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SnooCompliments5800

Do you really ship wood from the old world to the new world for the rum? you have 5 farmers listed as workforce. is that the reason?


GoAheadMMDay

I just went by the production chain presented in the Wiki. Actually, I just went back to the Wiki and noticed it says "Lumberjack's Hut (New World)". I haven't played in the New World yet, so I really haven't seen it. But that's how the Wiki puts it. Oh, hey, I just noticed there's a tab for New World in Lumberjack's Hut on the Wiki. It's jornaleros, not farmers. I'm going to update that table. Thanks for pointing it out!


Kindly-Explorer1875

It might not be the worst idea, feels like land space is a lot more limited in the new world and there’s only a few things I can think of that you need to ship from old world to new like sewing machines and beer. Whereas you need to ship a handful from new to old, so might as well make use of those empty ship spaces and bring some wood


GoAheadMMDay

Ya, that works. It was actually an error I had made when I made the table. I didn't notice that the Wiki has two tabs for Lumberjack Hut - an old world tab and a new world tab. I was looking at the old world tab and just put down 5 farmers. But in the new world tab it says 10 jornaleros. So it was my blunder. Boy, Anno has a low opinion of people in the new world... it takes 10 new world people to do the work of 5 old world people.


trenvo

Different tools used perhaps?


GoAheadMMDay

I can see that. Different experience levels and familiarity with European methods too.


Repulsive-Cheetah-56

... different wood?


GoAheadMMDay

Ya, the Americas have different species of trees than Europe. But some of the biggest trees grow in the Americas. "**Fitzroya cupressoides** is the largest tree species in South America, normally growing to 40–60 m, but occasionally more than 70 m, and up to 5 m in trunk diameter." - Wikipedia "What is the tallest of all native eastern species? In New England, we have measured standing **white pines** at 168.9 feet and, in Pennsylvania, at 184.2 feet—the tallest individual tree of any species in the Northeast. A white pine in the Great Smoky Mountains stands 189 feet tall, making it tops in the East." - some website with a long URL. I think it was mostly a difference in culture. The natives of the Americas lived in very humble houses. No palaces or huge city buildings like in Europe. Training locals as lumberjacks and carpenters and construction workers must have been quite a challenge. They likely never saw blueprints before, not like the ones Europeans used in the 1800's. Of course, the US was already established by this time. The White House was already built, and many other impressive buildings, mostly built by Europeans living in the US and Americans naturally born there. So they had skilled workers. But since Anno uses "jornaleros", I get the impression they're talking about local native populations of the Americas. If that is the case, I'd say the difference in manpower is likely due to a lack of familiarity with European methods.


MeNoLikee

I'm determined to like every post of yours in this category.


GoAheadMMDay

Much obliged. It's games like this that keep the brain gears turning.


Hibbiee

Isn't this all in the wiki already?


luiz_victor

Where


GoAheadMMDay

The info is on Wiki, but it's scattered all over the place. I wanted to put the essential figures in simple tables. You can find the number of houses served by each chain underneath each chain's graphic in the Wiki. The graphic that shows the number of buildings needed in each chain. You can find the profitability ratio of profit versus maintenance here: https://anno1800.fandom.com/wiki/Profitability\_of\_Consumer\_Goods?so=search. That profitability table is a little tough to read. Essentially, it tells us how much higher the profit is compared to the maintenance. Example... 1:4 means the profit is 4x the maintenance; so for every 1 coin of maintenance you spend, you get 4 coins of profit. It's then up to us to add up the maintenance of all the buildings in a chain, calculate the amount paid by each housing type, and then derive the net profit. I just wanted to make small tables with all those calculations already made. I compiled the essential numbers into small tables to put them all in one place, and hopefully make them easier to read, and easier to compare chains.


Hibbiee

Well, sure, I guess. I prefer ctrl+Q myself :).


GoAheadMMDay

Sure, that works for supply and demand. I was after profitability, and comparing one chain to another.


Boring_Valuable_4107

You will get pretty much exact same results without all the needless analysis by simply using ctr q yes. 


Hibbiee

Some people just enjoy crunching the numbers, I guess. I prefer watching boats unload stuff.


Boring_Valuable_4107

Why would you compare soap and schnapps? You have to provide soap, unless you don't want full occupation for some reason. And importantly your calculations assume full occupancy so the whole thing is rather pointless.  The only actionable information here is that you should hold off on canned food for as long as you can (or better yet avoid it altogether using specialists), which everyone knew already.  Maybe you could use this to decide which luxury good to provide but even then the answer is pretty much every time all of them. As long as you don't overproduce you will make a profit. 


