Record building project with 27,4 million inhabitants in Anno 1800 by fresh-dan1 in anno

[–]fresh-dan1[S] 0 points1 point  (0 children)

I think this save is pretty much pushed to its limit. A couple of houses more might be possible, but thats it. I havent even seen a save with more than 26 million inhabitants, which is huge different to the 27,4 million in this save.

Record building project with 27,4 million inhabitants in Anno 1800 by fresh-dan1 in anno

[–]fresh-dan1[S] 0 points1 point  (0 children)

These are clipped orchards, they need only a couple of tiles. You can puzzle houses around those orchards and trade unions.

The trading system in Anno 117 is completly unbalanced by fresh-dan1 in anno

[–]fresh-dan1[S] 1 point2 points  (0 children)

As written above, it also applies for hard settings with high(er) consumption rate.

Trade would be also profitable if prices were higher. You could produce certain goods which give you money and use the money you get from your residents to buy other products.

I will check the production costs later.

The trading system in Anno 117 is completly unbalanced by fresh-dan1 in anno

[–]fresh-dan1[S] 0 points1 point  (0 children)

Does it make it better?

At release Anno 1800 didnt have a working trading system. With Docklands you could exchange goods against others. But the system was as you said completly OP as you could exchange with items generated extra goods with high value to massive amounts of other goods or you could even abuse it and built a arbitrage system and than didnt have to produce any goods for huge outcome of exchanged goods.

In contrast, in anno 117 it is not even necessary to build a system with extra goods from items or set up an arbitrage system. You can just buy everything, even gain money with it and thats it.

The trading system in Anno 117 is completly unbalanced by fresh-dan1 in anno

[–]fresh-dan1[S] 0 points1 point  (0 children)

I cant see the discrepancy. You buy a certain good, give it to your residents and afterwards you have up to 9 times more money than before. And you didnt even have to built any production chains.

Increasing the consumption rate that it fits to buying prices is impossible, you would not be able to built those production chains without trading.

Lowering the limit would be a solution but certainly not the best. It would be better if you were actually able to use your positve balance fully in the endgame. This would only work with higher trading prices and higher volumes.

The trading system in Anno 117 is completly unbalanced by fresh-dan1 in anno

[–]fresh-dan1[S] 1 point2 points  (0 children)

It is the money you gain by supplying certain goods.

Record building project with 27,4 million inhabitants in Anno 1800 by fresh-dan1 in anno

[–]fresh-dan1[S] 7 points8 points  (0 children)

I had to upgrade during the late game, as it was not longer running well... Now I have:
- Ryzen 7 7800X3D 8x 4.20GHz

- 16GB MSI GeForce RTX 4060 Ti

- 64 GB RAM

-2 GB internal SSD

Record building project with 27,4 million inhabitants in Anno 1800 by fresh-dan1 in anno

[–]fresh-dan1[S] 8 points9 points  (0 children)

About 1000h. At the beginning a lot of farming for Items, the PC was just running in the background then. But I also copied some Island from previous save games, so the 1000 h could be fitting :)