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IncredibleIgloo posted:You can probably downgrade the houses pretty easily to bring back that worker workforce, or build more farmer residences if you have any wood left. I already got past it by slowly building another set of farm houses. Just didn’t realize people could only do one level of jobs and not their level plus lower levels. How I’m going to have space for everything I’m just gonna have to keep playing and find out! Are the DLCs worth it while it’s still on sale? How much do they add? Will I notice anything being this new or would I not even get to them until after hours and hours?
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# ? Sep 18, 2021 12:16 |
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# ? Jun 7, 2024 11:23 |
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Yes the DLCs are worth it. What do they add? Everything and the kitchen sink. Seriously there's 9 of them and every one of them affects the game play/balance in one way or another. If you're looking for a guide I'm running a lets play of the game.
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# ? Sep 18, 2021 12:25 |
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Thread wasn’t kidding when it said complexity skyrockets when hitting engineers and electricity. My economy is currently propped up by finally getting trading rights with Anne Harlow and palming off shiploads of beer on her.
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# ? Sep 18, 2021 13:07 |
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All the expedition info is on the Anno 1800 wiki if you just want the straight numbers. https://anno1800.fandom.com/wiki/Expeditions
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# ? Sep 18, 2021 18:06 |
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Solemn Sloth posted:Started doing electricity for the first time, sorry about your house bud but the trains gotta go somewhere New thread title please!
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# ? Sep 18, 2021 18:06 |
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Solemn Sloth posted:Started doing electricity for the first time, sorry about your house bud but the trains gotta go somewhere A good idea for sidestepping that issue is to build 10x10 housing blocks containing 9 houses each. Even looks pretty good if you do some decorating. And once rails are unlocked, you can just nudge houses a tile here and there to create a straight path through the block.
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# ? Sep 18, 2021 22:42 |
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I keep wildly fluctuating between having $50 profit to -$500 profit and I am deeply in the red. I make a frigate to sell to some guy and get a few thousand so I can go back to playing the game for a few minutes before I have to wait for another boat to be made.
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# ? Sep 19, 2021 00:16 |
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drunken officeparty posted:I keep wildly fluctuating between having $50 profit to -$500 profit and I am deeply in the red. I make a frigate to sell to some guy and get a few thousand so I can go back to playing the game for a few minutes before I have to wait for another boat to be made. Do Ctrl Q and see where you aren't meeting demand. Fluctuations in the game are always due to that.
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# ? Sep 19, 2021 00:21 |
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Mayveena posted:Do Ctrl Q and see where you aren't meeting demand. Fluctuations in the game are always due to that. Also use this feature to see if you can reduce production anywhere to save upkeep costs. Goods create more income than they cost, assuming they are being consumed. Your other potential issue is too much spent on construction materials.
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# ? Sep 19, 2021 00:41 |
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I'm having trouble clicking on Resident Quests. I mean, I can click on them but nothing happens most of the time. I can trick my cursor into turning into a magnifying glass by zooming in and out, but only for a second, and even that doesn't usually make the resident clickable.
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# ? Sep 19, 2021 01:39 |
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resting bort face posted:I'm having trouble clicking on Resident Quests. I mean, I can click on them but nothing happens most of the time. I can trick my cursor into turning into a magnifying glass by zooming in and out, but only for a second, and even that doesn't usually make the resident clickable. It might be this odd thing I've noticed where the UI can only display the notifications in the top left hand corner or the dialogs in the top right, but not both at the same time. So if you've got a notification on the left when you click something that should raise a dialog on the right, it won't show up until the notification goes, though sometimes it seems that a string of notifications will prevent the dialog from appearing. Happens when trying to buy/sell ships, too.
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# ? Sep 19, 2021 01:56 |
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resting bort face posted:I'm having trouble clicking on Resident Quests. I mean, I can click on them but nothing happens most of the time. I can trick my cursor into turning into a magnifying glass by zooming in and out, but only for a second, and even that doesn't usually make the resident clickable. That's just one of the bugs that's occurring since the High Life update. The devs are looking into it, and several others, for their next patch. You can usually fix a stubborn one by saving, exiting the game, then go back in and reload your save. Should be clickable at that point.
