Just wanted to comment saying that I'm still following and loving this series! Thanks Darren
@1992zorro Жыл бұрын
About the waterfalls that don't have a stream of water as source is something that does not necessarily needs a river. A lot of water sources are subterranean coming from within the mountaint where it stores rain water.
@ssShockRyder Жыл бұрын
A huge tip that i don't see anyone say is go into options and set it to auto accept visitors this way you won't miss any since some can pop up in the middle of an event text or what not and never flash up this way you never miss anyone
@disvise47 Жыл бұрын
Now that anno is complete wish to see you play a new lets play. Really enjoy ur anno content
@1992zorro Жыл бұрын
Thanks Darren, this game a beautiful gem
@JayaruwanGunathilake Жыл бұрын
The waterfalls in Manola are modeled after Iguazu falls
@anthonyr.1568 Жыл бұрын
They look very similar indeed
@bevgilbert1935 Жыл бұрын
Once your dam is built it will make the whole Island powered. So you will no longer need all the power plants. The only thing you will need will be, I call them the gas station for farm tractors. So if you complete the dam first it will make your life easier.
@Matt_Curlew Жыл бұрын
Sssshhh.. he doesn't want to know yet :D
@theaemulator Жыл бұрын
Really need to go back to Anno with all DLCs now 👍🏻😀
@tariqj06 Жыл бұрын
One of your citrus plants don't have road connected.
@martin2998 Жыл бұрын
Great vid Darren. Thank you. Would love to see you play Medieval Dynasty
@soringrigoras6062 Жыл бұрын
I recommend to use Hacienda to compact the population space ( hacienda houses have up to 50% more population and you can build straight whatever population tier you need, no upgrade process is needed), albeit it will require some additional type of resources that need to be sorted out with hacienda farms and breweries. BTW, NW farms can reach 500% productivity with 50%-90% less work force, therefore you will optimize the space further, by using the fertilizer, tractors, and well placed trade union items. Less farms and houses, more product, less working force to care about. This way you optimize the space of the island and have your way with beautification, and more important, you save yourself the pain of space management. It seems that you are still use the old game play style and waste allot of space, the Hacienda changed the game in new world completely. Enjoy your free power coverage for the entire island 😀
@WhatDarrenPlays Жыл бұрын
I thought about it but I dont think I need the super dense population, but we’ll see! Next episode I have 7000 artistas and several thousand of the other pops, lots of space that im not sure I’ll ever fill. Crown Falls has like 60% empty space for me…
@Adler133792 Жыл бұрын
Thank you Darren!
@WhatDarrenPlays Жыл бұрын
My pleasure!
@AmirDarkOne Жыл бұрын
5:30 they need the "POWER"
@toddshoemaker4285 Жыл бұрын
I'm a network developer and was very frustrated when I could not limit the number of goods I load and unload, Similar to how TCP uses a sliding window to control the flow. After sleeping on it, I came up with a solution. What I do is set a minimum number of goods at the destination such that the destination will not run out of the good before the source does a round trip. I will then set up the route so that at the destination it will unload everything it brought over. Then it will just try to load it up again (i.e. unload and load). It will load all goods that exceeded the minimum set. It works nice. I don't think a ship returning with almost everything it left with is a problem. In fact it's a good thing -- it will only consume what the destination needs and no more. Again, I'm a 25-year veteran of computer networking and have a completely different view on this. The result is that the destination only gets what it actually needs and does not waste goods it does not need -- especially if the destination has a large storage size. The downside is that the ship takes longer to unload/load so I try to enhance the ship and/or dock with items to speed up loading. When the destination grows and needs more of the good, first you increase the minimum and, if need be, add an additional cargo ship and adjust the minimum accordingly. This design has its flaws, or should I say, things to be aware of. If, for example, you have an island near the other regions and you use it for storage so ships don't need to go all over the place to gather goods -- they just go to the nearest island once they enter the region. I do not use the flow control technique across regions because the minimum can/will conflict with local trade routes for the same good. I use the storage island's maximum storage to control the flow. I do use storage islands that are near other regions and storage islands, well they store goods and a lot of them. That's their purpose. The benefit of this flow control technique is quite stark when one considers supplying many local islands with the same good. Without the flow control, you would find that you are either running out of the good from time to time (i.e. conservative) or you are giving an island too much (i.e. liberal). With this technique the flow is controlled, and each island can have it's own minimum and it keeps only what it needs. It won't drain the source which is vital because the source is the source for many islands. Basically this is just networking 101. I realize this is over thinking it a bit but I can't help it. It's in my blood and I have fun with this game. BTW, I was having concerns over influence, or the lack of it. until I stumbled upon a video, maybe yours, that football is the key, or at least that's how I interpreted it. Five influence per household is nice but not sustainable. So far, every time I kick off a game, that's 150 influence. That's sustainable! The game is much more enjoyable now.
