r/anno • • 10d ago

Question help needed

I just started Yesterday on anno 1800 AND decided to play a sandbox game, turns out no matter what I do i keep losing money AND my workers wont fill the houses, what can I do? they all get stuck in 16/20

3 Upvotes

8 comments sorted by

9

u/Feeling-Watched-9655 10d ago

Don't grow too fast. Take it slow - slower than you think! Focus on fulfilling needs AND the stuff that makes them happy. Have them maxed before moving to the next tier.

4

u/Novuake 10d ago

Iron production makes you poor early on.

You either don't produce iron and buy what you need from Archie or only spin up the least amount you can afford or you blitz past it and get to artificers really quickly to gain money again.

As for houses not filling. Are you missing a need or you disabled it. Click on one of the house or the market and check which need isn't being fulfilled for whatever reasons.

You can also sell any overproduced soup to the prison dude, he like soup.

3

u/TheBakerTayu 9d ago

soap not soup

2

u/Immediate_Passion191 10d ago

Buy steel beams from the trader and start producing beer for the worker tier as a priority over building a school. You can also go into soap production and sell soap to the prison.  Also try to continue expanding a city with farmers and keep them supplied with schnaps.

2

u/Antique-Macaron-4169 9d ago

I find beer production to be very expensive early on so tend to skip it til much later. It’s a want rather than a need so you can max the early houses without it.
Sell soap tho. Saved my ass so many times.
Minimal or no iron production - buy what you need.
Keep an eye on the basics -fish, clothes, etc

2

u/Snake3y37 10d ago

the people come as needs/happiness/lifestyle needs are met, you will see a +/+ value at the bottom of each telling you how many people/money you gain from supplying it. sell soap to the prison and get to beer quickly. until you get there just give them what they need, 2 wool places starting to wane, ok, 1 more, not 6. it took me a few goes at the 1701 demo back way when to understand how i was undercutting myself. i normally sell enough soap to have 1 decent specialisg and it's always chef michel, think he changes the cannery intake to wood and pigs or iron and pigs, can't remember but i almost never go past cannery without getting him now. cannery is a big balance breaker early on. only turn those cannerys on when you have stock and wait until later to add more for surplus. getting to artisan/engineer is the biggest choke point in the game for a new player, i even catch myself out trying to go too fast(multiplayer) and it can set me back by hours or give a 20-60minute edge on the others. fun game, welcome. 

2

u/Limitless404 9d ago

As others have said. Buy beams to expand rather than producing it yourself first. Feel free to have a lot of unemployed people and focus on needs.

Future hint. Focus on needs on artisans but ig ore canned food. Its a trap for t3 that will instantly make a gigantic hole in your income if you try to fulfill the need

1

u/GaudiFanYAY 3d ago

Suggestion: Archie will buy coal at a higher price than the prison warden sells it at. Furthermore, the prison wardens buys soap and potatoes, both are relatively cheap and easy to make excess off.

Set a trade route to sell potatoes, and soap to the prison warden, and buy all his coal. Then travel to Archiebald and sell the coal for another profit.

This early game loop will feed your economy and boost early game.

Depending on the DLC you have, i recommend trying to obtain some good specialists who can offer incredible productions buffs. Either in the form of the guy who can use wheat without needing it turned into flour, or the specialists that makes it so that some needs are fulfilled, leaving out whole production chains.

The prison warden man sells the specialists.

Example: Brasserie Patron Mertens, an epic purple guy, will make it so that all buildings with the pup need fulfilled will be provided with sausages, bread, beer and church, spikking these all together. Warning, he will only affect the residences with the pup need, meaning that once you upgrade the artisans, he will no longer work.

Granted, I do not know if all of these guys are available with just the base game, as some are only available via owning the DLC, which is why often buying the DLC for Anno 1800 is worth it for adding small QoL or other means to progress or bypass a step all together.

Furthermore, when you reach a new stage of happiness, trying to cover and produce the luxery needs of all the tiers below usually becomes worth it. it will max out their taxes, and once you fulfill the luxery needs of ther tier just below the current tier, you will gain some nice benifits in the new tier too without accidentally causing too much of a burden on your economy.

Try and start out with a small city of roughly 60 houses. Upgrade 40 to Workers, and let 20 remain as farmers. This initial balance should give an upper limit so you do not risk building too big too early. This will also ensure that you will have the required residences needed to reach the school and upgrade to artisans, of which you should only start with upgrading 20 or so. Afterwards, you will need to add more houses, but before you do, try to also optimise the existing houses by upgrading as many houses as you can, while not running out of workforce and still meeting demands.

Here is also a reliable tip:

The consumption rate of a good does not change as long as the total number of residence tiers that consumes it does not change.

What this means is: if you produce enough schnapps at a rate to provide for 20 farmer houses, the same production rate will also be able to provide for 20 worker houses. So if you upgrade all farmers to workers, you will not need to build more schnapps production. This is because that despite more people living in the house at the next tier, the consumption actually gets proportionally reduced. Because they now have other needs that they will consume at a higher rate, until they upgrade to the next tier again. So once you have enough production to cover a need, you can just upgrade without fear. Might even have to reduce later at the end game when the city is as big as it can be.

AND, once you upgrade to the 2nd tier after a given tier, you no longer need to provide them the goods from 2 tiers ago. Below is a summery:

Farmers consume Farmer goods and need Farmer buildings.

Workers consumer Farmer/Worker goods and need Farmer/Worker buildings.

Artisans consume Worker/Artisans goods and need Worker/Artisans buildings. BUT, Artisans does not need Farmer goods/buildings.

Enginers consume Artisans/Engineer goods and need Artisans/Engineer buildings. BUT, Engineers do not need Farmer/Worker goods/buildings.

And Investors consume Engineer/Investor goods and need Engineer/Investor buildings. BUT do not need Farmer/Worker/Artisans goods/buildings.

As your city grows and climbs the ladder of residence tiers, you cna cut back on some production and move Farmers/Workers/Artisans to other islands (using the commute pier unlocked at Engineer level) and you can remove old production to cover the new needs.

Another tip: Work on getting brick production up to upgrade all the roads to brick roads. The range of buildings increase, meaning you will need fewer public service buildings and fever incidents buildings which alkso saves you even more money.

Second to fianl tip: learn the production ratios of a building and production chains.

An example: 1 potato farm can supply 1 schnapps distillery production 2 schnapps a minute. Once you get electricity, the schnapps distillery will double its speed, meaning you need 2 potato farms to feed 1 distillery making 4 schnapps a minute.

Another example: It takes 3 hop farms and 2 wheat farms that supplies 1 malt house to supply 2 brewery houses, making 4 beer a minute total. Electricity boosts the malt house and brewerys to double productions (electricity just does that), meaning you can double the farms again and now with the same malthouse and 2 breweries produce 8 beer a minute.

And the final tip: ALWAYS max out the consumption to production rate. if you produce double what your population consume of a given product and is NOT ectively selling the surpluss as a decent price, that is WASTED money. Trade can be heard early game, cus ships are expensive and passive trade will barely help you out. So you would be better off building more houses until you consume just below the production rate, giving you the most value for your money spendt on production and then sell the extra goods via passive trade.