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I'm thinking about picking this up, but I had a quick question. I know you can skip the Crisis Zones, or whatever they're called, in the main campaign if you so choose, but are there any negative effects of doing so? I love the Anno games, but I've never liked the combat in them, and it would kind of blow if they dinged you for skipping something.
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# ? Nov 9, 2015 09:54 |
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# ? Jun 10, 2024 08:32 |
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Crisis zones are where you get rare resources which are used to expand and modify factories. You'll have to do a lot more sidequests, or spend a lot of time playing done kind of mobile game which apparently can generate rare resources for you.
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# ? Nov 9, 2015 10:00 |
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Yeah, there's no direct negative, it's just one fewer source of rare materials, which aren't that rare and the only one you'll be hurting for is Iridium which is used for Energy modules, so you might need to build an extra power generator to compensate if you're spamming them on the very single factory. That said, the combat has never been better because it's basically just a phone game now rather than a drain on your attention and resources.
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# ? Nov 9, 2015 12:44 |
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Ghostlight posted:That said, the combat has never been better because it's basically just a phone game now That's one sentence I never thought I'd read. Ever.
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# ? Nov 9, 2015 13:02 |
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I'm so torn on this game. On the one hand, it feels super phoned in with the dull crisis zone, instanced non-random maps and lovely dam placement. On the other hand, the trade and logistics systems are huge improvements off of Anno 2070. They took one huge step forward and one huge step back.
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# ? Nov 9, 2015 13:11 |
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Poil posted:
The sentence in question is not wrong, though
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# ? Nov 9, 2015 13:11 |
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Anyone cruising through the game getting cheap loans is missing out on the experience. The game gets so much better when you ramp difficulty up to hard. I restarted my Medium game 20 hours in because there's really no challenge on anything but the hardest difficulty.
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# ? Nov 9, 2015 16:39 |
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What's the most land-to-credit efficient temperate populace? Is there enough of a credit bump to offset the rejuvenators and fruit juice, or is it best to keep them at the first level? I'm guessing it's not financially worth the luxury food supply chain? I keep building production in rows where the production modules are a long tail, because the "front" of the building is the only place that needs to be close to the supply. I don't know if there's a better way, but it seems to work for me.
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# ? Nov 9, 2015 17:09 |
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Bhodi posted:What's the most land-to-credit efficient temperate populace? Is there enough of a credit bump to offset the rejuvenators and fruit juice, or is it best to keep them at the first level? I'm guessing it's not financially worth the luxury food supply chain? Getting the temperate guys to level 2 seems to give a significant bump in income for very little requirements. Make sure they are happy and fulfilled at level two or you won't seem much of an increase in cash.
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# ? Nov 9, 2015 17:31 |
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Now that I've got enough money/income to buy every zone, for Temperate does it make sense to just build population in Viridian since it's the biggest of the three, and use the other zones to just ship foodstuffs to it? Or do you go for a self-sustained (for temperate zone goods anyway) supply line in each zone? I'm close to maxing out Warwick (or whatever it's called), but that's got a heavy mix of both food/production and population, so I'm thinking of moving all my population over to Viridian to get enough investors for the headquarters, and using Warwick to just produce food/goods. Or since there's three of each temperate/arcitc/lunar, are people just doing a 1:1:1 relationship for three instances? Decision paralysis...
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# ? Nov 9, 2015 17:53 |
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You'll need population on Walbruck to run all that production so I wouldn't trigger an exodus just yet.
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# ? Nov 9, 2015 18:32 |
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Yeah you need like 1 island with people to be able to run production on the rest of Walbruck/Cape.
