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vandalism
Aug 4, 2003
I'm dangerously close to starting a new game. Ugh.

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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.

Mayveena posted:

I've had Qing declare war on me because I wouldn't let her take any islands.

Yeah even the 1-stars will eventually just stop asking if they can expand and do it anyway.

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.



Has anyone figured out a good layout for Alpaca farms + silos? I've got a decent one for wool back in the old world but that extra 3x3 farm plot has me stymied.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
I've never seen an AI ask me if they can expand.


Alkydere posted:

Has anyone figured out a good layout for Alpaca farms + silos? I've got a decent one for wool back in the old world but that extra 3x3 farm plot has me stymied.

I always just give em an uneven layout and fill in the gaps with farms.

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.



The 1-star AIs ask permission if they can snag an island.

Edit: And I just realized that Raw loving Beef is legit one of the best Rations food for expeditions: +10 Force for a raw ingredient!

Alkydere fucked around with this message at 06:52 on Oct 30, 2020

queeb
Jun 10, 2004

m



Lol Jesus. Just got to the new world and I'm already feeling overwhelmed. And theres still the arctic, Trelawny, and the desert area. The instant switch between areas is really nice.

I grabbed like 5 islands in the old world. I know I need one with peppers so I can start canning for artisans. Do I just build an entire new city with all the supporting industries there? I don't need sails or weapons and stuff like that since my main island has that covered. Just wondering what to route around and what to build on site.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

queeb posted:

Lol Jesus. Just got to the new world and I'm already feeling overwhelmed. And theres still the arctic, Trelawny, and the desert area. The instant switch between areas is really nice.

I grabbed like 5 islands in the old world. I know I need one with peppers so I can start canning for artisans. Do I just build an entire new city with all the supporting industries there? I don't need sails or weapons and stuff like that since my main island has that covered. Just wondering what to route around and what to build on site.

IMO it's usually not worth building supporting industries past the bare minimum on secondary islands, except for what they're specializing in and what the bottom tier of workers needs. Ideally your first or second island can overproduce enough of the higher tier resources to ship around. Then when you hit commuter docks you can just forget about putting residents on most islands at all for even more simplification.

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.
Yeah you don't really need to do much for the secondary outposts if you don't feel like it, I don't usually bother. As you level up your character (top-left corner), you'll gain Expansionist influence bonuses which give you an automatic population bonus to each tier when starting a new island. So you can just drop a trading post down and then immediately construct your farms or mines or whatever, you don't need to build houses or services until you go over the initial few people.

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
Well got a new bug.

On expeditions you sometimes get a labyrinth one (same as the one you can visit on the way to Land of the Lions) first couple of times I got it nothing interesting happened but now when I get to the end the Land of the Lions map comes up only it's totally blank and I can only close it and the expedition stays on the 'Needs your attention' alert.'

I now have two ships trapped on expeditions this way.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
In 2205, I finally finished all the base game and free DLC sector projects last night.

Wildwater Bay ended things on a whimper, it's not even pretty to look at - just recovering a trio of undersea warehouses from Anno 2070 and turning some of the lights back on on Trenchcoat's wrecked carrier.

As ridiculous as the DLC sector projects sound on the wiki, I think I get why now: they're meant to make you actually work for them rather than just setting up a transfer route and letting it hum for ten or fifteen minutes.

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.



Darkhold posted:

Well got a new bug.

On expeditions you sometimes get a labyrinth one (same as the one you can visit on the way to Land of the Lions) first couple of times I got it nothing interesting happened but now when I get to the end the Land of the Lions map comes up only it's totally blank and I can only close it and the expedition stays on the 'Needs your attention' alert.'

I now have two ships trapped on expeditions this way.

Ooof that sucks. Yeah there's definitely some bugs with the game as-is.


Cythereal posted:

In 2205, I finally finished all the base game and free DLC sector projects last night.

Wildwater Bay ended things on a whimper, it's not even pretty to look at - just recovering a trio of undersea warehouses from Anno 2070 and turning some of the lights back on on Trenchcoat's wrecked carrier.

As ridiculous as the DLC sector projects sound on the wiki, I think I get why now: they're meant to make you actually work for them rather than just setting up a transfer route and letting it hum for ten or fifteen minutes.

