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The Tourist Season restaurants/cafes/bars are even more powerful because they can be overlapped. A house can be under the effect of, say, 3 restaurants as long as they have different recipes. It's rather nice for the happiness bonus even if the recipes aren't targeting a tier's actual needs.
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# ? Sep 22, 2021 20:13 |
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# ? Jun 7, 2024 16:17 |
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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. I'm still not super clear on how tourism income works. As far as I can tell, Visitors just give a flat rate based on island attractiveness. Tourists want hotels and zoos and cafes and stuff, but I don't know if they're actually giving me money via those things, or if they're buying need goods (beer or whatever), or... whatever. I do know that my entire economy would be in shambles if not for my Visitor income from the main island.
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# ? Sep 22, 2021 20:45 |
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WhiteHowler posted:I'm still not super clear on how tourism income works. As far as I can tell, Visitors just give a flat rate based on island attractiveness. Tourists want hotels and zoos and cafes and stuff, but I don't know if they're actually giving me money via those things, or if they're buying need goods (beer or whatever), or... whatever. The thing about tourism and visitors is that they are sort of related but not really - visitors are the ones that give you income based solely on island attractiveness, and are basically just free money. Tourists meanwhile are more like your standard citizens, where they grow in population and give you income based on your ability to satisfy their needs. Hotels are equivalent to residences, where each one you build creates more potential for population growth while also increasing the demand for goods/services. Zoos/Cafes/Museums/Etc meanwhile are the tourist's needs (alongside certain goods like fur coats and jewelry and so on), but like with other citizens, their needs unlock progressively, so if you don't have enough tourists on your island, they will not give you anything for access to say, your botanical garden, because they don't care about that as a luxury need yet. Where tourists care about attractiveness is that it's one of the factors for their overall happiness, and if your island attractiveness is too low it applies a penalty to the maximum satisfaction level of all their needs - so if your island isn't attractive enough, they'll only ever give you 85% of what they could be giving you, no matter how much of a good/service is available.
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# ? Sep 22, 2021 21:03 |
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Yeah basically: Visitors: convert island attractiveness to cold hard cash and specialist items Tourists: special/non-standard residents that vomit out cash. Extra picky so if they don't get enough happiness items, or if the island isn't pretty enough, less of them arrive (i.e. the "Needs" bar will only fill up 90% of the way).
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# ? Sep 22, 2021 21:15 |
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Mouse over the needs bars when you have a hotel selected in order to see how much cash you’re getting for the current fulfillment. A thing about Tourists is that as you unlock certain luxury goods, the most noticeable one being Jewelry with investors, it becomes mandatory such that a cap is put on basic needs for Tourists, similar to if your island isn’t attractive enough. So right then, your Tourist numbers and the cash per Hotel both dip. On the other hand, Tourists pay some large multiple of what Investors do per usage for it, so when you get it up you make up what you lost, plus’s the payout for fulfillment of both the Investors and the Tourists. At that point you’re probably post-cash-scarcity, yeah, but I like really big cash flow number increases ~ Also, Windows are my big-deal trade good, beating out Sewing Machines by many hours of game time. I’m getting Champagne up now, and will be focusing on getting that out the door, and I’ve got Lightbulbs at t4. It’s the first time I’ve gotten this far into the Docklands, I got the Reefer before I started building steam ships (put my power plants inland this time), so while I’ve got a couple regular freighters for gofer work with the Salvager I’m going to be putting purple-propeller-equipped Reefers in charge of my coffee and rum, I’ve got like eight of them queued up. Turns out the last third of the DLC for this game was just as worth getting as all the rest of it, holy poo poo.
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# ? Sep 23, 2021 04:17 |
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I've noticed in some layouts I've looked at online there are warehouses mixed in the residential area, like this one: There are 3 warehouses (?) in the top center, just above the pubs. Do those actually accomplish anything? I thought residential didn't need to physically get anything from warehouses?
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# ? Sep 23, 2021 19:03 |
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deep dish peat moss posted:I've noticed in some layouts I've looked at online there are warehouses mixed in the residential area, like this one: If that big orange thing is a world’s fair/Iron Tower, they need warehouse access. As do restaurants and maybe some other tourist buildings?
