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Not building for electricity tends to require moving everything in a given area over by one tile, which is certainly doable with the move tool, but isn’t exactly a matter of a couple jazz hands to accomplish. Especially if you’ve got production running up to the city limit in that area. It also requires running a rail line from the coast and into the newly-created delivery corridor, which is itself a non-trivial number of clicks unless you spent the entire game paying attention to it, or left placeholders at the very beginning.
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# ? Sep 7, 2021 00:05 |
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# ? Jun 8, 2024 01:36 |
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jesus gently caress uplay reverted the client AGAIN, time to try and force another pointless update, seriously gently caress this platform
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# ? Sep 7, 2021 00:07 |
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Quantum Shart posted:jesus gently caress uplay reverted the client AGAIN, time to try and force another pointless update, seriously gently caress this platform Once you're fully updated, turn of auto updates in the client.
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# ? Sep 7, 2021 00:26 |
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I tend to promote outwards in a direction with room to expand so power is never an issue, just plop it down on the corner the engineers are.
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# ? Sep 7, 2021 00:43 |
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LonsomeSon posted:Not building for electricity tends to require moving everything in a given area over by one tile, which is certainly doable with the move tool, but isn’t exactly a matter of a couple jazz hands to accomplish. Especially if you’ve got production running up to the city limit in that area. If you aren't templating, you're already used to moving small blocks to make room for oddly shaped need buildings. Rails are just a really long need building. If you put parks in the margins and thus aren't trying to achieve perfect packing its gonna be like 1-2 dozen moves to electrify your downtown.
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# ? Sep 7, 2021 00:43 |
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God, Ubisoft loving sucks. I finally get some time to play the game with my son and of course we are hitting about a thousand loving bugs just trying to get the game to work. First it was his game, it had no text. Now my client cannot connect to matchmaking. It is crazy how bad their client is.
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# ? Sep 7, 2021 04:01 |
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Is there any way to tell the travel time on a trade route?
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# ? Sep 7, 2021 12:45 |
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Solemn Sloth posted:Is there any way to tell the travel time on a trade route? Until we’re talking steam ships, the direction of the wind on the map being variable means that travel times are also variable
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# ? Sep 7, 2021 15:10 |
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Why did I randomly get defeated in the middle of the campaign? I assume an AI player won, but if I fall way behind is there really anything I can do about that?
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# ? Sep 7, 2021 16:52 |
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Vivian Darkbloom posted:Why did I randomly get defeated in the middle of the campaign? I assume an AI player won, but if I fall way behind is there really anything I can do about that? You probably went into too much debt with negative income and negative balance. Go back to a save game just before ans tell us what your income and balance were doing just prior.
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# ? Sep 7, 2021 18:13 |
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Will extra luxury goods have any effect on a colony if it isn't explicitly wanted yet? For example, one of my smaller colonies was bleeding money, so I shipped some excess beer to them, but they don't seem to be consuming it. Do they only buy things that appear on the Marketplace screen? Also, I have electricity now. It's not as overwhelming as this thread had me believe, but I left some open spaces between various industry areas, so it wasn't too hard to run railroads. However, I do have a question - the effect of electricity on most production buildings is obvious (usually 200% output), but is there any benefit to electrifying residences before it's asked for as a need (I think by engineers)?
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# ? Sep 7, 2021 18:18 |
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Nam Taf posted:You probably went into too much debt with negative income and negative balance. Go back to a save game just before ans tell us what your income and balance were doing just prior. Yeah it was pretty bad but I expected a warning or something
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# ? Sep 7, 2021 18:23 |
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WhiteHowler posted:Will extra luxury goods have any effect on a colony if it isn't explicitly wanted yet? For example, one of my smaller colonies was bleeding money, so I shipped some excess beer to them, but they don't seem to be consuming it. Do they only buy things that appear on the Marketplace screen? There's no purpose supplying luxuries if your citizens aren't asking for them. The same counts for Electricity. The only purpose is to future-proof your island. If, for example, you don't intend to have a population in excess of 1750 engineers on your island, there's no point in supplying them with Electricity. Vivian Darkbloom posted:Yeah it was pretty bad but I expected a warning or something The game has a failstate if you lose all your money. You get one extra chance, where if you go below a positive balance, Archie will give you some money to help keep you afloat, but if you go below positive balance again, the game will end.
