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Well I took out everyone in the old world except gasparov, whose island I'm farming with shares, so I think its time to send an expedition to the new world lmao
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# ? Feb 5, 2020 13:32 |
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# ? Jun 3, 2024 09:02 |
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Control Volume posted:Well I took out everyone in the old world except gasparov, whose island I'm farming with shares, so I think its time to send an expedition to the new world lmao You might have company when you get there, the AIs settle the New World
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# ? Feb 5, 2020 15:23 |
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Oh I know, good friends Margaret and Alonso are still on my diplomacy screen pissed at me, but I wanted to cripple their iron production so I could stabilize my own bullshit and start a fresh island. I plan to let Margaret resettle in the old world to keep things interesting, but Alonso is going to be put down like a dog
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# ? Feb 5, 2020 23:45 |
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So Anno 1800 is getting another season pass this year for 3 new DLCs: https://news.ubisoft.com/en-us/article/qY1IRsKeqqhsaSuhJSEka/anno-1800-3-major-new-dlc-expansions-coming-with-season-2-pass 1) A modular palace like 2205's executive HQ that gives bonuses. 2) New systems to industrialize farm agriculture 3) We get to finally properly colonially exploit the resources of Africa!
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# ? Mar 9, 2020 21:01 |
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Looking forward to it
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# ? Mar 9, 2020 21:10 |
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oh this thread came back to life, that's great so it's been 90h so far and I barely made past engineers, I would like some pointers: - when it is a good time to transfer production to other islands? - Is there any point in being competitive with medium AI? Or eventually I will be able to kick their rear end as they get stuck?
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# ? Mar 9, 2020 21:12 |
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dead gay comedy forums posted:oh this thread came back to life, that's great I normally start moving production to other islands around the time I build up engineers. Beer Island is normally my first one. Next I normally do is a pig setup on another island which will form the start of my dirty industry island (Steel works, etc) By that point i'm also moving all the farmers and workers to a seperate island.
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# ? Mar 9, 2020 22:19 |
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I guess 1800 is the most successful Anno game, as no previous game has had more than one expansion/ season pass run. More Anno is great!
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# ? Mar 9, 2020 22:27 |
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Alkydere posted:So Anno 1800 is getting another season pass this year for 3 new DLCs: https://news.ubisoft.com/en-us/article/qY1IRsKeqqhsaSuhJSEka/anno-1800-3-major-new-dlc-expansions-coming-with-season-2-pass Nice! Apparently the Palace drops in like ~2 weeks, too. On the 24th of march. Interesting to see that they're tapping into the Orient-style irrigation from 1440 too. Still, this is wonderful. I was worried there would be no more Anno stuff for a few years until the next one pops out. e: I do wonder if this has a bit to do with the fact that the game still has not been cracked, meaning that everyone who plays the game owns it. That has to do wonders for their sales numbers. SubNat fucked around with this message at 00:02 on Mar 10, 2020 |
# ? Mar 10, 2020 00:00 |
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Here is the trailer for the new Season Pass. Africa sounds great, looking forward to it later in the year.
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# ? Mar 10, 2020 02:05 |
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Mayveena posted:Here is the trailer for the new Season Pass. Africa sounds great, looking forward to it later in the year. Ugh. I'm conflicted. I loved the base game gold edition but I'm a little burned out on it; I enjoyed the Trelawney DLC very much because BIGASS ISLAND but felt very meh about Botanica, and never really got into The Passage because it's very late game and sort of punishing and I tend to restart much earlier than the point where it'd make sense to take the time to develop the Arctic (also, juggling old world + Trelawney + new world is already kind of too much, I'm a noob). I'd love to have a reason to come back to it but from what I gather, Seat of Power would be similar to Botanica (big vanity building with some kind of powerful modifier but not much else), while Bright Harvest sounds great because I hate how farms take up most of the space on my islands, and Land of Lions would be a new Arctic but hopefully both more impactful and accessible Honestly not sure what to think, I'll probably wait it out until we have some release dates for the 2nd and 3rd dlc, and reviews on Seat of Power...
