Anno 1800

Anno 1800

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What's your island developing strategy?
Commuter piers unlocking at tier 4 is giving me a rough time when I'm trying to expand to new islands, build bigger cities and the like when I have to meet the needs of civilians on every island and have enough of each civilian to support production and so on.
Is the main idea to just build up two big islands and then put commuter piers between them? Then making expanding to smaller islands that don't have their own residences?
How do you guys play out a typical game?
Last edited by KingKickAss; Feb 4, 2024 @ 8:08pm
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Showing 1-5 of 5 comments
Primigenia Feb 5, 2024 @ 4:12am 
I set on an island with grain, hops and potatoes, so I'm totally self sufficient for the first two tiers of pop, create enough population to give me something around 2K income, develop the artisans and then start colonizing new islands, it may be old world, or start cities in the new world/crownfalls.

If you find the item to create a pepper fertility from madame kahina you can basically fullfill any need for the artisans too except for furcoats and rum (which you can do without until you want to upgrade to engineers), making it a self sufficient island in everything for the first 3 tiers and needing no attention at all, and you can wander around doing other things in the meantime like setting up productions and cities in other maps or in the same archipelago, then with tier 4 you can build the pier, but that's not really needed imo
Chaosium Feb 5, 2024 @ 5:06am 
Recently I've been playing around Crown Falls after ignoring it for a long time, I usually build everything on it until engineers and electricity, then I have 1 heavy industry island and 1 island for foods stuff, my goal is to get rid of most if not all workers on CF, that's relatively easy to do
Gregomoto Feb 5, 2024 @ 5:17am 
I have usually 3 populated islands in OW (1 for farmers; 1 for workers/artisans; 1 for engineers/investors/sholars) and 2 populated islands in NW (1 for journaleros; 1 for obreros/artistas).
The remaining islands are pure production islands with no population, but all have cummuter piers.
Tankfriend Feb 5, 2024 @ 10:22am 
What I usually do:

1. Starting Island
-> Advances until Crown Falls and Commuter Pier are unlocked.
-> Stabilizes at that population level, and will primarily turn into a naval staging ground.
-> Commuter Pier only when necessary.

2. Old World island with potatos (however many you feel comfortable having/defending)
-> Developed up to 1000 Peasants and 1000 Workers.
-> Self-sufficient - absolutely no consumer goods imports.
-> Commuter Pier only when necessary.

3. Old World island without potatos
-> Bare minimum population to keep production running.
-> Commuter Pier only when necessary.

4. Cape Trelawney islands
-> One large potato-capable island will be dedicated to Peasants (since I don't want to have them on Crown Falls).
-> At least one island will be focused on dirty production buildings like heavy industry and pigs.
-> All of these have Commuter Piers.

5. Crown Falls
-> Keeps expanding and upgrading until the end of the game.
-> Will be completely emptied of dirty buildings once the Commuter Pier is available.
-> Has a Commuter Pier.
-> Has pretty much "all the things" possible.
KingKickAss Feb 13, 2024 @ 1:04pm 
I appreciate the replies. I just wanted to give the thread one more little bump for anymore input.
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Date Posted: Feb 4, 2024 @ 7:48pm
Posts: 5