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# ? Sep 7, 2021 18:57 |
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Vivian Darkbloom posted:Yeah it was pretty bad but I expected a warning or something One thing to consider re: your set up is that there is zero need to build your houses near your productive buildings- farmers/workers/etc can get to any productive building that's connected to your road network, no matter how far. Segregating your residential from your productive buildings will let you make more efficient use of (i.e. delete a bunch of) marketplaces, warehouses, etc. The only exception to this is once you reach electricity, in which case it's usually useful to have an industrial district bordering your highest level pops- but you don't really need to worry about such things while you're bleeding money at the artisan phase And yeah as others have said take an austerity-minded approach to your production chains- just because 2 grain-1mill-2bakery is the efficient set up doesn't mean you should fire up all 5 buildings at the same time when your population can only consume 0.5 bread/min. But DON'T make the mistake I did of thinking unemployed pops must be a drain on your budget somehow- as long as they have enough to consume, they are making you money.
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# ? Sep 7, 2021 19:16 |
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The worst one is the canned food ratios, those are insane and there's no need to make it 100% efficient as you'll go bankrupt in the process.
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# ? Sep 7, 2021 19:42 |
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is it more efficient to trade up (ie wood for canned food) or to trade down (sewing machines for sausage and upgrade more farmers) in the import /export docks?
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# ? Sep 7, 2021 19:50 |
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tima posted:is it more efficient to trade up (ie wood for canned food) or to trade down (sewing machines for sausage and upgrade more farmers) in the import /export docks? Down is more efficient, but I usually start out by spamming timber and trading that for wood, which I use to make absurd amounts of timber that rockets it to the top of the pyramid and then I trade up for a bit while I get established. Sewing machines become the next trade fodder, replaced (or added to) by steam carriages once I get the absurd specialist that lets you make them out of filaments. Mayveena posted:The worst one is the canned food ratios, those are insane and there's no need to make it 100% efficient as you'll go bankrupt in the process. Yeah, canned food is a huge pain but there is also a guy who allows you to just skip goulash and can pigs instead, which is glorious. I always love deleting my entire red pepper/beef farm once I get him.
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# ? Sep 7, 2021 20:15 |
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Yeah, until that point you (or at least I, this has become my normal approach to 1800 since I got a firm grasp on everything from Artisans down) can build out a ratio’d chain and then immediately fill up most of its demand by building or upgrading, then backfill other needed increases, all without dropping into the red for too long. Then you run into the most expensive Needs factories yet and their hosed ratios, plus probably needing to deliver either peppers or goulash to your first island. The conceptual leap which providing for Engineers is, sort of overshadows this in retrospect I think. Especially for those of us who have been playing either 1800 or Anno in general for awhile. tl;dr: new-player posters, when you’re just starting out you want either minimal overproduction of Needs end products, and also intermediates/raw materials, or save up the construction materials to upgrade enough houses to immediately start demanding the full production of your new ratio-ed goods and then to set up more lower-tier production. The former is probably a more fun way to learn the game.
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# ? Sep 7, 2021 20:20 |
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Mayveena posted:The worst one is the canned food ratios, those are insane and there's no need to make it 100% efficient as you'll go bankrupt in the process. The most efficient way is to not make canned food, unmodified canned food chain actually loses you money, so if you see that trade union guy replacing goulash to pigs pay any money they're asking.
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# ? Sep 7, 2021 20:20 |
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Pyromancer posted:The most efficient way is to not make canned food, unmodified canned food chain actually loses you money, so if you see that trade union guy replacing goulash to pigs pay any money they're asking. Actors (town hall item) are also really good and usually readily available at Eli's, they let you skip both canned food and rum after you build a variety theater. A couple of those can get you through to investors no sweat.
