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vandalism
Aug 4, 2003

Qubee posted:

Only problem with production / consumption across more than 2 islands is you don't necessarily know if enough goods are arriving to each island to satisfy consumption, just that enough is being produced to technically supply all islands you've clicked. So a good way to get around this is to check each island's individual storage tab and click consumer goods, then see if any of them are trending downwards (if it's -1 but you're sitting on 50 schnapps, you're pretty good).

I wish they'd add one last QoL thing where selecting an island shows a different coloured bar within the supply bit to indicate it's being received from another island. Or if you have multiple islands selected, it splits it up into different coloured bars. So a total of 10 supply, 2 consumption in feeder island, 4 in second island, and another 4 in the final island, all with their unique coloured bar.

Seeing what is going on with production on one island and consumption on the other in the same screen would be amazing and really "finish" the game.

Edit: fuuuuck just saw subnat's post... my life is complete.

vandalism fucked around with this message at 03:12 on Nov 2, 2020

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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.

Danimo posted:

What are y'alls general opinions of the other Anno games?

Despite owning all of them through various steam/gog/epic sales 1800 is really the first one to click with me and I'm having a lot of fun. 2070 was the first one I tried in the past but didn't play more than an hour or two.

I've seen 1404 talked up a lot, and 2205 is certainly pretty but I know nothing about it. But if the formula in all these is similar to 1800 I might take 2070 or 2205 for a spin to see how it is in our terrible futures.

Are the older historical ones worth actually diving into at this point, more than just for a glance to see what it used to be like?

1404 is pretty great, and probably the pick of the historical Annos aside from 1800. The campaign is pretty hilariously camp and fun, the art is great and it's nicely balanced as well. I'm personally not a fan of the sci-fi era ones as I just can't get into the aesthetic of futuristic stuff, so I've never really played either for more than a couple of hours.

edit; I personally wouldn't go for any of the games prior to 1404 as they're starting to feel super dated at this point.

Good Lord Fisher!
Jul 14, 2006

Groovy!

2070 remains overall my favourite Anno title, and a lot of that comes down to how much the underwater colony aesthetic tickles me. It's also the only one in recent memory that has you actually choose a faction to play as that meaningfully affects the progression of your game, which earns it a lot of points with me for added replay value alone. 1404 is also very good and fun but 1800 is basically 1404: Redux so there's not a huge incentive to go back to it.

2205 could have been awesome but made a bunch of really really baffling design decisions and consigned itself to be played through once and never touched again

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Decided to keep on playing and try to reach absurd population numbers. Now I'm working to move all production off Crown Falls while figuring out the optimal specialists for every single good. Freeing up enough influence for -60% need propaganda helped a lot. The palace keeps things interesting in that I have a strong gameplay reason to maximize attractiveness even now that getting free specialists and income from tourism is negligible. Just passed 100,000 pop.

SubNat
Nov 27, 2008

Good Lord Fisher! posted:

2070 remains overall my favourite Anno title, and a lot of that comes down to how much the underwater colony aesthetic tickles me. It's also the only one in recent memory that has you actually choose a faction to play as that meaningfully affects the progression of your game, which earns it a lot of points with me for added replay value alone. 1404 is also very good and fun but 1800 is basically 1404: Redux so there's not a huge incentive to go back to it.

2205 could have been awesome but made a bunch of really really baffling design decisions and consigned itself to be played through once and never touched again

:yeah: Though I've played through 2205 probably like 2 times after launch with the DLC and the modpack. (Though I loving hate just how much tedious back-and-forthing there is when you flip on the Big 5 stock market stuff, even if you do it lategame. Especially since you have a super low credit cap.)
Honestly, considering how 2205 deviates from the formula, I feel comfortable calling it a spinoff game in many ways. It just fundamentally feels like say, a different developer having a go at the IP and producing something similar, but notably different.

2070 is my fave though, and the one that really brought me into the series after having me play, but eventually bounce off ....1602? and 1404.
As you say, the 2 different factions bring a lot to the table as it shapes early expansion, and it's very satisfying in the mid-late game when you can start blending their benefits together.
(And honestly, the 3 factions feel like the foundations for the separate biomes the game kept, with 2205 and 1800. Though factions are more immediately distinct and nice.
What really took it above and beyond was the setting though honestly (disregarding RD/BBs hilariously anti-nuclear attitude for a bit.). It's immediately incredibly dreary, but like all Annos there's this very optimistic undercurrent of how we'll make things better. (And how techs literally live on a perpetual supply of energy drinks.)
You fire it up and you just get this somber music with a flooded earth on the main menu, and existing in a setting that just embraced global warming through and through. Salvaging the old sunken ruins of cities etc.