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# ? Nov 9, 2015 18:35 |
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Personally, I'm going with an organi approach to the zones - expand them in-zone whereever possible and only get stuf from other ones if you can't. You still end up with a web of trade lines, but it does oveall cut down on it jsut feels more natural than trying to specialise one zone or another. Building that way actually works with the new system unlike with the older Annos and their "cram all your population on one or two islands and only porduction everywhere else" approach.Bhodi posted:What's the most land-to-credit efficient temperate populace? Is there enough of a credit bump to offset the rejuvenators and fruit juice, or is it best to keep them at the first level? I'm guessing it's not financially worth the luxury food supply chain? Given how muh the populaton and income rises with each level, temperate is a case of getting everything being the most profitable I think. Production buildings don't need to be close to anything, except that you might wanan palce them near warehouses/transport centers for the logistics rebate. THough yes, many of the early ones at least are most space-efficient if you build them and their modules into a long rectangle.
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# ? Nov 9, 2015 18:37 |
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I personally prefer making each zone as self-sufficient as possible, I'm finding that transfer routes can actually add up in cost, and I don't care about min/maxing population stats so this works for me. I only transfer/trade items that I can't make in that particular biome/zone.
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# ? Nov 9, 2015 18:39 |
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Those transfer routes to the moon are a bitch early game if you haven't built up a solid base before trying to take it. The game really pushes you to expand quickly but it's much more advisable to take your time. I liken Anno to plate spinning- you get to decide how many plates to spin, but you'd better be sure the ones you have are spinning fast enough before adding more.
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# ? Nov 9, 2015 18:48 |
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President Ark posted:productivity modules also radiate heat
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# ? Nov 9, 2015 20:33 |
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Wipfmetz posted:It does? Huh, does the game communicate that somehow? It pretty much felt as if i wouldn't have to care about anything's placement (aside from arctic), so far. When you're building a facility you get a little info box saying how much manpower/energy/logistics it consumes, you can see the logistics change as you move it to or away from a logistics center. The same system applies to services and houses, each info center has a supply of 10 information and the houses consume more or less based on their distance from the closest center. The game doesn't tell you this at all. With proper placement of the services you can save quite a bit of them if you've just been sticking them into corners.
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# ? Nov 9, 2015 20:43 |
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Vodos posted:When you're building a facility you get a little info box saying how much manpower/energy/logistics it consumes, you can see the logistics change as you move it to or away from a logistics center. The same system applies to services and houses, each info center has a supply of 10 information and the houses consume more or less based on their distance from the closest center. The game doesn't tell you this at all. With proper placement of the services you can save quite a bit of them if you've just been sticking them into corners. Holy poo poo I didn't ever notice this...
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# ? Nov 9, 2015 20:44 |
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Yeah, they really need to mention the sevice thing. The only reason i noticed it is because the last city builder i played was cities: skylines which used the same system.
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# ? Nov 9, 2015 20:51 |
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I'm not sure if it also mentions it in a loading screen, but it pops up the logistics cost in a tooltip whenever you hover a building next to a road and you can see the cost going up as you move it further away. It does not do this if you play like a regular person and put buildings down then draw roads to them. The real cream in arctic is the Neuro Implants factory because you can plop that next to your warehouse and stretch its large number of modules behind and down an entire city block.
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# ? Nov 9, 2015 20:55 |
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I played that stupid Asteroid Miner phone game for like 10 minutes on a break, and got 300 odd Iridium for my game
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# ? Nov 9, 2015 23:25 |
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Anyone else getting crappy load times for the lunar map? All of the other maps load super fast, but the moon sucks it. It's not even all that developed yet.
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# ? Nov 10, 2015 02:16 |
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Remote User posted:Anyone else getting crappy load times for the lunar map? All of the other maps load super fast, but the moon sucks it. It's not even all that developed yet. There seems to be some bug that causes loading to randomly take extra long. I've seen that happen on all the maps and its definitely annoying if you're just trying to pop over there to adjust a few small things. Its especially annoying if you just left that map to go tweak some minor setup on another one and are coming back.
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# ? Nov 10, 2015 04:16 |
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Enzenx posted:There seems to be some bug that causes loading to randomly take extra long. I've seen that happen on all the maps and its definitely annoying if you're just trying to pop over there to adjust a few small things. Its especially annoying if you just left that map to go tweak some minor setup on another one and are coming back. Luckily, I don't have to visit my lunar base as much...for now.
