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Guildenstern Mother
Mar 31, 2010

Why walk when you can ride?

Kuiperdolin posted:

If memory serves you have to hold the key down not just tap it.

Time to build a thing matters in one mission where it will be explicitly stated.

Thanks so much for the quick response, Google was no help on this.

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physeter
Jan 24, 2006

high five, more dead than alive

Ineptitude posted:

About 2 hours in one of the NPCs started attacking the other ones and now, 6 or so hours in, he has conquered every island except the 4 i have colonized.
Is this normal? Can i expect him to attack me?
Depends on who it is. Some NPCs will never attack you that I know of. Others will attack if they think they can get the jump on you, regardless of your diplomatic standing with them. Beryl is notoriously treasonous in my games. Beryl can have relations in 90s, and if you drop your guard too low she'll go for it.

The best thing you can do is build a few warships and leave them laying around/use them for quests/pick up salvage from the other fighting factions. That seems to be what the AI checks when it decides to attack or not. Maybe it checks turrets too but I hardly ever build those.

Ineptitude
Mar 2, 2010

Heed my words and become a master of the Heart (of Thorns).
Its the russian dude with the shakespeare beard.

I have only played 1404 before and liked the island sizes there. In my 1800 campaign game all the islands are these itty bitty rocks in the sea, its really demotivating. All the settings i did should give me the largest islands possible. Is this just how it is in 1800 or did i get a busted map seed?

Also i understand mine and my uncle’s island in the campaign are NOT random?

How do people get those big rear end islands like in the resource management video linked a few posts back? Like that single island has more landmass than the entirety of my campaign map.

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.



Ineptitude posted:

Its the russian dude with the shakespeare beard.

I have only played 1404 before and liked the island sizes there. In my 1800 campaign game all the islands are these itty bitty rocks in the sea, its really demotivating. All the settings i did should give me the largest islands possible. Is this just how it is in 1800 or did i get a busted map seed?

Also i understand mine and my uncle’s island in the campaign are NOT random?

How do people get those big rear end islands like in the resource management video linked a few posts back? Like that single island has more landmass than the entirety of my campaign map.

Gaspov is a medium tier dude and if you had only easy AIs to counterbalance them he likely would have run through them like a hot knife through butter.

You can get bigger islands if you reset for free play with bigger island settings. Also once you get Engineers with Commuter Docks up and running you'd be surprised at how compact you can make stuff when you shove most of your farmers and workers off to other islands. Also once you start getting specialists and equipment in guild halls and town halls (for example a well placed dude that satisfies beer requirements will cut down massively on the amount of farmland you need for hops).

Though the Humongous Island you're seeing is mostly Cape Trelawny from the Sunken Treasures DLC.

Ineptitude
Mar 2, 2010

Heed my words and become a master of the Heart (of Thorns).
Yeah its Gaspov and 2 easy AIs
In 1404 the AIs didnt interact with each other at all so i was a bit surprised at how much they did in 1800.

My favourite thing about Zeus/Poseidon was the persistant main city through the various missions/levels. Some missions were off to colonies or such but the next mission you were back in the main city and would get the resources you set up in the colony in the previous mission.

It was my understanding that 1800 campaign was like this as well, a persistant «main map» throughout the campaign with various side expeditions, which is the reason why i picked campaign over free play. The size of the islands is reducing my enjoyment of the game however, these games are no fun when you are hamstrung by land to build on (within reason)

physeter
Jan 24, 2006

high five, more dead than alive
The 1800 campaign is kind of a one and done thing to teach you the mechanics. The meat of the game is in the sandbox play. You can select island sizes when you generate your map. Like Alkydere said, most of the images people will post are of Crown Falls, which is an area you can access during a sandbox game. It's a massive land area and not an island at all.

(Zeus/Poseidon was awesome and I still remember building an entire Athenian empire from the goat cheese trade)

Oxyclean
Sep 23, 2007


Playing through campaign and my schnapps distillery has already exploded three times. "Explosion chance low" my rear end. (It's not even that far from a fire station!)

e: How does this newspaper thing work? Am I consuming the influence, or is it just like a cap?

