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haldolium
Oct 22, 2016



Boksi posted:

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.

there is a keyboard shortcut for "upgrade all" (shift + u) even though idg the use of it for the reason you just mentioned.

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Tormented
Jan 22, 2004

"And the goat shall bear upon itself all their iniquities unto a solitary place..."
Is there a way to grab multiple buildings with the relocate tool?

I would like to move an entire production chain block without moving the buildings one by one.

FileNotFound
Jul 17, 2005


Tormented posted:

Is there a way to grab multiple buildings with the relocate tool?

I would like to move an entire production chain block without moving the buildings one by one.

I would love this, as well as being able to copy things (like multiple buildings), but I fear that they do not want this to turn into Factorio where the game boils down to plopping down 500 optimized BPs...

FileNotFound fucked around with this message at 18:53 on Apr 17, 2019

Drone
Aug 22, 2003

Incredible machine
:smug:


Like five hours into this game so far (not counting the beta) and...

Anno 1800: IT'S GOOOD TEW SEE YEW, UNKLLLLE

SubNat
Nov 27, 2008

Competitors play by their own rules, it seems.
Understandable, since it's not like making ai that could actually play the game would be practical.

But it is a bit sour that Beryl can slap down a shipyard and have it instantly spit out a frigate with no construction time at all.
It popped out before the dust from placing the shipyard had even settled.

e: Beryl, I've taken over all the islands in the old world except your last, villager outpost.
You have no ships, I have 15 ships of the line parked outside your harbor waiting for it's cooldown to elapse.

And yet you demand 50,000 coins for a ceasefire.

SubNat fucked around with this message at 19:33 on Apr 17, 2019

haldolium
Oct 22, 2016



SubNat posted:

Competitors play by their own rules, it seems.
Understandable, since it's not like making ai that could actually play the game would be practical.

But it is a bit sour that Beryl can slap down a shipyard and have it instantly spit out a frigate with no construction time at all.
It popped out before the dust from placing the shipyard had even settled.

e: Beryl, I've taken over all the islands in the old world except your last, villager outpost.
You have no ships, I have 15 ships of the line parked outside your harbor waiting for it's cooldown to elapse.

And yet you demand 50,000 coins for a ceasefire.

They sure are optimistic when it comes to demands. The pirate lady offered me a ceasfire for 80k after I obliberated her fleet. I declined and destroyed her lair instead, that felt great.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

SubNat posted:

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.

Charcoal burner is :30, coal mine is :15, so they do have double. 1 coal mine and 1 iron mine can uspply 3 steel mills, or 1.5 charcoals.

SubNat
Nov 27, 2008

Mazz posted:

Charcoal burner is :30, coal mine is :15, so they do have double. 1 coal mine and 1 iron mine can uspply 3 steel mills, or 1.5 charcoals.

Alright, I guess the wiki is just outdated then.

Though on a different tangent: Has anyone had any luck with getting seeds?
Back in the closed beta I got a couple off of the trader lady in the old world.
But so far though the campaign and sandbox I still haven't seen a single one from her. Just a ton of animals and artefacts.

(Which is extra odd since there's 2 or 3 tiers of each seed, so you'd think they'd pop up a bit more often.)

deathbagel
Jun 10, 2008

I thought you only needed artisans for coal mines? Also, they take up far less real estate than the charcoal burners.

SubNat
Nov 27, 2008

You are correct, I'm not sure why I thought I needed engineers.

Triarii
Jun 14, 2003

Mayveena posted:

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 :).

Tooltips do indeed update based on the actual production - I've got some mills getting a boost from a trade union and they show a production time of 0:22.

Also, the delay in transporting materials will never require that you produce more goods to stay at 100%. Once the first shipment arrives, and assuming that you have enough ships to provide sufficient throughput, all your buildings will run at 100% with their normal production ratios.

Speaking of which, do dirt roads have limited throughput in some way? Because if not, then I'm not really seeing the value in paving the roads just to make goods arrive faster.

Gadzuko
Feb 14, 2005
Dirt roads are fine as long as you don't have a lengthy path for the carts to travel. I find most of the time I'm limited more by unloading slots in warehouses than by road speed. Brick roads are pretty much essential for housing though because of the massive boost to service radius and emergency response speed.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Triarii posted:

Tooltips do indeed update based on the actual production - I've got some mills getting a boost from a trade union and they show a production time of 0:22.

Also, the delay in transporting materials will never require that you produce more goods to stay at 100%. Once the first shipment arrives, and assuming that you have enough ships to provide sufficient throughput, all your buildings will run at 100% with their normal production ratios.

Speaking of which, do dirt roads have limited throughput in some way? Because if not, then I'm not really seeing the value in paving the roads just to make goods arrive faster.