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# ? Mar 13, 2020 22:44 |
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anbody been able to find a release schedule for the first part of the new season pass? being in PST i usually get it at 9 the night before the actual release date but i haven't been able to find any information about the exact timing edit: welp
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# ? Mar 23, 2020 20:21 |
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Supposedly the first part of Season Pass 2 is available today, but Uplay won't process my payment AND they nerfed my "create a giant outdoor mall for huge attractiveness boost" thing. Fuckers.
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# ? Mar 25, 2020 02:22 |
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after 932021 restarts I got owned again after a misstep during a naval battle and I thought welp gonna restart but kinda bummed out without any of the dlc after seeing that stuff is in season two already lol
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# ? Mar 25, 2020 02:45 |
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The festival has ended.
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# ? Mar 25, 2020 02:54 |
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Your city has grown uglier.
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# ? Mar 25, 2020 02:54 |
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Manyorcas posted:Your city has grown uglier. Your FACE has grown uglier.
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# ? Mar 25, 2020 04:35 |
My face is so nice people have parades for it!
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# ? Mar 26, 2020 07:12 |
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Well they added a major (imo) bug in the last patch. You can't see tool tips if you lock the right click menu which is absolutely my preferred way to play. Oh well back to Autonauts until the fix.
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# ? Mar 29, 2020 21:59 |
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I was wondering if I could get any pro tips for newbies, specifically about both practical and strategical aspects of trading/moving resources. Like, I'm in early stuff, still Old World, and lemme see if I have all this right: I made a new settlement on a new island. This island doesn't have any clay, but it can grow Hops, which I need for beer for my Workers. Hops island can't grow grain, though. Naturally, I need to ship some bricks and grain to my new settlement, and then ship beer back to my first island. I have a stats screen that helpfully shows supply/demand for my products - I'm using 14 fabrics a minute and producing 12 work clothes, so I could stand to expand that latter area a bit more if I needed to. But when it comes to shipping things to other islands, I feel like I must be missing something big. I'm producing (e.g.) 10 bricks a minute on my main island. My second island, after building various production buildings, needs 6 grain per minute. But, as far as I can tell, these measurements mean absolutely nothing to me other than figuring out ratios for production chains, because I can't ship anything in units-per-minute, only tell trading ships to pick up loads of X per trip. How long does a trip take? gently caress if I know. A quick Google says the game can't tell me that, because the prevailing winds change and my sailing ships will slow down or speed up, but surely I could get an estimate? Even an error spread of 50%, hell 80% would be good enough. I just want to know if I'm massively overshipping or undershipping. The game has some little u or down arrows next to your stocks of goods, but those are again only useful for production chains within an island - useful to know that you're running a deficit on sausage, for example, but less than useless for the very large aspect of shipping chains. They take into account the effects of your shipping routes, but only update after a minute or two of regular change, and if you're shipping various goods (which you will be), the arrows will be up for a while, then down for a while a few minutes after the ship leaves ("Wow, boss, looks like we're running a big per-minute deficit of Soap!" "No poo poo, Jacob, we just shipped a bunch of soap out of the warehouse."), then goes back to positive a minute before the Soap Ship gets back into port. It seems like the general advice is for you to just massively overproduce everything, which is fine advice if you can swing it, but I almost always find myself in the situation where I need more workers to massively overproduce a good for a second island, but then I need to increase the basic resource production for everything, which means I need to ship in some more stuff FROM my second island, so second island needs some more resources... which is a fine setup! The beating heart of the game, really! It's just that to do all that I need to interact with the shipping system, and it all becomes a vicious Catch-22. quick edit: It also would have been nice of the game had explained the 'passive trading' system anywhere, which I only found out about last night while Googling some stuff. I have Basic Tips for Beginners mode on, was the system added after release and they didn't want to record extra voice lines for it? John Lee fucked around with this message at 17:17 on Mar 31, 2020 |
# ? Mar 31, 2020 17:14 |
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John Lee posted:I was wondering if I could get any pro tips for newbies, specifically about both practical and strategical aspects of trading/moving resources. Seconding this. I'm really in the dark when it comes to shipping stuff between islands, sometimes as said the only way I seem to be able to get goods somewhere where they're not produced is to WAAAY overproduce them where I can (hops from hop island, coffee and stuff from the new world, sausages and soap from disgusting island, etc) but that's of course not efficient and I don't know how to improve it since it seems random if/when/how much I can actually reliably transfer from one place to another, and the further away the place is (new world -> old world is terrible for this), the worse this gets please, can anyone do a "trading/moving stuff guide" for noobs?
