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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.



There was another blog update waxing poetic about their shepherds. Honestly was more interested in the absolutely beautiful African villages in Enbessa. The art team is, as always, knocking it out of the park. Also apparently the starter tier food here is beef jerky.



It really sounds like Enbessa is going to be the "science zone", sort of like 2205's space station only it's an actual zone. Put time, effort and resources in, get tech out. Also some information about the canals. As stated before you build a structure to harvest the water on river slots (like the ones the islands in 1404 and 2070 had) and each one provides X amount of canal tiles to build. You can also connect the canals together and end up with larger networks. Farms require fertile land, while pastures are fine without fertile ground they do get a production boost from them. You also need to balance your water pumps with your other production buildings since they compete for slots with stuff like paper mills.

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Jack Trades
Nov 30, 2010

I hope they don't re-import 2077 space station mechanics. That dlc ruined the game for me. I hated having my production chains change constantly.

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.



Um...what do you mean "constantly"? You had full control over if you wanted to use those production chains or not.

And they did keep the alternate production chain mechanic in 1800, it's already in the game! It's just done by specialist person items instead of a global change.

SubNat
Nov 27, 2008

Alkydere posted:

Um...what do you mean "constantly"? You had full control over if you wanted to use those production chains or not.

And they did keep the alternate production chain mechanic in 1800, it's already in the game! It's just done by specialist person items instead of a global change.

I understand Jack Trades completely, because you had to switch around the bonuses the station gave to unlock all the modules. You'd have to do multiple midgame respecs to get all of it, from what I remember.
But at the same time doing so would absolutely cripple you completely because of the large changes they did.
Once you had a couple modules up and running, and had adapted your logistics chains to them it was just not possible to move the modules around without rebuilding huge chunks of your production nets.
I would have liked it a lot more if unlocking modules wasn't dependent on switching around the bonuses.

And you hit the point in your last sentence there, even if you might not have realized it. The Space station was frustrating to work with -because- it was global, due to the 'swap modules around to unlock more modules' nature of it.
(The station's global benefits in themselves were good and neat, but the issue is again that if you adapted to them it became very difficult to actually get more modules. If you got modules by taking over more zones, buying out more companies, progressing a zone wonder, etc, I would have liked it a lot more.)
It would be nice if this DLC re-added island-based bonuses or something, though! It would be a nice place to slot in Scholar bonuses, though the devs seem to be pretty all in on 1800 being very granular in general.

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.



Ah, fair enough.

Yeah I really doubt they're gonna be bringing back global resource chain swaps.

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.



A good video of the Land of Lions stuff:
https://www.youtube.com/watch?v=cGw0zsTI7vo

-Campaign has you going island by island to bring them into the Enbessa Emperor's sway, and making choices that permanently effect the islands themselves.
-Campaign has multiple results depending on what you chose
-Water enables crops to be grown, pastures get up to +100% bonus from water (it's on a per-module basis: each pasture module that's watered gets its effectiveness doubled)
-A water connection is also required for Enbessan fire stations.
-Scholars are Enbessans who came to live in the Old World map(s), don't give money but research points
-Academy lets you outright buy nearly every non-mission item for trade union/harbor master/town hall buildings, so go ahead and buy that really awesome specialist.
-This apparently includes Zoo animals, Museum items and Botanical Garden plants.
-You can sell your spare, unwanted items back to the Academy for research.
-Can indeed move clay pits, as well as oil-seeps, change what resource a mine slot produces (I'm assuming you can't just move them or the models of the mines on the mountains would be messed up) or change an island's fertilities.
-Can even do stuff like create alternate chains so you can start making Rum back in the old world.

Enbessa and the Scholar system are looking to be a lot more Anno 2070's SAAT faction and their techs than 2205's space station. Hopefully with less lab accidents: "I was just wanting you to make some new mining drills. How the gently caress did you blow up half of your research building and release the Black loving Plague among yourselves?"