Wildwater bay was way, way more important and better before they made it so modules just cost materials and cash. Used to be Wildwater bay was huge because irridium was needed for all of the generic modules (power accumulators, drone hives, loving FINANCE CALCULATORS :science: and the nearly worthless cargo containers). Likewise the regions that gave graphene/petrochemicals/magnetite were huge because you needed that for the +production modules. Which is why the modules were always better than making more basic buildings (they were always twice as efficient for power/workforce/upkeep than building a new base building): you had to work to get the resources to make them.

Then they later made it so modules just cost the resources of the zone to make and the game became way easier, probably around the time they took down the Asteroid Miner app I think.

Alkydere fucked around with this message at 13:48 on Oct 30, 2020

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Alkydere posted:

Wildwater bay was way, way more important and better before they made it so modules just cost materials and cash. Used to be Wildwater bay was huge because irridium was needed for all of the generic modules (power accumulators, drone hives, loving FINANCE CALCULATORS :science: and the nearly worthless cargo containers). Likewise the regions that gave graphene/petrochemicals/magnetite were huge because you needed that for the +production modules. Which is why the modules were always better than making more basic buildings (they were always twice as efficient for power/workforce/upkeep than building a new base building): you had to work to get the resources to make them.

Then they later made it so modules just cost the resources of the zone to make and the game became way easier, probably around the time they took down the Asteroid Miner app I think.

Huh. I thought I wasn't using that stuff as much as I used to! Good to know there's an actual explanation!

I also looked that up on the wiki, and it was in part because there was so much bitching from the fanbase about those rare resources being so limited and the best way to get them being the crisis sectors that a lot of people didn't like (I actually quite enjoy them myself).

Danimo
Jul 2, 2005

So in my first campaign I got a little bit into the New World before I kinda just got tired of it. Started an Advanced sandbox with the tutorial still on and got to the same point fairly quickly.

Money seems to get kinda tight at the worker level before artisans, I saw a strategy on YouTube of selling soap to the prison and buying steel from Archibald and it helped a lot. I’m also producing schooners and just selling them to trader npcs since that seems like a better use of the materials than just selling them at the dock.

I like the restrictions of the Advanced rules as full refunds and free building movement felt cheesy, but I’m a bit worried that the two 2star AI will be just better than my dumb newbie rear end.

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.



Cythereal posted:

Huh. I thought I wasn't using that stuff as much as I used to! Good to know there's an actual explanation!

I also looked that up on the wiki, and it was in part because there was so much bitching from the fanbase about those rare resources being so limited and the best way to get them being the crisis sectors that a lot of people didn't like (I actually quite enjoy them myself).

Yup. I really wish it was a setting because I preferred that balance. And I didn't mind the crisis sectors, I just felt they were so overused. The game felt like it was trying to get you to do one every 10 minutes. The occasional one here and there? Sure. Constantly being bothered to do them...bleh.

Having to do one because Space Cobra is using its Earth Armada to hack your finances? gently caress YOU! Why do you get infinite boats on EARTH and why can I not just drop a loving rock on your lunar base?

Qubee
May 31, 2013




I had the same monetary hiccup as you at the worker just before artisan stage. I finally realized why money gets so tight around that time, it's because your industries overproduce stuff compared to how much the workers consume it. If you immediately smack down enough housing to fully meet consumer goods supply, you'll be way in the positive. But if you're sitting comfortably whilst most consumer goods are oversupplying by 50%, you'll be making barely any money or in the negative.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Alkydere posted:

Having to do one because Space Cobra is using its Earth Armada to hack your finances? gently caress YOU! Why do you get infinite boats on EARTH and why can I not just drop a loving rock on your lunar base?

I initially assumed that all their ships were robots and the moon nazis were doing the Von Neumann thing. Until I sank a dreadnought and Cobra Commander vowed revenge for killing the ship's crew. :v:

But oh well. The last time I seriously played the game was before any of the DLC came out, and I've enjoyed it enough that I think I'll get the season pass the next time it goes on sale.

