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Something's definitely weird with my Fire Stations in this campaign. Game still owns tho.
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# ? Apr 17, 2019 04:42 |
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# ? Jun 6, 2024 13:37 |
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Boy, this game is purdy.
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# ? Apr 17, 2019 05:03 |
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vandalism posted: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. I love this sort of poo poo. The whole “I can optimise it slightly better” thing scratches my latent autism so well. It’s why I grew up addicted to Transport Tycoon. Same poo poo.
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# ? Apr 17, 2019 06:37 |
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If you're allied with two AIs and they go to war with each other, you have the option to either break alliance with both or side with one over the other. If you try to ignore it like I did and just close out the dialogue prompt without choosing anything apparently it just picks one of them for you to go to war with! So... don't do that if you want to avoid war. Luckily autosaves are frequent.
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# ? Apr 17, 2019 07:35 |
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I've never played an Anno game but impulse bought this after seeing it on youtube and twitch because it looks like it'll scratch an itch for me. Played a bit last night and managed to struggle my way to chapter 2 of the campaign, I have a couple gameplay questions: Is it possible to see the ratio of how stuff produces? Like how many plank stations do I need per lumberjack area? I looked but I just couldn't find it. It's very possible I missed it in a tooltip somewhere. Also curious about my clay pit and brick stations. Lack of planks and bricks are really holding me back right now. Can I pause time while still being able to build/upgrade/etc? Or is pause just a complete gameplay shutoff? Any other tips would be appreciated. I just unlocked trade routes and don't really understand how those work, either, but I'll probably get the hang of it. The game definitely seems to just throw you in but it's also pretty forgiving as well. Definitely having fun, will probably be thinking about it all day at work today.
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# ? Apr 17, 2019 14:32 |
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when you have a production building selected, mousing over the % will give you a production time. its mostly 0:30 minutes or 1 minutes. that should give you all the info about production ratios you need
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# ? Apr 17, 2019 14:34 |
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Personally, I’m holding out for Anno 441 - every five minutes the Huns show up and burn down half of what you’ve built
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# ? Apr 17, 2019 15:00 |
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I must say, I'm a particular type of broke brain that would plop down individual trees and bushes in Cities Skylines because it looks good with no tangible benefit and I really appreciate the options they have in this game to fill in open spaces that provide an actual bonus. In the Worker tier of trees/decorations they have a "____ Grove" option that you can drag out over a square and it'll naturally fill in a variety of trees with grass spaces in between and it makes things look very good. Before that point I was manually plopping down one type of tree, another type of tree, with some grass in between but this kind of does it for you.
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# ? Apr 17, 2019 15:04 |
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I found this thing to make my head hurt less: https://nihoel.github.io/Anno1800Calculator/
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# ? Apr 17, 2019 15:18 |
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Picked this up today, very excited about another old times Anno game. I absolutely adored 1404 but bounced off 2070 and never played 2205. One question, as someone with a fair amount of experience with Anno, is it worth playing through the campaign or just diving right into a sandbox game?
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# ? Apr 17, 2019 15:20 |
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Aphex- posted:Picked this up today, very excited about another old times Anno game. I absolutely adored 1404 but bounced off 2070 and never played 2205. One question, as someone with a fair amount of experience with Anno, is it worth playing through the campaign or just diving right into a sandbox game? Well, this time the campaign is basically a wrapper around the sandbox game. So you can play through it and it adds extra objectives + events that tie into the story, and then when you finish it it progresses over to sandbox on the same map. You do it at the pace you want to, with nearly all the quests starting and ending when you say so, instead of the game forcing thing after thing on you. It's relatively short, and can be wrapped up before you hit engineers even. Outside of a few limitations right at the start, it's mostly sandbox. If you're interested in having a couple additional talking heads talk at you compared to a normal sandbox game, then go for it. If anything, it gets you into the game faster because your starting island will keep giving you construction materials at the start, speeding up the beginning of the game a decent clip.
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# ? Apr 17, 2019 15:26 |
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Aphex- posted:Picked this up today, very excited about another old times Anno game. I absolutely adored 1404 but bounced off 2070 and never played 2205. One question, as someone with a fair amount of experience with Anno, is it worth playing through the campaign or just diving right into a sandbox game? I started the campaign but gave up before completing the first objective of "Sail to this thing" because I realized I couldn't care less about the campaign. Although it sounds like in this one the campaign rolls into a sandbox game once finished so if you really do want to play the campaign you can have both.