Oxyclean fucked around with this message at 20:48 on May 16, 2020

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.



Oxyclean posted:

Playing through campaign and my schnapps distillery has already exploded three times. "Explosion chance low" my rear end. (It's not even that far from a fire station!)

e: How does this newspaper thing work? Am I consuming the influence, or is it just like a cap?

Schnapps distilleries tend to be explosion factories. I'm pretty sure their explosion chance is actually higher than most other buildings. It only gets worse when you up their productivity (give them power and they go off like popcorn).

Once I get power and start building massive industrial blocks I tend to shove multiple fire stations near the industrial block, and especially near the schnaps distilleries since their effects add onto each other. Rum distilleries are almost as bad but you don't get power plants in the New World so they don't get as explodey.

As for the newspaper: you are spending influence, but it's refunded every time a new paper comes out.

Unlucky7
Jul 11, 2006

Fallen Rib
So if I get the Anno DLC on sale on the Epic store, can I use it on the Uplay version I already have? I am guessing no, but I know that Ubisoft makes even their steam games go through their launcher.

EDIT: Scratch that. It won't let you buy the DLC if you do not have the main game

Unlucky7 fucked around with this message at 00:33 on May 17, 2020

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
I build a bunch of farmer houses which then causes my worker populations in Workers and Artisans to fall significantly. Why?

Never mind I figured it out.

Mayveena fucked around with this message at 21:54 on May 17, 2020

dead gay comedy forums
Oct 21, 2011


Alkydere posted:


Though the Humongous Island you're seeing is mostly Cape Trelawny from the Sunken Treasures DLC

protip, go to trelawney after you have engineers so you have the means to do the railroad and electricity planning, which also helps you make the city look nicer as well

that also helps getting in a more brutalist urban planning in your starting island, because all it needs to be is an effective springboard to get you to crown falls and sustain its development

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.



dead gay comedy forums posted:

protip, go to trelawney after you have engineers so you have the means to do the railroad and electricity planning, which also helps you make the city look nicer as well

that also helps getting in a more brutalist urban planning in your starting island, because all it needs to be is an effective springboard to get you to crown falls and sustain its development

Also you can bring in the resources for a commuter dock. Trelawny is so large that's basically a free +$3k just from the open space adding to the island's beauty.

Oxyclean
Sep 23, 2007


How does progression work outside of campaign? Do you get New World / Trelawny expeditions at some population milestone?

Also i'm needing to build a ton of boats to deal with these jackasses in campaign but its taking forever because I'm feeling very lazy about scaling up for more boat production. (and my ability to run trade routes has basically been nullified so scaling up has been hard in general.)

pokchu
Aug 22, 2007
D:
New world and Trelawny open up at Artisans and Arctic at engineers. I'm sure someone will yell at me if I'm incorrect.

Buller
Nov 6, 2010
I think I hosed up by opening trelawny and new world at the same time. Competitors taking all the islands while im completely overwhelmed.

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.



pokchu posted:

New world and Trelawny open up at Artisans and Arctic at engineers. I'm sure someone will yell at me if I'm incorrect.

Nah that's about right. New World and the expeditions your ships can go on open up almost immediately. Trelawny opens up at...I want to say 1200 Artisans? But both are at the Artisan stage.

Oxyclean
Sep 23, 2007


Buller posted:

I think I hosed up by opening trelawny and new world at the same time. Competitors taking all the islands while im completely overwhelmed.

Same. I'm doing campaign and I got so tied up dealing with the Pyphorians, Beryl has taken over a lot of the maps and I ended up at war with her through an alliance with another one of the NPCs. (Didn't realize what was going to happen, or they went to war after the alliance?) At first she was a huge thorn because she kept harassing my trade routes, but I put a few more ships on escort duty and that's gotten a bit better, but I don't really have the strength or money to push her out in any meaningful way yet.

I've been trying to tech up to power & steam ships but my main island's iron isn't enough, but not of my other islands are really set up to handle workers?

I've had the option to take an expedition to the arctic but I'm not touching it till I have things a bit more under control.