Alkydere fucked around with this message at 19:33 on Oct 12, 2020

SubNat
Nov 27, 2008

I do wonder how the time aspect is going to be though, it seems like a lot of the researches you do have a 1:30h timer on them. (Pretty sure I saw one to unlock the Great Eastern in that video.)
It feels a bit strange to have such a long production period, and it does make me wonder if it's possible to do them in paralell etc. And it seems like the development of items as well is time limited in some way.
I really hope it isn't a case where you can pretty easily get the resources needed, but you have to wait around for ages to actually use them.

It does sound like the story might add a lot of strain on the already large assortment of spinning plates though. It seems like he had all the other regions completely done by the time he went into Enbesa.
Trying to follow it's story where 'you follow someone around for 10 minutes', while fighting in the old world, fighting in the new world, and doing stuff in the arctic at the same time might just be too much for a lot of players.

Kinda hoping it maybe unlocks later in the game, so it's easier to focus on it.

boar guy
Jan 25, 2007

i hope this is the last expansion so i can finally play the loving game now :)

Oxyclean
Sep 23, 2007


boar guy posted:

i hope this is the last expansion so i can finally play the loving game now :)
It's the last thing left in the existing DLC/Ultimate Edition offering, so I would assume it would be.

But yeah, I've been debating picking my game back up for awhile now, but the longer I put it off, the more it made sense to just wait for Lions.

boar guy
Jan 25, 2007

Oxyclean posted:

It's the last thing left in the existing DLC/Ultimate Edition offering, so I would assume it would be.

But yeah, I've been debating picking my game back up for awhile now, but the longer I put it off, the more it made sense to just wait for Lions.

i put like 130 hours in to the base game when it came out; i've bought all the content and i'm itching to play it on my new GPU which will be arriving in the next few days :)

Mayveena
Dec 27, 2006

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

boar guy posted:

i hope this is the last expansion so i can finally play the loving game now :)

Reddit is trying to convince them to make another Season pass, but they say they are already at work on the next Anno game. Wonder what it will be and when it will release? Doubt next year.

Jack Trades
Nov 30, 2010

Anno 1800 is fun and good but I really hope the next game will be a sci-fi themed one again.

Mayveena
Dec 27, 2006

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

Jack Trades posted:

Anno 1800 is fun and good but I really hope the next game will be a sci-fi themed one again.

Maybe they'll do a full blown early Africa one, that'd be interesting.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Jack Trades posted:

Anno 1800 is fun and good but I really hope the next game will be a sci-fi themed one again.

I hope they go all-out with a sci fi one, do it wholly underwater or on the moon or on Mars or something.

One of my biggest frustrations with 2205 was that the game wanted you to spend most of your time and effort in the temperate zone when that was by far the most boring part of the game to me.

Oxyclean
Sep 23, 2007


Jack Trades posted:

Anno 1800 is fun and good but I really hope the next game will be a sci-fi themed one again.

What do you want out of another sci-fi one?

I kind of feel like they maybe boxed themselves in with 2070 and 2205 - I'm wondering what another sci-fi Anno could do while feeling different enough? I feel like they'd have to jump to like extra-solar/interstellar, maybe representing islands as separate planets, or similar to 2205 where you have a bunch of sessions with different climates, but this time it's planet types. But this sort of feels like a big leap and I know 2205's focus on many static sessions with no AI opponents was a step in the wrong direction for many.

Also I'm curious if they could pull off a modernish Anno game. I'm curious if teching from ships to planes is something that could be more central, or if it would just be too hard to balance?

Oxyclean fucked around with this message at 21:38 on Oct 12, 2020

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I can’t recommend highly enough trying 1800 without AI players. It takes every bit of time pressure off of expanding, and there is plenty of poo poo going on without needing to worry about them.

It turns out one of the things which kept me coming back to 2205 was that sense of stability; it doesn’t matter how many tasks I have going on at once as long as I’m not losing access to anything amidst all the spinning

Oxyclean
Sep 23, 2007


LonsomeSon posted:

I can’t recommend highly enough trying 1800 without AI players. It takes every bit of time pressure off of expanding, and there is plenty of poo poo going on without needing to worry about them.

