You can delay war by not using propaganda, gifting money, and attacking pirates. The AI is a bastard and will shell your island from sections of unprotected coastline. There should be at least one turret along every section of coast. You’ll need to fortify your islands with two to three turrets each. The AI will attempt to conquer poorly defended islands and target your trade routes. Phase 2 starts when the AI declares war on you. Each AI will have colonized at least two islands by this point. Your income should be net positive by a couple thousand. Three hours into the game you should have two or three feeder islands and two large islands. Feeder islands usually can't be self-sufficient. You’ll likely want to have a clipper loaded up with basic construction resources that can be moved around to enable production on feeder islands. In order to sustain the pace of building necessary to outpace the AI you need 8 sawmills and six brick kilns working continuously as soon as possible. On this point its important to overbuild schnapps because feeder islands either won’t have potato fertility or will be so small you need the space for a more valuable production. The exception is “feeder islands.” These islands will likely have only farmers harvesting what your main island needs. Every production chain needs to be self-contained. There’s no time to carefully squeeze a production block into a marginal space. In this stage optimized layouts are a must. British so you can grab a couple of islands that produce hops and bricks. If you are playing the campaign getting to iron is a priority, but in order to colonize and start producing beer you should buy iron from Mr. Your first island can comfortably support about 400 houses. In the first phase, lasting for a couple to a few hours, you need to be building houses as fast as you can.
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