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# ? Apr 17, 2019 15:26 |
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It's also worth nothing that there are a bunch of campaign-related achievements. Normally I wouldn't care about achievements but in this case they give out ubicoins you can use for extra portraits, emblems, and most importantly, extra decorative stuff for your parks. Since it seamlessly integrates into a sandbox once you're done with the campaign story, might as well get those coins.
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# ? Apr 17, 2019 15:36 |
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Ok cool, the main concern I had was starting over once I'd finished the campaign so I might just give it a shot. Extra ubicoins are good but I never got around to spending the few thousand that I had accrued before they wiped them recently.
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# ? Apr 17, 2019 15:57 |
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Davincie posted:when you have a production building selected, mousing over the % will give you a production time. its mostly 0:30 minutes or 1 minutes. that should give you all the info about production ratios you need this is excellent, thanks
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# ? Apr 17, 2019 15:59 |
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That same timer is shown if you hover over the building in the construction menu. And it'll even tell you how many of those buildings you have on the island, letting you quickly figure out if they're balanced or not.
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# ? Apr 17, 2019 16:00 |
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Aphex- posted:Picked this up today, very excited about another old times Anno game. I absolutely adored 1404 but bounced off 2070 and never played 2205. One question, as someone with a fair amount of experience with Anno, is it worth playing through the campaign or just diving right into a sandbox game? I found the campaign to be good in general, but it can become annoying when the events of the regular game and the campaign events start to overlap and very suddenly the game gets hectical. Nothing ever pauses the game (which kind of sucks tbh, fullscreen overlays such as the expedition screen should pause the game at the very least) so you may end up having to put out (often literal) fires in 5 different parts of the world at once. So if you do play it, hold on to some triggers until the rest of the world is at peace as far as you can manage.
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# ? Apr 17, 2019 16:11 |
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Note that those ratios will be thrown off if you start manually adjusting the productivity of specific industries or if some buildings happen to fall under the influence of a guild hall. In those cases I've just resorted to guesstimating instead of trying to keep everything perfect.
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# ? Apr 17, 2019 16:12 |
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How much campaign is left if I just finished the part where you follow your fathers killer and sink some weirdo flamethrower ironclad? Looks like it’s about to introduce The New World.
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# ? Apr 17, 2019 16:33 |
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Well, my first sandbox game just ended in disaster, don't piss off the pirates yo. They sent a fleet of 10 ships to my harbor and destroyed everything. Paying their cease-fire tribute is much higher than it was in Anno 1404 which took me by surprise.
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# ? Apr 17, 2019 16:38 |
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I'd say that reaching the new world is the start of Act 2, out of 3. Campaign wise. So half to a third, depending on how much you push forwards into it. Also, I'm not a huge fan of the coal mines. You need engineers to build them, but then they just match the output of a charcoal burner? (Looking at the wiki, anyhow.) I was hoping they'd atleast have 2x output or something, but they just save space and a bit of attractiveness, provided you have enough coal nodes on the island to supply the industry.
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# ? Apr 17, 2019 16:39 |
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Psychotic Weasel posted:Note that those ratios will be thrown off if you start manually adjusting the productivity of specific industries or if some buildings happen to fall under the influence of a guild hall. In those cases I've just resorted to guesstimating instead of trying to keep everything perfect. I was wondering about that. The tooltips don't seem to update based on the actual production? I was also thinking that the calculators don't include 'lag' from when you have to transport goods from one world to another. Not real sure how much you should increase production based on the lag, assuming you want 100% at the production facilities. Just got sicked to death after finally getting to engineers. Oh well, I suffer from start-over-itis anyway, so here's another excuse .
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# ? Apr 17, 2019 16:40 |
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Psychotic Weasel posted:Note that those ratios will be thrown off if you start manually adjusting the productivity of specific industries or if some buildings happen to fall under the influence of a guild hall. In those cases I've just resorted to guesstimating instead of trying to keep everything perfect. Yeah, but it's a starting point. Last night I was trying to guesstimate by how much by stores were changing. Would not recommend.
