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Mayveena
Dec 27, 2006

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

WithoutTheFezOn posted:

Anno 1800: The Oompire strikes back.


I bought the two expansion packs, and honestly with them both active it almost seems like there’s too much to do in this game.

I can only take it in small (like 2 hour) doses, otherwise everything kind of melts into everything else. My adult son and I are playing it co op on Sunday, maybe he can help me through the rough spots. Just found out that you don't get the quests in co op, which is fine but a little disappointing, I was hoping he could help with the quests.

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Sipher
Jan 14, 2008
Cryptic
I'm getting Direct X crashes every 30min-2 hours since the last patch. Haven't found a resolution yet :(. Was 100% stable before.

Koshne
Apr 22, 2008
I had a similar experience and was only able to resolve it by switching to DirectX11.

Kris xK
Apr 23, 2010
Yeah I was having crashes as well, stopped when I swapped over to DX11.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

WithoutTheFezOn posted:

Anno 1800: The Oompire strikes back.


I bought the two expansion packs, and honestly with them both active it almost seems like there’s too much to do in this game.

Well the thing is you can completely ignore both the new zones and their content when you're not feeling inclined to work on them, at least until you have settlements large and complex enough there that need regular trade routes. Personally I liked establishing Cape Trelawney as my new main base but no one's forcing you to.

WithoutTheFezOn
Aug 28, 2005
Oh no
Well yeah sure, it would be nuts if you were forced to juggle four worlds in real time.

Speaking of “main base” though, are museums and zoos unique? Or can you build multiples of them?

Gadzuko
Feb 14, 2005

WithoutTheFezOn posted:

Well yeah sure, it would be nuts if you were forced to juggle four worlds in real time.

Speaking of “main base” though, are museums and zoos unique? Or can you build multiples of them?

There's nothing stopping you from building multiple museums and zoos but then you have to fill them all, which is a huge pain.

Vahakyla
May 3, 2013

WithoutTheFezOn posted:

Anno 1800: The Oompire strikes back.


I bought the two expansion packs, and honestly with them both active it almost seems like there’s too much to do in this game.

It is why coop is about efficiency. My wife, our housemate, and I now share the load between three people and it works remarkably well.

Sipher
Jan 14, 2008
Cryptic
Santa visiting Trelawney:



I also found his workshop in the Arctic, up in the north airship area.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Hey folks, my Royal Taxes (thanks game for explaining them :( ) are so high they've eaten up all the profits. Time to start over with a better plan? Is there any way to lower them?

vandalism
Aug 4, 2003
If royal taxes are getting you, you could start making a bunch of soap and shipping it to Eli at the prison. That might offset your expenses. You might also start trying to upgrade to artisans because they are good for income. After that engineers are kinda hard to manage but they make absurd money. If you can get over the initial difficulty managing money and get a big force of engineers then you can afford to play fast and loose with money. Right now I have 35 million and have been rolling for items at the various NPCs and buying cigars and chocolate en masse. Investors really make a difference in your income.

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.



I really feel it's kind of a race to get up to Artisans ASAP, ideally boozed up Artisans...but once you do money just becomes various degrees of "infinite". I mean, Workers produce a decent amount of cash but the brick and steel production lines are expensive as can be, especially at the start.

If you're having income issues make sure people have their booze. It's not required to get your people their luxuries but drat does the booze make money. Also any Town Hall specialists that provide alcohol are absolute blessings. Providing free Schnapps and Beer to a farmer/worker island is an easy way to get free happiness/taxes out of them without setting up trade routes if its an island without potatoes or hops and wheat. Anything that provides Free Rum is utterly massive because of having to ship that poo poo across the Atlantic.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Thanks folks, I'll give these suggestions a shot. I had like 2,000 artisans and they weren't making much because of the taxes and then a bunch of smaller islands which were at a deficit anyway. Will look into shipping soap to Eli, didn't realize he'd pay so much for it but I guess it makes sense if you're stuck on a prison island with a bunch of stinky prisoners :v:

physeter
Jan 24, 2006

high five, more dead than alive
Other random money tips:

1. A warehouse that's only servicing one or two buildings (like that one you build to just service an out of the way iron mine) is a waste of money. Base your industries around warehouses, not the other way around. Once you get into money you can restructure and centralize, but until then keep costs down by getting the most out of your warehouses.

2. Don't pause buildings, destroy them. Even half maintenance is too much and exceeds the full cost of the building usually in an hour or less. Sailmakers and cannon factories are big offenders on my maps. Just make one, let it run until your warehouses are full then destroy it.