It turns out one of the things which kept me coming back to 2205 was that sense of stability; it doesn’t matter how many tasks I have going on at once as long as I’m not losing access to anything amidst all the spinning

Yeah, I had a lot of fun with 2205. I liked taking over every region and just seeing the absolute mess of connections on the map. Nothing breathing down my back as I figured my poo poo out.

I started an 1800 file with 2 easy AI awhile back to take some of the stress off, but I might just start fresh with no AI when Lions rolls around. It's silly how I feel a bit bad constantly saying no to AI requests to expand.

Kuiperdolin
Sep 5, 2011

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

I have a feeling some of the historical sets in the museums hint at possible future settings.

webmeister
Jan 31, 2007

The answer is, mate, because I want to do you slowly. There has to be a bit of sport in this for all of us. In the psychological battle stakes, we are stripped down and ready to go. I want to see those ashen-faced performances; I want more of them. I want to be encouraged. I want to see you squirm.

LonsomeSon posted:

I can’t recommend highly enough trying 1800 without AI players. It takes every bit of time pressure off of expanding, and there is plenty of poo poo going on without needing to worry about them.

Yeah, 100% this. My first few runs I had the AIs of varying difficulties but honestly these days it's totally not worth the hassle. Anno is ultimately more about managing your attention than anything else, and the AI players tend to be a huge time suck on those. Plus they cheat ridiculously, which just annoys me. Declaring a surprise war and attacking with half a dozen steamships when they don't even have steam dockyards etc.

I know the "where should the next Anno be" is an endless circular topic but I'd be quite happy to see an ancient Rome era Anno game. Trade galleys across the Mediterranean, land based routes heading into Britain and Mesopotamia etc. A modern game based around aircraft and cargo ships could be interesting as well, maybe base it on just-in-time delivery so a pandemic can send everyone bankrupt :v:

Would really prefer not to have another sci-fi game though. I really struggled to get into either 2070 or 2205 at all.

mitochondritom
Oct 3, 2010

Rome does sound really good. A horrible hell chain to make Garum with animated plebs retching as they spill an urnful of it.

I'd like to see them break away from the whole everything is an island mechanic too. Perhaps a Rome map could have half a land border off into the barbarian wilds and then a coast for some island stuff.

It could have an Eygpt DLC and a Gaul one.

Jack Trades
Nov 30, 2010

2070 2: Electric Boogaloo, maybe set a bit further in the past, with an even stronger focus on climate change mechanics would be swell.

kanonvandekempen
Mar 14, 2009
For people who want even more Anno 1800 than what is available now with both season passes: there's a complete overhaul mod called New Horizons that adds Asia as a new biome. I haven't tried it, so I can't comment on how much fun it is.

As for my wishes for the new game: if the setting remains focused on Europe or the mediterranean, please set it well before the year 1000. Rome has been mentioned, but Egypt could be an interesting setting as well, maybe use an advanced version the irrigation system from Land of Lions.

Or better yet, set it outside of europe: Southeast asia, Mesoamerica, Great Zimbabwe. Go wild. Personally I'd rather not have a future setting.

kanonvandekempen fucked around with this message at 12:39 on Oct 13, 2020

Trivia
Feb 8, 2006

I'm an obtuse man,
so I'll try to be oblique.
Thematically SE Asia could be good.

There's Malay, Indonesian, Thai, Burmese, French, Indian, and English influences there.

Plus islands out the rear end.

Personally I'd like to see overland caravans added so you don't always need islands, but that doesn't really lend itself well to the "exotic goods" trope.

SubNat
Nov 27, 2008

kanonvandekempen posted:

As for my wishes for the new game: if the setting remains focused on Europe or the mediterranean, please set it well before the year 1000. Rome has been mentioned, but Egypt could be an interesting setting as well, maybe use an advanced version the irrigation system from Land of Lions.