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# ? Apr 17, 2019 16:50 |
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Just a reminder to everyone that component production buildings don't need a road to the warehouse, only to the final production building. Your potato farms only need a road to the distillery, not to the warehouse too 🙂
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# ? Apr 17, 2019 16:55 |
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Omnicarus posted:Just a reminder to everyone that component production buildings don't need a road to the warehouse, only to the final production building. Your potato farms only need a road to the distillery, not to the warehouse too 🙂 Without the road to the warehouse, will the warehouse still keep any overages? That can be important when you are transitioning to another worker class. Having extra pigs at the start of Workers is very helpful.
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# ? Apr 17, 2019 16:59 |
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Mayveena posted:Without the road to the warehouse, will the warehouse still keep any overages? That can be important when you are transitioning to another worker class. Having extra pigs at the start of Workers is very helpful. It won't no, it's the same system as in Anno 1404 but now the resource building needs to be linked to the production building with a road rather than being inside its influence range.
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# ? Apr 17, 2019 17:09 |
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well i lost the campaign cause i didnt have a hospital and the epidemic hit my marketplace quickly that pisses off every tier of citizen so i started losing both citizens and income in a quick death spiral
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# ? Apr 17, 2019 17:17 |
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How important is upgrading my roads? Is the speed increase significant?
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# ? Apr 17, 2019 17:17 |
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Not only do brick roads increases traffic speed, but it also increases the coverage effect of service buildings. I’d make them a priority personally.
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# ? Apr 17, 2019 17:22 |
How do you keep a positive income? I'm trading stuff but my net income is still negative presumably I just build more houses?
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# ? Apr 17, 2019 17:25 |
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Popete posted:How do you keep a positive income? I'm trading stuff but my net income is still negative presumably I just build more houses? I just bought some shares in AI islands.... I was making an absolute fortune selling soap and frigates to NPC - but because the sales from those numbers didn't show up in the income and I had a massive production of soap I was deep negative in maintenance but sitting at 200k. So for that 200k I bought a share that gave me 867 monthly income. So I bought a few more shares and now I'm at +4,500 (also the AI whose shares I bought hates me now and declared war on me...rude.)
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# ? Apr 17, 2019 17:29 |
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Popete posted:How do you keep a positive income? I'm trading stuff but my net income is still negative presumably I just build more houses? BOOZE. If you click on your houses, there's a second tab for luxuries that's displayed if you click on 'happiness'. These increase happiness and base tax and are mostly booze-related. If you're playing the campaign, settle an island with hops fertility so you can make beer, it'll skyrocket your income. Also don't overbuild, all buildings other than houses cost maintenance after all.
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# ? Apr 17, 2019 17:31 |
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Quick money buffer in the mid campaign is selling frigates to the guy next door. He buys one for 21k which helped me avoid some imminent bankruptcy.
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# ? Apr 17, 2019 17:37 |
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Boksi posted:Also don't overbuild, all buildings other than houses cost maintenance after all. I think the best way to make a ton of money isn't the static flow but trading to NPCs. Frigates sell for 21,500 and take 6 minutes to build. (And you should be able to keep building them non stop with the iron you start with) Soap gets bought by the prison for 250-300 iirc. I basically went from 20k to over 200k in the span of 40 minutes...
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# ? Apr 17, 2019 17:41 |
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Galaga Galaxian posted:Not only do brick roads increases traffic speed, but it also increases the coverage effect of service buildings. I’d make them a priority personally. oh wow, yeah I will definitely work on upgrading my roads
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# ? Apr 17, 2019 17:42 |
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2 things I wish the game had: 1: Upgrade road tool, just click and drag to update roads. 2: Upgrade/build when available / auto upgrade. It would be nice to blueprint a factory and then just set it to autobuild when it had the resources for it. Previous Annos let citizens auto-upgrade too(toggle-able of course.), which was nice in some cases.
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# ? Apr 17, 2019 17:53 |
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SubNat posted:2 things I wish the game had: You can absolutely upgrade roads just by building brick roads over dirt roads, so that's kind of niche. And the auto-upgrade isn't in because of workforce reasons - don't want farmers upgrading to workers if it means leaving the fields fallow. Auto-build blueprints would be nice though.
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# ? Apr 17, 2019 18:00 |
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Is there a downgrade tool somewhere so I don't have to manually do it?
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# ? Apr 17, 2019 18:10 |
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I wish there was a farther zoom, the farthest one feels closer than 2070 and 2205.
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# ? Apr 17, 2019 18:15 |
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# ? Jun 6, 2024 13:37 |
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So what does Ubisoft have against a failed Republican dynasty member?
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# ? Apr 17, 2019 18:16 |