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# ? Sep 23, 2021 19:09 |
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Oh my god they are adding canals, please stop adding content to this game so I can get my life back
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# ? Sep 23, 2021 19:19 |
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They're also planning on adding another Cosmetic DLC that's supposed to add more visual variety to your cities. From the art they used for it, I guess it's mostly different skins for your houses, etc. Red brick Engineer/Investor homes, bright colors for Obrero/Artisan houses, I guess? Also, this: quote:Game Update #13 will be released in December. This major free Game Update will include several quality of life improvements as well as bug fixes. After that, I don't think there will be a Year 4 Season's worth of content, they'll probably start working on the next Anno game in the series, whatever that will be.
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# ? Sep 23, 2021 19:42 |
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Shivers posted:After that, I don't think there will be a Year 4 Season's worth of content, they'll probably start working on the next Anno game in the series, whatever that will be. Please be spaceships/multiple planets! Especially since the one after that can be both the 9th Anno and Anno 9 so we have a Mediterranean theme. I mean they could do that even if the previous one isn't spaceships and stuff, but it would be an excellent contrast. Also I suspect Year 3 was quietly/hastily funded by Epic since I'm pretty sure that the agreement that got Anno 1800 pulled from Steam was that in return for a giant pile of cash as long as long as content updates are being made for Anno 1800, Ubisoft's agreement with them means they can't put it back onto Steam. Ubisoft obviously prefers sales on their own launcher (they get all of the profits) or on Epic (Epic gives them money exclusivity and takes a smaller percentage than Steam), however the size of Steam's customer base can't be ignored. Mainly I'm basing this speculation off of how Epic's limited exclusivity deals usually work and how the devs went "Okay, LoL is done, on to the next project." [three days later] "Uh...SEASON THREE EVERYONE!" Alkydere fucked around with this message at 20:27 on Sep 23, 2021 |
# ? Sep 23, 2021 20:20 |
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Alkydere posted:Please be spaceships/multiple planets!
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# ? Sep 23, 2021 20:28 |
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WhiteHowler posted:They can do any setting they want. I'll buy any Anno game day-one. Fixed for how I feel honestly.
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# ? Sep 23, 2021 20:34 |
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Anno 9 would be great, I kind of miss the Caesar series
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# ? Sep 23, 2021 21:24 |
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Yeah, Anno 9 is the one I’d be excited about. The sci-if ones just don’t do it for me.
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# ? Sep 23, 2021 21:26 |
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Koryk posted:Yeah, Anno 9 is the one I’d be excited about. The sci-if ones just don’t do it for me. I'm just the opposite. Never bought 1800, it would take the series going back in a sci-fi direction for me to be excited again. And ditch the motherfucking generic temperate zone.
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# ? Sep 23, 2021 21:28 |
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Alkydere posted:Please be spaceships/multiple planets! I personally have been aware of 1800 since it came out, and actively wanting it for a few weeks now but never did until last week because it wasn’t on steam and I couldn’t be bothered. I’m getting a little overwhelmed at all the ~happenings~ in my game. I go 5 minutes where I’m doing basically nothing with it on high speed, then suddenly a ship is under attack, 2 expeditions pop up, the story quest needs me to build something that I have to ferry supplies around for, the AI keeps talking to me, there’s a fire, and a second plane has struck the towers, all at once. drunken officeparty fucked around with this message at 21:36 on Sep 23, 2021 |
# ? Sep 23, 2021 21:33 |
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Anno 801. Your big city is an anno version of Glasgow. The Clyde is your major trade waters and good come and go from exotic lands like Clydebank or Dumbarton. The biggest warship you can make is a raft with several bigger than average fellows that just wail on each other with fists for a bit before going home, each proclaiming themselves the winner and resolving nothing.
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# ? Sep 23, 2021 21:46 |
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Anno 2160. You load it up, and it asks you to start by placing some farming shacks and a market square. Then a message pops up and says "This is the real future. We've gone backwards. Make sure your populace gets enough raccoon steaks and reclaimed Mountain Dew from the underground dewposits"
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# ? Sep 23, 2021 21:56 |
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I want space anno more than anything. I played one of the old games a lot as a kid then forgot about the series until the one that let you build on the moon came out and that sucked me in. Give me a full fledged space one with different alien species to house in different sessions and everything I have been playing Anno 1800 without reading anything about it like guides for... a while. I restart constantly in games like this, but I finally stuck with a save over a few days and I just realized that Investors exist I have played all this time assuming there was nothing higher than Engineers for some reason lmao
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# ? Sep 24, 2021 19:37 |
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Thanks for the input last I posted, got into my groove of going around and moving supply chains to try and tier my islands, which is leading to overall efficiency and profit improvements. Remembering to check the prison for specialists is huge, they can really steer you when youre feeling aimless. One thing that is bothering me however is the shipping routes from the old to new world, I thought having the amount of goods I need imported across three ships at regular intervals would be more steady. In practice however the ships end up bunching up until sometimes they are coming in next to eachother, leading to rum and cotton droughts. Is there any way to spread them out short of pausing one?
