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Season 3 teaser, coming 2021. https://www.youtube.com/watch?v=kmx23GC5OjQ Nothing new shown as far as I can tell, the teaser just shows the content from the previous two season packs? Really not sure what else they could add at this point that wouldn't feel like more of the same. More sessions? Endgame money sinks?
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# ? Nov 18, 2020 18:28 |
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# ? Jun 3, 2024 11:37 |
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Koshne posted:Season 3 teaser, coming 2021. god. dammit.
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# ? Nov 18, 2020 18:28 |
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Im hoping for a Victorian moon colony
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# ? Nov 18, 2020 18:35 |
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Anno Brand Manager, 1 Month Ago posted:I already said as much in the German forums, but even if (!) there would be more DLC after the "City Lights Pack", the possibility of doing another new Session like the Arctic or Enbesa is out of the question. Anno Brand Manager, 5 Days Ago posted:There are currently no additional or further DLCs for Anno 1800 announced. Maybe they haven't decided what they're doing yet.
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# ? Nov 18, 2020 18:38 |
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Koshne posted:Season 3 teaser, coming 2021. THE gently caress?! I could swear they said they were done. My guess is Asia, next guess is Middle East. Not a lot left out there unless they want to go free slaves in the US. Edit: yeah they just said it!! Second edit: India. Mayveena fucked around with this message at 18:43 on Nov 18, 2020 |
# ? Nov 18, 2020 18:40 |
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Koshne posted:Maybe they haven't decided what they're doing yet. Khorne fucked around with this message at 18:55 on Nov 18, 2020 |
# ? Nov 18, 2020 18:51 |
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Mayveena posted:THE gently caress?! I could swear they said they were done. My guess is Asia, next guess is Middle East. Not a lot left out there unless they want to go free slaves in the US. I think India or Asia are excellent ideas and something not really done to date in the series.
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# ? Nov 18, 2020 19:01 |
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Those devs of the Massive Asia mod either just got rich or nervous.
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# ? Nov 18, 2020 19:02 |
Awesome. I was barely even expecting the second season, so there being a third is pretty surprising.
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# ? Nov 18, 2020 20:05 |
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Koshne posted:Season 3 teaser, coming 2021. I wonder how much of this is because the game still hasn't been cracked, almost 2 years after release. I'm pretty happy that they can keep rolling out content for it until the next title is on the horizon though! Way better to have more content and updates rolling in (and time for them to make more QoL features to roll into the next release.), than the usual: Game, then some dlc, then 2-3 years of nothing until the next title rolls out.
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# ? Nov 18, 2020 20:14 |
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SubNat posted:
I know a lot of people hated the Epic exclusivity, and I kind of did too, but they undoubtedly got a boatload of cash for it and they have had solid sales on top of that for both the base game and DLC. I'm guessing 1800 has blown all the other games out of the water in terms of revenue.
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# ? Nov 18, 2020 20:24 |
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Gadzuko posted:I know a lot of people hated the Epic exclusivity,--- The game does not have an epic exclusivity, and is not getting any epic money that way. It just has a 'not being sold on steam'-ivity. Because not being on steam means they get like 6-10 dollars more in earning per 60usd title sold, and more on uplay directly. (The game was sold on steam up until a while pre-launch if I remember correctly? A small number of owners are on there.) Either way, it means they get a lot more cash per title/DLC sold, and I imagine that's the exact reason why they supported this title with so insanely many patches and DLC. Because as you mention, it sold super well, and it likely blows all the previous titles out of the water in terms of revenue. e: https://store.steampowered.com/app/1066850/Anno_1800__Season_1_Pass/ Even the season passes are there, so that the handful of people who bought the game on steam can still access the DLC.
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# ? Nov 18, 2020 20:38 |
It also just did well on Steam, too. It has the highest concurrents of any Anno game by quite a bit. But in general I think plenty of people (myself included, though I own Anno on Steam) had no problem switching over the uPlay, and that’s been very good for Ubisoft’s PC revenue.
