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WhatDarrenBuilds
United Kingdom
เข้าร่วมเมื่อ 2 ก.ย. 2024
Hey there! Welcome to my channel for City Builder Games! I primarily do long-form content, and I'm known for creating a chill, relaxed environment while also trying to be informative, creative and relatively efficient!
►More info: whatdarrenplays.com/about
►PC Specs: whatdarrenplays.com/spec
►More info: whatdarrenplays.com/about
►PC Specs: whatdarrenplays.com/spec
GOLD & WEAPONS! - Let's Play ANNO 1800 - Ep.30
We're starting a brand new Let's Play for Anno 1800 with ALL DLC and MODS and EXPERT Difficulty! We're on the Road to Rome with Anno 117: Pax Romana and what better way to get prepared than playing 1800 with some experimental content and challenges!
----------------------
►Playlist
►Schedule - Episodes every Tue, Thu
----------------------
New Channels!
► youtube.com/@WhatDarrenPlaysCityBuilders
► youtube.com/@WhatDarrenPlans
Connect with me:
►Twitter - whatdarrenplays
►My Twitter - whatdarrensays
►Discord - discord.gg/wdp
Consider supporting:
►Become a Channel Member - th-cam.com/users/whatdarrenplaysjoin
More stuff:
►Website - www.whatdarrenplays.com
►My PC - www.whatdarrenplays.com/spec
----------------------
Mods Used
►How to Install Mods: th-cam.com/video/qIUpdMzdVWo/w-d-xo.html
----------------------
Cosmetics (Always On):
Bigger Factory Smoke
Streets & Railways (Jakob)
Cosmetics (Toggleable/Optional):
[Skin Pack] Old Town Extended
[Skin] Casino (Members Club)
[Skin] Hospital Scholar
[Skin] Scholar Police Station
Cathedral of Commerce (Bank Skin)
Fenced Trees [Spice It Up]
Gasparov's Church (Church Skin)
Industrial Ornaments
Jorgensen's Church (Church Skin)
Street Trees and Mediterranean Foliage
Wibblesock's Parish (Church Skin)
Gameplay (Items):
21 Legendary Items (Lion053)
Legendary Fertility Items
The perfect specialists & items pack
Gameplay (Reworks):
(REMOVED) - Extended Agriculture Modules (Kurila)
Gameplay (Upgrades & Alternatives):
Industrial Low Tier Production (Kurila)
Huge Oil Depot
Biogas Production (Jakob)
Jakob's City Variations
Large Fishery (Kurila)
New World Docklands (Kurila)
Old World Paper Mill (Lion053)
OW Chocolate Production (Lion053)
Post Offices
Quay Streets for Enbesa and Arctic
Gameplay (Ships):
[Addon] Additional Oil Tankers
Imperio Shipyard
Gameplay (New Buildings):
City Hall
Farmer School
Gas Works
Grand Monuments
New World Cathedral
Old World Cathedral
Gameplay (New Production Chains):63-18
Alternative Needs (Jakob)
Jakob's Industrial Cities
Jakob's New World Cities
Music to my ears
Pescatarians (Jakob)
Revival of the Low Tier Goods (Kurila)
UI:
Compact Menus (Jakob)
Fam's More Unique Icons
Smaller UI
AI Color & Logo Changer
----------------------
►Playlist
►Schedule - Episodes every Tue, Thu
----------------------
New Channels!