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# ? Mar 31, 2020 17:31 |
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First, use this calculator. https://suhrmann.github.io/Anno-1800-Calculator/#/Home There's a bunch of others but I found this one to be the easiest. Next, assuming you have set the game to beginner mode, you should have funds. Assuming you do, use the charters, don't worry about trading yourself at the start, it's cheaper and faster. The vets can chime in with more, but that's a simple guide.
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# ? Mar 31, 2020 17:53 |
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IMO If you don’t want to play guessing games or napkin map about how much of something you’ll need, do 1 of 2 things; 1. Use a calculators like the above 2. Really dig into the production lines and villager/resource consumption rates, likely via a spreadsheet ...or just use the calcuator which is likely just a GUI driven spreadsheet someone else made already. You can eyeball it with experience or just brute force it but both of those are just adding a lot of pointless effort and/or trial and error vs alt-tabbing, typing in a set number of villagers, and it pooping out your exact chain requirements. The good calcs even have production % modifiers so you don’t have to do that mental math either, and that math is considerable once you factor in electricity, trade halls, etc. You still have to figure out how to puzzle piece those chains together and satisfy everything else so you’ve only lost the worst parts of the equation to automation. You can eyeball it early on but after your into artisans/investors and shipping across multiple islands just save yourself and use the calcs, set pop targets, and build to that point. Saves you a shitload of time on both ends. Mazz fucked around with this message at 18:27 on Mar 31, 2020 |
# ? Mar 31, 2020 18:22 |
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I don't have a problem with managing resource chains or production rates, except in the tangential sense. I'm just trying to find out if there's anything I'm missing regarding or any pro tips about trading, since trading, as far as I can tell, only comes in infrequent semirandom chunks, and everything else is a per-minute flow. Standard strategies, that sort of thing.
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# ? Mar 31, 2020 18:50 |
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yeah it's not the production chains per se, but the trading/shipping aspect to keep everything running smoothly, how many ships should you have moving back and forth for optimal efficiency at various population thresholds, if it's better to use one clipper making bigger runs or 2 schooners making smaller runs etc; beer is a big culprit since you have to either ship hops from a new island to your first one, or ship grain to the second hop-producing one and then ship the beer back which can be quite finicky and I often find myself having trouble feeding beer to my artisans unless I literally put a shitton of ships on the route, and then half the time they travel empty and it pisses me off greatly, not sure if I'm being clear here so bear with me new world gets even worse with extremely long travel times and goods that literally can't be produced on site on both ends so you have to always be shipping things back and forth, ideally with the same ship but that sometimes gets mucked up and either carry nothing or over-carry and get ships being unable to unload due to storage being full on the receiving end
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# ? Mar 31, 2020 22:34 |
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I'm just at the point of unlocking oil on easy with two easy AF AIs and the game is still starting to get stressful. This is not the chill-rear end Anno I cut my teeth on in 2004. Feels like a shambling rube goldberg machine which is going to riot at any moment. And they're adding a Fourth region and supply chains?!?!?!!
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# ? Mar 31, 2020 22:43 |
TorakFade posted:yeah it's not the production chains per se, but the trading/shipping aspect to keep everything running smoothly, how many ships should you have moving back and forth for optimal efficiency at various population thresholds, if it's better to use one clipper making bigger runs or 2 schooners making smaller runs etc; beer is a big culprit since you have to either ship hops from a new island to your first one, or ship grain to the second hop-producing one and then ship the beer back which can be quite finicky and I often find myself having trouble feeding beer to my artisans unless I literally put a shitton of ships on the route, and then half the time they travel empty and it pisses me off greatly, not sure if I'm being clear here so bear with me The only time there's a problem with a single ship is if things are backing up at the production side of things. quote:new world gets even worse with extremely long travel times and goods that literally can't be produced on site on both ends so you have to always be shipping things back and forth, ideally with the same ship but that sometimes gets mucked up and either carry nothing or over-carry and get ships being unable to unload due to storage being full on the receiving end
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# ? Mar 31, 2020 23:31 |
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Rime posted:
And surely another population type that needs coffee!
