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Mayveena posted:Here's the situation: Okay, first the basics of your network - the oil wells and the storage dock. For the well, think of it like a farm; the hut thing you place, with the tracks going in and out, is the only part that needs to be connected to the actual rails (and only once side can be connected if you like). The oil derricks themselves do not need to touch the well, so long as they are within the catchment radius of the well they will work. See below for an example: No, the well will never be able to get all the oil slicks, because that would be too convenient. When storing the oil only the main building, the one with the tracks going out one side, needs to be connected to the rails. Like so: This building must always be on a coast and you can only have one of them on an island at a time. The additional storage tanks act like warehouses for normal goods, each one adds to the storage capacity and they do not need to touch the oil dock itself or require a rail connection. But like warehouses they must be placed in a coastal zone. Once you begin collecting oil and have a place to store it you can then ship it to power stations: Trains do not need to go from a well, to a dock to a power plant. It is possible for a train to go from a well to a power plant directly but you must have a dock on an island for there to be any trains available. Trains can (and will) visit multiple stations on a single trip as well, taking as much oil as needed to supply everything on the way. You don't need to do anything else once everything is connected; trains will automatically pick up oil from a well as best they can and deliver it to connected power stations if they are present. Once you have some experience with setting up a network it gets easier to plan for them in subsequent games. On all my islands that will ultimately use oil I plan corridors ahead of time and keep them clear of farm fields and buildings. For islands with a city on them I will plan routes for them through a city so they can get through it and also deliver oil where needed, using planning like: Before I can lay tracks the space between the streets is just left empty. I don't have a specific pattern I follow, I just guess where things will go and build around that, it generally works out. When just playing the New and Old Worlds you can usually just wing it so long as you have a general idea of what you want to do. Crown Falls is a while different beast, as I mentioned before that city just sucks up everything it can. So far my planning strategy from above has been working but I don't know when the network will reach a breaking point and plants will begin shutting down before a train can reach them. Unfortunately you can only ever have 5 trains on an island and there is no way to get more. There are some machines and at least one specialist that will augment oil wells and power plants but placing a trade hall next to each one would get prohibitively expensive real quick. Anyway - hope this rambling has helped clarify things. edit: one more thing now that I think about it. Power plants work like other production and civic buildings in that they do not have a set radius. Instead the area they can power is determined by the road network connected to it; try to get as many sides connected as possible and have as many branching paths as possible so you can spread the power as far as possible. Where possible you should also always use brick roads, not dirt. Just like other buildings, being connected to brick roads will extend the area it is able to cover. Why you ask? Because this is the 1850's and the technology is still very young, each electron still needed to be delivered by horse drawn carriage before it could be used (the wires were just for show). Psychotic Weasel fucked around with this message at 03:04 on Aug 28, 2019 |
# ? Aug 28, 2019 02:56 |
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# ? Jun 7, 2024 01:05 |
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Thanks!!!
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# ? Aug 28, 2019 03:46 |
Mayveena posted:Here's the situation: In the first picture there's a glowy white tile edge highlighted on the left side of the building. That's where the train comes out. It's not like roads where you just need to have it touching, you need to have your rails stuck in the correct tile of the building.
