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Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Davincie posted:

theyre gonna release a statistics building in free dlc that will probably help a lot

That's weird, seems like they should have had that in for launch.

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Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

FileNotFound posted:

There are legitimate flaws in the game, it's very hard to get a solid understanding of your income/maintenance and overall cashflow.

The trade interface is horrible.

The campaign hasn't exactly gripped me and the "find waldo" quests are annoying.

Really the game needs a MUCH clearer interface on finances and overall production flow for a resource.

I mean - maybe I'm retarded but I can't find a way to tell how many sawmills I have vs lumberyards easily. Do I have 10 pig farms or 12? I dunno!

My clipper that I bought for 10k is running soap to trade to the prison, but how much money is it making per month? Is it even covering it's upkeep cost vs just selling the soap from the island? I dunno!


I am really enjoying the game - but I'm not surprised to see 80s scores rather than 90s...

Some of this is there just hidden by a terrible UI. You can see the number of production buildings per island when you mouse over their icon in the build menu. Trade history is in the top right corner when you click on a harbor warehouse.

I completely agree though the UI needs a lot of refinement. From the quest menu to the map to the production data, all of it feels poorly laid out in some way or another. If you’ve played the old Annos you can figure it out but it’s not intuitive at all.

Mazz fucked around with this message at 19:54 on Apr 16, 2019

boar guy
Jan 25, 2007

Popete posted:

That's weird, seems like they should have had that in for launch.

it's always been an addon, at least this is the third game in a row where it is

FileNotFound
Jul 17, 2005


Mazz posted:

Some of this is there just hidden by a terrible UI. You can see the number of production buildings per island when you mouse over their icon in the build menu. Trade history is in the top right corner when you click on a harbor warehouse. I completely agree though the UI needs a lot of refinement.

Yeah - I really want graphs. It's annoying to just look at your warehouse to see if you have any decreasing trends and if you aren't paying attention shortages can creep up on you suddenly.

The fact that my income has been bouncing from -200 to +300 is also something I simply cannot explain. I assume it's because some supplies fluctuate and cause happiness to fluctuate and thus my income bounces but I cannot confirm it easily.

It's also annoying that in the same period during which I sold 3 ships and a ton of soap for ~60k bumping my balance sheet from 50k to over 100k the newspaper article that got published was a -5 happiness effect saying that I'm "on the brink of bankruptcy" because despite the massive income from ship and soap sales my tax income was around -100. (Which of course went even further negative because of the -5 happiness from a the newspaper)

Speaking of selling ships - good idea bad idea? I really don't know if I should just keep building ships non stop and selling them to NPCs or if I should just sell the raw materials?

funakupo
May 9, 2006

the ultimate longterm partner
Oven Wrangler

Davincie posted:

theyre gonna release a statistics building in free dlc that will probably help a lot


anyone else have way worse performance in the launch version than the open beta? feels like i lost al the performance upgrades from closed to open

I had a couple performance issues compared to beta: choppy, low FPS and closing game hung (had to force reboot couldn't even get task manager visible to kill). I noticed my settings were different than beta: was on direct X 11 not 12, was full screen not windowed full screen. Performance for me has improved after switching these two settings to 12 and windowed. Fwiw, I play on a TV with a 1080ti, so having to fiddle with performance and/or display is standard for me for most games that I play.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
It's $35 where I am and I'm trying to decide if the Northern Passage DLC is worth that to me - don't have much interest in the puzzle island quests, and the botanical gardens are likely to just be a reskinned zoo or something. But adding a new biome, new buildings (assuming they aren't also pallet swaps like we saw in 2205's Tundra), new goods, production and quests is something I'm interested.

I think I need to see more before I pull the trigger.

Anime Store Adventure
May 6, 2009


Yeah the biggest thing I dislike so far is the lack of communication to the player about some fairly important info. I built a giant city that showed “even” on the supply arrow for bread whenever I looked at it, but I happened to catch it at 5 bread, having dropped from 50ish in storage.