It also gets a lot of points for going whole hog on a metagame, with the ARK, and scenarios, both static and async-online ones where rewards were handed out as players progressed in them.
I vaguely remember them rolling out a 3-scenario mission building up towards the release of the expansion, which was pretty neat in it's own right.
I really hope they can re-implement scenarios come anno.... -2430, -450, 450, 2007, 2340, whichever it is. They add so much to replayability, though the multi-session nature of the games means that a normal game now is notably longer than it would be in say 1404 or 2070.

It would be great if they made a 10th anniversary update for 2070 next year to backport some of 1800s features and etc to it. Much like how 1602, 1503 and 1404 got History Edition updates/rereleases this summer.

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.



Danimo posted:

What are y'alls general opinions of the other Anno games?

Despite owning all of them through various steam/gog/epic sales 1800 is really the first one to click with me and I'm having a lot of fun. 2070 was the first one I tried in the past but didn't play more than an hour or two.

I've seen 1404 talked up a lot, and 2205 is certainly pretty but I know nothing about it. But if the formula in all these is similar to 1800 I might take 2070 or 2205 for a spin to see how it is in our terrible futures.

Are the older historical ones worth actually diving into at this point, more than just for a glance to see what it used to be like?

1404: Beautiful as gently caress, gorgeous, in many ways was hailed as the best "modern" anno for making pretty cities.

2070: 1404 but in the future with a bunch of QoL additions and some interesting wrinkles with having multiple "main" factions. Lacks the depths of 1404's cosmetics.

2205: the king of QoL features by a wide margin, if you're all for making an efficient corporate empire that's the one for you. Just not a pretty one since the cosmetic items are so painfully few. My thought is the Anno team tried out something wildly different and while a lot of it didn't pan out, they learned their lessons very well and brought a lot of the new stuff over to 1800 in even better forms.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

SubNat posted:

but like all Annos there's this very optimistic undercurrent of how we'll make things better. (And how techs literally live on a perpetual supply of energy drinks.)

I was amused when I booted up Anno 2070 a few days ago and realized that it's not just fluff that the Eden Initiative won in 2070 where the Global Trust and SAAT collapsed - many of the Eco buildings are part of the building lineup in 2205. Organic food from rice farms is the basic foodstuff of your civilization. Health drinks are what your second tier of temperate citizens drink. Wind power is the basic power generator of the early game. And biopolymers are now the basic building blocks of construction.

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:

I was amused when I booted up Anno 2070 a few days ago and realized that it's not just fluff that the Eden Initiative won in 2070 where the Global Trust and SAAT collapsed - many of the Eco buildings are part of the building lineup in 2205. Organic food from rice farms is the basic foodstuff of your civilization. Health drinks are what your second tier of temperate citizens drink. Wind power is the basic power generator of the early game. And biopolymers are now the basic building blocks of construction.

I mean, Global Trust literally represents the political and industrial machines that scorched Earth's ecosystem for their own profit in both the Annoverse and ours, and S.A.A.T. was responsible for first having their super AI run rogue and steal GT's nuclear arsenal, and THEN building a geothermal generator that runs off of fracking under-sea fault-lines for power that went so sour they're still cleaning up the mess over a century later with some pretty wild future-tech. Seriously, imagine the litigation those events caused.

So yeah, of course the Eco's "won". One side is, despite it's power, on the way out if the world wants to survive. The other side sets the surrounding houses on fire and release a deadly plague at the same time when I ask them to design some new blades for my offshore wind turbines.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Alkydere posted:

I mean, Global Trust literally represents the political and industrial machines that scorched Earth's ecosystem for their own profit in both the Annoverse and ours, and S.A.A.T. was responsible for first having their super AI run rogue and steal GT's nuclear arsenal, and THEN building a geothermal generator that runs off of fracking under-sea fault-lines for power that went so sour they're still cleaning up the mess over a century later with some pretty wild future-tech. Seriously, imagine the litigation those events caused.

So yeah, of course the Eco's "won". One side is, despite it's power, on the way out if the world wants to survive. The other side sets the surrounding houses on fire and release a deadly plague at the same time when I ask them to design some new blades for my offshore wind turbines.