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# ? Sep 19, 2021 01:57 |
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Not entirely sure how to stabilise my economy so instead I’m just turning multiple islands into duoculture ecosystems to feed Anne Barlows insatiable appetite for beer.
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# ? Sep 19, 2021 05:38 |
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Bloody Hedgehog posted:That's just one of the bugs that's occurring since the High Life update. The devs are looking into it, and several others, for their next patch. You don't have to do all that, just trigger another voice line. I just click on a house and then go back to the resident and it works fine every time
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# ? Sep 19, 2021 07:07 |
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Gadzuko posted:You don't have to do all that, just trigger another voice line. I just click on a house and then go back to the resident and it works fine every time This only works sometimes. The way quests trigger is somewhat bugged now, so sometimes just futzing around in-game will fix it, others it needs a full restart.
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# ? Sep 19, 2021 07:19 |
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Solemn Sloth posted:Not entirely sure how to stabilise my economy so instead I’m just turning multiple islands into duoculture ecosystems to feed Anne Barlows insatiable appetite for beer. If your comfortably making beer just make sure you fulfilling all the workers/artisans needs + happiness, especially utilizing actors to take canned goods and rum out of the equation. Right around the end of artisans is when money should pretty much stop being a concern if you are reasonably balanced out. The combo of actor + fur dealer really pushes the entire new world element out from artisans to engineers, which is huge in my opinion since it means you can delay even going to the new world till your ready to deal with steamships and oil. Mazz fucked around with this message at 07:42 on Sep 19, 2021 |
# ? Sep 19, 2021 07:39 |
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Bloody Hedgehog posted:This only works sometimes. The way quests trigger is somewhat bugged now, so sometimes just futzing around in-game will fix it, others it needs a full restart. That's odd, I've had the bug dozens of times and have always been able to resolve it by triggering a voice line and then coming back to it. But I guess if that doesn't work then yeah go ahead and restart
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# ? Sep 19, 2021 07:39 |
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Mazz posted:If your comfortably making beer just make sure you fulfilling all the workers/artisans needs + happiness, especially utilizing actors to take canned goods and rum out of the equation. Right around the end of artisans is when money should pretty much stop being a concern if you are reasonably balanced out. On paper I’m about 10k in the red, but I’m bringing in 200k+ every beer trip the great reefer makes. I think the problem is with my brass and glass production being a bit underdone in processed materials but I haven’t bothered putting the effort in to working out the fix numbers wise yet
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# ? Sep 19, 2021 07:52 |
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Mazz posted:The combo of actor + fur dealer really pushes the entire new world element out from artisans to engineers, which is huge in my opinion since it means you can delay even going to the new world till your ready to deal with steamships and oil. There's some other specialists that allow this, too. Replacing cotton for wool on the Fur Trader is relatively common to find with Eli. And you can (if) rarely find the violet-level guy who causes your Schnapps Distilleries to also produce Rum by the time you get a decent artisan population in Eli's inventory, too.
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# ? Sep 19, 2021 18:59 |
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Any idea why the marketplaces on this island aren't working?
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# ? Sep 20, 2021 00:04 |
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Did you just blueprint the roads instead of actually build them?
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# ? Sep 20, 2021 00:13 |
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The marketplaces looks like they're working fine. If you're referring to the fact that all the other needs are showing locked, that's because you don't have enough population on the island to require them yet. Build more houses.
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# ? Sep 20, 2021 01:27 |
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Gadzuko posted:The marketplaces looks like they're working fine. If you're referring to the fact that all the other needs are showing locked, that's because you don't have enough population on the island to require them yet. Build more houses. Yeah, I misunderstood why the workers weren't eating fish. Kind of a weird interface but all the information is there if you look for it.
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# ? Sep 20, 2021 06:59 |
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This game absolutely devoured my weekend. I got to a part in the main story that is focusing on naval combat right during a moment when I was rejiggering my main island's layout (I fervently love that the game allows me to relocate buildings with no penalty or drawback). Wasn't feeling the wartime vibe yet so I started a game in sandbox mode instead. How worried do I need to be about the AI? Am I going to get buried and burned to the ground if they outpace me? I'm really just enjoying this as a city sim more than anything. One more question. Are the maps randomly generated?