3. Don't overproduce. If the warehouse is full of goods, you are losing 100% of the expenditure.

4. Don't passive sell. This is always a loss for any product that isn't engineer-level (except glass, and the margins are thin on that). Also, don't just dump random product on Kahina, this is also a net loss. It looks like you're making money, but you aren't. I only passive sell if I've got a harbormaster loaded with specialists that net me better trade goods. Someone wants to dump 5t of advanced weapons on me in exchange for logs, I'll take it. I only dump product at a net loss if I see a specialist at the prison that is a must-have (costume designer, draughtswoman).

5. Don't use a clipper for what 2 schooners can do almost as well. Clippers are better in every way except that for what you pay in upkeep on a clipper, you can have ELEVEN schooners. You could build ten freakin schooners and slap them all on the same trade route and you're still saving money over one clipper.

6. Warehouse having problems, so upgrade right? Why not if you've got the bricks. EXCEPT the warehouse upgrade cost you in cash what could have bought FIVE new small warehouses, and the upgraded medium warehouse costs your more than twice in maintenance what the old small one did. And the upgrade was only a 50% upgrade in service. A second small warehouse is the better play. Warehouse upgrades are a trap choice. Build roads with the bricks instead.

WithoutTheFezOn
Aug 28, 2005
Oh no
#2 has a toggle in custom game settings, doesn’t it? Inactive upkeep yes/no?

TheDeadlyShoe
Feb 14, 2014

you can extricate yourself from royal taxes by building up a social class without adding additional buildings to the island, in this case promoting half of your artisans to engineers.

and yeah never
ever
even once

build a medium warehouse, it is ALWAYS cheaper to build 2 smalls.

quote:

5. Don't use a clipper for what 2 schooners can do almost as well. Clippers are better in every way except that for what you pay in upkeep on a clipper, you can have ELEVEN schooners. You could build ten freakin schooners and slap them all on the same trade route and you're still saving money over one clipper.
Influence and speed are the killers with schooners. A clipper can outrun pirates much more easily and doesnt bog down your limit.

although tbh the main reason i move on from schooners is that my brain prefers having less trade routes instead of more

Eiba
Jul 26, 2007


So wait, if upgrading warehouses is always a bad call, what's the rule of thumb for how many industries a warehouse can support? I always have trouble early on overworking my warehouses. By the time bricks come around my warehouses are struggling, and I've clustered all my industries right next to it so I can't just slap down another warehouse in that particular industry nexus.

Gadzuko
Feb 14, 2005

Eiba posted:

So wait, if upgrading warehouses is always a bad call, what's the rule of thumb for how many industries a warehouse can support? I always have trouble early on overworking my warehouses. By the time bricks come around my warehouses are struggling, and I've clustered all my industries right next to it so I can't just slap down another warehouse in that particular industry nexus.

One unload takes 20 seconds, two wagons at a time, so a small warehouse can unload 6 wagons a minute. You can ignore the warning on the warehouse about loading delays, it only matters if it's actually slowing production, just check your industries and if they're all still rolling at 100% you're good.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Thus far I have been following a rule of thumb I picked up from this thread while downloading the game: 1 small warehouse for every four finished product manufacturers, in dense production areas.

It’s a lot of warehouses and you’re going to run into space situations where you can’t keep up with it and that is perfectly fine, the idea is to try and fail to hit a bar which is purposely slightly higher than it needs to be.

I’m starting to get a feel for the various chains, their production speeds, and which raw/intermediate products build rapidly enough that they need more logistics and which are slow enough that I can pack them in harder. Once you start electrifying industries a lot of that goes out the window, too, in favor of a new balance between faster cycle times and the addition of lorries to horse carts for logistics.

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.



TheDeadlyShoe posted:

you can extricate yourself from royal taxes by building up a social class without adding additional buildings to the island, in this case promoting half of your artisans to engineers.

and yeah never
ever
even once

build a medium warehouse, it is ALWAYS cheaper to build 2 smalls.

I start upgrading to mediums and larges once I get electricity in my industrial zones. By that point though I have all the cash though so it's not that big of a deal. Yes I know the little trucks electrified production buildings create also pick up/drop off twice as fast as the horse drawn carriage, but any slowdown at that point can create noticeable slowdowns in your production as your buildings run through their internal stores that much faster. Also upgrading the warehouse-port building that you build when claiming an island is another matter: upgrading that also upgrade's the island's storage space.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
If your min/maxing space on islands to maximize influence expenditure, land usage becomes the limiting factor and upgrading to mediums becomes a lot more understandable. This is especially true if you utilize hellscapes to maximize production on houseless islands. There’s very little reason to ever go up to tier 3 warehouses though; that single extra cart does not pay itself back for a long, long time.

