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Mayveena posted:Just sell soap to Eli i don't want to have to pay attention to it
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# ? Dec 1, 2020 19:52 |
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# ? Jun 7, 2024 21:34 |
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boar guy posted:i don't want to have to pay attention to it You don't really need to? Just set up a bunch of soap production on one island, then have the boat that moves it around sell at Eli's at the end of the route.
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# ? Dec 1, 2020 20:14 |
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Feeling a bit exhausted by the endgame. I haven't done enbesa or the arctic yet but it feels kinda aimless when I'm making 100k a minute. But this was my first Anno and I overall really loved it, so I'm thinking of trying 2070 for a change of pace. Has it aged well and is it still worth it after 1800? And do I approach it the same way where I play the campaign which then gradually opens up, or do I start a sandbox game?
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# ? Dec 1, 2020 20:35 |
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boar guy posted:i don't want to have to pay attention to it There's nothing to pay attention to once you set up the trade route. And to be blunt, if spending five minutes to set up a trade route and production is too much for you, I don't know how much you're going to like this game. Setting up a trade route for soap is peanuts compared to what happens when you get engineers.
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# ? Dec 1, 2020 20:48 |
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sloppy portmanteau posted:Feeling a bit exhausted by the endgame. I haven't done enbesa or the arctic yet but it feels kinda aimless when I'm making 100k a minute. Going back to 2070 is a bit awkward since you lose a bunch of QoL stuff like moving buildings and in-game ratios. It's also a bit harder to gauge if you're meeting demand? But it mostly holds up - I played it a few months ago following 1800 and 2205. The campaign is managed differently - it's not a glorified sandbox game, it's more of a specific series of scenarios that introduces you to various game aspects, and there can be some different challenges in there then you'd normally face. (One mission throws an oil spill at you that destroys eco balance on an island, causing a lot of your production to take a huge penalty) There's a bit more of a narrative/story, though still fairly simple?
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# ? Dec 1, 2020 20:49 |
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Mayveena posted:There's nothing to pay attention to once you set up the trade route. And to be blunt, if spending five minutes to set up a trade route and production is too much for you, I don't know how much you're going to like this game. Setting up a trade route for soap is peanuts compared to what happens when you get engineers. just hadn't thought of automating it, is all. settle down beavis
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# ? Dec 1, 2020 20:54 |
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2070 holds up fine, just get a production ratio's chart somewhere for the chains. I'd advice getting Deep Ocean with it, it really adds quite a bit. If you don't want to pay too much attention to Ecobalance at first (think of it as gimmick equiv to oil of 2070) start as Tycoons.
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# ? Dec 1, 2020 21:04 |
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boar guy posted:just hadn't thought of automating it, is all. settle down beavis Which is not what you said butthead.
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# ? Dec 1, 2020 22:33 |
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boar guy posted:just hadn't thought of automating it, is all. settle down beavis Just make sure to set a minimum amount in the island you're working from. You sound like you're in kind of dire monetary straits (which isn't unusual around the Worker level) so you don't want your income to have regular dips when the Soap Boat comes and takes the last bar of soap until the next one is produced. If you set a minimum of, say, 5 that means any trade routes won't take your last 5 bars. The Worker -> Artisan hump is real because you're paying for 2 construction materials (steel is HELLA expensive and needed for everything from that point on), you're just now getting the ability to make your own boast (which takes MORE money and workers) and it's really easy to build not enough workers houses to generate cash compared to how many you can actually support. It's a point at your game where a bunch of costs show up and infrastructure needs to be set up but you don't have a lot of cash generation from taxes yet. Hence Soap to Eli. Once you get Artisans their rum your cash needs tend to start taking care of themselves as long as you keep them properly drunk. Edit: Well I guess getting beer up for Workers does a lot to alleviate the cash crunch but again that requires: -Bricks (easy peasy) -Likely settling a new island for hops (can be a bit expensive) -Getting the steel set up to make the mash and then the beer (both those buildings require it) That last bit is usually killer. You do start with some steel but that's usually used to set up a new island and then forgotten about. Or used up making soap. That steelworks setup for your girders can be absolute murder. Alkydere fucked around with this message at 01:09 on Dec 3, 2020 |