I don't get the itch to play Anno often, but every once in a while I'll spend hours on hours with this stuff.

physeter
Jan 24, 2006

high five, more dead than alive

Danimo posted:

I like the restrictions of the Advanced rules as full refunds and free building movement felt cheesy, but I’m a bit worried that the two 2star AI will be just better than my dumb newbie rear end.
2 star AIs are easy to keep happy, just do their quests. The only problem is Von Malching, whose relationship both decays overtime AND decreases with every island you settle (1 star Beryl does the same but much slower). So I always give his quests priority even if they decrease relationships with other NPCs.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

Qubee posted:

I had the same monetary hiccup as you at the worker just before artisan stage. I finally realized why money gets so tight around that time, it's because your industries overproduce stuff compared to how much the workers consume it. If you immediately smack down enough housing to fully meet consumer goods supply, you'll be way in the positive. But if you're sitting comfortably whilst most consumer goods are oversupplying by 50%, you'll be making barely any money or in the negative.

Not to mention that's when building upkeep price starts getting expensive with your first heavy factories. Gotta have a pretty big population to keep positive income pre-artisan if you want to pump out steel and cannons.

Oxyclean
Sep 23, 2007


I thought Beryl was 2 star?

In my first game she grew a ton and I guess I didn't keep up relations because we ended up at war and it was a massive headache.

physeter
Jan 24, 2006

high five, more dead than alive
The income in the top left doesn't account for trading income. Soap to Eli's prision and plantain chips to Isabelle in the New World have the best margins and are easily automated. Pre-LoL, there's really no goods pre-engineer level that you can passively sell at a profit at your own docks, it's almost always at a net loss considering what it cost to make.

The only reasons I ever do passive selling:

1) When my docks are boosted with a harbormaster that has a savvy customs officer equipped, who will occasionally net me 5t of free weapons, advanced weapons or dynamite from a trade. There are other specialists out there that give you other goods. They get you free goods in return for ANY trade, so you are swapping logs or something cheap for something very expensive. I don't think I've built a heavy weapons factory since before the Arctic came out.

2) To flame off goods in order to stimulate the underlying cycle economy. I've gone down the math rabbithole on this too many times, but here it is in a nutshell. Some high end specialists in trade unions drop certain goods periodically based entirely on how many production cycles an industry they are effecting completes. For example, Chef Michel drops 1 ton of sausages for every 2 production cycles a cannery completes. Hey, free sausage! Chef Michel is in a trade union, that trade union covers 5 canneries. And those canneries are electrified and otherwise boosted, so actually we are talking a fuckton of free sausages. So many sausages that even with a healthy population of workers/artisans on the island, I don't need to make or import any sausages to that island. But the key here is that if those canneries are overproducing, and my inventory is full of canned food, the cycling stops. Suddenly, I am getting zero free sausages from Chef Michel. So in order to get the maximum amount of free sausages, the canneries NEED to cycle, and the more they cycle, the more free sausage I get. So I set a little canned food to be sold at the docks to help keep those cycles going, taking a minor $ loss on the canned food in exchange for the population/influence refund I get from not having to make and ship sausages. The sweet spot for optimizing this cycle economy is actually to be running ever so slightly negative on the goods production of effected industries so that the buildings are always cycling, and kicking off free chocolate, sausages, coffee, rum, light bulbs, filaments, etc.

physeter
Jan 24, 2006

high five, more dead than alive

Oxyclean posted:

I thought Beryl was 2 star?


yup sorry, I always forget Princess Weeaboo

Archduke Frantz Fanon
Sep 7, 2004

I like gasparov because while hes a bit agresssive on settling most his missions are pictures which are the easiest and quickest to finish

alonso can go straight to hell though

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
At least Alonso is entertaining. The other three stars are just assholes.

I passive sell everything that's being overproduced, can't be bothered to get production ratios exact, at least past artisans.

Qubee
May 31, 2013




Is passive selling at your own dock a feasible tactic? Do AI regularly trade at your outpost to keep your items from overflowing, or is there a pretty high chance that you'll overproduce some goods and not be able to sell them in time?

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY

Qubee posted:

Is passive selling at your own dock a feasible tactic? Do AI regularly trade at your outpost to keep your items from overflowing, or is there a pretty high chance that you'll overproduce some goods and not be able to sell them in time?

Do it all the time in 1404, never bother in 1800.