TheDeadlyShoe
Feb 14, 2014

Oxyclean posted:

Same. I'm doing campaign and I got so tied up dealing with the Pyphorians, Beryl has taken over a lot of the maps and I ended up at war with her through an alliance with another one of the NPCs. (Didn't realize what was going to happen, or they went to war after the alliance?) At first she was a huge thorn because she kept harassing my trade routes, but I put a few more ships on escort duty and that's gotten a bit better, but I don't really have the strength or money to push her out in any meaningful way yet.

I've been trying to tech up to power & steam ships but my main island's iron isn't enough, but not of my other islands are really set up to handle workers?

I've had the option to take an expedition to the arctic but I'm not touching it till I have things a bit more under control.

You can get to workers on even small islands pretty easily - it doesn't take much to do just the extraction. It's particularly easy with the influence bonus that grants you bonus labor on every island - I forget what category that is.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

TheDeadlyShoe posted:

You can get to workers on even small islands pretty easily - it doesn't take much to do just the extraction. It's particularly easy with the influence bonus that grants you bonus labor on every island - I forget what category that is.

Expansion. You can settle islands or buy out stock on others, you need majority stake to qualify for the influence bonus. I prefer the latter since it pays you back eventually and stock in a good island can give you a whole lot of supplemental income to offset dancing along the housing tax line.

Oxyclean
Sep 23, 2007


Is there an easy way to balance resources across islands?

Say I have one island producing all my schnapps, but I have two islands that need it - I can see I can set multiple dropoff points, but is there an easy way to balance that? Like I can tell it to pick up 50, but I don't know if it will actually get 50, so I can't just 25 at each island because that might just mean my first island gets it all.

I've noticed the "minimum stock" setting, but I don't really know how to determine how much stock is needed to maintain a population?

Qubee
May 31, 2013




This is coming from someone who last played this game ages ago (probably when it released): if you look at the production tab, you can click the island to see how much their typical schnapps consumption is, this can give you an idea of what to set your minimum stock value to. Minimum stock is just a buffer, for example if your ship was destroyed during transit, the stock you set is to help the island get by until the replacement ship arrives with schnapps. So if your island consumes 2 schnapps/min, having a minimum stock of 20 means you're giving yourself 10 minutes of breathing room until things start getting hairy. As for the cargo, there's a button you can press on the trade route screen to tell the ship to wait until it's fully loaded with cargo, though I've heard this is inefficient as it can slow other ships down (something about it taking up a spot at the trade dock which means other ships can't use it).

You could add the consumption of both destination islands together (say 2 schnapps/min + 4 schnapps/min) and just have the producing island make 10 schnapps/min so you definitely know there'll always be a surplus.

Qubee fucked around with this message at 15:30 on May 19, 2020

Qubee
May 31, 2013




Breadnought posted:

In case anyone was thinking of buying this, the Epic Game Store is running another one of their crazy sales and due to the way their $10-off coupons chain - you get one free and then another $10 off for every $15 you spend - you can buy base Anno 1800 for $21 ($30 - $10 coupon + tax) , the first season pass for $8 and then the second season pass for another $8 ($39 all told), which is a way better deal than the current Complete Edition sale price of $60.

I was going to do this just now but the 2nd season pass is showing up at and $26.99 ($16.99). Did I do something wrong? Or do I not get the $10-off coupon until I buy the base game first, and then use that on the 1st season pass (which gives me another 10 off) to use on the 2nd?

TheDeadlyShoe
Feb 14, 2014

Oxyclean posted:

Is there an easy way to balance resources across islands?

Say I have one island producing all my schnapps, but I have two islands that need it - I can see I can set multiple dropoff points, but is there an easy way to balance that? Like I can tell it to pick up 50, but I don't know if it will actually get 50, so I can't just 25 at each island because that might just mean my first island gets it all.

I've noticed the "minimum stock" setting, but I don't really know how to determine how much stock is needed to maintain a population?