Yeah, the plot for 2205 explicitly says the Global Trust went bankrupt in the 2080s, and that SAAT went under between the FATHER thing and all the tsunamis their geothermal generators caused.

Khorne
May 1, 2002
All the Anno games I've played (1404 -> 1800 -> 2070 & 2205 -> 1503 recently) are pretty good. Don't play 1503 unless you've played the others a whole lot because it has an oddly brutal curve, is very opaque, and it's far more likely you'll have more fun with those first 4 games. It also plays very similar to 1404.

2205's transition delay between areas drives me insane & there's a period in 2205 where you are filling your regions with as many buildings as can fit that's really repetitive and tedious compared to other Anno titles. Outside of that, 2205 is great fun. The setting is cool, you get a space station with some weird minigame, the main regions all play differently and are integrated, and you can build on the moon. It's the least "Anno" Anno game, and it likely should have been a spinoff series.

1404 & 1800 & 2070 are great. They hold up well. I started playing Anno games after 1800 came out so I'm new to the series and hold no nostalgia for the older games.

If you play 1800 first is the older games don't have a campaign that's pretty much sandbox with a story thrown in to guide you. They also have way worse quality of life & slightly worse ui. Except 2205, which has decent QoL. I'd still claim 1800 has better quality of life than 2205, but 1800 is a more complex game with far more things to juggle. 2205 does have a perfect information production/consumption tab that some people really like. Personally, I prefer true production/consumption to be hidden and to have to estimate based on whether supply is going up or down in the warehouse. I may be in a minority there given how popular spreadsheets & the statistics screen they added to 1800 are, but at least all that stuff chews up some amount of player time so there's still a tradeoff.

Khorne fucked around with this message at 14:57 on Nov 2, 2020

Lichtenstein
May 31, 2012

It'll make sense, eventually.
2070's two main factions are so great I really hope they come back to it one day - though all the DLC lands of 1800 kind of satiate the diversity they offered. Though it's still a cooler setup in some ways, where you can have two players in the same world who evaluate islands for settling completely differently.

About the only thing that was a miss for me was how they handled the setting - I was very into the sci-fi aesthetic and building sprawling industrial hellscapes, but it all was so... aggressively German, in that lovely preachy greenpeace way. Them throwing a hissy fit over nuclear plants, or stuff like 'those tycoons just want burgers and booze while us enlightened ecos listen to Mozart over a cup of green tea', fuuuck you.

I wish they just made playing Global Trust into a moustache-twirling exercise in running hellscapes, instead of the game going "oh, but it's Anno, you're one of the good ones" and then perpetually throwing shade at you.

physeter
Jan 24, 2006

high five, more dead than alive
I always just assumed 2070's completely condescending piece of poo poo Ecos vs. Global Trust's vapid, nacissistic douchebags was deliberate and the result of truly excellent work on the English localization. It's almost as good in 1800, with the particularly vile Obrero Lady and Investor taking my top spots. I was a little sad to see the recent revamp of the World's Fair because it deprived me of the pleasure of turning off the electricity to the in-progress exhibitions and listening to the investor dude sputter at me.

Edit: I'm surprised at how many people use propaganda. I only do it to make Mercier happy. Looking at the wiki, I can spend 115 influence and reduce needs consumption worldwide by 55% of everything? I can definitely see the appeal there, but at the same time there's no island you can't seize with the battle fleet you could make with that influence. Isn't it better to just takeover more islands, pay the influence cost of owning them, sell the fleet to recoup the influence, then use the island to make more stuff/grow your pop for more influence...? I wonder if I've been doing this wrong, but 115 influence is alot. I have to think about this....

physeter fucked around with this message at 16:37 on Nov 2, 2020

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

physeter posted:

I always just assumed 2070's completely condescending piece of poo poo Ecos vs. Global Trust's vapid, nacissistic douchebags was deliberate and the result of truly excellent work on the English localization. It's almost as good in 1800, with the particularly vile Obrero Lady and Investor taking my top spots. I was a little sad to see the recent revamp of the World's Fair because it deprived me of the pleasure of turning off the electricity to the in-progress exhibitions and listening to the investor dude sputter at me.