I'd be very onboard with 'Pharaoh/Cleopatra, but Anno'.
Do you have a link or something to New Horizons? It's not on Nexus, so I assume it's some project somewhere else.
As for Future Annos, I do very much like the scifi ones. And could imagine one operating on mars + outposts on the Jovian Moons, asteroid mining, etc.Which to be fair, would basically be 'The Expanse, but Anno.'.

If it did more in historical eras it would be nice if they stepped out of the 'Colonial/industrial era europe'area entirely, like the suggestions for rome/asia/egypt here in the thread.
(On the note of 'Pharaoh, but Anno', did y'all know that Pharaoh is getting a HD Port/'remake'/update next year? I assume the Impressions Citybuilders have a notable fanbase overlap with Anno fans. https://store.steampowered.com/app/1351080/Pharaoh_A_New_Era/)

Oxyclean
Sep 23, 2007


kanonvandekempen posted:

For people who want even more Anno 1800 than what is available now with both season passes: there's a complete overhaul mod called New Horizons that adds Asia as a new biome. I haven't tried it, so I can't comment on how much fun it is.
I'm almost surprised there's a modding scene because modern gaming as been so anti-mod I just assumed these games would be super locked down, particularly given Uplay.

Apparently there's a big 2205 overhaul mod too. It's primarily german so there's a separate enlglish patch, but now that I'm trying to find it again, Im having some trouble because it looks like the creator's site is gone?

SubNat posted:

I'd be very onboard with 'Pharaoh/Cleopatra, but Anno'.
Do you have a link or something to New Horizons? It's not on Nexus, so I assume it's some project somewhere else.

From what I can tell it's still a WIP project?

Oxyclean fucked around with this message at 13:22 on Oct 13, 2020

kanonvandekempen
Mar 14, 2009
Apparently it's not been released yet, apologies.

Here's a video showing some of the features.
https://www.youtube.com/watch?v=kT9K5_s-qgo

SubNat
Nov 27, 2008

kanonvandekempen posted:

Apparently it's not been released yet, apologies.

Here's a video showing some of the features.
https://www.youtube.com/watch?v=kT9K5_s-qgo

No worries, that explains it.
It does seem interesting, though I really hope that 'autorepair on ships disabled, you have to use a repair ship to repair them.' is a feature you can toggle off, if I ever get around to trying it.
It's certainly a lot more ambitious than I expected A1800s mods to be though.

Oxyclean posted:

I'm almost surprised there's a modding scene because modern gaming as been so anti-mod I just assumed these games would be super locked down, particularly given Uplay.

Apparently there's a big 2205 overhaul mod too. It's primarily german so there's a separate enlglish patch, but now that I'm trying to find it again, Im having some trouble because it looks like the creator's site is gone?

Surprisingly the Anno devs have been sliding for more and more modding support in over the releases, like Anno 1800 lets you run python code ingame as part of it's partially open modding framework. (Meaning it's possible to program in new features from whole cloth, if you have the programming chops for it.)
It's just that the games don't have huge fanbases, so no matter how you flip it, the modding communities are going to be pretty small by default. But 1800 seems to be the most active one by far.
(Uplay in itself is no barrier against modding, really. It's just that companies are a bit wary of having modding and multiplayer mix, not to mention not wanting to dedicate the resources towards modding frameworks and support.)

As for the 2205 Overhaul/Revolutions, I played with it the last time I played the game, and quite enjoyed it.
But yeah, it seems like the forums where it used to be hosted are completely gone and dusted.
The github for the english translation is still up, but the actual mod itself is no more I guess.
https://github.com/Geniuswas/Anno-2205-Revolutions-Mod-English
I don't have the downloaded file from when I downloaded the mod, but I think this might be the relevant files for it:
https://www.dropbox.com/sh/tdua96k1fcx67fl/AAATgoQ0o436W52CFFeJ-E5ka?dl=0
(I apparently unpacked the mod files to a folder, deleted the mod when I uninstalled 2205, but still had that temporary folder floating around in my downloads folder from back then.)
If you follow the instructions on the github (and download the english version there.) it should work, I think! If you still want to try it.