Paved roads increase range if that matters to you. My factories shut down when they are waiting for stuff from other islands, so no they don't stay at 100%.

Davincie
Jul 7, 2008

campaign became unbeatable for me as im supposed to fulfill isabels demands, but shes not giving any after the refugees

Magni
Apr 29, 2009

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.

The system kinda encourages gradually moving your lower-tier populations to secondary settlements while you build up your main settlement. Population groups from Artisan up don't need some of the early consumer goods anymore. Fish, schnapps and worker's clothes for example are only required by farmers and workers, so you can move those industries out alongside the icky poor people that need them.

Mayveena posted:

Paved roads increase range if that matters to you. My factories shut down when they are waiting for stuff from other islands, so no they don't stay at 100%.

That means you're either not producing enough resoures or there's a shipping bottleneck.

SubNat
Nov 27, 2008

Davincie posted:

campaign became unbeatable for me as im supposed to fulfill isabels demands, but shes not giving any after the refugees

I think some of the demands are gated behind progression, so just keep expanding and she'll pipe up with more.

Triarii
Jun 14, 2003

Yeah, I knew about the range bonus (and my city proper is fully paved) but I saw recommendations to pave your industrial areas for the speed boost and I wasn't seeing the point.

Mayveena posted:

Paved roads increase range if that matters to you. My factories shut down when they are waiting for stuff from other islands, so no they don't stay at 100%.

If you're producing the proper ratio of resources, then factories running out is going to be because you're not shipping things at a sufficient rate. Put some more ships on that trade route and/or add more slots of those resources to each ship.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Triarii posted:

Yeah, I knew about the range bonus (and my city proper is fully paved) but I saw recommendations to pave your industrial areas for the speed boost and I wasn't seeing the point.


If you're producing the proper ratio of resources, then factories running out is going to be because you're not shipping things at a sufficient rate. Put some more ships on that trade route and/or add more slots of those resources to each ship.

My question/point was that simply looking at ratios doesn't account for the time lost shipping.

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY
So you can't escort ships that go between the worlds? My escorts just stopped at the edge of the map and didn't go along with the trade ship.

kanonvandekempen
Mar 14, 2009
Is there anything like having to click to refill mines or norias in this game?

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Thom12255 posted:

So you can't escort ships that go between the worlds? My escorts just stopped at the edge of the map and didn't go along with the trade ship.

Hmm, that would be a problem.

Gadzuko
Feb 14, 2005

Mayveena posted:

My question/point was that simply looking at ratios doesn't account for the time lost shipping.

Time lost shipping isn't really lost, it just turns into a buffer. If you build in the correct ratio, it will self correct over time because the resource producers always run at 100% no matter what, so eventually you'll get enough of a buffer built up that production can continue without a pause.

kanonvandekempen posted:

Is there anything like having to click to refill mines or norias in this game?

Nope! Good riddance.

Magni
Apr 29, 2009

Mayveena posted:

My question/point was that simply looking at ratios doesn't account for the time lost shipping.

There is no time lost shipping - longer routes simply means there's gonna be a bigger load every time as the resource production buildings have more time to produce. A long as you have enough capacity to prevent resources from piling up at the origin site because you cannot cram enough into the cargo holds, any shortfall will be gone after the second or third time the route is finished. The only way you can possibly have a teporary shortfall thereafter is if you're using sail ships for the route and there's a bad wind shift. And that will again only last until the next shipment comes in with the extra producton that piled up while your ship took longer.

Boksi
Jan 11, 2016

Triarii posted:

Yeah, I knew about the range bonus (and my city proper is fully paved) but I saw recommendations to pave your industrial areas for the speed boost and I wasn't seeing the point.
Your industrial areas are prone to exploding and catching fire, so getting firefighters there faster is a marginal benefit I guess.

SubNat
Nov 27, 2008

Well! Thank you, random farmer!
(I got it from one of those citizen quests where you just take a photo of something.)



Looks like I was right about there being 3 tiers of seeds, too.
One with a negative production modifier, one without, and one with +25%, like this.

e: And then not 5 minutes later I got one for pearls, also epic.
I wonder if quest rewards are just tied to progression, with better drops as you get later in game.

SubNat fucked around with this message at 00:50 on Apr 18, 2019

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The vendor lady doesn't seem to drop those from what I saw either. Nice that you can get them from quests at least, but playing the campaign most of the day I was trying to do everything on the first island and I couldn't get hops to show up at all.

The pollution and attractiveness stuff really leads you towards more of diversifying your population by island, didn't really plan for that this first time but it is interesting to see.

SubNat
Nov 27, 2008

I spotted a Corn seed at Isabella's, so I guess they're in the loot table somewhere, just extremely rare.