It’s also worth noting that production increases from items/electricity/playing with the pop soldiers directly affects how long each item takes to produce. 100% increase means 1t/1:00 is now 1t/0:30 so where 1 warehouse was keeping up w/ production it may not 6 hours later after you boost everything.

I’ve posted enough about land usage min/maxing and some of it is prob slightly outdated but I can just link to those posts vs puking out any more words:

Mazz posted:

Old world production :words:

Mazz posted:

Investor :words:

Mazz posted:

New world/trade union :words:

Side note: They’ve changed influence costs so much I’m really curious how much extra I would have to spend in that game now, does 1800 do cloud saves? If not, :rip:

Mazz fucked around with this message at 23:43 on Dec 25, 2019

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Yeah I'm seeing how lazy I am :v: should have noted the upkeep on the clippers, I was buying them all the time once I could 'afford' them and that's part of the issue I'm sure. I always flinch a bit when I keep adding warehouses because they do take up room and sometimes I'm trying to work within a particular area of the island. I should probably just forget about that and spread out more, especially to other islands.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Mayveena posted:

Yeah I'm seeing how lazy I am :v: should have noted the upkeep on the clippers, I was buying them all the time once I could 'afford' them and that's part of the issue I'm sure. I always flinch a bit when I keep adding warehouses because they do take up room and sometimes I'm trying to work within a particular area of the island. I should probably just forget about that and spread out more, especially to other islands.

It’s a trade off, each new island will have population and goods demands once you cross over the 50/100/200 free-pops-from-influence threshold, so new islands is actually something you want to avoid if you can from an efficiency standpoint.

Side note to that; keep the easy AI in your games so you can buy out their islands stock options; they count towards the free pop island requirement and they generate passive income, especially when they have investor housing. Buy out all stock options but do not takeover; each stock option is 20% of all taxes up to 100%, and they get to ignore most of the goods/happiness requirements for their pops. It’s a large up front cost and it doesn’t pay itself back super fast but it offsets a lot of maintenance costs later on and more importantly that 200 free pops per island is worth it by itself.

Mazz fucked around with this message at 00:47 on Dec 26, 2019

vandalism
Aug 4, 2003
I'm pretty bad about overproducing. I have tons of poo poo just going hard. Iron bars, girders, bricks, stuff like that. I am at 100k income at this time though a d I'm afraid I'm going to collapse the whole thing and spiral out of control. I'm also producing 53 tons of coffee every minute and I feel like that is a good start, really. Especially since everyone wants so much coffee. I'm trying to equalize some stuff.

I overproduce beer and occasionally take a boatload to Anne Harlowe or Jean La Fortune
I really wanna fix my overproduction and that will be my next goal now that I'm getting a good feel for the stats window. I should still mine every thi g possible, right? Also, I think I want to move my production to a secondary island and then distribute everything there to the rest of my islands.

physeter
Jan 24, 2006

high five, more dead than alive

vandalism posted:

I'm pretty bad about overproducing. I have tons of poo poo just going hard. Iron bars, girders, bricks, stuff like that. I am at 100k income at this time though a d I'm afraid I'm going to collapse the whole thing and spiral out of control. I'm also producing 53 tons of coffee every minute and I feel like that is a good start, really. Especially since everyone wants so much coffee. I'm trying to equalize some stuff.

I overproduce beer and occasionally take a boatload to Anne Harlowe or Jean La Fortune
I really wanna fix my overproduction and that will be my next goal now that I'm getting a good feel for the stats window. I should still mine every thi g possible, right? Also, I think I want to move my production to a secondary island and then distribute everything there to the rest of my islands.

If you're at 100k income that's per minute, you're well over the threshold where the economic game is over and overproduction is now wasted population. In the New World it's an annoyance, but in Old World cities that means farmers who could have become investors, and thus wasted influence. If you start centralizing industries it can help you to manage better. Me, I hate commuter piers (15 influence gently caress no) but I love having a one giant brewery installation at Trawleney, and a dedicated cargo ship that delivers beer across the maps. When I start getting baller specialists (like the dude I found who just crams whole pigs into canned food, turning goulash into a World's Fair curiosity, eliminating the need for beef throughout the empire, and freeing hundreds of artisans to become engineers) I know it's time to centralize that industry under a trade union somewhere and give it a cargo ship.