Edit: I'm surprised at how many people use propaganda. I only do it to make Mercier happy. Looking at the wiki, I can spend 115 influence and reduce needs consumption worldwide by 55% of everything? I can definitely see the appeal there, but at the same time there's no island you can't seize with the battle fleet you could make with that influence. Isn't it better to just takeover more islands, pay the influence cost of owning them, sell the fleet to recoup the influence, then use the island to make more stuff/grow your pop for more influence...? I wonder if I've been doing this wrong, but 115 influence is alot. I have to think about this....

That is a lot more work, and you'll end up wanting the reduced consumption anyway in the long term.

ganglysumbia
Jan 29, 2005
I’ve been quite interested in this game since release and thinking about pulling the trigger. However it would be my first epic purchase and I also really don’t want to drop €60 on it... Does epic have their version of steam sales, and has anyone seen this one on sale? Also, they really should have demos available...

ROFLburger
Jan 12, 2006

what are some good DLC combos to play a fresh game on? is everyone just enabling everything?

Zedd
Jul 6, 2009

I mean, who would have noticed another madman around here?



ganglysumbia posted:

I’ve been quite interested in this game since release and thinking about pulling the trigger. However it would be my first epic purchase and I also really don’t want to drop €60 on it... Does epic have their version of steam sales, and has anyone seen this one on sale? Also, they really should have demos available...

Wait till the holiday season imo, epic does sales and so does uPlay.

SubNat
Nov 27, 2008

ganglysumbia posted:

I’ve been quite interested in this game since release and thinking about pulling the trigger. However it would be my first epic purchase and I also really don’t want to drop €60 on it... Does epic have their version of steam sales, and has anyone seen this one on sale? Also, they really should have demos available...

1: You can get it on uPlay if you're wary of the epic launcher. (You'll need uplay regardless anyhow, pretty sure.)
2: There's been like probably half a dozen demo weekends, but I agree that they could just have a demo build available perpetually.
3: On uplay you can grab a month of uplay+ for... 15usd-ish? Which will give you full access to the game and all DLC, and can be a very reasonable way for you to see if you want to check it out/own it/play it.
4: On uplay, if you have like 100? of those uplay points you get for achievements, you can turn those into a -20% coupon for any purchase there.

ROFLburger posted:

what are some good DLC combos to play a fresh game on? is everyone just enabling everything?

Everything, Always.
DLC just stack on top of each other, separately, but don't really interact with eachother directly. There's no reason not to simply have all of them enabled, as you pick and choose what content you want to engage with, and at what pace.
There's just more stuff and mechanics to use.

Oxyclean
Sep 23, 2007


Lichtenstein posted:

2070's two main factions are so great I really hope they come back to it one day - though all the DLC lands of 1800 kind of satiate the diversity they offered. Though it's still a cooler setup in some ways, where you can have two players in the same world who evaluate islands for settling completely differently.

About the only thing that was a miss for me was how they handled the setting - I was very into the sci-fi aesthetic and building sprawling industrial hellscapes, but it all was so... aggressively German, in that lovely preachy greenpeace way. Them throwing a hissy fit over nuclear plants, or stuff like 'those tycoons just want burgers and booze while us enlightened ecos listen to Mozart over a cup of green tea', fuuuck you.

I wish they just made playing Global Trust into a moustache-twirling exercise in running hellscapes, instead of the game going "oh, but it's Anno, you're one of the good ones" and then perpetually throwing shade at you.
Having to supply my population with burgers was literally one of my greatest amusements of 2070. Plastic being a need was kind of amusing, given the icon was a bunch of plastic containers Im just imaging like, compulsive tupperware parties.

Ecos needing what amounted to smart phones as the equivalent to plastics kinda seems like "dang millennials and their phones" before that was really a thing.

e: I just noticed in 1800, "Domestic Cat" Zoo item has a faith expedition penalty. - wow rude (but something about that feels like a superstition i've heard before) - is there anything else with negatives?

Oxyclean fucked around with this message at 20:59 on Nov 2, 2020

SubNat
Nov 27, 2008


Don't forget only accepting the finest, artisanally produced river pasta.
God dare you try to make a pasta factory/flour mill that doesn't operate on a river slot.

Please Ecos, can't I use that river slot for a super-ecobalance boost? You know, help the environment in the long run by improving it and cleaning up the island?

Ecos: RIVER PASTA RIVER PASTA RIVER PASTA.