The lack of a secondary currency like licenses in 2070 does make everything obscenely expensive though.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Anyone know whats provides Military Power (Manpower?) for expeditions? Apparently its a separate thing from Naval Power and I haven't seen a single thing that seems to help with that.

Are clippers good for expeditions? It seems like the extra slots would be useful for bringing more useful equipment.

Also, I got the deluxe version but don't seem to have The Anarchist available?

Galaga Galaxian fucked around with this message at 03:29 on Apr 18, 2019

SubNat
Nov 27, 2008

Galaga Galaxian posted:

Anyone know whats provides Military Power (Manpower?) for expeditions? Apparently its a separate thing from Naval Power and I haven't seen a single thing that seems to help with that.

Are clippers good for expeditions? It seems like the extra slots would be useful for bringing more useful equipment.

Also, I got the deluxe version but don't seem to have The Anarchist available?

Force? I've seen it on a couple things, like some animals, but nothing that really gives it in large amounts, like what you get with crafting, navigation, etc. (While bringing a tiger or bear on an expedition would be neat, they only gave like 5-10 points.)

And yeah, I'd say that for anything that doesn't need the large amount of naval power you can get from some of the military ships, the Clipper might do very well.

And specialists are great to haul with you, if you've gotten a couple.
Before heading out on an expedition you should poke your head by the prison and see if you can't find someone well suited.

President Ark
May 16, 2010

:iiam:
am I crazy or is the rival character (goode or whatever) the same VA as victor saltzpyre from vermintide

FileNotFound
Jul 17, 2005


I learned that the NPCs are able to attack your island anywhere, including your undefended fisheries nowhere near your harbor...and destory the whole island before your fleet goes around the island to engage them.

So uhh....build a few turrets...

skeleton warrior
Nov 12, 2016


So, uh, how do artifacts work?

I figured out how the zoo works and that you need to build our exhibit space to dump animals in. I assumed the museum would be the same, but there doesn’t seem to be any additional building I can do to it.

I got three artefacts from an expedition, but I got them before I had a Museum and now I have no idea where they are. Clicking on the Museum gets me a screen of “to be discovered” boxes I can’t interact with.

Did I lose the artifacts I got without having a Museum to stick them in?

Turk
Mar 27, 2006

They should be on the ship you used for the expedition. I hate I that always had to figure out which ship it was. Should be easier.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


So I beat the campaign and went to start a new sandbox game on medium settings and oh god I’m barely into T2/workers and establishing a second island (using iron beams purchased from Archie) and my economy is crashing big time. No money left.

What should I be trying to do early on? Clearly the campaign was holding my hand at the start.

Buy more schnapps you jerks.

axelord
Dec 28, 2012

College Slice

Galaga Galaxian posted:

So I beat the campaign and went to start a new sandbox game on medium settings and oh god I’m barely into T2/workers and establishing a second island (using iron beams purchased from Archie) and my economy is crashing big time. No money left.

What should I be trying to do early on? Clearly the campaign was holding my hand at the start.

Buy more schnapps you jerks.

Alcohol is big in boosting happiness and tax money (Schnapps, Beer, Rum, Champ) I try to beeline for it at each tier.

Other easy money makers trading Soap with the Prison or Frigates to Archie. Archie will pay like ~20,000 per frigate and the Prison ~190 per soap.

If you over built turning production off will save on maintenance fees.

haldolium
Oct 22, 2016



is there any workaround to prevent the tooltip from expeditions for the bottom choice to get cut off?

PhantomZero
Sep 7, 2007

Galaga Galaxian posted:

So I beat the campaign and went to start a new sandbox game on medium settings and oh god I’m barely into T2/workers and establishing a second island (using iron beams purchased from Archie) and my economy is crashing big time. No money left.

What should I be trying to do early on? Clearly the campaign was holding my hand at the start.

Buy more schnapps you jerks.

You start with the resources to settle a second island already on board your first boat, starting a second island sooner could help as you should have more people than jobs to provide additional income. Having an extra 100 or so population should be providing enough of a buffer in the early game and having low unemployment is generally a bad thing.

Drone
Aug 22, 2003

Incredible machine
:smug:


Someone mentioned earlier that there's a building (for your harbor maybe?) that enables your islands to share population with each other... is that A Thing, and what tier is it at?

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Drone posted:

Someone mentioned earlier that there's a building (for your harbor maybe?) that enables your islands to share population with each other... is that A Thing, and what tier is it at?

Yes. Commuter Harbour. Tier 4 Old World residents.

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Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
It's super expensive, at least when you first get to T4 and you need at least two of them.

Pro tip:Tier requirements change for tiers two above. So for example T1 needs a marketplace, but T3 does not.

Mayveena fucked around with this message at 12:45 on Apr 18, 2019

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