One of the things I like about Anno 1800 is the crashing out on one or even two items won't bring everything to a screeching halt. If you don't see it in time, eventually you'll get a news article and you just fix it.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

So, since purchasing the DLC, I have started a fresh Sandbox game and gotten to 948 Artisans without having the Sunken Treasures expedition pop. I was in the middle of the early part of another game when I bought the DLC and didn't receive the option on loading to activate any of the parts; since it was very early I elected just to restart, after checking to see that the option was present on loading in the most mature save file I have, a chaotic mess of improvisation which is my first successful reach for Investors.

I have the option there, but was really hoping never to have to go through it in order to unfuck the various trade routes and manufacturing chains, which were all established without reference to the Statistics page, and also to have some level of challenge or restriction on my growth into the Cape, since despite being a confusing mess that save has a 14k and change income with 3+ million in cash banked.

Googling for the problem reveals that some folks have had this happen, but also that if they've found a solution they never post a followup with it. Anyone familiar off the top of their heads?

vandalism
Aug 4, 2003

LonsomeSon posted:

So, since purchasing the DLC, I have started a fresh Sandbox game and gotten to 948 Artisans without having the Sunken Treasures expedition pop. I was in the middle of the early part of another game when I bought the DLC and didn't receive the option on loading to activate any of the parts; since it was very early I elected just to restart, after checking to see that the option was present on loading in the most mature save file I have, a chaotic mess of improvisation which is my first successful reach for Investors.

I have the option there, but was really hoping never to have to go through it in order to unfuck the various trade routes and manufacturing chains, which were all established without reference to the Statistics page, and also to have some level of challenge or restriction on my growth into the Cape, since despite being a confusing mess that save has a 14k and change income with 3+ million in cash banked.

Googling for the problem reveals that some folks have had this happen, but also that if they've found a solution they never post a followup with it. Anyone familiar off the top of their heads?

If you are on steam you might verify the integrity of the game install.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Either here or on reddit I remember someone mentioning that you have to send a ship to a specific spot on the Arctic map to get the last piece of the new museum set(Thule Relics). However I have no idea where and am having trouble tracking down that post. Yall know what the deal is?

WithoutTheFezOn
Aug 28, 2005
Oh no
I think they said on your first choice, choose the southern one.

Edit: all I know is if, upon arrival, you choose south then south again, you find Relics of the Lost Expedition or something similarly named.

WithoutTheFezOn fucked around with this message at 06:53 on Dec 27, 2019

RBA-Wintrow
Nov 4, 2009


Clapping Larry

vandalism posted:

I restarted another game and I dont think I can feasibly keep restarting. I picked map seed 139 and I'm committed to it. My city is getting there and i am commiting myself to go with this save and do well here and now and fix up my supply chains rather than restarting again. Also, gently caress da arctic. It is miserable.

Post a picture or story to prove you're sticking with your resolution. :)

The arctic is only useful for its Inuit shop, gas for late game electricity and airships because they can't get shot by your enemies and what they lack in cargo capacity they make up for in speed.

You really should unlock it up to the shop and then ignore it untill you're ready to speed through it. Arctic needs coal!

Edit: Good point, 200% effective goldmines as well.

RBA-Wintrow fucked around with this message at 14:34 on Dec 27, 2019

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.



Isn't there also gold up in the arctic? While I doubt I would have used it I do feel frustrated that you can't ship furs down from the arctic.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

Alkydere posted:

Isn't there also gold up in the arctic? While I doubt I would have used it I do feel frustrated that you can't ship furs down from the arctic.

What do you mean? You can absolutely ship furs from the arctic. And yes there are gold mines.


WithoutTheFezOn posted:

I think they said on your first choice, choose the southern one.

Edit: all I know is if, upon arrival, you choose south then south again, you find Relics of the Lost Expedition or something similarly named.

Aw man I'm already done with the story part and have no memory of said choice.

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.



Eschatos posted:

What do you mean? You can absolutely ship furs from the arctic. And yes there are gold mines.

I guess I never explored it enough. I keep getting pulled away by life due to being a retail drone in December. I really do need to get back to the game.

Greatest Living Man
Jul 22, 2005

ask President Obama
these games turn me into a cave dweller every year

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

LonsomeSon posted:

So, since purchasing the DLC, I have started a fresh Sandbox game and gotten to 948 Artisans without having the Sunken Treasures expedition pop. I was in the middle of the early part of another game when I bought the DLC and didn't receive the option on loading to activate any of the parts; since it was very early I elected just to restart, after checking to see that the option was present on loading in the most mature save file I have, a chaotic mess of improvisation which is my first successful reach for Investors.

