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    Sunday, June 20, 2021

    Anno Started a new file where I mix all the industries and residences together and I'm LOVING it. My apologies to the poor workers who have to live by the brick factory and slaughterhouse!

    Anno Started a new file where I mix all the industries and residences together and I'm LOVING it. My apologies to the poor workers who have to live by the brick factory and slaughterhouse!


    Started a new file where I mix all the industries and residences together and I'm LOVING it. My apologies to the poor workers who have to live by the brick factory and slaughterhouse!

    Posted: 20 Jun 2021 09:46 AM PDT

    Attempting 2nd time Beauty Building Capital City. No mods.

    Posted: 20 Jun 2021 10:26 AM PDT

    I get a bit carried away designing my ports. I struggle with efficiency often but they're pretty to look at at least.

    Posted: 19 Jun 2021 01:56 PM PDT

    Most efficient old world rum production using schnapps distilleries

    Posted: 19 Jun 2021 06:34 PM PDT

    Disregarding just importing via docklands, the most efficient method of rum production in the old world is using items on schnapps distillery. No need for new world rum distillery, nor old world advanced rum distillery.

    What you need: Brother Hilarious (1/3 rums, 50% productivity), Sir Lewis Brindley (1/3 rums, 100% productivity), + any 2 generic production-boosting specialists. Palace policy is set to +1 trade union slot or you can also use the extra electricity production boost policy

    I have a no-man island without commuter pier, the schnapps are set up with Brother Hilarious, Sir Lewis Brindley, Printing Press, and Feras. This is 100% workforce reduction. No commuter pier means 0 explosion or any incidences. Otherwise you'd have explosions very frequently. It also allows you to boost working condition by 50% without negative consequences.

    The schnapps production rate is 5 seconds. With both rum-producing specialists you get 2/3 rum every cycle, which means it produces 1 rum every 7.5 seconds. Meanwhile rum/advanced rum distilleries production rate typically range from 11-15 seconds. You almost double rum production rate using schnapps distilleries, while greatly simplifying supply chains (schnapps only need potatos)

    Schnapp distillery also has the advantage of being very small. They are almost 1/4 the size of a rum/advanced rum distillery. I can fit at most 18 advanced rum distilleries within the range of a trade union, while with schnapps I can probably fit 3-4 times that.

    Use trade routes to NPCs or use docklands to get rid of excess schnapps to ensure constant rum production.

    submitted by /u/doitrodiz
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    Unpopular opinion

    Posted: 19 Jun 2021 01:01 PM PDT

    Feature request: Allow to move around Dockland trading slots within the import/export interface

    Posted: 19 Jun 2021 04:24 PM PDT

    It would be a nice QoL boost.

    If one asks, why would one want to move around the trading slots?

    Here is an example: I have a worker island specialized in maximizing fish production to produce gold bars (using the specialist captain olddog and other item boosts)

    I get rid of the fish by exporting them via Docklands in exchange for consumable goods like work clothes and beer. This allows the gold bar by-production to not be stopped since the fisheries will be running 24/7. In addition, obviously I can save a lot of island space and trade networks by those trades.

    Now suppose I upgrade some workers to artisans. All of sudden i need canned food, sewing machine and other goods. But in the import/export interface, I'm still importing "un-important" luxury goods like schnaps and beer.

    The work the system work is that, the top slots get priority. The fish stock might already get depleted by the time it gets to canned food and sewing machine because once they're exchanged for beer and shnaps there might not be a lot of fish left, so i want canned food & sewing machine slots to be UP, higher than lower-priority goods like beer and schnaps, so they get filled first, and i don't care if there's any fish left by the time it gets to beer and schnaps.

    Now, i have to do all those steps manually. It's a huge pain in the neck. So please just allow us to move each import/export tab around.

    submitted by /u/doitrodiz
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    How does productivity influence actual item output?

    Posted: 19 Jun 2021 10:15 PM PDT

    I have 3 Bananahuts with the items and tractors making it run at 385%.

    I have calculated the output to be 3 huts* 3,85 * 2 (because they produce every 30 seconds).

    This comes out to 23.1 bananas per minute, but the statistics say, that i produce 31.

    submitted by /u/Sydet
    [link] [comments]

    Bus stop for harbor?

    Posted: 19 Jun 2021 03:36 PM PDT

    Is there an option or a mod to build bus stops on harbor area?

    submitted by /u/Shrimpyboiii
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