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# ? Aug 28, 2019 04:59 |
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Psychotic Weasel posted:This was changed in a patch at some point, tracks can now cross multiple roads that are next to each other; just keep in mind that railway bridges cannot be directly adjacent to other bridges, tracks cannot run parallel directly down a street and placing a road directly in front of a connection will break the connection between the track and building (at least in my experience). Huh, I didn't realize that. I have run into the "bridges must be 1 tile apart" thing though. Also I've noticed that any road-rail connections can't be upgraded from dirt to stone road. You have to rip the entire thing up and then place brick road down if you later want to upgrade it. Psychotic Weasel posted:edit: one more thing now that I think about it. Power plants work like other production and civic buildings in that they do not have a set radius. Instead the area they can power is determined by the road network connected to it; try to get as many sides connected as possible and have as many branching paths as possible so you can spread the power as far as possible. Where possible you should also always use brick roads, not dirt. Just like other buildings, being connected to brick roads will extend the area it is able to cover. To be fair, there was actually a time in real life where people straight up thought you could only send power in decent amounts down straight lines. If your house was directly on the road from the power plant, great! You got a transformer to hook up so you could draw more domestic levels of power into your house. If you were the next block over? Sucks to be you, no power for your not-as-wealthy rear end! Also one really nice thing I haven't seen mentioned about powered buildings: any industrial that is given power has their horse-drawn car replaced by a little early 1900's era truck rolling up and down the roads. This is not only a cool aesthetic feature but a HUGE boost in productivity as those trucks travel and load/unload their goods at about twice the speed, which keeps your warehouses from being overwhelmed by your factories taking in and pumping out 2x the goods. Factories that require power still get the trucks zipping about, they just don't get the productivity boost from being powered since they require it. Obviously this means that you should try to separate most of your farms and cattle ranches (which aren't affected by power) from your production buildings or your deliveries from the steel mill will back up behind the cart delivering today's crop of wheat and potatoes.
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# ? Aug 28, 2019 12:53 |
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Alkydere posted:Huh, I didn't realize that. I have run into the "bridges must be 1 tile apart" thing though. Also I've noticed that any road-rail connections can't be upgraded from dirt to stone road. You have to rip the entire thing up and then place brick road down if you later want to upgrade it. Alkydere posted:To be fair, there was actually a time in real life where people straight up thought you could only send power in decent amounts down straight lines. If your house was directly on the road from the power plant, great! You got a transformer to hook up so you could draw more domestic levels of power into your house. If you were the next block over? Sucks to be you, no power for your not-as-wealthy rear end! Getting power to your industry is a real gamechanger though and really allows you to ramp up production. As you mentioned it immediately doubles production in any building it reaches and when coupled with a trade union you can easily get buildings to 400%+ efficiency (they have a tendency to explode at this point though). The trucks are also a God send for this. Carts actually have a load time that varies depending on how much cargo they are loading/unloading but trucks don't as far as I can tell. Each one is in and out in about 2 seconds regardless of what they are carrying. You're going to want to start concentrating industry as close to power stations as possible while moving your farms out (ideally to another island to open up space).
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# ? Aug 28, 2019 13:44 |
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OK I finally understand. Boy do I feel stupid!!!! Got my train running, now to figure out electricity. Thanks again all!
Mayveena fucked around with this message at 14:58 on Aug 28, 2019 |
# ? Aug 28, 2019 14:51 |
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Am I missing something, or did they remove the ability to shift click when loading a commodity to specify the reserve amount? I just jumped back in because of Sunken Treasures, and I KNOW that worked before. I even watched a tutorial YouTube video to make sure I hadn't forgotten how to do it.
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# ? Aug 30, 2019 18:15 |
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They changed the way that works when Sunken Treasures came out. Now you set the minimum stock for each island directly through the warehouse in the same window your set trade with. I don't have the game in front of me at the moment but in the same screen where you can set stock levels for a purchase/sell threshold there should be another option along side them where you can set a minimum level of stock as well for. It will automatically apply to any trade routes that visit the island.
