
You would need to branch it off very close to the oil harbor though so as not to block the other tracks outbound. Any more than 12~14 power plants & they start running dry here & there from my experiences.Īlso, if you have a REALLY long run to a far off power plant (not a good idea anyway), isolating that track can help also. Having a 'left' branch that can hit another 3 or 4 and then a 'right' branch that hits another 3 or 4. Layout that works for my is having a central track that splits off to ~4 or so power plants. That way you'll actually get 3 or 4 trains running. What does work in branching the track as close to the harbor as possible so your delivery routes fan out like tines on a fork, not a giant loop. There's no point in doubling track for delivery in the cities though, that doesn't seem to work at all. It will use the 2nd track then to progress along the daisy chain route. What I mean is that if you have to daisy chain say 6 oil wells, then after the first two, double the track up so that when a 2nd train comes to pickup oil, it's not stuck at the first couple stops waiting for the track to clear. I have not come across any downsides to this set-up.Īgreed that plain double tracks don't help, but splitting out to a 2nd track after the first 'stop' can be helpful on longer linear runs (like some of the New World islands). This should also be the case on an oil consuming island presuming the oil-levels in the harbor never reach 0. When a next train arrives at a power station, the station still has 60-75 oil left, so there is a lot of growing space to make the track even longer, it should even work on Cape, although maybe you need two circles on cape.įor islands that solely produce oil and don't consume it the added benefit is that each train wil always bring the same amount of oil back into the harbor which makes it quite predictable. They will bring a huge load of oil, fill each Powerstation to a 100, and refill their holds in the refineries, and drop of whats left in the harbor, before beginning again. This way you get very long trains, and all 5 of them will be in use at any time if the track is long enough.

Important is to give the trains no other option than to keep going, as sometimes they will make some wonky decisions. I have been playing around with the trains a bit and my conclusion is that a single one way track that goes around the whole island, making a stop at each station ( and come out the other side), both to refineries (if you have them) and power stations, seems to work best.

However, I haven't tried the arctic yet but according to the wiki it provides a better source of gold than the new world, so I'm not sure if it is necessary to remove the gold requirement completely.I saw that if you Google 'best train layout Anno 1800', a multitude of answers come out: double tracks, triple tracks, single tracks with pieces of rail where the trains can pass each other, all these posts are from about a year ago. The only issue is both of these are legendary items, so it would be difficult to get the amount needed to cover all town halls. For the third slot, there is a person that provides coffee needs and another that provides cigars given members club need is met. These are also easy to get since one is a common item and the other is an epic.

ANNO 1800 OPTIMAL LAYOUT FULL
What would you say is the best use of the town halls once you've reached investors?Īt the moment my idea is since you don't have banks, there is 1 person that provides Bank need and another person that provides jewelry + watches if Bank need is fulfilled, so those two right away knock out 2 full production chains and an additional need.

Using the Town Halls you can now skip a lot of production chains:īrasserie Patron Mertens allows you to skip Sausages, Bread, Beer & ChurchĪctor allows you to skip Canned Food & Rum (requires you to build Variete Theatre)