I was heading for a really annoying crisis where people will move out, then hurt production, causing more needs to mess up and start a really annoying wave of loss to try and clean up. If I hadn’t been lucky enough to catch it. The +/- isn’t a good system because it’s obvious that the game is using some other variable or finer scale to calculate consumption. Setting up a whole new bread production or tweaking rates of an existing one can ripple through the whole system because you have to press the button, then wait for the reaction, and then tweak again to handle that reaction.

The game at medium difficulty settings is relatively easy so I should just always slightly over produce, but when you’re riding the very edge of meeting a need, you can very easily tip yourself over. Especially if you’re just barely meeting the minimum of workers for your island. Maybe that’s partially by design - it does make it difficult to get super tight margins - but it’s not something buildy/supply chain games often obfuscate.

I guess at that point too, I was making enough money that I should have been using the automatic NPC trading as a low supply backstop.

e: Also with fluctuating income, I found this was often a result of not quite fully meeting your luxury need of schnapps or beer. Those are *huge* money makers but are easy to miss when they’re not deeply unsatisfied.

If a couple groups of houses aren’t getting their liquor on it can really hurt your bottom line. YMMV, just what I observed and fixed by overproducing booze.

Anime Store Adventure fucked around with this message at 20:13 on Apr 16, 2019

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY
The UI is the worst part, quite a downgrade from how easy 1404 was to read from a glance, the icons are tiny on what you need to build something and it takes a second to figure out what I'm missing. It's a good game though.

Triarii
Jun 14, 2003

I started getting annoyed that animal pens are still fixed-size and don't always tessellate nicely, and then I realized that it doesn't matter at all because your crop fields can be literally any shape so they can flow in and take up any "wasted" space. These new fields are good.

Davincie
Jul 7, 2008

does relocate not work in the campaign or something? the button does nothing for me

boar guy
Jan 25, 2007

Davincie posted:

does relocate not work in the campaign or something? the button does nothing for me
what difficulty? no relocate on the hardest one

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Once I started using an Anno 1800 calculator I no longer had problems with income bouncing up and down. Just google it, you may prefer one over another.

Davincie
Jul 7, 2008

boar guy posted:

what difficulty? no relocate on the hardest one

ah yeah that makes sense, missed that part

nessin
Feb 7, 2010
Maybe it's just been such a long time since I played an Anno game, but was it always so annoying setting up feeder islands? I don't remember needing to setup big cities just for islands to setup a few farms and mines to do the first step of processing. For example in the campaign I colonized one of the nearby small islands that had coal and iron on it planning to offload the steel production to there so I could drop the pollution on the main island and I could only make it work by manually shipping in basic needs materials because you need so many workers to run everything.

nessin fucked around with this message at 22:00 on Apr 16, 2019

Sipher
Jan 14, 2008
Cryptic
Hoping for a driver update, I get like 35fps on max settings on a 1080ti at 1440p. Knocked down a few settings to get me over 100, shadows and water especially, but this is literally the first game I haven't been able to run at max.

Pylons
Mar 16, 2009

nessin posted:

Maybe it's just been such a long time since I played an Anno game, but was it always so annoying setting up feeder islands? I don't remember needing to setup big cities just for islands to setup a few farms and mines to do the first step of processing. For example in the campaign I was colonized one of the nearby small islands that had coal and iron on it planning to offload the steel production to there so I could drop the pollution on the main island and I could only make it work by manually shipping in basic needs materials because you need so many workers to run everything.

No, because the "worker" system was new or at least only in 2205. I've heard there's a commuter dock you can build later on that'll allow islands to share workers, but I can't confirm that.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
A production calc is available now for anyone who hadn't typed that into google yet

https://nihoel.github.io/Anno1800Calculator/


Anime Store Adventure posted:

e: Also with fluctuating income, I found this was often a result of not quite fully meeting your luxury need of schnapps or beer. Those are *huge* money makers but are easy to miss when they’re not deeply unsatisfied.

If a couple groups of houses aren’t getting their liquor on it can really hurt your bottom line. YMMV, just what I observed and fixed by overproducing booze.

Seconding this, when you click on your housing there is 2 tabs now, and the booze is in the happiness tab, which is easy to overlook. I've noticed almost all of my income fluctuation issues are related to running out of booze.