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# ? Aug 30, 2019 18:47 |
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Psychotic Weasel posted:They changed the way that works when Sunken Treasures came out. Now you set the minimum stock for each island directly through the warehouse in the same window your set trade with. That's so much better, thanks! I angrily smashed my shift key for nearly 10 minutes this morning trying to get pars set. LASER BEAM DREAM fucked around with this message at 19:09 on Aug 30, 2019 |
# ? Aug 30, 2019 19:01 |
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Next DLC is Sept 10? Wonderful. Just remembered this game today after min/maxing my first play through that first couple weeks
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# ? Aug 30, 2019 20:06 |
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Mazz posted:Next DLC is Sept 10? Wonderful. Just remembered this game today after min/maxing my first play through that first couple weeks Yeah, I'm all "AAAAH! Wanna continue my game/start a new one but...but DLC's coming out in two weeks and..." also there's other games to play and all that jazz. Right now I'm deciding on "shitpost from my bed after a 50 hour week at Amazon" as my go-to activity. At least in my last burst of interest with the game I finally beat the story campaign on hard so I have some progress to show. This game scratches the Anno itch so well. 1404's stunning beauty with more advanced mechanics tossed in that scratch the itch for complexity that 2070 sated. I really want the arctic zone to come out too. Most likely it will be an alternate/additional source of raw mineral wealth (gold, iron, etc. maybe oil) and some other resources such as furs. I laugh at the idea of building zeppelins in the arctic north (snow accumulation on their envelopes does bad things to lighter than air vessels) but they'll likely be some crazy/alternate trade vessels. Alkydere fucked around with this message at 00:11 on Aug 31, 2019 |
# ? Aug 31, 2019 00:07 |
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New DLC and patch. Of note: Battlecruiser: Raised the price from 90k to 800k Monitor: Raised the price from 40k to 350k Cargo Ship: Raised the price from 30k to 300k. Oil Tanker: Raised the price from 60k to 300k
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# ? Sep 4, 2019 00:06 |
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I stopped playing the game for a while but that was mostly due to my PC not being able to run it smooth enough for my liking, it's great otherwise.
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# ? Sep 4, 2019 00:17 |
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Mayveena posted:New DLC and patch. Of note: quote:“I got your back”. Giving an order to escort a ship that has been ordered to switch sessions will now have the escort ships follow their charges to the new session, making your trade ships much less vulnerable.
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# ? Sep 4, 2019 00:20 |
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It made way more sense to just buy an oil tanker or cargo ships as they appeared at either possible harbor than to make any so that's a pretty good change.
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# ? Sep 4, 2019 03:58 |
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Is that just for buying or is shipbuilding even more profitable now?
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# ? Sep 4, 2019 06:10 |
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Just buying from the vendor by the way it reads. It could be selling too though, given it’s the steamships only. I don’t think those were ever really worthwhile to turn around compared to mass producing Frigates or SOTL. The upkeep on a heavy armaments chain would eat into a bunch of that profit by itself, at least before. Mazz fucked around with this message at 12:26 on Sep 4, 2019 |
# ? Sep 4, 2019 12:15 |
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i like the massive buffs to pyrphorian ships, gg campaign final battle
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# ? Sep 5, 2019 01:26 |
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This morning they promised the statistics building and co op by the end of the year.
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# ? Sep 5, 2019 21:11 |
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I'm wondering what the difficulty is, in trying to implement the stats building? Are they trying to avoid an Excel like data mess, or are they having problems getting numbers balanced against a system that they may not wish they player to see?
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# ? Sep 6, 2019 01:16 |
Mayveena posted:This morning they promised the statistics building and co op by the end of the year. I am excited for an actual deadline, even a distant one, for coop.
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# ? Sep 6, 2019 01:30 |
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Eiba posted:Where did they promise this? I can't find anything on the Anno Union thing. There was a DLC Twitch stream this morning by Blue Byte.