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# ? Nov 18, 2020 20:48 |
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I wouldn't mind not getting a new session. 5 is already more than I can handle. If they added some stuff to spice up what we already have that would be neat. Another session wouldn't be bad. They could add poop emoji ornaments and I would buy it, tbh.
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# ? Nov 18, 2020 20:52 |
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I'm happy they are going into a 3rd Season, but I'd like to see Enbessa brought up a bit. It seems just like a big empty after the questline is done and you're bringing back what you need for scholars. I guess I could go back and develop vacant islands for pure population, but eh. It definitely lacks the urgency and challenge of the Arctic session, or the massive resource plundering of the New World. I wish they'd put in the ability to settle Old World colonists there, that would be interesting. Or let us take native Enbessans to an investor level.
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# ? Nov 18, 2020 21:13 |
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Yeah once you get the storyline finished, Enbessa really does just feel rather "done" other than ramping stuff up for your Scholars. So I'm torn on more sessions and wondering what more they could do? One idea I guess would be to add "alternate" goods to satisfy your people's needs, especially happiness. Instead of bicycles for your Engineers and Investors you start bringing over Fine China from the Far East (Land of Dragons)? Could affect the Land of Lions to make it so some of your Enbessan goods can be used to satisfy your Old World folks. We already have alternate production chains, why not alternate end goods to satisfy the same need? I honestly suspect if there is a new zone it will be China over India because we do have Qing already, so it would be easy to tie her in. That being said I don't think I've ever reached the point where I'm all "Stop! Stop! The game is fully fleshed out already! " as the devs add to it, but Anno 1800 might be the game. Good lord, how many plates we gonna spin?
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# ? Nov 18, 2020 21:29 |
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physeter posted:Or let us take native Enbessans to an investor level. My dude have you checked out scholars.
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# ? Nov 18, 2020 21:33 |
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Dehumanize yourselves and face to the content.
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# ? Nov 18, 2020 21:40 |
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And here I was thinking I could finally play the game with all the DLC. Still hyped for more new things.
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# ? Nov 18, 2020 21:40 |
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A new session certainly feels like it would be the "meat" of a season pass in the way the Artic and Enbessa are kind of the meat of S1/S2? But I sort of agree another session would be a lot to juggle. I'm curious what sort of things that would be big enough for their own DLC they could add outside of sessions that don't have too much overlap with what we already have?
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# ? Nov 18, 2020 21:43 |
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If we are thinking in the S2 "beyond the basic expansion ideas" Some sort of island wide guild halls thing like the Palace Some sort of hypercharging for a process like the tractors, maybe for needs buildings. And a new session for ??? specialization.
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# ? Nov 18, 2020 21:47 |
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How does the existing fertility mechanics work? I've seen fertility items for sale at traders but I've never messed with them. In a similar fashion to how the Research Institute lets you target items you want, I wonder if we could get a dlc that lets you better organize what your islands produce by moving fertilities around? Or something even crazier like adding mine nodes or something? (Sort of like how 2070 had consumables to re-fill limited resources?)