Qubee
May 31, 2013




Oxyclean posted:

e: I just noticed in 1800, "Domestic Cat" Zoo item has a faith expedition penalty. - wow rude (but something about that feels like a superstition i've heard before) - is there anything else with negatives?

a ship's cat was usually a superstition most sailors had. cats were taken onboard as they kept rodents under control, but over time, it also became sort of sacrilegious if you set sail without a cat onboard. when I saw it in anno, I thought it was a pretty cool easter egg having them give a penalty to faith.

Lichtenstein
May 31, 2012

It'll make sense, eventually.

SubNat posted:

Don't forget only accepting the finest, artisanally produced river pasta.

Tbh, I'm getting a similar feel in 1800 from the ~artisanal kitchen~ producing poison lead canned soups.

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.



Lichtenstein posted:

Tbh, I'm getting a similar feel in 1800 from the ~artisanal kitchen~ producing poison lead canned soups.

Yeah but you can put those everywhere. Or just get the specialist that removes them because you're shoving pork from raw pigs into the cans.

In 2070, a game with modern industrialization, flying cargo trucks and so on, you were forced to put the pasta makers on rivers for reasons that can never be fully explained. Apparently the ecos won't eat the pasta unless the process is powered in part by water wheels. It really had a "We have these river slots from 1404...we need SOMETHING to use it on besides 1,001 sand factories to feed the Ecos need for apparently edible smartphones."

Seriously, I can handwave the Tycoon need for plastics: drink bottles, synthetic fabrics, one-time use tupperware. Meanwhile how the gently caress do the Ecos go through that many loving tons of smartphones that fast?

Edit: Out now! The Ecophone S58.3! Now with brand new refurbished electronics harvested from the ruins of sunken cities because how many of these things do you want!?

Alkydere fucked around with this message at 22:13 on Nov 2, 2020

Good Lord Fisher!
Jul 14, 2006

Groovy!

Alkydere posted:

Seriously, I can handwave the Tycoon need for plastics: drink bottles, synthetic fabrics, one-time use tupperware. Meanwhile how the gently caress do the Ecos go through that many loving tons of smartphones that fast?

They're clumsy as poo poo and drop em down storm drains taking selfies constantly

vandalism
Aug 4, 2003
I got the ultimate edition for my wife on green man gaming for $50 US. Has all the dlc.

Oxyclean
Sep 23, 2007


How the heck do I get a Djat for the one Enbesa island? Google search said to keep refreshing the Emperor's trading post but I literally made a save then spent all my money refreshing and never saw it.

physeter
Jan 24, 2006

high five, more dead than alive

Oxyclean posted:

How the heck do I get a Djat for the one Enbesa island? Google search said to keep refreshing the Emperor's trading post but I literally made a save then spent all my money refreshing and never saw it.

It's there, just not called a djat. Match the pictures. It's the big bird that isn't an ostrich or flamingo

Oxyclean
Sep 23, 2007


Finally found it - huh, I swear I was looking for it by icon, it's only rare level, so maybe I just blinded it.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Anno 2205 mood: Oh God I'm creating suburbs.

TorakFade
Oct 3, 2006

I strongly disapprove


Alkydere posted:

Yeah but you can put those everywhere. Or just get the specialist that removes them because you're shoving pork from raw pigs into the cans.

I got that specialist (Michel the Chef?) and boy does it feel good to just destroy the beef/pepper buildings on my 2nd island and just replace them with ALL THE PIGS then ferry soap, raw pigs and some sausages (Michel also makes a bit of sausages from the cannery) to the main island.

I still have to wrap my head around not overproducing while taking traveling times into account too though, when I get busy with a new session or whatever, then I go back and usually find my production island empty, the receiving island and the ship full and it's all wasted money and time which makes me angry

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Assuming standard production time of 1:00, what's the minmaxer-approved number of production building surrounding a single unupgraded warehouse?

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.



Lichtenstein posted:

Assuming standard production time of 1:00, what's the minmaxer-approved number of production building surrounding a single unupgraded warehouse?

The number is "more warehouses" because it's cheaper to get more slots from more warehouses than it is to upgrade them. Also, if Building A uses resources from Building B, putting A and B in range of each other lets them pick up/deliver goods between each other directly instead of going through a warehouse. So it's really kinda variable and mainly done if you see the "loading docks full" icon too much.