► youtube.com/@WhatDarrenPlaysCityBuilders
► youtube.com/@WhatDarrenPlans
Connect with me:
►Twitter - whatdarrenplays
►My Twitter - whatdarrensays
►Discord - discord.gg/wdp
Consider supporting:
►Become a Channel Member - th-cam.com/users/whatdarrenplaysjoin
More stuff:
►Website - www.whatdarrenplays.com
►My PC - www.whatdarrenplays.com/spec
----------------------
Mods Used
►How to Install Mods: th-cam.com/video/qIUpdMzdVWo/w-d-xo.html
----------------------
Cosmetics (Always On):
Bigger Factory Smoke
Streets & Railways (Jakob)
Cosmetics (Toggleable/Optional):
[Skin Pack] Old Town Extended
[Skin] Casino (Members Club)
[Skin] Hospital Scholar
[Skin] Scholar Police Station
Cathedral of Commerce (Bank Skin)
Fenced Trees [Spice It Up]
Gasparov's Church (Church Skin)
Industrial Ornaments
Jorgensen's Church (Church Skin)
Street Trees and Mediterranean Foliage
Wibblesock's Parish (Church Skin)
Gameplay (Items):
21 Legendary Items (Lion053)
Legendary Fertility Items
The perfect specialists & items pack
Gameplay (Reworks):
(REMOVED) - Extended Agriculture Modules (Kurila)
Gameplay (Upgrades & Alternatives):
Industrial Low Tier Production (Kurila)
Huge Oil Depot
Biogas Production (Jakob)
Jakob's City Variations
Large Fishery (Kurila)
New World Docklands (Kurila)
Old World Paper Mill (Lion053)
OW Chocolate Production (Lion053)
Post Offices
Quay Streets for Enbesa and Arctic
Gameplay (Ships):
[Addon] Additional Oil Tankers
Imperio Shipyard
Gameplay (New Buildings):
City Hall
Farmer School
Gas Works
Grand Monuments
New World Cathedral
Old World Cathedral
Gameplay (New Production Chains):63-18
Alternative Needs (Jakob)
Jakob's Industrial Cities
Jakob's New World Cities
Music to my ears
Pescatarians (Jakob)
Revival of the Low Tier Goods (Kurila)
UI:
Compact Menus (Jakob)
Fam's More Unique Icons
Smaller UI
AI Color & Logo Changer
มุมมอง: 2 955
วีดีโอ
STEEL & ORE BOOST! - Let's Play ANNO 1800 - Ep.29
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We're starting a brand new Let's Play for Anno 1800 with ALL DLC and MODS and EXPERT Difficulty! We're on the Road to Rome with Anno 117: Pax Romana and what better way to get prepared than playing 1800 with some experimental content and challenges! ►Playlist ►Schedule - Episodes every Tue, Thu New Channels! ► youtube.com/@WhatDarrenPlaysCityBuilders ► youtube.com/@WhatDarrenPlans Connect with ...
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Why no Manola?
Absolutly lovin the new series, only just caught up with it 😅Can't wait for some more Anno!
I really think you should use like wood or vegetables or something you have a lot of to export in the docklands. Just to get your contracts up. You don't have to keep growing them. So set up like 1000 wood to get like 15 pocket watches or something like that.
34:38 ; do Darren have flaws lol? dude is anti-sexism and sounds like the chillest person to grab a drink with
I like how you try to incorporate the mods and actually make use of them And I do appreciate that you aren't just using the docklands and/or items for every good. Having some 'inefficiencies' makes watching the game fun to me. Only thing that hurt my soul is making the transport ship wait for the gold ore since there is literally no advantage to doing it like that And you were so close to being game over because of the gold purchase
When I said "is Oil on this island" and there's 18 deposits of it, I meant "is oil being delivered here" to which the answer is no. I have no Obreros on this island, so saying "use the 18 Oil" isn't so simple... at least to me.
You have few obreros from influence and surely will be enough to supply one oil barn. Plus upgrading few households should be an easy task for Darren's logistics skills 😊
There a lot of oil on that island bud
Finally, a rearrange time lapse. TY😊
You have 18 oil on the island. 🙈
Need the workforce to get it
Great work! Loving the rebuilding, it's great to watch the new designs and details come together!
For the docklands modules, you need to unlock first. In this case, the salt unlocked the initial modules you get. After that, you will need to fill slots to get more. There is now a product, cheese, in the lowest tier. If no more cheese is traded but more suits are being traded, the suits will occupy another slot in the lowest tier. Then the suits will give you extra modules; 2 depots, 1 pier, 1 export office and 1 loading warf. Once you have all slots from the lowest to the highest tier filled, there will be an enormous amount of depots at your disposal. This is how powerful Docklands is.
Engineers do comsume chocolate under the luxury good.
You know you have loads of oil on that island right? Also hacienda farms take 1/3 of the land
Yep, no workforce for it though
The metro is going to be a nightmare.... Could you play the game a bit more efficiently? What you did in an hour of this episode could have been done in about 10 minutes.
Honestly this is as efficient as I can be. You might wanna check out someone like Nilaus who is super efficient or Taka who is quite efficient. I just say this because I really wont get any better 😓
I like the trees on the farms you did, feels a bit more oldschool! Personally i like to put lines of trees and bushes between each farms' fields to make it look better, like you said in the video also.