# ? Dec 3, 2020 01:02 |
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The thing about steel is that you don't need a full chain intially. Just build a single furnace, steelworks and charcoal hut, and expand it to a full 2:2:3 chain later, when you can actually afford it. Also, never bother with a dedicated weapons chain. Just build two weapons manufactories and let them run instead of a single steelworks you shut down for the meantime. On another note, everyone's always talking about Chef Michel, but I just found my own kind of item craziness that has ended up with my (currently only really starting construction) Crown Falls never needing a single drop of rum from the new world. Sir Lewis Brindley, the Chemist + Award-Winning Brewer plus electricity means your Schnapps Distilleries now run at 300%, cause attractiveness, run at -30% workforce and each distillery also puts out as much rum as a rum distillery working at 100%. Oh, and any breweries in the neighbourhood also get the workforce and attractiveness. If you get Brother Hilarius, it gets even more stupid. You go to -80% workforce, your schnapps distilleries go to 350% productivity with 2 extra rum every 3 steps and your breweries go to 250% with one extra rum every 3 steps. The only issues are that you're gonna probably have to sell a whole lot to Old Nate so the freakin' river of beer and booze pouring out of your distilleries doesn't clog your storage and stop the rum production, too. And that with or without Hilarius your schnapps block is going to go flying into orbit even more often than they normally do once they get electricity. Magni fucked around with this message at 01:54 on Dec 3, 2020 |
# ? Dec 3, 2020 01:37 |
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its actually artisans to engineers i was having trouble with. i cancelled the rum buy order and went negative juuuuuuuust long enough to get money from archie and then everything went back to normal. if that happens again it's game over and that's not fun i just built my first electric power plant after like, 260 hours in the game
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# ? Dec 3, 2020 01:57 |
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Maybe an unpopular opinion but I actually don't bother producing steel until much later. Archie has a pretty decent supply of it early on, so you can just set up a shipping route to grab a few beams from him each trip. You don't really need that much steel at the beginning, and setting up a full production chain blows a huge hole in your finances. But yes, getting over the engineer hump can be quite tricky as well. Remember that if you're losing money, you're probably not supplying enough luxuries to your top tier of citizens.
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# ? Dec 3, 2020 03:58 |
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The solution is always more people. Carpet the entire island in wretched hovels surrounded by pig sties and breweries. Bare earth is the enemy.
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# ? Dec 3, 2020 16:34 |
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I'm having a run with distinct neighbourhoods. Farmer/Worker/Artisans/Engineers, all in their own neighbourhoods. Hopefully I can reduce waste of service areas and work more with distinct townhalls. And now I'm handcrafting each block. Upgrade 1 artisan house, move it. Then upgrade one worker house and move it to replace the artisan house. This is absolutely stupid but I'm having my fun. Wipfmetz fucked around with this message at 18:14 on Dec 3, 2020 |
# ? Dec 3, 2020 16:41 |
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boar guy posted:its actually artisans to engineers i was having trouble with. i cancelled the rum buy order and went negative juuuuuuuust long enough to get money from archie and then everything went back to normal. if that happens again it's game over and that's not fun Hey don't feel bad. I'm at like 400 and have never finished the World's Fair monument. Hopefully this run! If I can escape my job long enough to do so. Wee, working holidays at Amazon... Ratios for oil/Nat Gas btw: 1 Oil power plant: 3 oil wells. 1 fuel station for farms: 1 oil well 1 Nat Gas power plant: 6 Nat Gas wells.
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# ? Dec 4, 2020 00:20 |
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Wipfmetz posted:I'm having a run with distinct neighbourhoods. Farmer/Worker/Artisans/Engineers, all in their own neighbourhoods. Hopefully I can reduce waste of service areas and work more with distinct townhalls. You could just upgrade them en masse and shift around the public buildings instead, you know. Less work that way.
