r/anno•
monestates

How to handle population

Question

I feel that I start to get a knack for this game, but re-starting the tutorial got me spooked. here is a screen of my main island. I feel like the housing is excessive, but i need it to sustain all the farms. AI is already to engineers. Can anyone tell me what I'm doing wrong?

Posted Jul 21, 2021, 3:46 PM UTC

1214

it's funny how the layout is as different as people for Ditchwater !

Well, you're in a bit of a pickle, you've upgraded i think too fast, and had to expand farmers to sustain farming and farmers tiers workers. and it's a snowball effect.
you must remember that the needs of T1 don't exist in T3, and so on ..
So when you'll upgrade more and more Artisans, you'll have less needs for potatoes/shnaaps & clothes, so you will be able to delete thoses farms/production, and gain the farmers needed to upgrade or compensate.

10
monestatesOP•

thanks for your insights! Yeah I think I went a little hard in the beginning. I'll work on upgrading more workers then to alleviate some of those farms.

1

my take would be upgrading first workers trough artisans, checking every two or three houses the consumption rate, and then upgrading workers according needs.
If you do the opposite (workers first then artisan), you'll have more needs for T 1 & 2 and so you'll probably need more farmers... And so on ^^

That's what is difficult in Anno sometime, finding the balance between income/tiers/needs, and that what's make it fantastic ImO.

Too fast, and you'll burn through money and you'll not be able to recover without a huge boost in population, and that option is only available if you've got already a bit of money aside.

Too slow and you'll not generate enough income to sustain and expand.

like Thanos once said, it must be Perfectly balanced, as all things should be.

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[deleted]•

[deleted]

2
fhackner3•

You absolutely shouldn't care about AIs progress. Only if they grab islands you really wanted...

As -Designated-survivor said, the tiers of population don't persist on requiring goods from earlier one. Artisan don't consume fish, work clothes and schnapps at all. Engineers won't consume anything that workers consume. That turn out to be a lot of saved space.

4
monestatesOP•

check so it's more of a trade-in space thing, thanks

1
ItimNaEmperador•

disagree. I keep track of AI'S civilization progress if they are 2 or 3 star. I want to dominate them asap. I will not let them get past artisans because once they've reached engineers, they have access to battle cruisers/big betty.

1
fhackner3•

You fight them off into submission at the artisan level? I just let them thrive and expand, including level 3 ones. At least that how I see them as a benefit to the gameplay, occupying the world, making it feel more alive. What I meant to say earlier is that the fact AI progresses faster isn't really a big deal, as they don't have to follow exactly the rules we player do. It's normal to "fall behind" them. As long as you don't get wiped out... or let them grab all the islands, it's fine IMO.

3
ItimNaEmperador•

I usually don't fight them at artisans level but getting aarhant's portrait made me do it. Mid way the of the game, general silva declared war followed by margaret then lastly alfonso. How Am I suppose to progress in the campaign if my trade ships were being massacred left and right, and not to mention, they were demanding tributes just to maintain peace (and at this point, money has significance). So I just made tons of artisans and made tons of ships of the lines to conquer them one by one LOL! I can't really progress in the campaign since they control the south, and I needed to go to south to go to the new world. All of us were at artisan's level at that time. They were able to get to engineers but not so fast as I've expected. Anno 1404 is way more unforgiving.

1
fhackner3•

Haha, what an ordeal. I don't know how things get like that for people. When I played against the 3 star AIs I just completed their quests and got on their good side, not ever declaring war on me. Honestly disappointed. Alonso Graves also basically kills himself by waging war against the 2 other AIs and failing miserably.

1
SteveLo539•

What exactly is the issue? I don't see anything wrong, island looks good and everything is well in the green.

1
xndrgn•

That's a good income actually, I have far less at that stage haha. And you seem to have space for building. Anyways, remove obsolete production when you progress with higher tiers, outsource stuff to neightbour islands and use town halls with bonuses to workforce so you could make worker (not workers tier but people who work at your island's factories in general) cities more compact.

1
xforce11•

You could build Trade unions near production buildings and put items with workforce reduction in it, that way you could demolish some houses (though you will get less money from income). At the same time you could also equip some items into a townhall near your city districts that increase the workforce that can live there, that way you could reduce the number of houses as well.

1
AlexButterworth•

One tactic I like to use is to split the city out into little villages, towns, and a main city or two. That way you can adjust the edges of each town, village, or city, to add more people, rather than putting everyone in one city, and having to create new neighbourhoods in that one city all the time. I also like to put farm houses with the farms like this: https://www.reddit.com/r/anno/comments/ott0lx/farmer_houses_and_farm_decoration/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

1