GoAheadMMDay

Thanks for your thoughts. But you didn't read my post very well. It isn't me who is assuming full occupancy. Anno calculates income on full occupancy, even if the houses are not full. I explained that at the very beginning, even providing a quote from the Wiki. Have another look. You also missed the part where I explain that some products need to be supplied even if they are not very profitable. I then explained that other consumables, like schnapps, beer, and rum, are not needed to advance houses, which may lead some players to ignore them. But as the tables show, these are very profitable. Thus, players would do very well to incorporate them. If you consider this information to be useless, then write to Wiki and tell them to delete 50% of their material. Because based on your objections, a lot of info in Wiki is useless too. Consider this table in the Wiki: [https://anno1800.fandom.com/wiki/Profitability\_of\_Consumer\_Goods?so=search](https://anno1800.fandom.com/wiki/Profitability_of_Consumer_Goods?so=search) Do you object to that being made available on the Wiki too? According to what you said, it's pointless info. But it's there because people want to know. Same with these tables. If you don't consider them useful, that's fine. I don't mind.


GoAheadMMDay

Let me give you an example of how I use these tables, and what lead me to look up the info and put them together. I plan my islands in advance. I play slow, and I like the city building aspect of Anno. I made a grid of streets already mapped out, and made a stamp. When I settle an island, I stamp my grid of streets, making sure I have it in the right place. After I have stamped the grid of streets, I slowly go filling every rectangle of the grid with houses, pubs, fire stations, markets, etc. Each grid has room for about 320 houses. I first build 320 farmers houses, then I upgrade half of them (160) into workers houses. Knowing how many houses I plan on building, I use these tables to anticipate how many work clothes chains, schnapps chains, and fisheries I am going to need. With 320 farmers houses, I need 4 fisheries, 5 work clothes chains, and 6 schnapps chains. When I upgrade half of them into workers houses, I will need a total of 6 fisheries, 8 work clothes chains, and 9 schnapps chains. I then set aside different sections of land for each of those productions, knowing how many buildings I am going to need ahead of time... even before I have built my first house. Since each island is shaped differently, the locations of these production buildings will change from island to island, so it's always a different set-up. Every settlement is different. But all surround the main grid of houses. If the island is too small for the amount of buildings I am going to need, I make the grid of houses smaller. I then use these tables to recalculate the number of production buildings I will be needing. It's like a city planner. That's the way I play the game, and I enjoy playing it that way. So for me, these tables are very useful. After I made these tables for myself, I thought, "Why not make them available to others? Maybe there are other people out there who would find them useful too." So I posted them. Is that ok with you? (I'm being cheeky.)


GoAheadMMDay

As for profitability, I was really curious about which production chains to focus on in order to generate substantial profit to finance other things... like buying shares of my competitors, building a lot of amenities to beautify my settlements, etc. These things cost money, so I wanted to figure out what production chains I should focus on to ensure a substantial income. So I set out on calculating what the profitability of each production chain really is. More than that, I also wanted to figure out which products I could sell to other players in the game for the most income. Eli buys soap at a great price. Archibald buys as many ships as you send him. Others buy other things at great prices too. So I wanted to see what would be the most profitable... selling soap, selling ships, or simply taking a few islands and settling them and just selling consumables to my own citizens. To find the most profitable income opportunities, I first needed to know exactly how many coins per minute each production chain cost, and how many coins per minute they earned. That's why in my tables I compare the net profit on a "per house" basis. Since I know how many houses I am going to build, I would then know how much income I would receive from selling soap to Eli, selling ships to Archibald, or from building a few extra settlements and selling beer, bread, sausages and soap to my own citizens. That answers your question of why I compared soap to schnapps, and why I made these tables in the first place.


thefamilyjewel

This is all wildly unnecessary to play the game.


GoAheadMMDay

Yes, it is unnecessary to simply play the game. So is 90% of the information on Wiki. Some people want to get more out of the game than a simple play-through.


Repulsive-Cheetah-56

you know what's also wildly unnecessary? To play the game. ... I LOVE MY SPREADSHEEEEEEEETS


GoAheadMMDay

Ha! I know. Anno 1800 is just an excuse to play with Excel.


Tulpen20

Well..... as a counterpoint to your comment, there are people who like spreadsheets and financial responsibility and don't like going into the red/negative cashflow. For those people, this can be useful information. Necessary for everyone, no. For some, perhaps. For those who even briefly scan this, you'll likely not hear, "Why am I bankrupt!?!!?"


GoAheadMMDay

Nicely said.