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# ? Apr 1, 2020 00:23 |
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Some general supply chain tips, aside from "overproduce then reduce": 1. More piers. If you've got one pier or even just two piers, the ships can back up very quickly. At first it's not a big deal, but when you think about how many ships might waiting around a given map, and how many minutes over a multi-hour play session that takes up, it is alot. I will usually have at least 3-4 piers for a big production island. 2. You can set a minimum holdback of goods in item storage. More importantly, on the trade route section under each port there are three little buttons. One will make the ship wait at that port until it has filled its order. So if the order is to pick up 30 rum, and there are only 25 in storage, the boat will wait until an additional 5 rum have been made and loaded before leaving. This isn't too useful on same map runs, it is HUGELY useful in cross map runs, where the goods are feast or famine. You don't want that ship coming back to the Old World with a half load of cargo, and then the island back in the New World sitting with full warehouses a couple minutes later because now you're just pissing money away on the supply end. The travel time between maps (where the ship is vanished) is something like 5+ minutes each way. Add in adverse wind and you could be looking at a 20 minute back and forth. Better to just wait and go with a full load. 3. Another one of those buttons can order the ship to wait to unload. So similarly, if the destination port is full, the ship will wait at the pier and trickle the goods into the destination as warehouse space becomes available. Build more piers = ships slow dumping cargo = fewer shortage spikes. 4. Specialists and items equipped in ships can accelerate matters with bonuses to speed, loading time and cargo slowdown. 5. Obreros loving suck. Leaving aside whether the obrero cartoon lady is intended as a caricature of left-wing voters, obreros are huge pain in the rear end and not worth developing beyond your need for their labor. Do all you can to reduce that need, including and especially spending influence and money to use specialists that swap in jornalero labor for obreros. Bring in robots from Trawleney too. Have obreros only on islands that need them, and try not to have so many on one island that they start demanding sewing machines. Seriously, they go through so many it's like these bitches just run down and throw the sewing machines in the loving sea. Beer is tolerable but you can avoid that too if you try.
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# ? Apr 1, 2020 20:24 |
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physeter posted:5. Obreros loving suck. Leaving aside whether the obrero cartoon lady is intended as a caricature of left-wing voters, obreros are huge pain in the rear end and not worth developing beyond your need for their labor. Do all you can to reduce that need, including and especially spending influence and money to use specialists that swap in jornalero labor for obreros. Bring in robots from Trawleney too. Have obreros only on islands that need them, and try not to have so many on one island that they start demanding sewing machines. Seriously, they go through so many it's like these bitches just run down and throw the sewing machines in the loving sea. Beer is tolerable but you can avoid that too if you try. Seconding this. A few Obreros are fine. But gently caress them if they think they're getting their later needs fulfilled. I don't need that many and they don't give me that much money. They get their beer and hats and boxing ring but not much else. I was more tempted to give the Arctic Scientists and Lunar Commanders in 2205 their full set of needs than the Obreros. Also, if they're trying to be "smug leftist" they have a long way to go before the Eco Engineer (tier 2) dude from 2070. Holy poo poo that guy had the most punchable face, voice AND lines. They're basically just excited revolutionaries who are delighted to be getting some sort of official support/recognition.
