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1. Cautious spending: you need to look at the upkeep of what you build, and try to only build what you need, demolish what you don't need
2. Build and upgrade more houses: a large settlement will be necessary, taxation from a decently sized settlement far outweights the costs of running it as long as your production chains are relatively efficient
3. Trade: this one is for cash surges, you have to figure out which merchants come to your warehouses, try to develop commodities that these merchants will buy and then overproduce them for sale. The higher up the chain the items you sell are, the more money you will get from them. I find generally that overproducing advanced food tends to bring in a lot of money, as well as selling any construction material surplus (if you can afford it). Weapons and heavy weapons are also a good bet, heavy weapons take some money to establish but once they get going you will be rolling in money. High tech weapons belong to that category also.
It just seems like I can't get any actual income no matter what I try..
Maybe they changed the tax income from the tech race in a patch or something? It just seems crazy. I had quite a lot of houses, and still my tax income was pretty much nothing. Also - they didn't seem to level up that much. I had to just keep building more and more of them with the 5 population limit, and I needed something like 150 population at some point? Lol.
I don't think the fish disease thing helps, cos it stops the houses from levelling up for ages.
But either way, I'm totally screwed, half way through 2nd stage and totally out of dollar, going to need to start again, but not sure what exactly I need to change in order to succeed...?
I have now built 57 residences for the Techs, and they are only providing a tax income of 274.
I have been at -300ish credits in the top left for the whole mission.
There is some "comprehensive research funding regulations" thingy which is supposed to massively increase the tax income, but it doesn't appear to be working, cos I should have well over +1000 credits income if it was working as intended :S :S :S
This is basically the stage where I run out of money (trying to build Shipyard) and become unable to progress :S
Another n00b question - how do I increase my maximum fleet size?? I can't seem to build any more ships (only have the 2 I was given at the start, and need to build another to complete a side-mission..)
Fleet size is set by your population.
Techs provide very little income (until they hit tier 3 with the addon)
Build more eco/tycoon houses as they provide you with your steady income.
Also check out the guide sections there really needed when your starting to play Anno as the campagin/tutorial doesn't tell you enough.
Once you get the antidote to fix the fish, build lots of Eco houses to increase your tax base. It'll take a while, but you'll need to increase your population in order to generate enough fleet capacity for the Viper anyway.
If you went there early and placed the inefficient Eco-scrubbers, you ruin your taxbase. Concentrate on the first island till you get tier3 Ecos, the engineers. Place the mine-based Eco-scrubbers on the second island and you'll only need one inefficient eco-scrubber for the last few points to -50 on the second island.
Yana pays in the campaign an insane amount of money for cellphones and wood. She'll balance out your deficit, provided you maintain an economy on the brink of collapse.
Later on, the Tycoons will dump two badly managed islands on you. Be careful here. One island has the uranium plants. This island is mighty important!!! Not only does it gives you access to tech you only can get with 1200 tier3 Tycoons (Whatever you do, only build one building with tier3 tycoons!!), it will allow you to build a nuclear reactor. The second island is pointless. Delete everything on it after you've found the traitor, keeping the harbor intact apart from the fisheries.
The campaign purposefully keeps you at a disadvantage and no matter what I did, in the end I was paying for upkeep from my accumulated funds. At a certain point you'll have to say 'good enough' and shoot for campaign-completion.
if i select a residence, i can see the buff, but I'm not sure if it's doing what it says it should be doing. my theory is the +10% tax income from water is potentially "over-writing" it..?
Rush the missions to get your fisheries running again, then focus on upgrading your population. I did this by using an all Tech faction population. It was not difficult for me, but I did have a nice amount of credit left over from the previous mission.
Something is seriously frickin broken here..
I'll try it again setting up an eco population at the same time, cos that seems to be the easiest way to do it. zzz
continued on from my 100 tech residence save - sold a bunch of stuff using trading system, used my left over credits to purchase an eco town centre + set up their food chain, build a tonne of houses, ended up with around 120 tech houses + 120 eco houses. cranked the tax up to generate some income in the green, then once I had enough, lowered it again to let all the houses level up.
I think my main problem was not having enough Laboratories / Food / Drink for the scientists (because I could no longer afford buildings) - but when I figured out to sell stuff to the AI I realised that income doesn't really mean very much because you can generate soooooo much more credits from trading produce :3
Also, the economy suddenly matters with no warning or much discussion of how to run a better economy.
I wouldn't see this as much of a problem if the game through you into the deep end from the beginning, but that mission was a pretty bad difficulty spike.