I have the option there, but was really hoping never to have to go through it in order to unfuck the various trade routes and manufacturing chains, which were all established without reference to the Statistics page, and also to have some level of challenge or restriction on my growth into the Cape, since despite being a confusing mess that save has a 14k and change income with 3+ million in cash banked.

Googling for the problem reveals that some folks have had this happen, but also that if they've found a solution they never post a followup with it. Anyone familiar off the top of their heads?

So it turns out that starting a new game and clicking Confirm on the screen where you set your name and select which DLCs to activate, wasn’t enough to activate them but did stamp the save as having declined DLC such that it wouldn’t ask on load like with the older save. Today, I started a new game and toggled all three DLCs off then on, and the content is present.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The game also does use cloud saves but if they're old enough they just crash on load :rip:

SubNat
Nov 27, 2008

Finally had time to sit down with this again, haven't really played it since the Crown Falls DLC came out.

But uh, I'm kinda worried it's borked somehow.
Once I hit the build a church + meet old Nate milestone in the questline there it just stopped, not a single peep more.
I remember there just being an utter barrage of building demands + scavenging stuff + finding the scepter quests raining down.
(The Crown Falls questline guided you all the way up to building a World Fair, right? Though who knows, maybe that just plays once, and if you complete it it gets disabled?)


The Arctic Expedition procced the moment I hit engineers, and I've sent off that expedition. (I remember from this thread that you're supposed to select 'south' on some early quest, to get something that was otherwise missable.)

But I'm kind of worried that the questline is just bugged when more dlc is in the mix.
Though to be fair, I wouldn't be opposed to missing out on that, it's just a lot of hassle for a single set of artefacts after all.

I was expecting it to just hail quests, considering there's 2 more DLCs in the mix since last I played.

SubNat fucked around with this message at 15:01 on Jan 10, 2020

Archduke Frantz Fanon
Sep 7, 2004

Something about crown falls felt wrong. I don’t think i’m good enough to use it for the intended purpose yet: shoving it to the brim with investors. I had a good game going till i opened it up then it felt too easy with its abundance of mines.

So started a new game with just the arctic. Wanted to have a bit of conflict with the npcs and decided to throw in Alonso. He sees fun and chaotic! He gave me a quest that spawned a frigate for him within 10 minutes then declared war and blew up all my boats with it.

I started a new game with different npcs. I have a cool protected harbor on my island.

SubNat posted:

Finally had time to sit down with this again, haven't really played it since the Crown Falls DLC came out.

But uh, I'm kinda worried it's borked somehow.
Once I hit the build a church + meet old Nate milestone in the questline there it just stopped, not a single peep more.
I remember there just being an utter barrage of building demands + scavenging stuff + finding the scepter quests raining down.

Are the quests still around or do you have nothing pending? I was a bit confused why it wouldn’t complete the old nate leg of a quest but once I built a zoo and completed that one i got the next leg of both.

SubNat
Nov 27, 2008

Nothing pending or anything.
Old Nate never even gave me a salvage ship.

Which I think might be the root cause.
I'm playing with spice it up, and one of the modules is 'buildable diving bell', which I assume is the salvage ship.

And I guess it probably works by removing the stock salvage ship and replacing it with an identical one that's buildable.
Which probably broke that questline entirely.

I should flip that one off and see if that corrects it or what.
There's no real point in having them buildable, but having an additional one might be nice.

Again though, I'm not actually sure if I mind too much.
I've already played through that sequence once, and it's just a pretty bad case of perpetual busywork and them talking into your ear.


The arctic is pretty though, I'm just about to unlock the airships, I think.


e: Slapped down a World fair foundation, Queenie immediately kicks my door down and slaps a quest on my table.
I guess the whole World's Fair mini-questline is separate from the main Crown Falls one, and wasn't affected by the primary one dying.

SubNat fucked around with this message at 01:58 on Jan 11, 2020

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TorakFade
Oct 3, 2006

I strongly disapprove


I'm on my 4th playthrough now, and everytime when I get to Trelawney I get overwhelmed because it generally happens when I am building up to artisans / engineers on my main island and colonizing other islands both in the old and new world, and building on that huuuuge land feels tough and taking goods from old world to Trelawney is a huge pain in the rear end...

I should really start again and just focus it ASAP so I don't feel bad for abandoning my actual, "real" islands in the old world

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