zippyriver
12-03-2007, 05:40
(aka: Zippytips)
FIRst ;), I want to say this is not intended to detract anything, in any way shape or form, from Dobber's guide. If anything here is usefull for that, feel free....
Second, this also is a work in progress. Some things needs to be fine tuned, or in need alteration depending on circumstances. Like Step Nine: sections B and C, might be better reversed. And some of the latter combines might raise a question mark (like 1 whaler +3 oil manufactories VS 1 whaler +2 oil manufactories. I have not found that 1 whaler is able to support 3 oilers* and have not tested the perfume chain* yet. ("*" info from the Anno 1701 Numbers and Statistics thread).
And third, this does not address buildings for military units or weapons (garrison, swords, cannons, ect..). The intent is to get to merchant level asap. Extra houses, ect. can be added afterwards once that level is reached.
I created this is Wordpad and used spacing so that it prints out nice, and am putting it in a code box for easy copy/paste. (although it appears my font sizes and alignments got lost).
This assumes you saved the game as soon as it started. I submit the *eXploration factor to your own personal prefrences. Once I decide on my initial warehouse site, I follow the following steps.
Tips:
1. I like to save at the end of each step, so I can take my time choosing where building and road placement in the next step will happen. I helps to be able to keep pace a little bit early on without worrying about a mis-click.
2. When placing markets, a Mickey Mouse pattern comes to mind. I also road box all my markets as carts are REQUIRED. Placement of a factory directly adjacent to a market is not sufficient for goods delivery.
3. When placing raw material buildings (IE: 2 sheep farms, smelter) I like to give the first two road access. This way the raw material can be built up in the WH for other tactics like raw sales and half-on chains.
4. When claiming space with markets, determine which ones will be high load and which will be low load markets. I try to limit my cart runs to +1. So a level 1 market will support 2 factories ONLY.
5. I hot key each initial trade route 1-9, to make sending for repairs easier.
6. Check you tax levels, and check them often.
Step One:
(16 wood, 16 tools)
A: Set ship to hot key "0" (using ctrl+0).
B: Load ship with 11 wood and 10 tools and send it off * for your second island.
C: If exposed map, open diplomacy and get your native trade agreements out of the way.
D: Set passive trading to buy 40 tools and sell up 40 food (none sold).
E: Shut off access to building materials.
F: Build 1 fisherhut and road to WH.
G: Build 1 woodcutter, road to WH and optimize.
Step Two:
(11 wood, 10 tools)
(can be post-poned)
A: Colonise your second island.
B: Build 1 fisherhut and road to WH.
C: Build 1 woodcutter, optimize, and road to WH.
D: Set passive trading to sell up to 20 wood and buy 20 tools.
Step Three:
(64 wood, 22 tools)
A: Build 3 market places so as to give maximun island coverage (giving consideration to resources and red tiles).
B: Build a woodcutter off of one of the "light load markets", optimize and road.
C: Build initial crossroads and place city center. Road remaining two sides.
D: Build one group of six houses on one side of the city center. Set taxes.
E: Build 1 sheep combo.
F: Build one group of six houses and one strip of 3 "kaddie-corner" to the center.
Step Four:
(79 wood, 4 bricks, 43 tools)
A: Build chapel next to town center corner on house heavy end.
B: When you have 31 wood and 22 tools, upgrade your houses.
C: Build one clay pit and two brick makers.
If clay is comming from your second island, take 16 wood and 7 tools from "B" and build it there and set a trade route.
If you have two limited clay pits, build a second clay pit and split up the brick makers (requires extra 6 wood and 3 tools).
D: Build school next to the chapel. Start research for fire house.
E: Finish block of 6 houses from "3F".
F: Build 7 houses in chapel/school radius opposite previous houses and upgrade (25 total).
G: Lock supplies and adjust taxes.
Step Five:
(11 wood, 10 tools)
(plus market costs)
A: Colonise your third island.
B: Build 1 fisherhut and road to WH.
C: Build 1 woodcutter, optimize, and road to WH.
D: Set passive trading to sell up to 20 wood and 20 food.
E: Build enough markets on your islands to claim the beachheads.
F: Deliver bricks and tools to upgrade warehouses and pick up any food.
Step Six:
(62 wood, 59 bricks, 40 tools)
A: Build firehouse on chapel street so as to just cover the houses.