Another banger vid! Ty man, been waiting for a Anno episode :)
Engineers consume chocolate as a lifestyle need. It's probably more profitable to supply them than to sell it.
selling 300 tones of chocolate for $ 9000 is actually a crime...why did f you do that!? lol
You did not got any iron in docklands.
I might be mistaken. But Madame Kahina buys Chocolate at a much higher rate.
I was mistaken. She sells them.
stil, why would you sell 300 tones for 9000$ better keep it for your people lol
Think of it this way: It was full in my storage, so no more chocolate was being made. So you may as well sell it to produce more. Its only a gain, not a loss.
1st - One of the sheep farms doesnt have their silos 2nd - After the game crashed, the quartz sand buildings did not register as demolished 3rd - For my sanity, could you move the road moving from the sheep farms to the docklands area closer to the railway tracks Finally, we need a timelapse of anything(Rearranging either one of the two industrial or the living areas of our population) before ep. 35 And I just realized we dont have a suitable 'LUSK' successor. Have a great week
Idk if its a bug, but if you use the move tool, to move brick roads and railroad tracks, its apparently free of charge. It could save a ton of steel, if you want to competly shift a rail track across the island or about 2 3 blocks on the x or y axis. Just a thing i found while i was low on steel and brick, and had to rearrange my own island!!!
That poor ship is going to be waiting for hours to be filled with that gold ore
You should start using the new world docklands and bring in gold ore through this method. Also, there are items for pocket watches that replace gold bars for brass. The jewellery production line also requires gold bars but with an item specialist, it can work with just bringing gold ore instead of bars.
It must have been 10 episodes or so since you said you are gonna up the rum production :') The Anno-effect is in full swing
Maybe you can sell old ships for a good amout of coins. Steam ships are quite valuable.
Awesome more anno for the great Darren
i just started watching this video, 3 min in and i can pre shoot this: Great Vid man!
You are a pro at the game anno 1800
Aren't mines boosted by electricity? I Love watching your Anno 1800, Satisfactory and Frostpunk 2 series and you've continued to entertain us. Cheers and keep up the good work.
It feels like you're back, Darren! It was a shame to see you struggling in the previous episodes. I always love seeing you juggle with the productions. Hopefully you'll have more time to beauty-build from now on.
Need more storage on all your islands, you are not being able to build any surplus up due to lack of storage.
So weird that vanilla haciendas don't have cotton farms... And did you use the newspaper needs reduction in your other playthrough? Because that ultimately cuts down on the amount of farms needed too
Nice course correction! In the previous serious you also had a lot of cotton farms etc on Manola. You used hacienda farms, tractors and items if I remember correctly. Sugar was also massive.
Tractors are actually four times better since they ADD 200% productivity. So you end up at 300% productivity and +1 every third cycle. Vanilla tractors are twice as good as unboosted modded tractors
Following the comment of @kanaadapage454, I thought of using dung more extensivly. So if wool becomes your primary animal based product you can sell it at the docklands. Think of the dung as the primary objective of production and then find the best animal "biproduct" (wool for example) to produce goods (work clothes for example) to sell at the docklands if thats more profitable. Then with the dung you can boost farms in combination with tractors to save space. Thats my take on the current dockland / farmland-footprint problem. Great episode as always!
Huh, I was sure that removing the Extended Agriculture Mod would be a big mistake in the and. Afterall, without it, your Fertilizer Silos will need Fertilizer, that can only be produced in the New World in that Hacienda building. While with EAM they can be fed by dung, which can be produced locally by adding a Silo to an Animal farm. However, the vanilla Tracktor Barn effectively boosts a farm to 400% (+200% +1T/3cycle), so a 1t/min farm becomes a 4t/min farm. Best case scenario for EAM is if the farm productivity is boosted to over 152%, because then the FS gives +2t every cycle. Add the +1t every cycle from the TB and you'll end up with at most +3t every cycle, so a 1t/min becomes a 4t/min (ignoring the other boosts in productivty). So, at best, it's a tie between a vanilla TB and EAM TB+FS. And you could still boost the vanilla farms with a Fertilizer Silo, if you produce it in the New World and ship it over. On the other hand, while Crop Farms basically got a debuff through EAM, Animal Farms and Orchards definitley got a buff. In Vanilla, an Animal Farm can only get a Silo, which gives a +100% and +1/every 3rd cycle boost. With EAM they get the same boosts as the Crop Farms, so at worst +1/1 from the Silo and +1/1 from the Tracktor Barn. Boost the Farms productivity to over 152%, and you'll get +2/1. So Animal Farms can basically run at 300-400%, while the vanilla Farm can only run at 266%. Orchards are an even clearer win for EAM, since they don't get any building boost normally. While here they get the same FS+TB boost that Crop Farms can get. So, while removing EAM is a benefit for your Crop Farms, it's a negative for your Animal Farms and a huge negative for the Orchards. Since you switched from Suits to Fur Coats anyway, and thus removed the need for so many Crop Farms I probably would've kept the EAM mod. Especially if you get an item that replaces Cotton with Wool (Costume Designer or Master Craftsmen Franke).
