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Introduction to the activities of A.D. 1800
Era 1800 is a very fun simulation strategy game. Although the campaign mode of the game is friendly compared with other strategy games, it is still difficult to get started. The following is the campaign model strategy shared by Bahamut netizen "joseph89 10 12".

Active mode strategy

It is mainly aimed at several reminders of the story mode, hoping to help novices.

1. When you have a little capital, you can start selling ships (only dhows). The materials are simple, and one ship sells gold for 3850 yuan (no consumption effect), which is a good way to make money in the early stage.

2. It can be very safe to build a 3-section 1 machine gun territory at the dock before playing the new world mission. After the new world mission appears, the expedition must be started immediately. If you don't go right away, you will soon be occupied by the old man, and most of the back will be difficult to play.

Reminder: As long as the production materials are transported to other outlying islands within their own territory by boat, batteries can be built on the docks of outlying islands. Remember to unload the goods to the dock before manufacturing.

After the medium term, the consumption of beer and rum will be very large. It is suggested that other outlying islands should produce wheat fields and potato fields to save land space and ensure stable sources. Remarks: Hops and red peppers were not found on the original island.

4. buying stocks will use influence. The recommended purchase amount is within 20,000-40,000 yuan, and the stock returns are considerable after the medium term.

The fire danger of heavy industry is very great, and it is useless to cover more fire stations. Don't waste money, the solution is to have enough space around the factory.

6. It is suggested that the output should not be higher than 40%. Even if your people's happiness is positive, they may go on strike because of too much workload.

7. Remember to leave room for infrastructure in the housing planning:

(1) Farmers: markets, bars, fire stations, police stations and hospitals.

(2) Laborers: markets, bars, churches, schools, fire stations, police stations and hospitals.

(3) Artisans: schools, churches, fire stations, police stations, hospitals, universities and theaters.

Because I didn't have much time to play and did it several times, I only went to see craftsmen at present, and the hospital didn't open until there were enough craftsmen.

8. When the balance runs large, it shows that people's needs have not been fully met, such as insufficient supply of beer and sausage. After meeting the demand, it will show a stable state.