Sad to see that Annothek is just... gone though, since it did have an active modding community, and I think the big 2070 modpack was made there as well.

boar guy
Jan 25, 2007

i have a tough time deciding what difficulty to play on and so i kind of just...don't play. i don't want to play without the AI because then it's just kind of...Lego. i also want to dominate and eventually erase the AI. i usually end up setting a custom game up with two easy AI and everything else cranked up to high to offset it

SubNat
Nov 27, 2008

boar guy posted:

i have a tough time deciding what difficulty to play on and so i kind of just...don't play. i don't want to play without the AI because then it's just kind of...Lego. i also want to dominate and eventually erase the AI. i usually end up setting a custom game up with two easy AI and everything else cranked up to high to offset it

To get a different branch of that, you could also chuck in one of the AI shipyard mods. Which would let you play without them for a bit, then spawn in AI players later in the game so they can pop up to let you curbstomp them later on.
In practice it does mean you can slip in some 3-stars without them just curbstomping the easy ones you play with as well.

https://www.nexusmods.com/anno1800/mods/5

quote:

AI Shipyard
You can call any A.I. enemy into the session whenever you like, wage war against them and even reinvite after you have deleted them from the world.
In Order to get diplomatic relationships to three-star AI and Dr. Hugo Mercier, you need to construct an embassy, which is basically the same building as the courthouse so many of you wanted to build.
(It basically just drops an AI ship into the game, as if you started a game without islands settled, and they'll immediately start settling islands and growing themselves up as per usual.)

For myself I tend to just play with 1-2 easy ones and a 2 star like Mercier etc. Whenever I play with any of the 3-stars it tends to lead to me forgetting they exist until they suddenly declare war, and then I have to readjust my economy over to being dedicated to crushing them.
War just feels like busywork though, especially when you have to deal with long travel times from sailing ships, etc.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
For me, the worst part of war was dealing with the cap on Influence. While turning off your propaganda and temporarily deleting museum/zoo slots will free up a lot, you still need enough to make a fleet that can crack their port defenses and to claim their islands so they don't resettle them before you can eliminate them.

You can sort of cheat it since you're allowed to keep islands that put you over the cap if you took it through siege, but as soon as you start doing that you won't be able to replace any lost ships from taking the islands. Microing the ships to not take any losses can be very cumbersome and time-consuming, and it gives the AI more time to build new defenses/settlements elsewhere while your ships repair. Even if you're careful, you'll probably lose enough ships to attrition that you won't be able to take every port a 2-star AI might have, forcing you to abandon islands to rebuild your fleet. The AI will then gleefully retake most of the islands you had to abandon and you'll have to start over when you rebuild your fleet, although probably against fewer total defenses than the first time.

If you could abandon an island and the AI couldn't re-colonize it immediately, like the timer that prevents sieges on islands you just invaded, it might not be nearly as bad, but as it is eliminating an establish AI is very obnoxious.

If I wanted to start a new game with a 2-star+ AI I would definitely change the new setting to greatly increase the amount of influence earned, and even in peacetime it's more fun to have bigger museums and zoos anyway.

physeter
Jan 24, 2006

high five, more dead than alive
Excited at this expansion, and hope they've found a good balanced way to restore the economic game during the post-investor period.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Oooh Another Mazz update

quote:

Already in our overview blog we mentioned that besides creating a new world for you to explore and a new story for you to discover, we also wanted to incorporate a specific point of feedback we received from you after the release of “The Passage”: Having closer connections between the different sessions to offer more than just a one-region-specific challenge.

With “Land of Lions”, this comes in the form of the Scholars.

When you’ve upgraded your first Shepherd Residences and the initial Elders are moving in, you unlock the last new feature of the “Land of Lions” DLC: With an influx of students from Enbesa and the rest of the globe to the Old World, first the construction of the Research Institute (requires 300 Elders) and later housing for the new Scholar population tier (requires 1500 Elders) is unlocked.