SubNat
Nov 27, 2008

Pylons posted:

No, because the "worker" system was new or at least only in 2205. I've heard there's a commuter dock you can build later on that'll allow islands to share workers, but I can't confirm that.

Yup, once you hit engineers you can build a commuter dock to transfer workforce between islands, having people live on one and work on another.
Which massively simplifies everything, since at that point you can just collect all your workforce on 1 or 2 islands, and industry on the rest.


Also important tip: The tourist piers you get with artisans are probably one of the most reliable and cheap ways to get specialists. Once you have a couple hundred beauty on your island you start getting a 10-30% chance of getting a free specialist with every visit.
(And specialists in the cargo hold are one of the biggest boosts to stats during expeditions, though they can die if you mess up. )

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Double post but since I'm finally loving home and can play again, here's some screens of UI stuff that's not obvious.

To see the commodities your pops need, click directly on a marketplace, not the houses:



This puts all the resources on one screen and skips all the service related stuff. You can also mouse over each resource to see how many are in your warehouse, without all the excess from the warehouse screen.

---

When you mouse over the building tooltip, the number on the current island is displayed in there:



---

Click on your harbor warehouse, that little clock looking thing in the upper right is the trade history, why this is so hidden I have no god drat idea

CuddleCryptid
Jan 11, 2013

Things could be going better

I'm probably just stupid, but I had a bit of a hard time parsing the OP. Does 1800 still have the same deal as the previous futuristic one, where your colonies are almost entirely determined by how many luxury goods are produced? I was frustrated by that because I kept running into roadblocks of having my growth grinding to a halt because I didn't have enough energy drinks and Playstation 24s to go around.

deathbagel
Jun 10, 2008

SubNat posted:

Yup, once you hit engineers you can build a commuter dock to transfer workforce between islands, having people live on one and work on another.
Which massively simplifies everything, since at that point you can just collect all your workforce on 1 or 2 islands, and industry on the rest.


Also important tip: The tourist piers you get with artisans are probably one of the most reliable and cheap ways to get specialists. Once you have a couple hundred beauty on your island you start getting a 10-30% chance of getting a free specialist with every visit.
(And specialists in the cargo hold are one of the biggest boosts to stats during expeditions, though they can die if you mess up. )

Also, those tourist piers provide free income, so build one on every mildly developed island that has a couple hundred beauty on it.

Gadzuko
Feb 14, 2005

CuddleCryptid posted:

I'm probably just stupid, but I had a bit of a hard time parsing the OP. Does 1800 still have the same deal as the previous futuristic one, where your colonies are almost entirely determined by how many luxury goods are produced? I was frustrated by that because I kept running into roadblocks of having my growth grinding to a halt because I didn't have enough energy drinks and Playstation 24s to go around.

Yes, that is the core gameplay of all Anno games. You build homes, get citizens, then build services and/or goods to satisfy them and level up to the next tier then do it again.

SubNat
Nov 27, 2008

deathbagel posted:

Also, those tourist piers provide free income, so build one on every mildly developed island that has a couple hundred beauty on it.

I've never been entirely sure how that functions.
I just assumed that the sum was a 1-time thing when they came.
Though if it's just a per-min profit thing, then sure, slap it down wherever it generates more than the maintenance of the thing.


CuddleCryptid posted:

I'm probably just stupid, but I had a bit of a hard time parsing the OP. Does 1800 still have the same deal as the previous futuristic one, where your colonies are almost entirely determined by how many luxury goods are produced? I was frustrated by that because I kept running into roadblocks of having my growth grinding to a halt because I didn't have enough energy drinks and Playstation 24s to go around.

Well, luxury goods aren't required in the same way anymore. They provide additional happiness + income, but you can level up citizens without them. (Though riots and the like become more of an issue then. )
So if I'm understanding your issue right: Yes, they've solved that quite a bit.

They are the bigger income makers when it comes to tax though, so if you run out you'll notice a significant hit to income.

e: As Gadzuko mentions though, supplying the full spectrum of goods and services to your citizens are a core part of the gameplay loop, so you're still going to slow down if you run out of soap, or sausages.