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# ? Sep 7, 2021 20:26 |
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Gadzuko posted:Actors (town hall item) are also really good and usually readily available at Eli's, they let you skip both canned food and rum after you build a variety theater. A couple of those can get you through to investors no sweat. It can’t be overstated how big a deal an early Actor can be, considering the amount of cash even just Artisans spend on Rum. You pay whatever it took to score the specialist, plus the cost of a Town Hall, and suddenly you can pay for a whole lot more poo poo. That’s another good new-player tip: all the bonus items can be a little overwhelming at first, on top of the overwhelming info dump which this game already is. A single early Town Hall or Trade Union with the key items/folks that regulars are talking about can really help ease shipping or expense concerns, don’t be like me and decide to put all that poo poo off “until later,” try stuff out.
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# ? Sep 7, 2021 20:34 |
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Other fun tricks: Don't bother will building steel until you hit artisan level, just buy it at Archie's. At 200 workers a mill not counting mines and basic steel production you need a lot of houses to keep it going that could be used jumping to artisans, where your tax income really kicks in. using docklands to free up farmers. Yes you could produce enough clothes and schnapps to supply your farmers and workers, or you could just sell weapons/sewing machines and fulfill demand that way. If you want just a ton of money fast sell soap to Eli, alchohol to the pirates if you have a treaty with them, or any of the finished industrial goods to the king of embasa if you have that dlc
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# ? Sep 7, 2021 20:55 |
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How do you calculate the ratio of citizen need to consumption? Like how many people wanting bread = 1 loaf per minute
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# ? Sep 7, 2021 21:16 |
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Solemn Sloth posted:How do you calculate the ratio of citizen need to consumption? Like how many people wanting bread = 1 loaf per minute poo poo …either Shift or Control + Q, it takes you to an interface which shows demand and supply for all the goods on an island. You can shift-click islands in this interface to add their supply and demand stats together, also, in case you want to check farm goods usage on a factory island against the supply on a farm island, later on in the game.
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# ? Sep 7, 2021 21:20 |
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Yeah CTRL-Q and just make sure the green bars are as long as the blue bars.
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# ? Sep 7, 2021 22:11 |
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Solemn Sloth posted:How do you calculate the ratio of citizen need to consumption? Like how many people wanting bread = 1 loaf per minute Some takeaways of how I understand it: -Demand/consumption and income is PER HOUSE not per population/workforce. The number of people living in the house only affects workforce and total population to unlock new tiers/more influence etc. Filling up your houses/satisfying their needs will get you more workforce/pop per production building maintenance dollar than a bunch of half empty houses. -Higher tier pops consume more stuff and pay more-way more-for it. A worker consumes twice as many work clothes as a farmer and pays twice as much for it. However, an artisan consumes twice as much beer as a worker, but pays 3x as much. Beer and artisans are where you start making real money. - Some needs chains (the aforementioned canned food) really don’t make much money, and it can make sense to buy them at the Docklands if you have that enabled.
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# ? Sep 7, 2021 22:29 |
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Most of the tension in the game is keeping a laser focus on meeting a pops early needs to unlock their late wants which tend to pay for everything earlier and more. When you hit that promote button for the first time per pop, you better have some cash stocked plus a whole bunch of people ready to promote to try and sprint for that profitable stage. It's not the end of the world if you miss and run into an employment shortage wall because you are missing key farmer needs. It just involves more micromanaging those early need producers off and on to stop from bleeding all your money making something that fulfills 2x of what your population currently is.
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# ? Sep 7, 2021 22:39 |
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Kaiser Schnitzel posted:If you want the real in depth answer, this page explains it pretty well. https://anno1800.fandom.com/wiki/Needs This is great thank you! I'd previously been going with just using the supply/demand bars, but my OCD really wanted these hard numbers! Also you aren't kidding about Artisans being the start of cash cows, I went from in the red on paper but propped up by a whole island sending beer to pirates, to being very in the green just by transforming unemployed workers into unemployed artisans.
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# ? Sep 8, 2021 00:27 |
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Even with automatic updates disabled and the free weekend over, I just had to the double update dance to access my multiplayer save. This is ridiculous.
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# ? Sep 8, 2021 01:35 |
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Kaiser Schnitzel posted:-Demand/consumption and income is PER HOUSE not per population/workforce Aaaaaaaaaaaaaah. I wish I knew that sooner.
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# ? Sep 8, 2021 07:58 |
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Teledahn posted:Aaaaaaaaaaaaaah. I wish I knew that sooner. Yup, that's why each hotel devours a fuckload of bread: because you're supplying enough bread for 500 tourists to eat buttery croissants with their morning coffee and news, even if you've only got a dozen actually showing up.
