivate the weaver, who now will have a lot of wool to work his way through. So send him on a holiday (inactive) and build a road to the sheep farm. Now after a while the wool supplies will be insufficient as the weaver can weave the wool of 2 sheep farms. As soon as the question mark disappears, build a weaver, he’ll pick up the wool. You can safely raise the white flag in case pirates come by, and you have space to buy tools at the lowest price. Now you have space for more cheap tools, even after taking all the tools from your ship. Robbie47 suggests: “Call a market wagon immediately, load 30 tons of tools on the market car. (6a) Do not build tavern and school, and resist other options (tobacco, spice, meat), (6b) 2nd fisher hut, (6c) Wait until you 120 settlers, (6d) See the money-button slowly turning from red to green.(5a) Wait for 40 settlers, (5b) Create alcohol, (5c) After alcohol is available… set taxes for settlers much higher… and welcome in the real life.(4a) Wait for 15 settlers, (4b) Stone-mason and quarry, (4c) Firehouse.(3a) More houses (not more than 20), (3b) See first settlers coming, (3c) Taxes from settlers a little bit higher (keep them laughing).(2a) Some houses around the chapel, depending on the wood you have, (2b) Taxes from pioneers at maximum, (2c) Sheep-farm (later on a 2nd one) and one weaving-mill.“(1a) Warehouse, (1b) Fisher hut, (1c) Two or three wood-cutters, (1d) 1 or 2 marketplaces, (1e) Chapel – should have a big circle of influence.There’s no any danger to let them wait for a while (except for food).”įrieden suggests an order in which buildings should be added to avoid early financial problems: … After a lot of bankruptcies I’ve learned only to provide the inhabitants with required buildings or goods when my trading balance is green. Buildings are not so essential for development, except school and tavern in the beginning. Otherwise you should wait: Sell overstock production to free traders or cancel some production to save costs. Always try to give your people all the things they request (food and drugs), but only if your balance is green. ![]() Add a school and tavern, and problems should not arise. ![]() ![]() Try to serve them with alcohol and tobacco… the more satisfied they are the higher tax they’ll will be ready to pay. After you’ve got settlers, raise the tax again. This assures the maximum influence area and therefore best reach for a high number of ships loading and unloading parallel.”įrom raincat: “Start with 1 woodcutter, 1 fisher’s hut, 1 market place, chapel + 20 houses only – all built in the bright area of chapel. If an island is to be home for thousands of inhabitants, your warehouse should be placed on an even coastline or on a peninsula. Bays are easy to defend, but bad for high ship traffic. Shark_Dus writes: “It is very important to build your warehouse at the right location. You either have to import booze, or spice.” Ron The Wrath of God writes: “I always try to colonize the largest island near the center of the map for two reasons: (1) It is logistically easier to move goods to the center of the map from surrounding production colonies, (2) It often supports 100% cotton or one other product like sugar.”Ĭharlie suggests not placing the Warehouse in a bay, because ships may later have difficulty reaching it. I don’t mind importing the alcohol (and the cloth). I will take a 100% spice/cocoa in a heartbeat. From draculitch: “I like to head towards the closest large island. The island should be a big one.” BigTiny writes: “I will always try for the largest isle that supports booze at 100% …a little rum or wine sure keeps my people happy.” The size of the island your main colony is built upon becomes critical in the later stages of a continuous game, when one is trying to house a large population. All of these are essential things you need in the early stage of your game. It should have an ore deposit, mountains for a quarry and trees (or another island with trees nearby). Budgie writes: “Your optimal first island should have northern climate with 100% tobacco and wine/sugarcane.
0 Comments
Leave a Reply. |