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# ? Dec 4, 2020 00:51 |
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Magni posted:You could just upgrade them en masse and shift around the public buildings instead, you know. Less work that way. Am I missing something? Maybe i'm just a coward and the game will actually forgive me a few minutes of no-worker-ness? Wipfmetz fucked around with this message at 10:04 on Dec 4, 2020 |
# ? Dec 4, 2020 09:57 |
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Finally made it to electricity on my new playthrough and got all my industry electrified. Forgot how much workforce and money it saves. Starting to feel a bit bad about my police state commuting island where all my workers who make bread beer and sausages are set at 50% extra. Will need to electrify that one soon and set up a fuel depot.
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# ? Dec 4, 2020 12:34 |
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Is there a best way to handle the New World in terms of how everything should be set up? Should I keep all my processing buildings to one island and just build crops on the others? I hate getting to the stage of realising i've screw up royally and have to scramble to fix everything later.
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# ? Dec 4, 2020 17:39 |
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Wipfmetz posted:How does that work in the early game? In the early game, "The area of 1 set of worker service buildings" translates to "all my workers". And then your approach would translate to "upgrade all my workers en masse". Magni's saying you basically start promoting your houses going from "left" to "right" (the direction is arbitrary) not saying to upgrade ALL your workforce at once. Basically once you get to/past Artisans start upgrading the oldest part of your town, slowly moving across your island, and as you go you move the service buildings you don't need into new areas. So maybe you started on the south side. Once you upgrade the oldest blocks of Workers to Artisans on the south side of your town, you can move your Market and Pub a few blocks north to generate new space you can supply workers. Slowly moving your stuff across. Once you upgrade those Artisans to Engineers, you can move the School and Church as well. Honestly it's up to you how you create your city. Magni was just saying that slowly marching your lower tier service buildings from one side of the island is less click intensive. Asciana posted:Is there a best way to handle the New World in terms of how everything should be set up? Should I keep all my processing buildings to one island and just build crops on the others? I hate getting to the stage of realising i've screw up royally and have to scramble to fix everything later. I feel a good way to deal with the New World is have each island focus on 1-2 things at once and only those things. Obviously when you start you're setting up local sustainability but once you get past a certain point you might as well start specializing your New World (and Enbessan) islands in a handful of things. For example in my island I have: -Starter island produces Plantain Chips, -Next island produces Rum and Rubber -Next one produces Tobacco/Cigars and Pearls. As you can see my starter is still producing a lot but I have plan to start moving industries off of it, obviously moved rum off of it already. There's an island nearby that would be great for Cotton, Ponchos and Bombins (has cotton and corn fertilities). And yes the Plantain, Tortilla and Rum islands are supporting the other islands in the session instead of me making those industries on multiple islands. The starter island will eventually only produce plantain chips, Tortillas and Chocolate because I have absolutely broken those production chains with specialists. Tortillas require Plantains and Fish Oil (which is why I called them Fancier Plantain Chips), Plantain Chips require Cocoa and produce Chocolate and Sugar on the side (the latter which is used to make more Chocolate). Excess Plantain Chips and Tortillas sold off to Isabelle. Excess Chocolate sold off to the bazaar lady in the Old World.
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# ? Dec 4, 2020 20:54 |
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Yeah, that's why I like the 10x10 setup: it makes it really easy to replant all the service buildings as needed, with little pre-planning and high tolerance for backsies if you make some mistakes. I basically go 10x10 for the starting island and whichever colonies I end setting up and then go big brain pre-planned fancy setup on crown falls when it's easy to backwards engineer from the desired endstate.
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# ? Dec 5, 2020 02:05 |
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I've never gotten far enough to get an actual good specialist, but I presume the deal is -Perform expeditions, acquire specialists -Use specialists on megaproduction islands/areas, since their benefits are so large but the area covered by Trade Unions are so small My main issue is that the majority of items I find are limited-time items, which seems of questionable use. Like I found a Rabies Vaccine, which seemed badass - extra population, boosted more by common stuff? Then I see it's only active for two hours, and then it goes away. So what's the point? I can't build a bunch of production facilities that use the extra pop without micromanaging by building stuff and then tearing it down, which seems like a pain in the rear end.
