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Omnicarus
Jan 16, 2006

So interestingly, you can go negative on influence and there doesn't seem to be any real consequence other than not being able to build more ships. I got sick of that Beryl declaring war on me middle of a mission so I build a grand fleet and wiped the AI's off the map. Conquering each settlement took me way below the influence floor but it did max out my expansionist bonuses so every island got +200 free workers, effectively letting me have small production islands for all levels of goods without having to build settlements.

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explosivo
May 23, 2004

Fueled by Satan

Holy poo poo, thanks for whoever mentioned selling ships to the Queen's Aide for money. I had about 5 ship of the lines left over from my navy left over after destroying the pirate base and was far into the red but teetering just over $10k. Each one of those is $50k so I'm back in business. Seems like a decent option if you're making enough materials to just set a rally point to their island and make a few ships just for the cash injection. I always assumed people saying to sell ships meant deleting them to save the upkeep cost.

Omnicarus
Jan 16, 2006

explosivo posted:

Holy poo poo, thanks for whoever mentioned selling ships to the Queen's Aide for money. I had about 5 ship of the lines left over from my navy left over after destroying the pirate base and was far into the red but teetering just over $10k. Each one of those is $50k so I'm back in business. Seems like a decent option if you're making enough materials to just set a rally point to their island and make a few ships just for the cash injection. I always assumed people saying to sell ships meant deleting them to save the upkeep cost.

FYI keep a few frigates around at least - the pirates will occasionally launch a frigate from the other side of the map and if it gets to their base they respawn to 100% power in less time than you can build a ship in.

The Bramble
Mar 16, 2004

When I hit ctrl-shift-R to go into first person view, my camera immediately zooms off to a remote, uninhabited island full of buffalo and dear. While I appreciate the subtle commentary that the only escape from the alienation of industrial mechanization of labor and society is a Thoreau-style retreat to the wilderness and mankind's natural roots, I'd still like to walk around the city I've been building and see what it looks like. Any idea how to set an "anchor" for when you switch to FPS mode?

SubNat
Nov 27, 2008

Omnicarus posted:

So interestingly, you can go negative on influence and there doesn't seem to be any real consequence other than not being able to build more ships. I got sick of that Beryl declaring war on me middle of a mission so I build a grand fleet and wiped the AI's off the map. Conquering each settlement took me way below the influence floor but it did max out my expansionist bonuses so every island got +200 free workers, effectively letting me have small production islands for all levels of goods without having to build settlements.

200 farmer, 200 workers, 200 artisans, 200 scientists. Also lets you set up some scientist-industries on other islands without needing to shuttle them over.
Yeah, in a weird way it also makes it possible to expand to new islands without needing to afford their influence cost, if you're teetering around 0.
Just build up a large fleet to max out your cap, and wipe the enemies out.

I did the same in my game, ended up just wiping out everyone so that I could start demolishing islands to get influence back, because it was crippling me otherwise.
And yes, the workforce bonus is great. It allows you to set up a couple lumber mills and a couple brickworks on every island, the moment you take them over. And then when you come back to them to actually build, you can have a massive store to just slap down a city in one go.
It also allows for stuff like getting a bunch of furs off islands, or zinc/copper/iron/coal off the smaller islands, without needing to set up a mini-city.

Galaga Galaxian
Apr 23, 2009

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


The Bramble posted:

When I hit ctrl-shift-R to go into first person view, my camera immediately zooms off to a remote, uninhabited island full of buffalo and dear. While I appreciate the subtle commentary that the only escape from the alienation of industrial mechanization of labor and society is a Thoreau-style retreat to the wilderness and mankind's natural roots, I'd still like to walk around the city I've been building and see what it looks like. Any idea how to set an "anchor" for when you switch to FPS mode?

just try adjusting the camera angle more downwards and zoomed in before using the hotkey.

FileNotFound
Jul 17, 2005


Omnicarus posted:

So interestingly, you can go negative on influence and there doesn't seem to be any real consequence other than not being able to build more ships. I got sick of that Beryl declaring war on me middle of a mission so I build a grand fleet and wiped the AI's off the map. Conquering each settlement took me way below the influence floor but it did max out my expansionist bonuses so every island got +200 free workers, effectively letting me have small production islands for all levels of goods without having to build settlements.

