You'll need more advanced materials to build them, with motors needing Kumquatsh from the new world and advanced weapons needing TNT. Gone are the days of sailing against (and cursing at) the wind. Once you hit Engineers, a Steam shipyard will become available. Otherwise you won't make as much profit as you'd like. Unless you're really strapped for cash or you have plenty of timber, sails and cannons lying around. So in the 12 minutes you need to build 1 SotL, you will have built 2 Clippers for a whopping profit of 9.040.Īlso, don't sell Frigates. It's profit margin is the 2nd highest, just 200 lower than the majestic Ship of the Line.īut, the Clipper only takes 6 minutes to produce, a ship of the line double that time. Shipįrom the sailing ships, the Clipper is the most profitable ship to produce to sell. 2 of those only need timber and sails, the three warships need some cannons as well. It is able to produce 5 different types of ships. You're most likely to have a stockpile of wood and might even produce your own sails, so the profit should technically be even higher.Įarly on, the sailing shipyard is the only place you can build ships. Now, let's talk MONEY! It's all good and fun claiming profits, but how much gold are we talking about here!?ĭisclaimer: In these calculations, I've used the buying prices for the goods needed when purchasing all goods from NPC traders. So far, we've learned that selling ships can give a decent boost to your balance, they don't cost money to produce and you shouldn't sell ships that are currently in use. Whatever you do, don't sell Frigates for profit! That's rule no.2 and I'll explain why in the table below. Still, you can build more than you need to be able to supply Archie's fleet with your sails. That means that producing ships is virtually free!Īs long as you don't have a Cannon Foundry yet, you are limited to building Schooners and Clippers. Ships don't cost money to build, they only cost resources and temporary workforce. If you do want to sell a ship assigned to one of these groups, make sure their roles are replaced by a newer (bigger, badder) ship.Īs soon as you get access to the sailing shipyard (either by having at least 150 workers in sandbox or by getting your debts pay off in campaign mode) you can start building your own ships. They keep your company afloat and people safe. Keep the ships you've assigned to trade routes, ships on patrol and ships escorting your fleet. Yeah, I thought you might have guessed that one already. It's quite simple actually and there are only 2 rules to follow.įirst off: Don't sell the ships you still need! You might be wondering why I'm telling you to sell your ships, even though ships play such an important role in your Anno 1800-successes. Or, if needed, buying Archie's frigates could just tip the edge in your defence against Anne Harlow's pirates for instance.īut, selling your own ships can definitely have it's advantages too! Which ships to sell Ships don't cost money to build, only resources.īuying their ships can be a quick way of building up a tradefleet. They will not only sell you their ships on occasion (for a hefty sum, of course), but also buy your excess ships from you for a decent (albeit slightly less filled) bag of money. If you have the Sunken Treasures extension, Old Nate will take them off your hands in Cape Trelawny too. Not just any NPC though, it needs to be aristocratic Archibald Blake in the old world or the beautiful Isabel Sarmento in the new world. Selling your ships is as easy as sailing them up to an NPC's harbour and clicking the dollar sign.
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