
"Just in case you have to wake us up, boss. Occasionally produces extra Hops every 15th cycleĪ man with an infectious, impetuous and impassioned urge for action.Ī worker's gift. Occasionally produces extra Grain every 14th cycle Occasionally produces extra Grapes every 17th cycle Occasionally produces extra Potatoes every 13th cycle Occasionally produces extra Red Peppers every 16th cycle potency!įruit-bearing or otherwise, Dr Al-Zahir's trees are living sculptures, each with distinct personalities. Precisely contoured modern materials make this seed drill a farmer's fantasy.Ī synthetic fertiliser of remarkable fecundity, and, ah. I hope it will serve your busyness just as well!" "This beauty was vital for many a harvest. These seeds have been adapted to grow in a very wide range of soils, and with an increased yield of cotton!Ī farmer's gift. Occasionally produces extra Grapes every 13th cycle Occasionally produces extra Potatoes every 11th cycle Occasionally produces extra Red Peppers every 12th cycle Hermann's favourite tree is the Black Locust, whose long, dark pods fall in autumn. These cotton seeds can help you grow plentiful fields of cotton in alien soil. Occasionally produces extra Tobacco every 5th cycleĪn extremely balanced approach to agriculture! Gradually climbed the ladder, and now has a good overview. His calves are like the trunks of his trees. At some point, you won't need any farmers and only few artisans and workers.These cotton seeds can help you grow a few fields of cotton in alien soil. Oh, another benefit of the commuter pier: as you progress, colonize more and more islands and build more and more piers, you'll gain a LOT of workforce via the expansion bonus. As I said previously, this rather slow approach probably won't work Well against T3 AIs, but I rarely play them anyways. Another benefit: you can crank up the working hours to +50% without any downsides (except you'll wanna build a police station) as the workers don't live on the same island where the factory is placed (therefore won't be unhappy and riot).īasically, one big city is just easier to manage than 4 small ones I guess. Ofc in the beginning you'll have to settle some farmers for paprika or hops but later (especially as you need T2 and higher workforce) it's just easier to have a big city in your main island suppling all your production islands with workforce.

I just don't want to build a city on every single island. It's probably not the fastest way to advance but against T1 opponents you'll be fine. I usually start moving out lower tier residents only when all production is gone and I still need room for higher tier residents (at which point you'll probably have north of 10,000 investors). Then once you unlock the commuter pier at T4, start to move out all of your production chains (the ones that are detrimental to attractiveness first). Try to keep everything on your main island as long as possible, only colonize new islands if you need certain fertilities/resources. Adjacent tiers share public buildings (market for T1&2, school for T2&3, uni for T3&4) so building your city like that will give you a good level of public building efficiency.

So on one end of the city there are farmers, next to them go the workers, then artisans and so one.


I think it's best to just build one city in the beginning where you can group houses of the single tiers together and then have the adjacent tiers as neighbourhoods.
Anno 1800 tier 1 layout series#
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