The Research Institute is a new, 3 stage monument that can be constructed once per player in either the Old World or Cape Trelawney. It is a place of study and research, a place where your eager scholars analyze artefacts and plants – and where they come up with technological breakthroughs known as Major Discoveries.



Aside from requiring plenty of workforce for the construction, you will need large amounts of building material – but will be rewarded in turn with a beautiful new landmark for your city which in addition unlocks the new research feature, allowing your brightest minds to engage in what they like doing most: science!

Before we jump into the details of the research system, let’s first take a look at the Scholars.

Being a separate population tier, they will require their own appropriate housing. Scholar Residences have a size of 4×4 fields and – due to their love for academic research – require immediate access to a university. Due to their larger size, these residences also house significantly more people (120 eager students of science) than, for example, an Investor residence does.

It takes time and effort to build up a reputation as a Research Institution. Scholar Residences are tied to permits: Only by acquiring more permits via research in the Institute will you be able to build more of them and be able to invite more Scholars. This will also open up further research options, and unlock additional needs for Scholars.



The scholars represent a typical international student: hailing from distant Enbesa and other parts of the world, but living in the Old World. The duality is reflected in the Scholar’s needs: They will ask for fancy Old World clothes, requiring you to build new production chains for Leather Boots and Tailored Suits, as well as increasing your output of Bombin Hats. And while as students they enjoy a social Rum and the convenience of Canned Food, nothing tastes better than a memory of home. Their loved ones in Enbesa will only be too glad to ship Seafood Stew and Hibiscus Tea over to the Old World to assuage any feelings of homesickness.

The Scholars’ keen interest in new technologies and inventions means they also desire gramophones, the newly developed telephones and a cutting-edge new public building: The Radio Tower.



With their needs fulfilled and the construction of the Research Institute finished, your scholars will get to work and generate a constant stream of research points. The more Scholars you have attracted, the faster they accumulate research points and the more research points you can “store”. More advanced research requires points in large quantities, a feat, small research groups simply won’t be able to accomplish.

Another way of acquiring research points is by donating items – for science! The amount of points received depends on the rarity of the respective item.

Researching items and especially Major Discoveries takes time, even for such a talented bunch as your Scholars. To speed things up, you can assign parts of your Engineer workforce – the Scholars’ tutors. Just make sure they’re not needed elsewhere.



Now, a variety of exciting research options are opened up to you, providing plenty of advantages for your empire. Let’s go over what kind of options the bright minds in the Institute came up with.

First, the item research. A recurring feedback since the release of Anno 1800 has been the wish for more direct ways to get items for specific purposes. Item crafting with Old Nate in Cape Trelawney and the Artic provide one alternative to purchasing and questing, while the item overview with details about the sources gives you a clearer idea where you need to look for that last missing zoo animal. Game Update 9 will change the number of items offered by AI parties from 8 to 12, which means less re-rolling to get the one you want. Owners of “Land of Lions” will have to live with a small restriction here, though, to balance the option of donating items for research points: Only 20 items can be purchased from a single NPC trader in a 30-min window.

With the Research Institute you can now develop almost any item in the game and this way specifically focus on the ones that make the most sense for your islands and for your overall strategy. The items have to be discovered and analysed by your researchers first, requiring research points, and you can choose between Cultural Science (Animals, Cultural Items and Plants), Technological Advancements (all kinds of machines and tools) and Talent Development (Specialists).



Secondly, there are the Major Discoveries. These present you with more ways to specialise aspects of your economy, but they also address existing community feedback.

For example, the appropriate research allows you to move Oil Springs and Clay Deposits to another place on the island, change the fertilities to grow hops instead of paprika or change the ore of a mineral deposit to one you need more of. This will help you to further specialise existing islands and e.g. move that one oil spring just in range of the refinery, while also helping with layout creation and city beautification.

Furthermore, via a Research Kit you can directly identify items you already own and then develop them in the Research Institute, while additional Great Eastern Permits allow you to… well, build more of these magnificent ships!