B: Build iron mine, smelter and two tool makers.
C: Stop passive tool purchaces.
D: Build one butcher combo.
E: Build 2nd sheep combo, optimize and give road access.
F: Build shipyard and trade ships for your islands.
Send trade ships with enough supplies for that island's industry. Deduct from step seven.
Step Seven:
(69 wood, 63 bricks, 52 tools)
A: Build two alcohol combos. (28w,26b,24t)
B: Build one tobacco combo. (15w,14b,12t)
C: Set up any necessary trade route(s).
D: Build lodge (can be placed on any island).
E: Add 10 houses and upgrade (total 35).
F: Build second butcher.
G: Tend to the needs of my people so as to advance +(35w, 105b,35t).
Step Eight:
(64 wood, 72 bricks, 57 wood)
A: Build surgery in location to cover all houses.
B: Build second tobacco combo.
C: Build one whaler and two oil manufactory.
D: Build chocolate combo (2 cocoa, 2 honey; 1 confectionary once supplies are built up a bit).
E: Build theater.
F: Tend to needs of my people so as to advance. +(35w,105b,35t).
Step Nine:
(126 wood, 111 bricks, 98 tools, 5 marble)
A: Build third butcher combo. *
B: Build third alcohol combo.
C: Build third weaver combo.
D: Build marble combo (1 mine, 1 mason)
D: Build one perfume combo (1 whaler, 2 ambergis, 2 greenhouse, 1 perfumery)
E: Build one jewelry combo. (1 gold, 1 gem, 1 goldsmith)
Step Ten:
(when your ready to build the senate)
A: Build and upgrade 12 more houses (total 47). +(60w,72b,36t).
B: Build fourth butcher combo. (*One bakery combo replaces two butcher combos)
C: Build third tobacco combo.
D: Build second chocolate combo.
E: Build second perfume combo.
F: Build second jewelry combo.
Population needs for 35 houses
(based on annopedia thread)
Pioneers (280 ppl)
1 butcher, 1 weaver
Settlers (455 ppl)
1 butcher + 1 fisher or hunter, 2 weavers, 2 alcohol, 1 tobacco.
Citizens (700 ppl)
2 butchers or 1 grain combo, 2 weavers, 2 alcohol, 2 tobacco, 1 chocolate combo, 1 lamp oil
Merchants (1050 ppl)
3 butchers or 1 bakery + 1 butcher/3 fisher-hunter, 3 weavers, 3 alcohol, 2 tobacco;
1 chocolate, 1 lamp oil, 1 perfume (slight shortages).
Trade Routes:
A: Select desired ship and open trade route screen.
B: Assign the first waypoint ONLY, and exit the trade route screen.
C: Turn off the automatic route.
D: Re-open the trade route screen and complete the necessary details.
Now you can start it when your ready, after initial priming at any spot. (Would be a lot easier if trade routes started "de-activated").
Screen Shot:
The houses indicated for each step is of course flexible. The pattern is the primary point. I used cobblestone roads to show the pattern better.
Core: wait to replace the chapel until you can also build the college. With the extra strip of tiles blank on the back side, the cathedral will fit there. The theater placement is to cover the houses, although it looks odd.
http://img455.imageshack.us/img455/8643/35housesew9.th.jpg (http://img455.imageshack.us/my.php?image=35housesew9.jpg)
:cheers:
--
Your gonna love this.
One of the biggest complaints I have read on the board is the problems with close zoom camera angle and obstructed veiw while building. :bash:
IE:
http://img402.imageshack.us/img402/4821/screenshot0006bp3.th.jpg (http://img402.imageshack.us/my.php?image=screenshot0006bp3.jpg)
Is this more to your liking?
http://img402.imageshack.us/img402/9207/screenshot0007hf4.th.jpg (http://img402.imageshack.us/my.php?image=screenshot0007hf4.jpg)
Do I have your attention? :biggrin:
Steps
A: Open build menu and zoom all the way out.
B: Pause the game using the "p" key (NOT the "pause" key).
C: Zoom using the "page up" and "page down" keys. You can edge scroll at this point also. Position the map to be ready for building.
D: Unpause the game using the "p" key. If you edge scroll now, it will change the camera angle back to normal. You can, however, scroll around using the arrow keys.