The main reason I wanted to remove it is because the Jakob Cities mods add way more need for farms with Herbs, Hemp and Linseed in the old world. In order to boost the EAM farms to their potential, you need items which also seems like it would make the builds repetitive. Its true about orchards though, that will be a bit rough but I dont mind the livestock farms being as they are normally.
Yeah, since you want to keep the Suit production high, it does make sense to remove the mod. I was rather surprised to see that you'd have to have a Silo and Tractor, while running at 152+%, with the mod, just to rival a normal Tractor module. I was definitely expecting more. Going by comments I've read, you do end up with more production if you have the right items, but that requires you to have all the right items all the time. And I do find it weird that the Fertilizer Silo, that costs less to build and just uses a byproduct from boosted Animal Farms, is just so much better than the Tractor. I feel they should either get the same productivity boosts as Silos, or just bring a straight +2 (or +3) per cycle. I restarted my own playthrough recently, but I'm getting some items, including the one that makes Fur Coats through wool, from the Grand Gallery, so I'm not running into such a great farming need yet. So for me it was an easy choice to keep the mod, but since you require more farming, removing it definitely makes things easier.
I like the idea of docklands on multiple islands. Do you have a mod that would allow docklands in new world/embesa?
There is a new worrld docklands mod, also by Kurila. This makes docklands available in the new world. I have not seen a mod for docklands in Enbesa or the Arctic.
I have a new world docklands mod, which I was planning on building on Manola eventually
You do not need to only upgrade specialty items in one dockland to gain 12 contracts , you can just build docklands on other islands to increase number of contracta.P.S you can get costume designer which replace cotton fabric with wool thus reducing the amount of cotton fields,saving you space.
You can use item in trade union to replace cotton with wool
I love your videos! Connecting all your docklands modules together helps improve attractiveness level.
Are you going to use any of the hacienda features? I simply can't go back to going without fertilizer on farms, especially on Embesan. But with land greedy farms like cotton, it's a lifesaver
The trade contract requirements for more modules in Docklands are global. So you need 12 to unlock the ore, but not necessarily 12 on your main island - you can build docklands on your other islands :)
hey darren, you're swag af. thanks for the videos on anno
If you want to really boost steam motors you can cut off the production of saxophones to save on brass
Great episode. Definitely worth the wait. Which mod did you remove, specifically?
Thank you! It was “extended agriculture modules” by Kurila
When the harbour area gets red even though there should be space it means that you are blocking the open sea access of other buildings (sand, fish, etc.) The open sea access always needs to be as big as the striped sea area of the building.
At 40:00, moving the Docklands pier, you're blocking off the sandworks. The game will not allow you to do that. That's what's happening there.
Oh it has to have a way “out” to the ocean?
@@WhatDarrenBuilds Aye, it has to have a way out. And a neighbouring sandworks constitutes as a "wall" as well.
If you remember Darren last Anno play through you had an item which replaced cotton fabric for fur coats with wool So there were fewer farms in New world only to meet Bombins and wool is easier to get, maybe try searching for that item again
That would be the costume designer. It replaces cotton fabric with sheep wool and replaces the artisan workforce with worker workforce. It can be gotten from Eli Bleakworth. Speaking of items; should you come across Dario the Mechanical Engineer, you might want to consider him. He provides you with pocket watches and grammaphones when slotted in a trade union with penny farthing factories and/or sewing machines factories in its radius. Another one to keep an eye out for, is Mr. Garrick, Founder of the Entrepeneur Gentlemen's Club. This dude goes into a city hall and provides the residents with pocket watches and jewellery. They both save you a ton of gold to mine.
Get that Costume Designer!
its been a while since the latest Anno 1800 upload but i am still as excited!