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If I may make one suggestion to add that I did not see, but I think is game-changing. That is the commuter harbor. It's so huge to merge your workforce between all your islands. It also is necessary to maximize profit on your "main" island with the higher tier populations. Then you can def use another island not only for what they produce, but for the lower tier workforce. It lets you get rid of the low tier stuff to make room on your main island, or just ship it. Really helps to utilize various resources on other islands sine you don't need to build up the higher tier population to get what you need.
Great advice though!
Not sure why so many people keep saying this. Not only does the story end at a logical point, but the game throws up a full-screen overlay stating "Campaign End." Then and only then do you get the last quest from Sister to get some engineers, and that's just to let the player know that now sandbox mode has begun.
It tells you on the provisioning screen for the expedition what benefit a given cargo will give (usually per 50t). You want to match your bonuses to the skills the captain thinks may be necessary (it'll tick these off if you load a good which provides the requisite bonus). Rations are the only exception; it seems every expedition will permit you to use rations to reduce morale loss after each event, so they're always useful (though again, the better the food the bigger the bonus). Note things will be pre-ticked on the provisioning screen if the ship has bonuses from crew or items.
One thing to note before taking an expedition is that it's possible to gain items or resources from certain events, which requires you have space on the ship to take them. Usually you'll be able to choose what to take and what to discard. If you intend to have a ship solely for expeditions it's useful to keep a small supply of surplus ship items just to let you specialise the loadout towards the required skills so it's easier to keep one hold space free (or ditch cargo in the middle of the adventure).
Income is dependent on the island's 'beauty' rating. It'll also offer up free items (in the form of crew/staff) from time to time, so it's a good way of getting bonuses for your union hall style building, or just more cash via selling them to the AI.
That's also what the 'luxury' goods help with - a quick and dirty rule is that fulfilling needs will increase the population number, while fulfilling a luxury will increase the amount of tax each one is willing to pay.
It depends (I've never had a route go wonky?). Chartering gets the AI to do the shipping, but naturally they don't do it for free. Using your own trade route is free (minus the upkeep cost of the ship) but requires the ship. Generally speaking it's cheaper to run your own trade route if you can fill the ship's hold - if you only need one extra good transporting though it's often cheaper to use a charter than run a half empty ship.
So why troll this thread then?
Regarding the trade routes being wonky.
I want to send work clothes to an island and then bring back the ingredients for goulash (peppers and beef). I set up a clipper to do that.
At first, it works great, but eventually the island doesn't need work clothes anymore, so the clipper keeps taking more pants, filling up 1, 2, 3, and eventually 4 of its slots with pants even though I only ever wanted one slot to be filled with pants. It gets to teh point where it is going back and forth carrying nothing but pants and no longer brings back the beef and peppers.
The trade routes have to be set up overly simplified. In previous anno games, I used to be able to do complex trading between islands to ensure every island had what it needed.
i suggest just buildin the work clothes fabs at the island though, production and trading are complicated enough without trading baseline available-everywhere goods.
nevermind. I had to change the building sorting and then I found it under park ornaments. It's not under the other sort setting though.