Pier Upgrade Permits let you upgrade existing piers to Advanced Piers, increasing their loading speed and allowing you to specialise them: You can now dedicate these piers to a single type of good which helps you with directing your trading ships to specific places on your coast.

And don’t worry: If you, for example, create a dedicated coffee pier, all other goods on trade routes transporting coffee to your island will of course also be handled by the Advanced Pier.



Finally, to continue with the coffee topic from above, there’s something for all coffee lovers on your islands: Modern technology will enable you to produce New World goods in the Old World, by using replacement products. Specifically: You can unlock Advanced Coffee Roasters, Rum Distilleries and Cotton Mills to help you with any shortages.

Running out of space for high quality coffee beans in the New World? Don’t worry, just mix in some locally produced malt coffee – your investors won’t notice!



To round off, Land of Lions will of course also bring new item sets for your cultural buildings, for example a Lion (quelle surprise) or a Giant Snail for your zoo. On top of that, there will of course be some region-specific items for Enbesa, to for example boost local production, like the Tea Selector for your Tea production or Flood Gates to increase your pump’s irrigation capacity.



All of this will be open for you to explore as part of the “Land of Lions” DLC on October 22nd, available via the Ubisoft Store, Epic Store and Steam.

As usual, we will release a free update alongside the DLC including a bunch of quality of life improvements alongside plenty of bug fixes and tweaks. The full release notes will be posted next week, but if you haven’t done so, you should definitely check out our DevBlog detailing all the improvements of Game Update 9 which we posted a few weeks ago.

Pics missing, see original post for those.

webmeister
Jan 31, 2007

The answer is, mate, because I want to do you slowly. There has to be a bit of sport in this for all of us. In the psychological battle stakes, we are stripped down and ready to go. I want to see those ashen-faced performances; I want more of them. I want to be encouraged. I want to see you squirm.
Looks pretty great to be honest. The ability to produce rum, coffee and cotton in the Old World/Cape during lategame sounds fantastic.

SubNat
Nov 27, 2008

It also confirmed that you'll be able to move both clay and oil. (And change the materials from mines.)
Which is all round pretty nice. I imagine I'll just plop all the oil spots right next to a harbor so that any island that only exports oil will just have a tiiiiiny railroad going from the dock, straight into the oil pumps.
Also relieved that they have a mechanic where you can just dedicate more Engineers to the research institutes to speed up their progress, too. That alleviates the issue with the breakthroughs being 1.5 hours by default.

Mayveena
Dec 27, 2006

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

SubNat posted:

It also confirmed that you'll be able to move both clay and oil. (And change the materials from mines.)
Which is all round pretty nice. I imagine I'll just plop all the oil spots right next to a harbor so that any island that only exports oil will just have a tiiiiiny railroad going from the dock, straight into the oil pumps.
Also relieved that they have a mechanic where you can just dedicate more Engineers to the research institutes to speed up their progress, too. That alleviates the issue with the breakthroughs being 1.5 hours by default.

Being able to move oil is a true game changer. Hmmm, guess it'll be time for a new save :)

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Yall know if I can start a new run now and if the DLC will integrate, or should I wait?

Ineptitude
Mar 2, 2010

Heed my words and become a master of the Heart (of Thorns).
It will integrate but will make your save incompatible with the older version

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Fine by me. Now to remove all my mods.

vandalism
Aug 4, 2003
Anno 2700. Colonizing planets as different sessions with rovers navigating between settlements instead of ships. Interstellar transports that ferry goods from map to map.

End game could have teleporters, a Dyson sphere, cool poo poo like that.

I'd also be happy with a fantasy setting that has airships and floating islands! You could tech up from wood and sail ships to iron steamers. I'd like more of an emphasis on combat and even have land based rts lite style pillaging with shelling from above and air dropping shock troops.

Eat poo poo, steam punk Gasparov with a robotic monocle.

Also a classical Roman and Greek setting could be sick.

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Jack Trades
Nov 30, 2010

Double thumbs up from me for the interstellar anno and steampunk anno ideas.

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