It tends to work itself out. If your first island is taking it all, not leaving any for island two, its cuz you are heavily underproducing. For a supply route like this, I usually aim to significantly overproduce and have the supply ship sell off the excess as the last stop on its run. That also gives me a buffer for expansion.

For schnapps in particular, you could instead ship potatoes on the supply route and produce schnapps locally, since iirc the prison warden buys potatoes.

If you really want to nerd this out, https://anno1800.fandom.com/wiki/Production_chains to get how many workers a chain can support. It'd be nice to get that info ingame to be sure....

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
This video guide on Trade Routes was very helpful to me

Breadnought
Aug 25, 2009


Qubee posted:

I was going to do this just now but the 2nd season pass is showing up at and $26.99 ($16.99). Did I do something wrong? Or do I not get the $10-off coupon until I buy the base game first, and then use that on the 1st season pass (which gives me another 10 off) to use on the 2nd?

It looks like they took it off sale, I'm seeing now that it's $24.99 pre-coupon (I'm in the US if it matters) but my receipt definitely shows it as a sale price of $17.49 - $10 coupon.

Qubee
May 31, 2013




I wish I just bought it when you posted that, but I kept holding off cause I know I'll binge it for the next two days then get burnt out in the mid-to-late game.

boar guy
Jan 25, 2007

Qubee posted:

I wish I just bought it when you posted that, but I kept holding off cause I know I'll binge it for the next two days then get burnt out in the mid-to-late game.

it's worth it. i've hit that burnout point 3 times and i still haven't built a train

Qubee
May 31, 2013




Wasn't even aware trains were a thing now, what are they used for? Islands are small enough that a train doesn't make much sense.

boar guy
Jan 25, 2007

Qubee posted:

Wasn't even aware trains were a thing now, what are they used for? Islands are small enough that a train doesn't make much sense.

they (i believe) are used to harvest oil, which is then used for electricity, which doubles productivity at certain buildings, which brings more problems, more plates to spin etc.

punishedkissinger
Sep 20, 2017

Qubee posted:

Wasn't even aware trains were a thing now, what are they used for? Islands are small enough that a train doesn't make much sense.

oil production chain to move the oil around

Oxyclean
Sep 23, 2007


Qubee posted:

Wasn't even aware trains were a thing now, what are they used for? Islands are small enough that a train doesn't make much sense.

Part of engineer tier. Oil can only be moved by train, and is used by power plants and stored in an oil harbor, all need to be linked by rail. Power plants make electricity which will boost productivity but is also required by stuff in the engineer tier period. Like you can't make steam ships and a bunch of goods without having a nearby powerplant.

e: Why do pirates keep asking me for money for a ceasefire after I sink one of their ships. That doesn't seem like much of a bargaining potion.

Oxyclean fucked around with this message at 18:50 on May 19, 2020

Oxyclean
Sep 23, 2007


Cripes, why are my boats chasing enemies across the map into turrets? I swear I put them on escort duty or just left them at a port.

Do number of buildings "attached" to a power plant burn oil faster? I have 2 power plants and apparently 4 oil platforms isn't enough.

Oxyclean fucked around with this message at 00:55 on May 20, 2020

TheDeadlyShoe
Feb 14, 2014

No, oil requirements are fixed per powerplant. Their effectiveness is purely travel distance-based, meaning their range can be extended with stone streets.

I think powerplants are 4 oil rigs per plant.

Set boats to hold position, guard, something like that, they won't chase far in that case.

Ineptitude
Mar 2, 2010

Heed my words and become a master of the Heart (of Thorns).

TheDeadlyShoe posted:

range can be extended with stone streets.

:eyepop:

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.




Yup, don't you know: electricity travels further along proper cobblestone paving than dirt roads! It's scientific fact!

In all seriousness, upgraded roads affect all service ranges.

Oxyclean
Sep 23, 2007


Does paved streets help with anything but range? I remember them being described as letting stuff travel faster - for some reason I thought this might help stuff work faster (stuff can go to and from a warehouse quicker?) but I think I might have the wrong idea, and it's just more that the carts will be able to get down the road fast enough to restock the facility before it runs dry. (Closer facilities will just see more frequent small deliveries?)