E: Proceed with your construction choices for that section of the map.
FIRst ;), I want to say this is not intended to detract anything, in any way shape or form, from Dobber's guide. If anything here is usefull for that, feel free....
Second, this also is a work in progress. Some things needs to be fine tuned, or in need alteration depending on circumstances. Like Step Nine: sections B and C, might be better reversed. And some of the latter combines might raise a question mark (like 1 whaler +3 oil manufactories VS 1 whaler +2 oil manufactories. I have not found that 1 whaler is able to support 3 oilers* and have not tested the perfume chain* yet. ("*" info from the Anno 1701 Numbers and Statistics thread).
And third, this does not address buildings for military units or weapons (garrison, swords, cannons, ect..). The intent is to get to merchant level asap. Extra houses, ect. can be added afterwards once that level is reached.
I created this is Wordpad and used spacing so that it prints out nice, and am putting it in a code box for easy copy/paste. (although it appears my font sizes and alignments got lost).
This assumes you saved the game as soon as it started. I submit the *eXploration factor to your own personal prefrences. Once I decide on my initial warehouse site, I follow the following steps.
Tips:
1. I like to save at the end of each step, so I can take my time choosing where building and road placement in the next step will happen. I helps to be able to keep pace a little bit early on without worrying about a mis-click.
2. When placing markets, a Mickey Mouse pattern comes to mind. I also road box all my markets as carts are REQUIRED. Placement of a factory directly adjacent to a market is not sufficient for goods delivery.
3. When placing raw material buildings (IE: 2 sheep farms, smelter) I like to give the first two road access. This way the raw material can be built up in the WH for other tactics like raw sales and half-on chains.
4. When claiming space with markets, determine which ones will be high load and which will be low load markets. I try to limit my cart runs to +1. So a level 1 market will support 2 factories ONLY.
5. I hot key each initial trade route 1-9, to make sending for repairs easier.
6. Check you tax levels, and check them often.
Step One:
(16 wood, 16 tools)
A: Set ship to hot key "0" (using ctrl+0).
B: Load ship with 11 wood and 10 tools and send it off * for your second island.
C: If exposed map, open diplomacy and get your native trade agreements out of the way.
D: Set passive trading to buy 40 tools and sell up 40 food (none sold).
E: Shut off access to building materials.
F: Build 1 fisherhut and road to WH.
G: Build 1 woodcutter, road to WH and optimize.
Step Two:
(11 wood, 10 tools)
(can be post-poned)
A: Colonise your second island.
B: Build 1 fisherhut and road to WH.
C: Build 1 woodcutter, optimize, and road to WH.
D: Set passive trading to sell up to 20 wood and buy 20 tools.
Step Three:
(64 wood, 22 tools)
A: Build 3 market places so as to give maximun island coverage (giving consideration to resources and red tiles).
B: Build a woodcutter off of one of the "light load markets", optimize and road.
C: Build initial crossroads and place city center. Road remaining two sides.
D: Build one group of six houses on one side of the city center. Set taxes.
E: Build 1 sheep combo.
F: Build one group of six houses and one strip of 3 "kaddie-corner" to the center.
Step Four:
(79 wood, 4 bricks, 43 tools)
A: Build chapel next to town center corner on house heavy end.
B: When you have 31 wood and 22 tools, upgrade your houses.
C: Build one clay pit and two brick makers.
If clay is comming from your second island, take 16 wood and 7 tools from "B" and build it there and set a trade route.
If you have two limited clay pits, build a second clay pit and split up the brick makers (requires extra 6 wood and 3 tools).
D: Build school next to the chapel. Start research for fire house.
E: Finish block of 6 houses from "3F".
F: Build 7 houses in chapel/school radius opposite previous houses and upgrade (25 total).
G: Lock supplies and adjust taxes.
Step Five:
(11 wood, 10 tools)
(plus market costs)
A: Colonise your third island.
B: Build 1 fisherhut and road to WH.
C: Build 1 woodcutter, optimize, and road to WH.
D: Set passive trading to sell up to 20 wood and 20 food.
E: Build enough markets on your islands to claim the beachheads.
F: Deliver bricks and tools to upgrade warehouses and pick up any food.
Step Six:
(62 wood, 59 bricks, 40 tools)
A: Build firehouse on chapel street so as to just cover the houses.