Of course after a certain point money doesn't matter. And any buildings provided with power (via power plant or item) have little trucks that move and load/unload twice as fast as a horse and carriage.

physeter
Jan 24, 2006

high five, more dead than alive
All trade routes have two little buttons on the specific route management screen.

One allows them to wait for goods to be loaded: that means if the ship arrives to pick up its goods and the goods are less than 100% ready to go, it will wait at the port until it has a full load.

The other says something like wait to unload, and it's the same thing in reverse. When it gets to the destination, if the destination port is already full, it will sit there at the pier, slowly putting its goods into the island until it is empty.

These buttons are the keys to getting the most from your trade routes and for eliminating sudden shortages. Otherwise you end up with half full ships going one way, and half full ships coming back. At any given time I have 4-5 cargo ships clinging to Crown Falls like lampreys, slowing pushing in coffee, rubber, chocolate, etc. Because many of my ships are marked to wait for goods & wait to unload, if I can see one ship slowly unloading at that pier, and two more backed up behind it, I know instantly that WAY too much of whatever is being imported and I can retask one of those ships to something else.

Important note: This means you need more piers. I have at least 2-3 on supply islands (New World - I don't want an island not getting its plantain chips because a rum ship is camping the harbor) and I think like 11-12 on Crown Falls. But it is absolutely worth it. ALSO: only use those buttons on ships transporting one commodity from one supply port to one delivery port. Otherwise your coffee ship might get hung up at a port for 20-30 minutes and not bring beer back to the New World, make its delivery to a second island, or whatever. I usually give these straight shot 100% pickup/delivery runs a specific type of name so I can find them in their own section of the trade route screen. But I'm closing in on 40K investors on Crown Falls and I can't imagine trying to manage the supply without these little buttons.


Also, the research institute now has a project to make specialized piers. After you do the project, click on a pier and designate it to receive goods of only a specific type. So I made one for coffee last night on Crown Falls, so now only coffee ships unload there, with a bonus to load speed and I can glance at the harbor and get an idea of how that particular commodity is doing. I found it helpful so far.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
I absolutely never use Wait to Unload. If the destination is overfull and the ship's going to just make a circuit back and forth while only partially unloading, I don't think that's a problem. Blocking ports for an extended time is a deal breaker.

physeter
Jan 24, 2006

high five, more dead than alive

Eschatos posted:

I absolutely never use Wait to Unload. If the destination is overfull and the ship's going to just make a circuit back and forth while only partially unloading, I don't think that's a problem. Blocking ports for an extended time is a deal breaker.

Seriously? That's so crazy to me, just build another pier. The cargo slot is costing .5 influence whether it's full or half empty. Wait for goods/to unload commands guarantee 100% delivery of the goods every time.


Side note, I stumbled into this last light:

Museum Set: Gods of the Delta, halves the influence cost of trade unions & town halls, and refunds influence from those already built. I didn't realize the actual effect of this before I slapped it down on Crown Falls last night and 260 influence points showed up on my HUD. That's OP as gently caress for a 3 piece set you can buy off the Enbessan king.

Oxyclean
Sep 23, 2007


I put multiple different things on a ship, I feel like wait for unload would gently caress up goods that aren't being used evenly?

Also, couldn't you easily get to a point where you have multiple ships blocking ports with "wait to unload" - I guess on Crown Falls you have a lot of coast space to add piers, but it seems like it can quickly become a "why are things going wrong, oh gently caress I need another pier" kind of thing.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

Oxyclean posted:

I put multiple different things on a ship, I feel like wait for unload would gently caress up goods that aren't being used evenly?


Yeah that's another reason I learned not to use it or wait to load with ships carrying more than one good. Every offload stop gets a dump excess order, though. Only way to avoid the occasional overfull slot that breaks an entire trade route.

physeter posted:

Seriously? That's so crazy to me, just build another pier. The cargo slot is costing .5 influence whether it's full or half empty. Wait for goods/to unload commands guarantee 100% delivery of the goods every time.


Side note, I stumbled into this last light:

Museum Set: Gods of the Delta, halves the influence cost of trade unions & town halls, and refunds influence from those already built. I didn't realize the actual effect of this before I slapped it down on Crown Falls last night and 260 influence points showed up on my HUD. That's OP as gently caress for a 3 piece set you can buy off the Enbessan king.

If the influence is used whether the ship is full or empty, why does it matter whether it's waiting to offload or going back for more product? As long as storage doesn't run out mid voyage, but if that's going to happen it'll happen whether or not the ship dropped off its full cargo. Maybe I'll need more piers at some point but currently 2 are serving Crown Falls and its 100,000 population.