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# ? Sep 6, 2019 01:58 |
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There is a Twitch Drop Event running from today, Sept 6th - Sunday Sept 15th. Watch for 1 hour and get an Anno Union Flag. Watch for 3 hours and get a Botanica Billboard. https://www.anno-union.com/en/twitch-drop-botanica/ JFC fucked around with this message at 05:43 on Sep 7, 2019 |
# ? Sep 6, 2019 21:57 |
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Hi again need some strategy help please . OK so I have the railroad going but apparently I need to run rails to anywhere that wants to use electricity? What's the best way to set up for this? Should I use the new DLC island for people, use commuter tiers and then turn my original island into a giant factory town? Has anyone tried that and does it work? Any other suggestions? I feel like I wasted 5+ hours creating a working island that no longer works
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# ? Sep 8, 2019 16:13 |
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Mayveena posted:Hi again need some strategy help please . OK so I have the railroad going but apparently I need to run rails to anywhere that wants to use electricity? What's the best way to set up for this? Should I use the new DLC island for people, use commuter tiers and then turn my original island into a giant factory town? Has anyone tried that and does it work? Any other suggestions? I feel like I wasted 5+ hours creating a working island that no longer works That's exactly what I did. I ended up delaying Engineers till I had a solid foothold in Crown Falls. I use my original "big" island to circulate lower level mats like Steel and Windows. Eventually I may power it up, but I'm having trouble keeping my 2 plant grid supplied right now. I refuse to pollute Crown Falls, so I'm sourcing oil from the New World, which is requiring additional support buildout there. Edit: Note that in order to build your first tanker you will have to use oil on Crown Falls if you go this route. Once I had 2 built, I removed the CF wells.
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# ? Sep 8, 2019 17:53 |
Mayveena posted:Hi again need some strategy help please . OK so I have the railroad going but apparently I need to run rails to anywhere that wants to use electricity? What's the best way to set up for this? Should I use the new DLC island for people, use commuter tiers and then turn my original island into a giant factory town? Has anyone tried that and does it work? Any other suggestions? I feel like I wasted 5+ hours creating a working island that no longer works I just demolished/moved what felt like half the buildings in my city to squeeze in a rail line, not to mention all the farms and industries that were in the way between my city and oil fields. It is not a fun or easy process, but I was somewhat satisfied that I had made the effort by the end. All the destruction and disruption in the name of progress felt authentic to the period, at least. LASER BEAM DREAM posted:Edit: Note that in order to build your first tanker you will have to use oil on Crown Falls if you go this route. Once I had 2 built, I removed the CF wells. I compounded this mistake by, when I finally cranked one out, failing to understand the trade interface somehow and only ended up transferring like 30 oil at a time (when it can actually do hundreds, at a time I think), so I had to build a whole fleet of oil tankers. Discovering electricity in this game was a huge mess for me! Fortunately I know better for future games now: A) Your oil industry needs to start on your home island. B) You will eventually need to get trains in and out of your residential area for power. Those are things I could have done with knowing earlier than I did. I don't think any other bumbling first time mistake was as much of a headache as either of those surprises.
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# ? Sep 8, 2019 18:12 |
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Eiba posted:Man, that was a rude surprise when I found out. Not just industry, but residential buildings need power plants... which need trains going to them. The one thing I am very glad of, was that I had always included a large central channel in all my cities that link from my first port to first marketplace, with even space in between. By shifting some core elements like pubs and marketplaces to 2x3 house slots it was easy to convert a large portion of the city. Eiba posted:I don't think any other bumbling first time mistake was as much of a headache as either of those surprises. I have an awful habit of starting over in games. This is actually my 5th start in 1800, 1 with a campaign where I still didn't understand the game, a second where I completed the campaign, but didn't like the leftover state, ???? on 3 and 4. This 5th attempt comes with a DLC purchase and a sandbox start. I have 2 1 star "competitors" and Beryl as my 2 star. Right now I'm trying to fend off her attempts to purchase stakes in my islands, which is a new concept to me. LASER BEAM DREAM fucked around with this message at 19:04 on Sep 8, 2019 |
# ? Sep 8, 2019 18:52 |
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I usually leave space between my urban area and the docks when starting to build. Enough room for some important industries, usually Artisan ones like food canning, and later a power plant. That gives you power for the steamship industries, boosts to expensive factories, and power for the houses nearer the docks.