@nocensorship8092 Жыл бұрын
you are making it way too complicated. Just keep a small storage space on your islands and let it fill up. Then the ships return full. No loading unloading traffic jams. No ressources wasted. And each region gets one island with a lot of storage for import export routes that benefit from a lot of storage. You can also over time expand the storage on all islands, if you always fulfill demand or minimally overproduce, none of your islands will ever have low storage. I tried doing what you described a long time ago, it didn't work correctly and took too much time to load, sometimes forever literally hours for one ship. My islands barely produce more than needed across the entire region yet all the storage space for demand is well filled on every island and there's no dumping of ressources. Excess gets visible on the big storage export import island. I just send excess to the old world where it's exchanged for other resources at the docklands.
@toddshoemaker4285 Жыл бұрын
@@nocensorship8092 Ya, That's what all the software engineers at work told me when I designed the FibreChannel Hot Code load (e.g. update software without stopping data transfer). Works really good for me and I have over 200 cargo ships in new world all going to the same island more or less. I can get an hour-glass circle jerk with 8 ships waiting from time to time but they don't unload/load at the central supply island anyway -- about a 5t/m * 8 piers. They only wait about 15 twenty seconds at most from time to time. In this game, things change all the time. Increasing island storage is basically inevitable and my approach gives me consistency. I basically use a default 30 minute round-trip time for intra-regions and 60 minute for inter-region. Quite liberal. I've made a living off of making things too complicated. That's why I love this game -- I can make it too complicated. Every time I got pissed off at how something was failing, it was always my fault. Always. Just Like people bunch up at stop signs, ships bunch up at piers. It's very simple logic to argue. Let's say you have 100 tons/m of, something. you need to serve ten different locations, all requiring different demands. The global supply/demand says you need 97 tons/m to satisfy all ten islands. How do you serve these ten locations and not run out. What everybody does is make 150 or 200 and let-r-buck. Why? because they don't want to make it too complicated😀
@michaelfriede7693 Жыл бұрын
Not sure if you saw this, but there yhere is oil on Manola, you can actually supply all the oil needed from there
@WhatDarrenPlays Жыл бұрын
I have! That requires workers, which require more stuff. Whereas right now I produce more oil than I need, so delivering it here makes sense (for now!)
@michaelfriede7693 Жыл бұрын
@@WhatDarrenPlays Makes sense. I've been catching up this series, love the new DLC. I just saw all that oil sitting while you're importing it from other islands, and just went "It's right there!"
@remkovermeer4918 Жыл бұрын
on manola the waterfalls: it is a game
@nocensorship8092 Жыл бұрын
I wish anno would run with a smooth framerate. my population is so large, it's just not smooth anymore, i can't handle looking at the airships because they move so fast that you can see every frame, despite relatively high fps.
@tomg3834 Жыл бұрын
Off the hydro dam topic. I wanted to ask any ideas on what causes population to fluctuate. ie workers have all basic and luxury needs met (all green) yet they fluctuate alot.. sometimes in the negative. Is this because of un-employment ie run out of a product in a factory so they have no work ? i'm so confused and would love some tips. I have looked around but nothing has resolved this issue.
@luckyone2085 Жыл бұрын
Only reason a population will fluctuate is because a need is not met 100% of the time. May be that one of your islands is not being fully supplied all the time, if you have commuter piers set up.
@Opferlamm113 Жыл бұрын
your aluminium smelters could use power
@WhatDarrenPlays Жыл бұрын
Good point!
@WhatDarrenPlays Жыл бұрын
Will be optimizing in the next one!
@hundinger1 Жыл бұрын
It's funny that a whole industry complex is dedicated to running a samba school. Must be some samba school.
@marus3953 Жыл бұрын
Is it possible to avoid war just by buying all his island?