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# ? Dec 5, 2020 02:29 |
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Quests are an excellent source of surprisingly high level specialists. I got the legendary specialist that replaced corn with plantains in my tortilla maker from a smuggling mission that popped up from Isabella about 5 minutes after I built my first (and so far: only) tortilla maker. If you have cash Eli is an excellent source if you dig through his prisoners, and every session-specific trader is great as well (Isabelle for the New World, I straight up bought the Mole Master that replaced the Tortilla Maker's beef need with fish oil), the Inuits in the arctic, and the Emperor in Enbessa. Other sources of powerful items (person or machinery) include: -Research institute -The World's Fair -Commuter Pier Though the first two are obviously relatively late game and the last is gonna be giving you a lot of white-tier trash for a good while until you can really power-level your island's beauty. And the point of the temporary items are they're generally good for a pinch...or to be sold/tossed out. They really are kinda trash, and if you're getting a lot of them you're either not very far along or you're having horrible luck. The "edible" temporary items I find are at least good on expeditions: They'll serve as a one-use hyper-ration (no morale penalty at all) as you give your sailors a feast.
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# ? Dec 5, 2020 03:30 |
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Lichtenstein posted:Yeah, that's why I like the 10x10 setup: it makes it really easy to replant all the service buildings as needed, with little pre-planning and high tolerance for backsies if you make some mistakes. I basically go 10x10 for the starting island and whichever colonies I end setting up and then go big brain pre-planned fancy setup on crown falls when it's easy to backwards engineer from the desired endstate. 10x10 also makes a decent base for at least some parts of Crown Falls. I intend to keep an artisan population on there in my current run, living in an "Old Town" area on the left side between the cliffs with the castle ruin and the river. I filled it in with 10x10 and then planted extra houses and ornamental stuff along the riverbanks, with a harbor area containing light industry, markets and a small amusement mile. A lot of gaps in the 10x10s have also been filled in with little streets criss-crossing it further. It looks kinda like a sort of renaissance-era old town. Really tight and cramped with small alleyways all over the place, but with nicely-looking old-timey buildings, trees and flowerbeds and the odd fountain or small park scattered around and the whole place having a bit of small-scale commercial and service industry flair thanks to artisan housing often having stores, barbershops and similar on the ground floor. Really gives a nice contrast to the more orderly and open-looking layout I got in mind for the engineer and investor areas. John Lee posted:I've never gotten far enough to get an actual good specialist, but I presume the deal is Once you get some cash coming in, just park a Schooner with Eli and look at his item inventory every once a while. You can get a ton of great specialists from him. And yeah, limited time items are kinda meh.
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# ? Dec 5, 2020 06:58 |
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Alkydere posted:Magni's saying you basically start promoting your houses going from "left" to "right" (the direction is arbitrary) not saying to upgrade ALL your workforce at once. Oh, makes sense. Thanks for explaining. Magni posted:You can get a ton of great specialists from him.
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# ? Dec 5, 2020 18:43 |
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oh boy modding apparently solves a lot of my pet peeves time to sink back in
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# ? Dec 5, 2020 20:22 |
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Wipfmetz posted:Oh, makes sense. Thanks for explaining. My pig farms are running at 300% (while being 50% more expensive upkeep-wise, but also needing 30% less workforce), my schnapps distilleries are running at 300% and double up as 100%-productivity rum distilleries, my canneries use pigs instead of ghoulash, my sewing machine factories use raw iron instead of steel, my fisheries also double up as my entire tallow production and like a third of my industry runs at anywhere between -20% to -50% workforce. I haven't even reached Engineers yet.
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# ? Dec 5, 2020 23:20 |
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Look at that pleb still consuming tallow. My soap is made from wood. Seriously, this is a good evolution of what started in Anno 2070 with the upgrade items on your base-ship. Those items were with your across multiple games, like AOE3 hometowns. It's just less grindy now and more rogue-like. Wipfmetz fucked around with this message at 00:30 on Dec 6, 2020 |
# ? Dec 5, 2020 23:45 |
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Wipfmetz posted:Look at that pleb still consuming tallow. My soap is made from wood. Free tallow from fisheries is more space- and workforce-efficient than building extra woodcutters. I'm totally looking forward to getting freakin' tractors running, though. SOOOOOOOOO much space getting freed up on my worker/farmer island.
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# ? Dec 6, 2020 03:25 |
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Magni posted:Free tallow from fisheries is more space- and workforce-efficient than building extra woodcutters.