I've also run into a few spots where my layouts caused weird issues - I had two iron mines with nearby warehouses, and then the smelters also in the same general area, but one of the mines would constantly fill up and lose productivity while stuff is in transit. (The agents seemingly preferred to take the ore to the smelters despite the depot being next door and didn't seem to run any carts to empty the iron mine when one was already in transit?) I think I was able to fix it by moving stuff around a bunch but it was definite moment of "why isn't this working right?"

Also, how much does the AI "play by the rules"? I've been trying to figure out how best to weaken the AI who's been making things annoying for me since peace doesn't seem like an option. I don't really have the cash/influence to buy everything up from under them (but I have taken a nice stake in one of their islands) and it feels like it takes a lot of ships to launch an assault because no island is particularly poorly defended. I took an island or two in hopes of messing with their supply and getting a bit more map control, but i'm not sure how effective it actually is. On the other hand, they don't try particularly hard to assault islands, so placing a turret or two has seemed to be enough to stop them from taking stuff back.

Buller
Nov 6, 2010
Warehouse carts are 100 % faster with paved roads.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Agricultural DLC incoming Apparently dropping June 2?

quote:

The new gameplay in “Bright Harvest” comes from three new elements: tractor modules, silos, and fuel. Let us start with what you have already seen in our Season 2 trailer, the tractors. How do you get them? Tractors are activated via a tractor module, of which you can build one per agricultural farm, connecting it to the main building. Doing so will result in several things: allowing you to construct 50% more fields per farm, which you will need to boost the efficiency of the farm to 300%. In addition, the amount of required farming workforce will be lowered. In other words: tractors allow you to work larger fields more effectively, while requiring less manual labor to do so.

Of course, simply building a module once and then forever benefitting from these boosts would be boring, which brings us to the fact that your tractors require fuel to function. This is where the Fuel Station comes in, which will (surprise?) produce the fuel needed to keep your tractors running, provided it is in turn supplied with oil via the railway system. Should your tractors run out of fuel, the farm will revert to its pre-industrialized state, requiring more workforce and only working the normal number of fields (ignoring new fields from the tractor boost). As such, tractors (a catch-it-all term we use for several different machines, as you can see in the screenshots) become available on tier 4 alongside steam motors (at 500 Engineers).

During our internal playtests, we quickly agreed that it would be a shame to only have the tractors for the agricultural farms, so we needed a counterpart for animal-based farms. Enter silo modules, which follow the same basic concept of allowing you to construct one attached silo per farm, which will boost the efficiency of your farms to 200%. Of course, it would be gross malpractice to try and feed fuel to the animals, so instead each session has a good that the silos will consume (and which needs to be transported to them): grain for the Old World, corn for the New World, and in the Land of Lio…oh, now that would be telling! Suffice to say that both tractors and silos will be available in all sessions that have farming buildings. Sorry Arctic, at least you get huskies!

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

It would be Extremely Dank to open up a new session in a couple of weeks, this gives me a reason other than optimizing logistics to the Cape in order to break 8k Investors to play before then; my Arctic setup is trash and I just took a bunch more territory up there last time I loaded up the save but haven’t built up the support to start shipping gas out of a second glacier.

Also seems like a good time to set up some more oil works and put a couple more oil tankers into circulation. So far I’m just using the Cape wells and a straightforward supply route from wells on my industrial hell/worker residence island, but again just acquired and never touched some very nice real estate.

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physeter
Jan 24, 2006

high five, more dead than alive
I've been happy with every DLC so far, but Agriculture seems like it will be a total miss. I guess it's nice that corn will have more than one use, and I hope the silos and tractors at least look cool, but otherwise who fuckin cares? My grain farms employee 20 farmers, dropping it to even 1 farmer in exchange for consuming something precious and finite like oil would not be a good trade. The Old World doesn't grow any crop that would justify the cost and annoyance of importing oil to boost it. In the New World I might feel differently since lots of oil is right there, and rubber/sugar/coffee can act as hard caps on Old World population, but still. Hope I'm wrong and this isn't just a bullshit filler DLC.

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