Gods of the Delta is pretty great tho, I need to remember to buy another five or six copies of the set and start slotting it on islands other than Crown Falls. Currently trying to make up for the 1,000 influence shortfall that appears whenever I toggle from the +influence zoo palace to the +attractiveness for completed sets bonus.

physeter
Jan 24, 2006

high five, more dead than alive

Eschatos posted:

If the influence is used whether the ship is full or empty, why does it matter whether it's waiting to offload or going back for more product?
Because waiting to offload is product delivered immediately, and going back for "more product" is isn't just more product, it's also product that will (hopefully) be re-delivered ~15-20 minutes from now. I mean I used to do it that way, and then panic when I saw supplies dwindling, then build another cargo ship and slap it on the route. "Looks like I need more of that." And yes I did, not because I wasn't making enough of it, or shipping enough of it, but because some random and fluctuating percentage of it was sailing around back and forth. I had zero control over when the delivery would arrive, so inevitably entire ships full of the same goods would arrive at approximately same time, and cargos would be turned away without delivery because my storage was full from the ship in front of it. Or worse, a ship gets all the way to the New World and sails back with one or two slots full of cargo because another cargo ship cleaned out the storage just ahead of it. Shortage followed. Adding more cargo ships was just brute forcing the issue, when cargo ships cost influence and piers do not. I'm not saying I don't have ships that follow crazy routes with multiple stops and a diversity of goods, of course I do. But for mainline, bulk stuff like chocolate, rubber and coffee, where the production is fast & only moves in one direction? Nah, I do not send those back to the New World. That makes no sense at all, at that point I just have a fleet of influence-costing warehouses that are rarely where I need them.

I think I'm currently supplying ~40k investors on 2 (maybe 3) cargo ships of chocolate & coffee with zero problems, because...well, because my town halls are amazing. But also because my supply pipeline is for 100% delivery of 100% of its tonnage every time, not delivery 1% - 100% of the time, of 1%-100% of its tonnage, depending on X number of changing factors.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
That awkward moment when you realize that the way promoting residences work in Anno games and how you keep pushing the city out with new houses to replace the promoted ones is basically uncritical game-play mandated gentrification as a game mechanic.

Qubee
May 31, 2013




I kind of get your argument, physeter, but gently caress me did that feel like I was having a stroke just from how confusing it was to read.

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Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

physeter posted:

Because waiting to offload is product delivered immediately, and going back for "more product" is isn't just more product, it's also product that will (hopefully) be re-delivered ~15-20 minutes from now. I mean I used to do it that way, and then panic when I saw supplies dwindling, then build another cargo ship and slap it on the route. "Looks like I need more of that." And yes I did, not because I wasn't making enough of it, or shipping enough of it, but because some random and fluctuating percentage of it was sailing around back and forth. I had zero control over when the delivery would arrive, so inevitably entire ships full of the same goods would arrive at approximately same time, and cargos would be turned away without delivery because my storage was full from the ship in front of it. Or worse, a ship gets all the way to the New World and sails back with one or two slots full of cargo because another cargo ship cleaned out the storage just ahead of it. Shortage followed. Adding more cargo ships was just brute forcing the issue, when cargo ships cost influence and piers do not. I'm not saying I don't have ships that follow crazy routes with multiple stops and a diversity of goods, of course I do. But for mainline, bulk stuff like chocolate, rubber and coffee, where the production is fast & only moves in one direction? Nah, I do not send those back to the New World. That makes no sense at all, at that point I just have a fleet of influence-costing warehouses that are rarely where I need them.

I think I'm currently supplying ~40k investors on 2 (maybe 3) cargo ships of chocolate & coffee with zero problems, because...well, because my town halls are amazing. But also because my supply pipeline is for 100% delivery of 100% of its tonnage every time, not delivery 1% - 100% of the time, of 1%-100% of its tonnage, depending on X number of changing factors.

If storage is full, then I really fail to see a difference between waiting to drop off and leaving for more supplies. If an island is going through supplies fast enough to run out before a ship leaves and returns, it'll do it whether or not the ship leaves after waiting. But I think we're just debating our personal preferences and either works fine. As for pickup ships cleaning out storage, that ceased to be an issue after I built enough production island storage to have a hefty buffer.

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