Gadzuko
Feb 14, 2005

Qubee posted:

Is passive selling at your own dock a feasible tactic? Do AI regularly trade at your outpost to keep your items from overflowing, or is there a pretty high chance that you'll overproduce some goods and not be able to sell them in time?

Depends what and how much you're selling. AIs buy a set dollar amount per ship so if you're trying to offload large amounts of artisan or investor goods you will probably need to deliver it to their harbors yourself. A good tip when overproducing is to set up a stop at an NPC harbor at the end of your trade routes, so you pick up the goods at island A, drop off at B, then stop at the nearest NPC harbor and sell anything left over before the route starts again. Keeps your ship from getting stuck hauling around leftovers into the start of the route again.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

Gadzuko posted:

Depends what and how much you're selling. AIs buy a set dollar amount per ship so if you're trying to offload large amounts of artisan or investor goods you will probably need to deliver it to their harbors yourself. A good tip when overproducing is to set up a stop at an NPC harbor at the end of your trade routes, so you pick up the goods at island A, drop off at B, then stop at the nearest NPC harbor and sell anything left over before the route starts again. Keeps your ship from getting stuck hauling around leftovers into the start of the route again.

My biggest problem with Anno is that even with orders to dump excess goods at every single stop on a route, I still end up with overloaded ships and hosed up routes periodically.

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.



Qubee posted:

Is passive selling at your own dock a feasible tactic? Do AI regularly trade at your outpost to keep your items from overflowing, or is there a pretty high chance that you'll overproduce some goods and not be able to sell them in time?

I mainly do it for poo poo like weaponry and sails. I can only build ships so fast so I'm never gonna need more than a certain amount. By the time I'm using sails for airships I've long stopped using sailboats anyways. I'm not really looking for money, just to keep things flowing.

Khorne
May 1, 2002

Qubee posted:

Is passive selling at your own dock a feasible tactic? Do AI regularly trade at your outpost to keep your items from overflowing, or is there a pretty high chance that you'll overproduce some goods and not be able to sell them in time?
It's not that great in 1800. In other Anno games it's far better.

You can do it and it's fine, but it's not something to base income off of. It also won't save you if you are trading/producing a lot of the good. On most difficulty settings you can turn the building off if you built too many buildings and won't be using the resources soon. I personally tend to either ramp up my consumption or not worry about it. It's only painful early game.

One of the distinctive parts of 1800 is just how little role selling plays unless you specifically want to chase one of the few items npcs buy at a net positive. In 1503 & 1404 (I haven't played the games before or between) I found myself trading all of the time. In 1800, I mostly go to neutral npcs and buy out certain resources. I've had a few playthroughs where I sold soap or ships for early cash.

Khorne fucked around with this message at 22:11 on Oct 30, 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.



2070 was basically near-future 1404 in a lot of ways. So yeah, selling to the AIs was pretty good there as well.

2205 you bought/sold stuff on the market which was player driven and wacky as gently caress at times. More than once I actually turned a profit because I'd see that a component resource was dirt cheap but the final result was super popular and expensive at the time so I'd buy A, turn it into B and sell it. Of course it was volatile as all hell as well so you'd come back a week or two later to see all your market routes were an utter mess.

Also 2205 was hilarious if you invested in the Tundra because of the poo poo you could do with biocatalysts and aerogels doubling a factory's output. Water + fancy "bio-catalysts" = MORE WATER!

Edit: Also goddamn, I've got 30 hours in my current session and my brain is going "Maybe I should play another game...NO! ANNO!" with the occasional "Man I would love to restart and do [thing]!" that impulse I have to squelch. At least until I finish getting the Crown Falls achievements!

queeb
Jun 10, 2004

m



man, i got trelawny unlocked now, its a huge rear end region. i still have arctic and desert to do as well but im going to wait to do those for awhile. My brain is being pulled in so many directions just across the 3 areas so far.

how long does a game usually last? im already like 8 hours into this one and barely have a presence in the new world and just started trelawny. im still only at artisans as well.

Placeholder
Sep 24, 2008
It ends when you get bored and start a new save

queeb
Jun 10, 2004

m



hahah fair enough. game is bloody engrossing. I definitely have 2* ai in my game, and theyre taking everything over. I may start a new sandbox with 1* or no AI just to figure poo poo out, there's so much to do in each area.