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# ? Nov 10, 2015 05:12 |
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I'm a nerd. http://imgur.com/a/JuK9h
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# ? Nov 10, 2015 05:54 |
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Game looks drat good imo
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# ? Nov 10, 2015 08:54 |
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If there's any newcomers who are thinking of picking this up as well, GMG has the game on sale again.
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# ? Nov 10, 2015 08:57 |
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Worth buying it now or best wait the tundra/other area dlc? Wouldn't mind waiting for a gold edition or what.
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# ? Nov 10, 2015 13:20 |
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I'm happy with my purchase but your best value would be to wait for all the dlc to come out I think. I'm going to get about 40-45 hours out of this initial run and that's doing a standard to a million + a hard run to a million. The production cycle for anno feels a lot like Civilization nowadays. The vanilla game is decent if a tad underwhelming (especially right now since you can literally import everything instead of building production lines.) It will likely get deeper and better as they release dlc.
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# ? Nov 10, 2015 17:28 |
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Transmetropolitan posted:Worth buying it now or best wait the tundra/other area dlc? Wouldn't mind waiting for a gold edition or what. What Joiny said, but there already is a gold edition currently that includes the season pass for the upcoming DLC.
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# ? Nov 10, 2015 18:09 |
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Vodos posted:When you're building a facility you get a little info box saying how much manpower/energy/logistics it consumes, you can see the logistics change as you move it to or away from a logistics center. The same system applies to services and houses, each info center has a supply of 10 information and the houses consume more or less based on their distance from the closest center. The game doesn't tell you this at all. With proper placement of the services you can save quite a bit of them if you've just been sticking them into corners. Ghostlight posted:It does not do this if you play like a regular person and put buildings down then draw roads to them. Wipfmetz fucked around with this message at 18:58 on Nov 10, 2015 |
# ? Nov 10, 2015 18:54 |
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They gotta get rid of the super annoying NPC's interrupting constantly. Other than that, it's a great game. I could not go back to Anno 2070 because I can't move anything around in that game.
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# ? Nov 10, 2015 19:08 |
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Lorini posted:They gotta get rid of the super annoying NPC's interrupting constantly Woulnd't be an Anno game if this didn't happen.
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# ? Nov 10, 2015 19:11 |
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Wipfmetz posted:Wow, that... is quite a nice improvement over the last iterations. You have to move buildings unless you don't want to maximize every bit of space you have available.
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# ? Nov 10, 2015 19:19 |
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I'm thrilled there's no cost (except logistics changes) to moving buildings. It would be unfair otherwise considering the layouts of the zones and the population gates needed to get all the buildings.
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# ? Nov 10, 2015 19:34 |
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I wonder if some hardworking sperg could backport the UI into 1404/2070.
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# ? Nov 10, 2015 20:07 |
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SuicideSnowman posted:You have to move buildings unless you don't want to maximize every bit of space you have available. I'm also kinda bad at anno, despite having played every single iteration on the PC and two on the Nintendo DS.
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# ? Nov 10, 2015 21:00 |
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I somehow completely missed the fact there were side missions despite working my way towards the Corp HQ so storing like 20 tonnes of food for 3 minutes sure is a challenge.
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# ? Nov 10, 2015 23:01 |
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How do I increase my credit cap? I'm stuck at 2.7m My +75k income fills that pretty fast, and I'm not even at the highest citizen levels yet, level 3 in temperate and 1 elsewhere.
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# ? Nov 10, 2015 23:06 |
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# ? Jun 10, 2024 08:32 |
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CLAM DOWN posted:How do I increase my credit cap? I'm stuck at 2.7m My +75k income fills that pretty fast, and I'm not even at the highest citizen levels yet, level 3 in temperate and 1 elsewhere. Credit cap increases come from corp level up rewards. I wouldn't worry about sitting at the cap though since you'll need a hefty chunk to build a fusion power plant.
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# ? Nov 10, 2015 23:20 |