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# ? Apr 1, 2020 22:50 |
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Alkydere posted:Also, if they're trying to be "smug leftist" they have a long way to go before the Eco Engineer (tier 2) dude from 2070. Holy poo poo that guy had the most punchable face, voice AND lines. They're basically just excited revolutionaries who are delighted to be getting some sort of official support/recognition. Eco2 Guy was appalling. But Obrero Girl is like this "revolutionary" demanding consumer goods, condescending to the jornaleros, and assisting me, the capitalist imperialist, in raping her society. I thought that was all an accident until I realized that the optimal solution to the endgame caoutchouc crunch is to make a huge swastika of caoutchouc plantations, with a trade union in the center that has a guy named Hermann working there, and that its job is to spew buckets of white goo all over the world. Pretty sure Ubisoft is a German company.
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# ? Apr 2, 2020 00:35 |
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physeter posted:Eco2 Guy was appalling. But Obrero Girl is like this "revolutionary" demanding consumer goods, condescending to the jornaleros, and assisting me, the capitalist imperialist, in raping her society. I thought that was all an accident until I realized that the optimal solution to the endgame caoutchouc crunch is to make a huge swastika of caoutchouc plantations, with a trade union in the center that has a guy named Hermann working there, and that its job is to spew buckets of white goo all over the world. Devs are German.
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# ? Apr 2, 2020 05:42 |
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physeter posted:Eco2 Guy was appalling. But Obrero Girl is like this "revolutionary" demanding consumer goods, condescending to the jornaleros, and assisting me, the capitalist imperialist, in raping her society. I thought that was all an accident until I realized that the optimal solution to the endgame caoutchouc crunch is to make a huge swastika of caoutchouc plantations, with a trade union in the center that has a guy named Hermann working there, and that its job is to spew buckets of white goo all over the world. Blue Byte, the Anno devs are German. It's part of why the Tycoon solutions to power were coal, Coal, COAL, MORE COAL and gently caress you for even thinking of touching Nuclear. Also why nuclear fission wasn't even mentioned in 2205 when the world was suffering a major energy crisis. Germany has coal every-loving-where that's easy to get access too (it's where all those pictures of giant rotary strip miners come from) and the coal industry is gently caress-huge. The end result is Germans make Americans look militantly anti-coal and rabidly pro-nuclear in comparison.
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# ? Apr 2, 2020 11:23 |
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Lol
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# ? Apr 2, 2020 14:08 |
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Anno 1800: Archie's Aggressive Homoeroticism Was Just the Tip of the Comedy Iceberg
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# ? Apr 2, 2020 15:09 |
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Thinking of picking this up because it's on sale and I loved Anno 1404. Is it worth paying double to get both season passes? Any other DLC needed?
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# ? Apr 2, 2020 17:29 |
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Tenacious J posted:Thinking of picking this up because it's on sale and I loved Anno 1404. Is it worth paying double to get both season passes? Any other DLC needed? you might just want to check out the base game, the expansions add a lot of plate spinning that you may or may not like
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# ? Apr 2, 2020 17:31 |
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Tenacious J posted:Thinking of picking this up because it's on sale and I loved Anno 1404. Is it worth paying double to get both season passes? Any other DLC needed? 1800 to me is like 1404 with a ton of QoL. If the season pass 1 is on sale, look it over and decide if it's something you want. Otherwise yeah wait til you've experienced the base game.
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# ? Apr 2, 2020 18:11 |
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Tenacious J posted:Thinking of picking this up because it's on sale and I loved Anno 1404. Is it worth paying double to get both season passes? Any other DLC needed? Base Anno 1800: Anno 1404 2.0: Awesome visuals with the later games awesome QoL upgrades baked in. Anno 1800 + DLCs: Here's a bunch of really cool things! Now how many plates can you spin to manage these cool things? (I'm totally looking forward to spinning ALL of the plates)
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# ? Apr 3, 2020 13:57 |
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# ? Jun 3, 2024 09:02 |
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I’ve mentioned it before in this thread, but if you have the Arctic, Cape Trelawney, and you run New and Old World, it gets tough. We play it with three person COOP and it is still overwhelming sometimes with lot to do for everyone, where one person runs old world, one person runs new world, and third runs arctic and trelawney. We aren’t Gods of Anno, but it should tell someone playing by themselves that it is an absolute poo poo ton on your plate in a real time game.
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# ? Apr 4, 2020 16:46 |