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 love the things this game lets you do to break little bits and pieces over your knees.

First of all, Crown Falls is a long, long way to haul gold ore to from the New World to make pocket watches. Don't worry though I'm producing ingots on-site!


Captain Moby here did what Captain Ahab could never do: delegate his revenge to the fisheries. By boosting 4 fisheries he's producing not only tallow for my soap (WHALE soap!) but he'd producing solid loving ingots somehow which keeps my pocket watch factory loaded up.

But Alky, you also need gold for jewelry, and pearls too! Well that's what Dudebro MacLeod here is for!


Boosting limestone and clay production? Meh. How about this madness of boosting SAND?


That's another 5 gold ore/minute being pulled up right into Crown Falls with no real shipping cost/delay. And moving some clay pits over there is totally on my to-do list.

Meanwhile there's what I've done to my chocolate production:



Now I can save my sugarcane for rum. Every plantain kitchen produces about 1 ton of chocolate/minute, and every 4 is good for enough sugar for a proper chocolatier building. Oh and those extra bananas? "Hey Isabella? Are those refugees hungry?"

Buller
Nov 6, 2010
Passive selling was basically THE strategy in anno 1404 to having a viable economy. In 1800 its like they might as well have removed it. Do it if you have a surplus but its not gonna net you muhc,.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
It's really shifted over to active selling the few trade goods the background AI are interested in: Soap to Eli, Beer to the pirate lady, etc.

The Pirate lady in general is the best AI to befriend overall, she not only offers great money for beer and decent for schnapps, she sells a lot of the best boat equipment and also will attack other AI but not you. Always take the NAP when able until you are able to gift/trade with her, then she'll never be hostile again.

Never Ally with the other active AI, they will gently caress up your relationship with her and none of them are good enough to matter.

Also make boats with your spare harbor capacity to sell to Archibald; they nerfed this a lot in one of the recent patches but it still gets you decent money from what is otherwise excess capability.

Mazz fucked around with this message at 15:18 on Oct 31, 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.



Welp, got the Labyrinth quest and now I've lost an entire steam cargo boat forever in the maze. I hope that quest is fixed soon.

RBA-Wintrow
Nov 4, 2009


Clapping Larry
What merchant ships do you prefer to ferry goods between islands and regions?

Cargo Ship

Influence 3
Cargo Slots 6
Item Slots 2
Speed 10.4

The standard late-game ship. Costing 500 upkeep it's a bit expensive. But its aviable without jumping through any hoops.


Extravaganza Steamer

Unlock:
Trade agreement with pirates or Specialist: Anna Union, Engineer of Extravagant Steamers

Influence 6
Cargo Slots 6
Item Slots 3
Speed 10.4

Twice the influence cost, but with an upkeep of only 100 it is only a fifth of the Cargo Ship.


Airship

Unlock:
750 Technicians in the Arctic.

Influence 4
Cargo Slots 4
Item Slots 2
Speed 9.4-32.8 (against / with the wind)

~3x the speed of the other options, will fly in the most direct route, even over islands. Cannot be shot at.
But, needs gas from ice shelves in the arctic. You are paying an upkeep of 1200 for only 4 cargo slots.

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.



Cargo Ships.

Not because they're better. Airships are better in pure raw speed even though they're affected by the wind which actually means they're more efficient carrying cargo between sectors, especially if you have any speed upgrades on them. And the Extravaganza is the loving Extravaganza. It's just they're much harder to set up mass production wheras it's not exactly hard to get to a point where you're just churning out cargo ships.

Also I'm likely to use my first Extravaganza/Great Eastern as an expedition ship.

Alkydere fucked around with this message at 16:12 on Oct 31, 2020

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vandalism
Aug 4, 2003
I think im going to make a backup save of my current game and delete everything off of every island, every trade route, sell all my ships, and start fresh. I have a ton of late game stuff and really don't wanna work my way up to that again or do the story lines of arctic or enbesa.

Rip my big island of investors... you were the real mvps you lazy fuckers.

Also I hope that deleting my seat of power, world fair, and research institute won't break my game.

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