CuddleCryptid
Jan 11, 2013

Things could be going better

SubNat posted:

I've never been entirely sure how that functions.
I just assumed that the sum was a 1-time thing when they came.
Though if it's just a per-min profit thing, then sure, slap it down wherever it generates more than the maintenance of the thing.


Well, luxury goods aren't required in the same way anymore. They provide additional happiness + income, but you can level up citizens without them. (Though riots and the like become more of an issue then. )
So if I'm understanding your issue right: Yes, they've solved that quite a bit.

They are the bigger income makers when it comes to tax though, so if you run out you'll notice a significant hit to income.

e: As Gadzuko mentions though, supplying the full spectrum of goods and services to your citizens are a core part of the gameplay loop, so you're still going to slow down if you run out of soap, or sausages.

I'm fine with that, I just didnt like how it was so binary in previous ones. Yeah you made luxury apartments in the middle of a barren ice sheet but you didn't make enough diamond encrusted Gamecubes so society cannot progress.

Khisanth Magus
Mar 31, 2011

Vae Victus

Anime Store Adventure posted:


e: Also with fluctuating income, I found this was often a result of not quite fully meeting your luxury need of schnapps or beer. Those are *huge* money makers but are easy to miss when they’re not deeply unsatisfied.

If a couple groups of houses aren’t getting their liquor on it can really hurt your bottom line. YMMV, just what I observed and fixed by overproducing booze.

You solved my fluctuating money problem! My booze supply wasn't stable enough! Gotta keep those peasants nice and drunk so they pay their taxes.

Gadzuko
Feb 14, 2005

CuddleCryptid posted:

I'm fine with that, I just didnt like how it was so binary in previous ones. Yeah you made luxury apartments in the middle of a barren ice sheet but you didn't make enough diamond encrusted Gamecubes so society cannot progress.

Just to make sure we're on the same page here, there literally is no gameplay outside of providing for your citizens. That's the whole game, and you won't be able to progress or grow your town without providing necessities. That part has not changed. The only difference now is that there are some additional categories of items that are considered luxuries rather than necessities, so without them your people will just be unhappy and possibly riot rather than simply blocking progress.

deathbagel
Jun 10, 2008

Gadzuko posted:

Just to make sure we're on the same page here, there literally is no gameplay outside of providing for your citizens. That's the whole game, and you won't be able to progress or grow your town without providing necessities. That part has not changed. The only difference now is that there are some additional categories of items that are considered luxuries rather than necessities, so without them your people will just be unhappy and possibly riot rather than simply blocking progress.

There are additional gameplay elements. You can go on expeditions with your ships to try and find rare goodies to help your colonies. You can engage in wars with other players/AI empires and take over their islands (though it demolishes all the buildings on them when you do) either through military force or through monetary dominance. But the core gameplay is the loop of providing for your citizens through various supply chains and growing your population that way.

Gadzuko
Feb 14, 2005

deathbagel posted:

There are additional gameplay elements. You can go on expeditions with your ships to try and find rare goodies to help your colonies. You can engage in wars with other players/AI empires and take over their islands (though it demolishes all the buildings on them when you do) either through military force or through monetary dominance. But the core gameplay is the loop of providing for your citizens through various supply chains and growing your population that way.

Yeah, there's a few other things that you can do while you're building. I just wanted to stress that your population not growing because you ran out of gamecubes is absolutely still a thing, it's just fur coats and goulash now instead of future tech.

Triarii
Jun 14, 2003

Khisanth Magus posted:

You solved my fluctuating money problem! My booze supply wasn't stable enough! Gotta keep those peasants nice and drunk so they pay their taxes.

I think the way it's framed in this game is that your income isn't from taxes, but rather directly from your population buying the goods you're producing. So keeping them drunk is literally how you make money. Also, satisfying each need has a specific effect, which you can see by hovering over each item in the needs/happiness window (some combination of earning you more money, making more people move in, and making them happier).