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# ? Nov 18, 2020 21:54 |
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Oxyclean posted:How does the existing fertility mechanics work? I've seen fertility items for sale at traders but I've never messed with them. In a similar fashion to how the Research Institute lets you target items you want, I wonder if we could get a dlc that lets you better organize what your islands produce by moving fertilities around? Or something even crazier like adding mine nodes or something? (Sort of like how 2070 had consumables to re-fill limited resources?) Fertility is per-island, in order to grow something which isn't on the list for that you need one of those items you saw, which allows a farmhouse within the radius of a Trade Union running one to work (the fields can go anywhere as usual). The purple ones have a productivity bonus. (e: just realized you might mean the productivity mechanics for production buildings, in which case the production and consumption rates both increase by the same percentage, and in order to stack this stuff up you need Trade Unions themed around sets of bonuses with factories or farms Tetrised into their influence radius) The Research Institute already allows you to swap one fertility one one island for any other, as well as to change a mine node to another type both with research projects. Mine locations are generated as part of the island maps, and it seems like they didn't want to give us more than we can already generate. I suppose they could alter map generation to have blank slots for extra mines, but that could for sure turbofuck existing saves which has been a priority to avoid thus far. I wouldn't mind another session, but it feels a little bad going from an existing post-cash-scarcity corporate state into a new area and just bulldoze directly through its development. (e again: also I wouldn't mind an expansion to the Research Institute, like maybe an Arctic Expeditionary Lab, which extended Scholars into the Arctic in order to do ???? research stuff) LonsomeSon fucked around with this message at 22:15 on Nov 18, 2020 |
# ? Nov 18, 2020 22:11 |
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Oxyclean posted:How does the existing fertility mechanics work? I've seen fertility items for sale at traders but I've never messed with them. In a similar fashion to how the Research Institute lets you target items you want, I wonder if we could get a dlc that lets you better organize what your islands produce by moving fertilities around? Or something even crazier like adding mine nodes or something? (Sort of like how 2070 had consumables to re-fill limited resources?) Already answered but I felt I'd try my stab at it: -Every Island has a set amount of Fertilities. How many depends on the zone (the New World islands generally have a giant pile of them) and your starting settings (one of the few settings that's global and not limited to the Old World). Likewise the mineral richness setting will determine the # of mine slots OW/NW/Arctic island will have, the same setting will also determine the number of oil seeps an island will have (Natural Gas seeps are fixed). -Fertility Items: These you slot into a trade union and will provide the fertility in question to all relevant buildings within range. Green seeds give you the fertility with a minor (-15%) debuff, Blue gives them with no debuff, Purple gives you a mild productivity. Fertility items are great if you get screwed over by competitors, or want to simplify production chains (I'm looking at you Seafood Stew). -Swapping Fertilities! With the Land of Lions update and research institute you can now straight up swap fertilities out! Each time you complete the search project you get a single credit to swap out a single fertility on a single island. Just click on the fertility in question (how much do you really need Niter in the old world?) and swap it out with one you prefer! -Swapping out mines! The research institute does not let you create or move mines (I'm assuming this has to do with the relatively complex visual model of the mine: they're designed to go on only certain spots of the islands' mountain ranges). However it does let you change the resource it produces which is great: How much limestone do you really need? Couldn't you use another coal or iron slot instead? (Not trying to step on your toes Lonesome, just trying to set everything out in a clear as can be fashion) Alkydere fucked around with this message at 23:10 on Nov 18, 2020 |
# ? Nov 18, 2020 23:01 |
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I wouldn't mind a new tier of citizen soldiers. They would produce units of various kinds of troops depending on tiers. Transport them in ships and send them to attack. New defensive buildings would be cool. The combat in 2070 was good but 2250 was bad, so of they follow the 2070 route it could be fun.
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# ? Nov 19, 2020 00:40 |
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Anno Team posted:We are very happy to confirm that Anno 1800 will be back for a third Season of content in 2021! While we don’t want to give too much away, there a few things we can share: No new session is confirmed, looks like community requests and QoL changes.
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# ? Nov 19, 2020 20:38 |
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That's a bit of a shame, but not surprising. Glad they put word out of that early. (That one mod team is probably breathing a sigh of relief as well.) Sort of hope they don't price it the same as the other passes then?
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# ? Nov 19, 2020 20:44 |
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Koshne posted:No new session is confirmed, looks like community requests and QoL changes. phew.
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# ? Nov 19, 2020 20:45 |
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Yeah I was afraid it was going to turn into Anno 1800 the MMO.
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# ? Nov 19, 2020 20:55 |
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it's already such a massive game. it doesn't need another session.
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# ? Nov 19, 2020 20:56 |
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More multi-phase monuments would be interesting. Something like the Historic Warehouse from 1404 that increased the speed/cargo capacity of all ships in addition to the warehouse space. Unlocking different tiers of special buildings (tied to global population, maybe?) where you have to choose which building to unlock at each tier would be interesting. I'd love more worldwide affects that could be unlocked, especially if there's a high maintenance cost or the buildings require items to upkeep in order to provide the bonuses. Money completely ceases to matter once you get more than a cluster of investors down, so it would be nice to have some incentive to sink resources into gameplay effects and introduce new mechanics to encourage you to grow the population further.