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# ? Sep 8, 2021 11:43 |
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so the anarchist defector event no longer seems to give you the item reward, unless they're piling up in some secret storage that doesn't show up on the global items screen. It's a shame because some of those items are really good
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# ? Sep 8, 2021 15:30 |
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Is there a way to disable the pirates that show up in the DLC sessions like the Sunken Treasures island? I only found the option to disable the base game pirates when starting a new game. e: Oh wait, they're not attacking me despite their color on the map being red. Are these factions not hostile? deep dish peat moss fucked around with this message at 21:58 on Sep 9, 2021 |
# ? Sep 9, 2021 21:55 |
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deep dish peat moss posted:Is there a way to disable the pirates that show up in the DLC sessions like the Sunken Treasures island? I only found the option to disable the base game pirates when starting a new game. Those aren't pirates. They are representatives of the not-Spain empire I forget the name of, and they go away once you finish the quest for the chicken scepter
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# ? Sep 9, 2021 22:11 |
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I did have the Schooner assigned to follow my salvager around mysteriously die, with an alert for the shot being destroyed but not for it being damaged, while I was looking at another session, so if you’re asking because you lost a ship at the Cape, maybe it was from the same ~unknown~ thing?
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# ? Sep 9, 2021 22:29 |
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Gadzuko posted:Those aren't pirates. They are representatives of the not-Spain empire I forget the name of, and they go away once you finish the quest for the chicken scepter La Corona, a.k.a. "The Crown". Storywise they're also the people that owned the islands you settle in the New World before you moved in (and had to hide under your banner for protection from La Corona and the Pyrphorians). So yeah you're just stealing land from the Spanish left and right...which is honestly very British.
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# ? Sep 9, 2021 23:35 |
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LonsomeSon posted:I did have the Schooner assigned to follow my salvager around mysteriously die, with an alert for the shot being destroyed but not for it being damaged, while I was looking at another session, so if you’re asking because you lost a ship at the Cape, maybe it was from the same ~unknown~ thing? Probably mines, they're all over the place in that session and can easily take down an unlucky ship. I once had a quest from Nate scatter a bunch of mines all over the route that my cargo ships were taking from the new world to my harbor in the cape. It was a nightmare
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# ? Sep 10, 2021 00:53 |
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I've been in the mood lately to play city building games and I noticed Anno 1800 is on sale right now on EGS - the last Anno game I played was 2070, how does 1800 compare? Also, there's a lot of DLC - is it worth getting the complete edition or is most of it optional?
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# ? Sep 10, 2021 02:05 |
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The Cheshire Cat posted:I've been in the mood lately to play city building games and I noticed Anno 1800 is on sale right now on EGS - the last Anno game I played was 2070, how does 1800 compare? Also, there's a lot of DLC - is it worth getting the complete edition or is most of it optional? I'd wholeheartedly say yes, but it depends on how much you enjoyed Anno 2070. 1800 is pretty much that except better and with more years(and games) worth of iteration and polish added to it. Complete edition is absolutely worth it for it's current price in my opinion, you're getting a great game with 3 years of content added to it, which should keep you happy for quite awhile. If you're in doubt, I'd recommend getting the base game and the Year 1 Season pass. That gets you the base game, the most interesting different map setting (The Arctic), a new Old World map setting with the largest island in the game, a diving bell ship which allows you to do diving quests for artifacts and loot and allows you to build botanical gardens, in addition to Museums and Zoos. You can always get the other DLC later if you want, it's all optional, but it adds interesting possibilities and options that you normally wouldn't have. Shivers fucked around with this message at 06:50 on Sep 10, 2021 |
# ? Sep 10, 2021 06:47 |
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# ? Jun 8, 2024 01:36 |
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I'm a pretty thrifty shopper when it comes to games, almost always waiting for deep discounts. Anno 1800 is one of the few games ever where I would whole-heartedly recommend buying it and every piece of DLC even at full price. If it's on sale, so much the better. Buy it all, drown in city building and plate-spinning, and revel in the charm that is Anno.
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# ? Sep 10, 2021 06:51 |