ProTip - Build a ton of clippers before you go on a conquering spree.

You'll want a trade fleet ready if you intend to exploit any of the lands you get - and you'll be deep negative and unable to build any.

Also - you won't be able to build harbor guns which means that you have to be careful to fully wipe out whoever you are fighting as otherwise they'll just smash your crap.

I really hate the way influence mechanics work and I'm pretty drat sure the AI doesn't follow the rules.

I also detest that electricity only works via an oil train and has pitiful range - but that's largely as I didn't realize just how pitiful the range is and I really have no idea how to 'fix' my city's residential area to feed electiricitiy into it as I am so space constrained that laying down the track from the harbor is not easily feasible. (To be fair, the way I'm doing it is relocating my lower tier pops to a poo poo island with a commuter pier and having them supply the labor that way and just building railroads where they used to live)

FileNotFound fucked around with this message at 17:47 on Apr 20, 2019

Galaga Galaxian
Apr 23, 2009

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


FileNotFound posted:

To be fair, the way I'm doing it is relocating my lower tier pops to a poo poo island with a commuter pier and having them supply the labor that way and just building railroads where they used to live

Sounds accurate.

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY

FileNotFound posted:

ProTip - Build a ton of clippers before you go on a conquering spree.

You'll want a trade fleet ready if you intend to exploit any of the lands you get - and you'll be deep negative and unable to build any.

Also - you won't be able to build harbor guns which means that you have to be careful to fully wipe out whoever you are fighting as otherwise they'll just smash your crap.

I really hate the way influence mechanics work and I'm pretty drat sure the AI doesn't follow the rules.

I also detest that electricity only works via an oil train and has pitiful range - but that's largely as I didn't realize just how pitiful the range is and I really have no idea how to 'fix' my city's residential area to feed electiricitiy into it as I am so space constrained that laying down the track from the harbor is not easily feasible. (To be fair, the way I'm doing it is relocating my lower tier pops to a poo poo island with a commuter pier and having them supply the labor that way and just building railroads where they used to live)

I wish you could put down blueprints of all the buildings from all tiers from the start so you could properly plan the city instead of having to tear everything down because you got one row wrong hours back.

Galaga Galaxian
Apr 23, 2009

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


The move tool works on houses btw. I mean, its annoying as hell to have to move the houses individually, but at least you don't have to demolish them and work them back up from farmers.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
With each tier adding new things you didn't and really couldn't plan around, you do run into problems where you just can't puzzle poo poo together anymore. I got to engineers and it'd be easier to start a new game with them in mind than rework everything I had set up to that point, especially since I was using the smaller islands that are really easy to max out given they need populations before engineers too. Like there's nowhere I could possibly put electricity on my forge island because I didn't think about it and I'm supporting 1800 workers entirely by trade as it is there. Don't get me wrong, it's definitely just something to adjust to with experience/practice, but being able to plan out in depth w/ blueprint mode beforehand would be pretty cool, yeah.

I think getting commuter docks at artisan level and not engineering would be helpful in the end, artisans are where you start to really spread out and you need to make all these little communities to support that, only to turn around next tier and be able to eek out way more land efficiency with a few commuter docks. It's kind of counter intuitive the way it is right now, like you should speed through artisans to get to the real game in a way.

Here's the forge island:



I put a lot of effort into setting a few support islands like this up, balancing all the pop needs and trade routes instead of just saturating my starting island, and now with commuter docks it makes way more sense to tear down all that housing and all the trade required and just shipping people instead. I don't have a problem with that swap, I just feel like it comes too late at engineers since doing anything big beforehand is almost a waste. Maybe that's intended, you basically just sit on one island, claiming some others until you get engineering and then explode outwards. Building up a bunch of small communities really just doesn't make sense when you'll get commuter docks eventually though.

Mazz fucked around with this message at 20:26 on Apr 20, 2019

vandalism
Aug 4, 2003
Anyone got any good seeds they wanna share?

9999 has a starting island with taters, wheat, and hops. All settings vanilla then that number for seed #.

