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(1) Except for the rather major up-front costs of construction, the wharf and all modules are expense-free: no upkeep cost and no influence cost.
(2) The wharf and all modules enhance the island's attractiveness considerably.
(3) The main wharf includes three harbormaster-type spaces, and additional harbormasters are optional modules. The coverage radius of these spaces might be a little greater than with the regular harbormaster.
It's almost as though Ubisoft decided that some of the constraints in the vanilla game were a mistake and provided a work-around (dare I say cheat?). But I won't complain!
From now on, I'm going to build a Docklands wharf on every sizable island in the Old World and Cape Trelawney, even if I don't use the trading features (which are still a little puzzling). It serves as a pier for ships to load and unload. If harbor space exists on more than one side of an island, consider putting it on another side than the trading post. Put the public mooring within range of its harbormaster and install a guide and a souvenir seller to enhance it. These items are relatively plentiful, but I've often been reluctant to use them because of the influence cost of a harbormaster. That is no longer a problem.
https://anno1800.fandom.com/wiki/Docklands
They do, but the modules have to be connected to the main Docklands building for that, Building them separately still gives their other effects, but not the attractiveness.
Yes, though I'm not sure the modules have greater range.
It makes especially the late game much easier and simpler to handle, since you can choose to completely forego production of specific goods and import them via the Docklands, instead.
It also gives you a "way out" just in case you can't take the islands you need in time, since you can then trade for missing stuff easily.
It's quite simple, actually. The trade options are all based on barter trade, meaning exchanging one kind of good for another kind of good. The exchange rates depend on how complex a product is to make, so fish will be worth very little compared to, e.g., fur coats. You can trade as much of one good for another good as you want as long as you have the given amount in storage to be traded away when the ship arrives at your Docklands.
As you trade larger and larger amounts of a given good, it will "level up", which allows it to be placed higher on the "trade pyramid" in the menu. The higher a good is placed, the better its exchange value will be.
All those goods in the selection that are still grayed out need certain trade goals to be met to unlock them. Once that is done, you can also trade for those.
The Wiki says almost nothing about how this works, but the in-game tutorial said to "dabble" so that's what I'm still doing. What if we want to begin importing a good (perhaps on another island) that we have earned experience exporting? Will the "IV" (or whatever level) give a better rate if you import it, too?
If two Docklands wharves export the same product, will the total number of tons traded contribute to leveling the good up, or must it all happen at a single location?
>>they do cost upkeep.
Yes, I stand corrected re modules, although the basic main wharf has no upkeep cost. Something else I just noticed: sometimes the public mooring upkeep in the old world is 400 and sometimes 300. In the case of the 300s, they are on unpopulated islands with the mooring very near the Docklands main wharf. On one island with the mooring near the Docklands wharf, the upkeep is 400, but the island is populated. Both conditions must be met, or maybe something else is going on. Do you have an explanation?
You can't delete it, but what about moving it? I recall relocating a trading post a short distance once, but ships loaded and unloaded at the original position, just as though it had not been moved. A bug?
Yes, to advance the Roman-numeral trading level of a product, any and all islands selling it can contribute to the total accumulated volume needed. If you hover the mouse pointer over a product in the box under the pyramid, you will see what is done and what still must be done.
Once a product gets a Roman numeral in the lower box or qualifies for one (it is not always shown automatically), this status is permanent for the current game and available for any island to trade using that status. However, in order to do so, and to advance the product to a higher level, it must appear in the pyramid for that island. If not, drag it up from the lower box to the appropriate level in the pyramid (deleting something else with right-click if there is no space). I understand that there is no reason for a product to appear in an island's pyramid unless it is currently being traded.
If an island is producing a product not otherwise being used, either locally or taken away by ships, then offer to trade your full storage capacity. When Captain Tobias visits, he will pick up a lesser amount if that is all that exists. It isn't a case of all-or-nothing. He also takes only as much as necessary to cover the exchange ratio for whatever product is being imported. This is why the history will usually show a slightly smaller number traded than offered. Be sure that you have space for the imported product; otherwise there is no transaction.
Notice the arrows to the right and left of the island's name at the top. You can click on these to page through all of your docks or to look at any by name. There is no need to find the island and its dock on the map and click on it, as I was doing for far too long. I think it would be nice if there were a Docklands tab in the statistics so that we could see a summary of activity in a list, but at least those arrows make it easier to view it one island at a time.
An important correction: Individual docks do not have their own pyramids. The pyramid is global! If you make a change to the pyramid at one island, it will affect all. No more than ten products can benefit from the pyramid at any one time worldwide. Therefore, if you are trying to upgrade the trade level of a product, have as many islands offering it as you can, and concentrate your efforts on a few.
Don't know about the potential bug - haven't observed that so far.
Your latest post should be correct as far as I can tell.
but beyond that, if you want shipping, a trick some use generally later game to get the right buffs going for it aka from the palace and scholars port upgrades. if you want the fastest possible loading times.
Best suggestions is placement. look at your islands location and where your routes are going out and into that island. a pier if the ship has to travel the entire island to the far side just to load/unload thats a bad spot, weather its your main dock or docklands.
you can move them all around your island you know its not set in stone to stay where you placed it at the start. look at traffic around the island where are most ships what side are they traveling on mostly. then place your docklands and piers on those sides as much as possible, move your fishing and sand mines etc to low traffic area harbour places. this way ships from other zones when they enter dont need to travel the whole island just to drop stuff off. they can go right in to port side from zone entry side faster.
later game when you have hundreds of ships going all over the place. making their route times easier means get faster goods less bottleneck happening.
your plan is look at shipping traffic on your islands where are they all sailing in those waters, then place your piers docklands closest to the bulk of them for each island.