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# ? Sep 20, 2021 07:11 |
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resting bort face posted:One more question. Are the maps randomly generated? Individual islands and map features are handmade and placed into a pool, but the map seed determines which islands are picked and where they are placed.
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# ? Sep 20, 2021 07:27 |
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resting bort face posted:This game absolutely devoured my weekend. I got to a part in the main story that is focusing on naval combat right during a moment when I was rejiggering my main island's layout (I fervently love that the game allows me to relocate buildings with no penalty or drawback). Wasn't feeling the wartime vibe yet so I started a game in sandbox mode instead. You can actually turn the AI competitors off if you want, it's how I'm playing so far and I really enjoy it. It's not immediately apparent but at the select screen you can either click the trashcan icon or I think just right click anywhere on their portrait to remove them. Keep the traders around though because they're really useful (and I don't mind having the pirates either)
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# ? Sep 20, 2021 07:46 |
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resting bort face posted:This game absolutely devoured my weekend. I got to a part in the main story that is focusing on naval combat right during a moment when I was rejiggering my main island's layout (I fervently love that the game allows me to relocate buildings with no penalty or drawback). Wasn't feeling the wartime vibe yet so I started a game in sandbox mode instead. How aggressive the AI is depends on which ones you're up against. The 1 star AIs are all generally extremely passive and will straight up ask your permission to claim a new island. They also will not expand to new maps until you get there, so there's no need to rush to the New World/Enbesa/etc. 2 star AIs will expand on their own but probably won't directly declare war on you unless you do something to piss them off first (like buying out one of their islands). They will expand to new maps on their own so if you are late to arrive you may find all the territory already snapped up (there are exceptions here - Crown Falls and Taborime can only be claimed by the player, and the AI can't visit the Arctic until you've already progressed the storyline to the point where you've built your first airship). 3 star AIs are actively aggressive and if you don't keep pace they will try to kill you. There is a bit of variation on every level of AI, so some of the 2 star AIs are less aggressive than others, for example, but those are the general rules. If you're aiming for a casual sandbox building game, the best bet is to either just turn the expanding AIs off entirely (leaving the pirates and traders on is fine), or only pick one star AIs. You can pretty much ignore combat outside of the odd destruction quest or if you decide you just don't want to pay off the pirates (although they are worth making friends with for the insane amount of money they will give you for beer if you get a trade agreement with them). The Cheshire Cat fucked around with this message at 10:03 on Sep 20, 2021 |
# ? Sep 20, 2021 09:59 |
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Thank you so much for the in-depth answers
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# ? Sep 20, 2021 22:30 |
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Note, the starting island given to you in Enbessa, Cape Trelawny and The Arctic can still be conquered by the AI after the player settles them. The AI just can't be there first.
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# ? Sep 20, 2021 22:43 |
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Unlocked investors and built a bank, if you need me you can find me in my scrooge mcduck style money pool.
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# ? Sep 21, 2021 06:00 |
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The Cheshire Cat posted:If you're aiming for a casual sandbox building game, the best bet is to either just turn the expanding AIs off entirely (leaving the pirates and traders on is fine), or only pick one star AIs. You can pretty much ignore combat outside of the odd destruction quest or if you decide you just don't want to pay off the pirates (although they are worth making friends with for the insane amount of money they will give you for beer if you get a trade agreement with them). What killed me with using 1 star AIs was the constant requests to settle islands. I'd say NO and then - if it wasn't the current map I was on - they'd settle anyway. I'd heard this was a bug and it was fixed, but the last time I was playing the same thing happened. So now it seems like I have to switch to the map where they're requesting and say NO. It also appears to be the only request they make where "NO" isn't the default - if you ignore their requests to do other things they assume you mean NO, just not that.
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# ? Sep 21, 2021 13:37 |
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Why is Uplay now requiring me to log in to uplay twice when booting up Anno 2070? It only does this with 2070, 2205 just goes straight into uplay through steam with no login.