Delacroix
Dec 7, 2010

:munch:

Omnicarus posted:

So interestingly, you can go negative on influence and there doesn't seem to be any real consequence other than not being able to build more ships. I got sick of that Beryl declaring war on me middle of a mission so I build a grand fleet and wiped the AI's off the map. Conquering each settlement took me way below the influence floor but it did max out my expansionist bonuses so every island got +200 free workers, effectively letting me have small production islands for all levels of goods without having to build settlements.

You can demolish the island warehouse to return conquered islands to an unsettled state, you're not forced to keep it if you don't want it.

FractalSandwich
Apr 25, 2010
Maybe this is a bug or I'm misunderstanding how it's supposed to work or something, but it doesn't look like ornaments are improving my Attractiveness. They're actually making it worse, because they count against the Countryside bonus you get for unused terrain.

Galaga Galaxian
Apr 23, 2009

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


vandalism posted:

Anyone got any good seeds they wanna share?

Always make sure your seed # adds up to 9. The magic is in the checksum! Heck, 9 itself was actually pretty good on the settings I was using.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Sir Archibald, king of oversharing. I almost prefer Giacamo's constant search of innuendo from 1404 to Archie's talking about his sleepwear and how he's gotta fart.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
At what point in my first island should I look at settling my second island? I'm having a hard time balancing taxes, income, and needs.

Also any good seeds you goons have found?

FractalSandwich
Apr 25, 2010

Gyshall posted:

At what point in my first island should I look at settling my second island? I'm having a hard time balancing taxes, income, and needs.
If you have hops and iron on your home island, there's usually not much reason to expand until you get your first artisans. If you don't have hops, it's probably worth expanding as soon as your workers start asking for beer. That's a big money-maker.

vandalism
Aug 4, 2003
Game is saying that I have 7 pig farms and 8 slaughterhouses. I can only find 7 slaughterhouses on my island. Is this a bug or something? I'm even holding my cursor over the build a slaughterhouse icon so it pops up the icon for the buildings in the world. Is there a jump to next building option or something for factories or is that just deposits?

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
If you had a blueprint building down or sometimes when you delete/replace it the game loses count. Try saving and reloading, it will generally fix it. It's a very annoying problem, especially with housing.

Another annoying thing: When you take the mills out of the bakery chains, the farms can't deliver directly to the bakeries because they aren't recognized as the right step in the chain, everything goes through the warehouses.

EDIT: Selling ships is such a good money maker, even just schooners early on can be super profitable because its essentially free money. A lot of micro but on expert my tax income is trash even hitting all the luxuries so this is helping a lot.

Mazz fucked around with this message at 16:15 on Apr 21, 2019

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Omnicarus posted:

I've gotta say steel warships are proving to be a huge disappointment and should prolly be significantly buffed. Two frigates or a single ship of the line can sink them if they fire first, otherwise they will leave them with only a sliver of health left.

The equivalent upkeep in sail ships (4x SOTL) will destroy the BC without even really sweating

It’s insane given how much exponentially more error is required to get them. Or, if you want to bring *spit* history into it, how HMS Dreadnought changed everything.

boar guy
Jan 25, 2007

26 hours in, and i still go to poo poo on the hardest difficulty as soon as the New World opens up- somehow go from 40k in the bank to negative 5k, to a 25 k loan, to another 5k negative in the course of what seems like twenty minutes but i refuse to turn the difficulty down :)

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



"New farm 'ands can't even up roll up silage. :negative:"

totalnewbie
Nov 13, 2005

I was born and raised in China, lived in Japan, and now hold a US passport.

I am wrong in every way, all the damn time.

Ask me about my tattoos.
Problem I keep running into is that I end up overpopulated on my main island and pay a bunch in royalty taxes :(

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
One thing I found that seems to work well for the early game is offloading all your farm jobs to the small islands but not much else. This lets you cut down the total pop on the first island and makes it so you can just ship schnapps and clothes which are super easy to overproduce, especially with a decent trade union becuase they both have good common boosters. I keep the grain, clothes and potato farms on my big first island (the fertility) but I start to offload everything else from pigs up and ship it back en masse.

It’s been much easier to balance out that than to support and please workers scattered all over. You lose a lot of tax money and/or workforce if you just keep them sustained and not fulfilled but balancing bread, beer, soap and sausages over multiple places is real bad.