Tenacious J
Nov 20, 2002

They pulled this off Steam? That's very unfortunate. I was going to buy it.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Not having a static number of houses per tier is probably the most annoying thing to me right now. I can see how many total houses I have but its not broken down anywhere, I think I'm just going to have to do blocks of 10 to 20 so I can keep track. I have no idea how many total people I'm planning for with the calculator because I don't know how many of each house type I have. Kind of really dumb given this information was like front and center in 1404.

Mazz fucked around with this message at 00:09 on Apr 17, 2019

nessin
Feb 7, 2010
Are trains only for oil transport? I just hit Engineers and it seems that way which is super disappointing. I was hoping to go mini-railroad tycoon by converting my resource/production segments to trains instead of carts on roads.


Tenacious J posted:

They pulled this off Steam? That's very unfortunate. I was going to buy it.

Just buy it on Uplay if you want it, Steam requires it as a backend anyways. Save complaining about EGS for an actual EGS issue.

Davincie
Jul 7, 2008

its a good thing that second tab for happiness got mentioned, i hadnt noticed at all.

related: you can click on the citizen numbers at top to make them work harder and be unhappier and vice versa

Gadzuko
Feb 14, 2005

Tenacious J posted:

They pulled this off Steam? That's very unfortunate. I was going to buy it.

Yeah, Epic/Uplay exclusive.

Mazz posted:

Not having a static number of houses per tier is probably the most annoying thing to me right now. I can see how many total houses I have but its not broken down anywhere, I think I'm just going to have to do blocks of 10 to 20 so I can keep track. I have no idea how many total people I'm planning for with the calculator because I don't know how many of each house type I have. Kind of really dumb given this information was like front and center in 1404.

This is annoying but housing does upgrade in nice clean increments of 10 at least - 10 farmers, 20 workers, 30 artisans, etc. so if you've met all the needs for a particular tier you can divide to get the number of houses.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

nessin posted:

Are trains only for oil transport? I just hit Engineers and it seems that way which is super disappointing. I was hoping to go mini-railroad tycoon by converting my resource/production segments to trains instead of carts on roads.


Just buy it on Uplay if you want it, Steam requires it as a backend anyways. Save complaining about EGS for an actual EGS issue.

Yeah supposedly they had bigger plans for trains but it didn't pan out that well so its just oil for now I think

Gadzuko posted:


This is annoying but housing does upgrade in nice clean increments of 10 at least - 10 farmers, 20 workers, 30 artisans, etc. so if you've met all the needs for a particular tier you can divide to get the number of houses.

I did notice that, think I'm just going to do 5x2 blocks then so I can upgrade in intervals, should be relatively easy to keep track of that way until they add that basic rear end UI feature back in.

Gadzuko
Feb 14, 2005
It really feels like they got burned so hard by the reaction to 2205 that they said "ok, we'll just make the gameplay the same as the old ones and throw out all the UI improvements too" when the UI was the only really improved part of 2205. :sigh:

Game's good though. I never really got into min maxing in Anno games for whatever reason despite that being my usual thing in all other games, I just kinda slap some production chains together, intentionally overproduce and sell off the excess. I do really like the trade union mechanics for when I start to run out of room and try to optimize.

Anime Store Adventure
May 6, 2009


I really liked 2205 both in setting and delivery. Other than the DLC fiasco (Which was pretty bad) I don’t see why it got the hate that it did, but I guess these “niche” games attract a very particular crowd and it wasn’t the same experience.

It was different and maybe “simple” but not bad. The combat mission layers did suck pretty bad though.

vandalism
Aug 4, 2003
I figured out why anno is so good. It hits all the same neuro receptors as lovely phone games like flash of clans for the building but does it 1000x better and for no microtransactions. It's crack to me.

Delacroix
Dec 7, 2010

:munch:

Drone posted:

yes but that's not a character item, it's a thing you equip in your Trade Union.

maybe I should have capitalized it to make it a keyword

"Character Item."

In 1404 and 2070, they were flavour items for sinking NPC ships, they don't sell for much but they were tied to ingame achievements which unlocked titles or portraits. No idea if it's the same in 1800.

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queeb
Jun 10, 2004

m



i want anno 2700 where its just a bigass space colony game with space fleets and poo poo.

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