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# ? Sep 22, 2021 01:13 |
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Magni posted:There's some other specialists that allow this, too. Replacing cotton for wool on the Fur Trader is relatively common to find with Eli. And you can (if) rarely find the violet-level guy who causes your Schnapps Distilleries to also produce Rum by the time you get a decent artisan population in Eli's inventory, too. I always mix up the name of the lady that does the wool for cotton but that’s who I mean. She’s super useful, like the actor, and common enough if you keep an eye on Eli you’ll see her regularly. A side fact about fur dealers, they can occupy the same forest space as lumber / coal without overlap problems. You can put fur dealer in between 2 charcoal and not impact any of them. Much harder with lumber given the radius. Mazz fucked around with this message at 13:07 on Sep 22, 2021 |
# ? Sep 22, 2021 13:03 |
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Mazz posted:A side fact about FTFY.
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# ? Sep 22, 2021 17:39 |
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So i just got my first power plant working and have enough temporary stability to make my next big move but I dont feel like im making enough money. I haven’t touched any of the dlc areas yet (one star AIs) but I have them all activated. What should be my focus so that I can trivialize income enough to start using commuter docks so I can really start building an industry empire and hoarding obscene amounts of goods?
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# ? Sep 22, 2021 18:16 |
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HORMELCHILI posted:So i just got my first power plant working and have enough temporary stability to make my next big move but I dont feel like im making enough money. I haven’t touched any of the dlc areas yet (one star AIs) but I have them all activated. Do you have Tourists yet? Tourism is my biggest single source of income -- the visitors on my main island bring in about $13,000 per minute. It takes a bit of infrastructure to set up, but long-term it's very much worth it. Just a hotel, theater, and zoo or museum is enough to get things started. Restaurants (and later Cafes) help too, though I haven't found a place in the menus to see how much cash they actually bring in.
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# ? Sep 22, 2021 18:23 |
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The yields from restaurant/cafe/bar access are from satisfaction of Tourists in your hotels. They’re primary needs, not luxuries, so while they do spit out a chunk of change since it’s Tourists in question, their benefit is split between that and pop numbers. The fringe benefits are in how they reduce goods consumption in citizen housing, I haven’t gone through all the Tourist content yet but I’ve gotten through a bunch of unlocks and in particular the restaurants have dishes which are themed for lower- or upper-tier housing, similar to how services are. For the very first time, I’m actually building out an electrified housing area with an eye for ~some~ level of aesthetics, as well as Town Hall access, and individually clicking every Engineer residence over there until it fills up. The place is only about 1/3d done and as yet completely undecorated but it’s already super worth it; I finally got around to rationalizing a coffee supply so I’m about to roll out Investors and go hog-wild. It’s also my first game taking tractors seriously, and using them off of Crown Falls; in general I pushed for oil and powered industry sooner than I generally did before, as well as the tractors, and it’s been a much more interesting game for it. e: I even wound up having to ship in cotton fabric due to paying less attention to specialist hunting than usual this time around, and it’s been fine with a little help from direct fur coat importation. LonsomeSon fucked around with this message at 18:40 on Sep 22, 2021 |
# ? Sep 22, 2021 18:38 |
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HORMELCHILI posted:So i just got my first power plant working and have enough temporary stability to make my next big move but I dont feel like im making enough money. I haven’t touched any of the dlc areas yet (one star AIs) but I have them all activated. If you're at engineers and struggling for money, you probably want to check that you have a steady supply of rum coming in from the new world. Artisans and engineers will absolutely guzzle the stuff, so it's very common to have it temporarily satisfied and be making a lot of income, then run out and have your income suddenly drop until another delivery comes in.
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# ? Sep 22, 2021 18:51 |
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WhiteHowler posted:Do you have Tourists yet? Tourism is my biggest single source of income -- the visitors on my main island bring in about $13,000 per minute. Tourists have felt pretty pointless in terms of gameplay benefits. By the time I was able to build a bunch and supply their needs I already had tens of millions in the bank and five figure income. Still fun, just not especially useful.
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# ? Sep 22, 2021 19:38 |
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# ? Jun 7, 2024 11:23 |
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Eschatos posted:Tourists have felt pretty pointless in terms of gameplay benefits. By the time I was able to build a bunch and supply their needs I already had tens of millions in the bank and five figure income. Still fun, just not especially useful. At that point the restaurant/cafe/bar recipes can be a bigger boon than the income. Reducing consumer good needs in a radius can be a pretty big impact in dense engineer or investor areas. (Less coffee consumption is kinda huge.)
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# ? Sep 22, 2021 19:48 |