Mazz fucked around with this message at 19:57 on Apr 21, 2019

SubNat
Nov 27, 2008

I kinda wish you could kick the pirates out of the session permanently by turning their base into a tourist trap instead.

A bit like the wonders/sector projects from 2205.
Dedicate a ship or two to it, fill it up with rum and souvenirs, and get a sector-wide boost to visitor counts or something.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
If yall are like me, you might have assumed that you'd be supposed to add weapons to a ship to help with hunting events or military force on expeditions. You complete idiot, you moron, obviously the proper supply for hunting is flour. And I still haven't found a resource or specialist that helps with force.

Omnicarus
Jan 16, 2006

Eschatos posted:

If yall are like me, you might have assumed that you'd be supposed to add weapons to a ship to help with hunting events or military force on expeditions. You complete idiot, you moron, obviously the proper supply for hunting is flour. And I still haven't found a resource or specialist that helps with force.

Zoo animals. Seriously bring a tiger or a bear and you never have to worry about force from anyone else. I think the white tiger alone is like +40 force

SubNat
Nov 27, 2008

Eschatos posted:

If yall are like me, you might have assumed that you'd be supposed to add weapons to a ship to help with hunting events or military force on expeditions. You complete idiot, you moron, obviously the proper supply for hunting is flour. And I still haven't found a resource or specialist that helps with force.

Check out Madame trader, various animals like horses give bonuses to force. (Horses are common, cheap, and I think they give +10 force, +10 hunting.)

I was lucky enough to get this guy off of a citizen quest I think it was:

Why yes, he spends his downtime surrounded by investors.

But yeah, he made a massive difference in basically every expedition, and was also good enough to get a couple guaranteed-victory selections, which pop up when you have a character perfectly suited for a task onboard.

vandalism
Aug 4, 2003
How do you do, fellow wizards?

Mantees
Oct 24, 2008
As I never played an Anno game before, may I ask how it compares to the Tropico series?

I played Tropico 4 a lot, and Tropico 5 almost nothing as it felt... Boring, don't know why.

President Ark
May 16, 2010

:iiam:
what's this message in a bottle i got from sinking a pirate ship? it's labeled a "character item"

Mantees posted:

As I never played an Anno game before, may I ask how it compares to the Tropico series?

I played Tropico 4 a lot, and Tropico 5 almost nothing as it felt... Boring, don't know why.

it's much crunchier in terms of mechanics but the political stuff is weak-to-nonexistent

i'd say it actually doesn't have much in common with tropico other than the barest essentials that come from sharing a (pretty broad) genre


e: vvvv this guy has a much better summary of it

President Ark fucked around with this message at 22:57 on Apr 21, 2019

skeleton warrior
Nov 12, 2016


Mantees posted:

As I never played an Anno game before, may I ask how it compares to the Tropico series?

I played Tropico 4 a lot, and Tropico 5 almost nothing as it felt... Boring, don't know why.

It’s more specific and logistical.

In Tropico, you set up industries and kind of hope they run effectively because they don’t provide you any feedback, and you could go in a number of directions depending upon what the land was good for and what you felt like dealing with (tourism, blergh). In Anno, you must build the industries your people need and have them linked in chains where you can see specifically where things are connected or not.

In Tropico, you had to address needs, but could let some slide for a bit while you work on others. In Anno, if you do not address all needs, you don’t progress through the game.


All in all: it’s more puzzle-like and far less improvisational than Tropico.

Redeye Flight
Mar 26, 2010

God, I'm so tired. What the hell did I post last night?

President Ark posted:

what's this message in a bottle i got from sinking a pirate ship? it's labeled a "character item"

As far as I can tell, they're just little tchotchkes that flesh out the personalities of the various people in the world. In Anno 2070 you could unlock stuff if you collected whole sets from people, but that was always a little tedious and I don't THINK there's anything like that in this game.

You can get some from your own citizens, too--I've gotten little sprouts from my farmers and a pet monkey from my obradors. FUNCTIONALLY I don't think they do anything, but they're nice little things to have and collect.

FileNotFound
Jul 17, 2005


SubNat posted:

I kinda wish you could kick the pirates out of the session permanently by turning their base into a tourist trap instead.

A bit like the wonders/sector projects from 2205.
Dedicate a ship or two to it, fill it up with rum and souvenirs, and get a sector-wide boost to visitor counts or something.