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# ? Dec 6, 2020 11:18 |
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I am really tempted to get season pass 2 now instead of my Xmas present to myself. I finally have a save where I actually use the artic now, it's a bit of an annoying sector but in a good way so far. I should probably push to investors before I make the blimps though, only at +15k atm.
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# ? Dec 6, 2020 13:34 |
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Enbesa / Lands of Lions is very very story driven. The story is surprisingly good for the setting (Anno 1800 setting: victorian 'old world' powers colonize other world regions for raw materials and goods), but I cannot really see me enjoying them in a second run. No idea what I'll get out of them in the long run. Research, i think? No idea what I'll use that research for. Even more ridiculous boosts?
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# ? Dec 6, 2020 14:58 |
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Yeah, "Even More Ridiculous Boosts" is basically what you use research for. That poo poo is pretty powerful. Also boosting your pop count for influence because Scholar dormitories hold up to 125 population, and at that point they're also vomiting out research points. The Enbessan Scholar bonus from the books quickly becomes laughable and is probably the most worthless of the three islands. +15 canal tiles/water wheel and bonus firefighter range (especially considering how Enbessan firefighters require water access) are both far more useful boons. I will say Enbessa at least hit the mark far better with making the player create a secondary logistics network with its canals than Engineers do with oil railroads.
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# ? Dec 6, 2020 15:16 |
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I enjoyed land of lions, and I'm kinda glad about the research institute, but it really makes the end-game trivial when you can just wait 30m and it'll spit out the perfect trifecta of that one lady who provides champagne, the guy who gives cigars and gerrick, who provides pocket watches and jewelry. Then, with the palace, a fourth, maybe the one who provides coffee or someone who gives ~+15% residents and happiness. Added on top of the free-item-tarriff people on my trade post, a third of my supply islands become obsolete or never have to be built in the first place. It also makes the previous wonders like the world's fair look like chumps. Yeah I'm just going to... not build 3 of the supply chains. Not when I have the research institute. For the others, I can just research that guy who gives +40% productivity to everything and Meg who gives electricity. And it doesn't take that much to get there, either! I covered half of crown falls in worker cabins and gradually upgraded to artisans as I did LoL, then I was ready with engineers and researched scholar improvements until I got at least 10k research cap. Bhodi fucked around with this message at 16:07 on Dec 6, 2020 |
# ? Dec 6, 2020 15:44 |
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Bhodi posted:Yeah I'm just going to... not build 3 of the supply chains. Not when I have the research institute. For the others, I can just research that guy who gives +40% productivity to everything and Meg who gives electricity.
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# ? Dec 6, 2020 15:55 |
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You can have duplicates, so.... I've got 4 town halls each covered. That's ~20k investors. And I could keep doing it! I could do numbers go up but I think I've reached my arbitrary goal.
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# ? Dec 6, 2020 16:08 |
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What regions do you guys usually build zoos and museums in? They’re unique, right?
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# ? Dec 6, 2020 17:10 |
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WithoutTheFezOn posted:What regions do you guys usually build zoos and museums in? They’re unique, right? IIRC zoos, museums and botanical gardens are identical to each other, wether you build them in the new or old world. It's the items you present that differentiate each from the others. The only real difference is that some botanical garden sets have a different effect in the New World. (Those specific sets give the island they're on display on an extra fertility and productivity bonus for the respective farms. Because you can't build old world crop farms in the new world and vice-versa, they apply a different fertility depending on the region.) Magni fucked around with this message at 21:52 on Dec 6, 2020 |
# ? Dec 6, 2020 21:13 |
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Wait, I think I may be mistaken. Do zoos and museums produce benefits that are limited to their island or region, or is it global?
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# ? Dec 6, 2020 21:59 |
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# ? Jun 7, 2024 21:34 |
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WithoutTheFezOn posted:Wait, I think I may be mistaken. Do zoos and museums produce benefits that are limited to their island or region, or is it global? Item set benefits apply only to the island the set is hosted on IIRC, unless it's a buff to your ships. And the attractiveness bonus of course also applies only to the island it's on.
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# ? Dec 6, 2020 22:45 |