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# ? Nov 19, 2020 21:13 |
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Thank goodness for no more sessions, I don't think I could handle another.
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# ? Nov 19, 2020 21:28 |
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Thom12255 posted:Thank goodness for no more sessions, I don't think I could handle another. My pc definitely couldn't. My brain can barely handle steam carriage production chains.
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# ? Nov 19, 2020 21:55 |
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I finally got the specialist that makes the Cannery just take Pigs and Holy poo poo this thing is OP.
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# ? Nov 19, 2020 22:04 |
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Zedd posted:I finally got the specialist that makes the Cannery just take Pigs and Holy poo poo this thing is OP. Just all those Pepper fields, cow farms and goulash plants go Buh-Bye! Just shove whole pigs into those cans and be done with it! Seriously I'm imagining something out of loony toons were an entire porker is shoved into the can with a big piston while Powerhouse plays in the background. It's even more powerful now that you have the Scholars who want canned food too, and a reason to keep 10K hungry engineers around. Dude is legit one of the most OP specialists and if you can't get him on your own he's totally one of the first picks you should grab from the Uni once you get enough research to do so. The lady who makes Fur Jackets take wool instead of cotton is also pretty good.
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# ? Nov 19, 2020 22:37 |
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Yeah I mean I had some decent specialist before but this rear end in a top hat is hilarious. The implications of a lot of these types of specialists are hilarious though, Race to the bottom indeed.
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# ? Nov 19, 2020 22:42 |
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Oh absolutely. He saves you so much money just cutting out the Ghoulash kitchen. Cutting out the pepper farms and replacing the expensive beef farms with pigs saves so much space and so many farmers you can now upgrade to workers and up too. Another good one: the specialist that replaces Fish Oil with Cocoa in the Fried Plantain Kitchens. You basically cut out the sugar production and make Chocolate out of Fried Plantains. Any excess Plantains can just be sold to Isabelle for extra cash.
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# ? Nov 19, 2020 22:50 |
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Pair Chef Michel with Mrs Mayerson the Epic Housekeeper and you've got whole pig empanadas sailing out, she replaces the iron in canned food with flour. Love her. Need the iron for BIKES! For me, getting out of the fish oil business is tempting at first, but higher level specialists up the chocolate chain will actually kick off free sugar from the operation of BOTH fried plaintain kitchens and chocolate factories. There are 2 of these specialists, & I think there is actually a breakeven point where you wouldn't have to refine sugar at all. I sketched it out once and it was retarded, but the numbers worked if I'd been able to burn off the plantain chips fast enough at Isabelle's. Never actually built it. But even with a few sugar refineries sitting around I was happier with those guys plus an android.
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# ? Nov 20, 2020 00:52 |
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Alkydere posted:Oh absolutely. He saves you so much money just cutting out the Ghoulash kitchen. Cutting out the pepper farms and replacing the expensive beef farms with pigs saves so much space and so many farmers you can now upgrade to workers and up too. There's also a town hall specialist that automatically fills the canned food and rum needs for any residence in range of a theater. I don't have any of the DLC so it may not help with scholars but I covered enough houses with it to make it to investors without ever needing to build a second canned food factory past the one I used to get enough artisans to unlock the theater. Wool for fur coats would have been nice to have though so that I could have kept my Obrero population below the point where they want beer.
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# ? Nov 20, 2020 04:38 |
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# ? Jun 3, 2024 11:37 |
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physeter posted:Pair Chef Michel with Mrs Mayerson the Epic Housekeeper and you've got whole pig empanadas sailing out, she replaces the iron in canned food with flour. Love her. Need the iron for BIKES! Doesn't a specialist completely remove the need for sugar? In my latest ~60 hour game pretty sure I don't have a single sugar farm.
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# ? Nov 20, 2020 15:17 |