You can smash the pirate base totally. The only real threat is the single big gun which you can cheese by pulling a ship in and then pulling it back behind the mountain but within 'range' of the gun - it'll stay pointed at it and ignore the rest of your fleet which can blow the base and the other guns up.

Once you do that, station a ship of the line there permanently. If you don't you'll eventually get notified that the pirates are returning to reclaim the base. A single frig will spawn and sail towards the island, but your odds of intercepting it are really slim unless you are actively guarding the base.


Are there any seeds that make the new world islands big and with fewer rivers? That's the part that drove me crazy in the campaign which I actually beat but wanted to "finish" my zoo by getting all the animals but that meant getting a ton of investors to get more influence to spam zoo enclosures but that meant more chocolate and rubber and that part was just tedious as hell. There are no commuter piers in the new world so you are stuck managing multiple islands with tier 2 populations and worse yet you can't grow all the crap to supply your tier 2s on the same islands. I found myself having to do WAY more micro in the new world than the new world and it just wasn't fun to keep having to sort through drat burrito factory production and dedicating literally 1/3rd of an island to corn fields...

Electricity requiring railroad tracks is also a design concept I'd be happy to do without. I tried using it to enhance my production but it just became too much of a hassle to manage it and I had a tough time justifying the investment of space and effort to both supply and link up the oil to the production lines. For the planning and effort in building the railroads all over your drat island just being able to use them for oil is infuriating. Yeah the production bonus is nice - but it seems to just move the bottleneck to warehouses and if you spam warehouses you're wasting precious electified space. Finally - as the most neckbearded thing I can say - I hate how ugly the building is that the fact that you end up having to stuff it into the heart of your otherwise pretty city to benefit from it.

SubNat
Nov 27, 2008

FileNotFound posted:

You can smash the pirate base totally.

I mean utterly, no 'yeah we'll spawn in a couple ships that try to take it over again in a little bit.' Clonking them out isn't too hard, especially if you've got a ceasefire with them. Since then you can just park your ships right inside the base, then declare war.
Works very well again the guy in the New World, since his cannons are far more annoying than Anne's.

It's the whole guarding them actively that I find so tedious.
But based on your " Once you do that, station a ship of the line there permanently. If you don't you'll eventually get notified that the pirates are returning to reclaim the base. " statement, is there actually a mechanic to prevent the pirate spawns by just having a ship inside the base?

I've been having a couple ships standing guard a bit outside to intercept, though I wish there had been some kind of indication if just dropping a big ship in there and calling it a day is all you need to do.

I'll go ahead and try that.

FileNotFound
Jul 17, 2005


SubNat posted:

I mean utterly, no 'yeah we'll spawn in a couple ships that try to take it over again in a little bit.' Clonking them out isn't too hard, especially if you've got a ceasefire with them. Since then you can just park your ships right inside the base, then declare war.
Works very well again the guy in the New World, since his cannons are far more annoying than Anne's.

It's the whole guarding them actively that I find so tedious.
But based on your " Once you do that, station a ship of the line there permanently. If you don't you'll eventually get notified that the pirates are returning to reclaim the base. " statement, is there actually a mechanic to prevent the pirate spawns by just having a ship inside the base?

I've been having a couple ships standing guard a bit outside to intercept, though I wish there had been some kind of indication if just dropping a big ship in there and calling it a day is all you need to do.

I'll go ahead and try that.

They keep spawning pirate ships to reclaim the base even if you have a ship there - it's just a means of easily intercepting them.

SubNat
Nov 27, 2008

But yeah, that was what I was complaining about.
It's just a slight interruption and tedium for the rest of the game, being able to shut them down entirely would be nice.

FileNotFound
Jul 17, 2005


SubNat posted:

But yeah, that was what I was complaining about.
It's just a slight interruption and tedium for the rest of the game, being able to shut them down entirely would be nice.

If I do another game I'll just buy ceasefires over and over....seems less hassle.

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Magni
Apr 29, 2009
If you buy ceasefires and bribe/compliment them enough, you can eventually just outright get a peace contract and then do quests for them to even eventually get trade rights with them. Afaik they also offer items and can have some unique stuff.

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