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# ? Sep 8, 2019 22:56 |
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Hi, it's dumb me again . How are you folks using Cape Trelawny? Do you put all your people on there? Or all your factories? Or just treat it like a new beginning island? Thanks again.
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# ? Sep 9, 2019 22:31 |
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Mayveena posted:Hi, it's dumb me again . How are you folks using Cape Trelawny? Do you put all your people on there? Or all your factories? Or just treat it like a new beginning island? Thanks again. Generally treat it as a new beginning island and eventually a major capital. Only you can boost it with stuff from the industry you've already set up. Also the vast amount of land gives it a huge starting beauty score from "nature"/empty space. One of the best early things you can do is ship the higher end resources you need to make a Tourist Dock ASAP. You'll net yourself something like +3K passive income when the first tourist boat arrives, and start collecting special persons at a reasonable clip.
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# ? Sep 10, 2019 12:05 |
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Did they ever adjust the ratios of coffee or rum needed? Those were probably my biggest gripes, having 15-18 distilleries to supply like 10,000 old world elites and all the new world dudes. Gold mines was another one. That mod for commuter docks in the new world would probs let change my view though, I could make production hellscapes there too.
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# ? Sep 10, 2019 12:33 |
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Reddit is saying a number of bugs in the DLC, only one of which BlueByte has promised to fix. https://old.reddit.com/r/anno/comments/d2aja0/a_few_problems_with_the_botanica_dlc/
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# ? Sep 11, 2019 00:22 |
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Yeah I'm seeing reports of being unable to manually load/unload items at the piers (the ship-warehouse menu won't pop up). That sounds like a major bug the devs are gonna definitely work on fixing ASAP so I'm not too worried, especially since I can't really play until Thursday. And if it takes longer than that, Civ just got an update. Anno's a game about chilling and patience anyways.
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# ? Sep 11, 2019 12:34 |
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Bug fix patch goes live at 6AM PDT Friday. Yeah yeah, it's also 3pm CEST but PDT is what I care about quote:After we received reports about bugs that appeared after the last Game Update, we plan to apply a hotfix to Anno 1800 tomorrow September 13th at 3pm CEST.
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# ? Sep 12, 2019 15:54 |
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Does the new world only get two classes of people? Am I going to have to import steel and stuff?
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# ? Sep 13, 2019 16:45 |
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Minenfeld! posted:Does the new world only get two classes of people? Am I going to have to import steel and stuff? Yes. And historically, that's how colonialism worked in that period, colonies are as much a captive market for your finished goods as they are a source of raw materials.
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# ? Sep 13, 2019 19:44 |
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One trick that works everywhere is to set your island harbors to buy wood/brick and steel to capacity. As you move up in citizen level the AI will sell you those automatically. It’s not guaranteed but if you let it do it’s thing for awhile you’ll often come back to a fully stocked island. Doesn’t work great for glass/concrete but the rest do. I do not put building materials on my Trade route ships outside of the very beginning, you’re almost guaranteed to eventually overstock and starve that ship of trade slots, especially since you’ll need every trade slot on that ship for coffee/rum/etc eventually. Mazz fucked around with this message at 20:56 on Sep 13, 2019 |
# ? Sep 13, 2019 20:53 |
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Can I kill off the pirates by destroying their stupid pirate fortress?
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# ? Sep 15, 2019 02:18 |
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short answer yes, long answer not totally
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# ? Sep 15, 2019 02:23 |
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# ? Jun 7, 2024 01:05 |
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I don't know if this is a bug or something I toggled accidentally, but I started a new game and now the little round character icons that point to where other NPC's are located just persist constantly on the edges of the screen. They don't even seem to point to the same thing. I'll click one, and it take me to some random building on another island, and if I click the same icon a minute later it then points to ship sailing around. A pain in the but, covering the UI on the screen edges. Is that toggelable, or a bug I should report.
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# ? Sep 15, 2019 02:36 |