B: Build iron mine, smelter and two tool makers.
C: Stop passive tool purchaces.
D: Build one butcher combo.
E: Build 2nd sheep combo, optimize and give road access.
F: Build shipyard and trade ships for your islands.
Send trade ships with enough supplies for that island's industry. Deduct from step seven.
Step Seven:
(69 wood, 63 bricks, 52 tools)
A: Build two alcohol combos. (28w,26b,24t)
B: Build one tobacco combo. (15w,14b,12t)
C: Set up any necessary trade route(s).
D: Build lodge (can be placed on any island).
E: Add 10 houses and upgrade (total 35).
F: Build second butcher.
G: Tend to the needs of my people so as to advance +(35w, 105b,35t).
Step Eight:
(64 wood, 72 bricks, 57 wood)
A: Build surgery in location to cover all houses.
B: Build second tobacco combo.
C: Build one whaler and two oil manufactory.
D: Build chocolate combo (2 cocoa, 2 honey; 1 confectionary once supplies are built up a bit).
E: Build theater.
F: Tend to needs of my people so as to advance. +(35w,105b,35t).
Step Nine:
(126 wood, 111 bricks, 98 tools, 5 marble)
A: Build third butcher combo. *
B: Build third alcohol combo.
C: Build third weaver combo.
D: Build marble combo (1 mine, 1 mason)
D: Build one perfume combo (1 whaler, 2 ambergis, 2 greenhouse, 1 perfumery)
E: Build one jewelry combo. (1 gold, 1 gem, 1 goldsmith)
Step Ten:
(when your ready to build the senate)
A: Build and upgrade 12 more houses (total 47). +(60w,72b,36t).
B: Build fourth butcher combo. (*One bakery combo replaces two butcher combos)
C: Build third tobacco combo.
D: Build second chocolate combo.
E: Build second perfume combo.
F: Build second jewelry combo.
Population needs for 35 houses
(based on annopedia thread)
Pioneers (280 ppl)
1 butcher, 1 weaver
Settlers (455 ppl)
1 butcher + 1 fisher or hunter, 2 weavers, 2 alcohol, 1 tobacco.
Citizens (700 ppl)
2 butchers or 1 grain combo, 2 weavers, 2 alcohol, 2 tobacco, 1 chocolate combo, 1 lamp oil
Merchants (1050 ppl)
3 butchers or 1 bakery + 1 butcher/3 fisher-hunter, 3 weavers, 3 alcohol, 2 tobacco;
1 chocolate, 1 lamp oil, 1 perfume (slight shortages).
Trade Routes:
A: Select desired ship and open trade route screen.
B: Assign the first waypoint ONLY, and exit the trade route screen.
C: Turn off the automatic route.
D: Re-open the trade route screen and complete the necessary details.
Now you can start it when your ready, after initial priming at any spot. (Would be a lot easier if trade routes started "de-activated").
Screen Shot:
The houses indicated for each step is of course flexible. The pattern is the primary point. I used cobblestone roads to show the pattern better.
Core: wait to replace the chapel until you can also build the college. With the extra strip of tiles blank on the back side, the cathedral will fit there. The theater placement is to cover the houses, although it looks odd.
http://img455.imageshack.us/img455/8643/35housesew9.th.jpg (http://img455.imageshack.us/my.php?image=35housesew9.jpg)
:cheers:
--
Your gonna love this.
One of the biggest complaints I have read on the board is the problems with close zoom camera angle and obstructed veiw while building. :bash:
IE:
http://img402.imageshack.us/img402/4821/screenshot0006bp3.th.jpg (http://img402.imageshack.us/my.php?image=screenshot0006bp3.jpg)
Is this more to your liking?
http://img402.imageshack.us/img402/9207/screenshot0007hf4.th.jpg (http://img402.imageshack.us/my.php?image=screenshot0007hf4.jpg)
Do I have your attention? :biggrin:
Steps
A: Open build menu and zoom all the way out.
B: Pause the game using the "p" key (NOT the "pause" key).
C: Zoom using the "page up" and "page down" keys. You can edge scroll at this point also. Position the map to be ready for building.
D: Unpause the game using the "p" key. If you edge scroll now, it will change the camera angle back to normal. You can, however, scroll around using the arrow keys.
E: Proceed with your construction choices for that section of the map.