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# ? Sep 24, 2021 19:37 |
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HORMELCHILI posted:Thanks for the input last I posted, got into my groove of going around and moving supply chains to try and tier my islands, which is leading to overall efficiency and profit improvements. Telling them to wait until they are fully loaded before they leave the new world can help, but it can also make it worse if you aren’t producing a ton of stuff or are producing a lot of X and not much Y and putting it all on the same ship. It’s the cargo slowdown that causes the bunch up-first ship shows up, loads a bunch of stuff and is really slow, second ship shows and loads what’s left, moves a bit faster, third ship shows up and there’s nothing to pick up and so it catches up with the first one etc etc.
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# ? Sep 24, 2021 19:46 |
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Not really. Just build up a bunch of storage at the source island so the extra ships can always have something to pick up. It's a harmonics issue really: unless you have items that prevent cargo slowdown the first ship will slow down and fall behind while the second ship catches up or gets ahead. Then the next round the formerly second ship is now the first one with all the cargo and it slows down...deep dish peat moss posted:I want space anno more than anything. I played one of the old games a lot as a kid then forgot about the series until the one that let you build on the moon came out and that sucked me in. Give me a full fledged space one with different alien species to house in different sessions and everything 2205 wasn't bad, it was just different. I'll certainly say it wasn't as good/didn't hit those Anno Endorphin buttons as well as 1404/2070, but if you went in expecting a somewhat different experience it was solid. Anyways for reference: You have a good ways to go. 5K investors is when both the last (vanilla) good and the last stage of the World's Fair monument unlocks. It's also where the High Life DLC begins. The World's Fair has tiers unlock all the way to 15K. Also you can build multiple Worlds Fairs if you want (1/island).
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# ? Sep 24, 2021 19:50 |
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Kaiser Schnitzel posted:Telling them to wait until they are fully loaded before they leave the new world can help, but it can also make it worse if you aren’t producing a ton of stuff or are producing a lot of X and not much Y and putting it all on the same ship. Good looks threw the rubber on the gold ship instead and hopefully that sorts it
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# ? Sep 24, 2021 19:57 |
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I've had 248 Tourists for hours. I added another hotel, a Botanical Garden and plants, more stuff for the museum and zoo, still stuck at 248. Any ideas?
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# ? Sep 24, 2021 22:16 |
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Mayveena posted:I've had 248 Tourists for hours. I added another hotel, a Botanical Garden and plants, more stuff for the museum and zoo, still stuck at 248. Any ideas? Do you have a bus network? I assume you do. Maybe there is no variety theater in the bus network, or perhaps there is not enough bread? Looking at the Tourists needs calculator it says that Museum, Botanical Garden, and the Zoo are only needed after 250 or more tourists are on your island. So maybe a Variety Theater is needed. But I would think if you have two hotels you should be close, and three would definitely have you over 248. edit: Maybe a screen shot or two might help?
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# ? Sep 24, 2021 22:30 |
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IncredibleIgloo posted:Do you have a bus network? I assume you do. Maybe there is no variety theater in the bus network, or perhaps there is not enough bread? Looking at the Tourists needs calculator it says that Museum, Botanical Garden, and the Zoo are only needed after 250 or more tourists are on your island. So maybe a Variety Theater is needed. But I would think if you have two hotels you should be close, and three would definitely have you over 248. Yes it was the variety theatre. New question, I keep getting this message and have no idea what it means.
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# ? Sep 24, 2021 22:37 |
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Mayveena posted:Yes it was the variety theatre. New question, I keep getting this message and have no idea what it means. Mission failures are what cause that article to pop up, it could be from a while ago
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# ? Sep 24, 2021 22:43 |
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Mayveena posted:I've had 248 Tourists for hours. I added another hotel, a Botanical Garden and plants, more stuff for the museum and zoo, still stuck at 248. Any ideas? Like with any other pops make sure you click on a hotel and look at the readout of all the things they need and whether they are being 100% fulfilled. There's an attractiveness threshold on their happiness screen and, unless you reach that threshold, your # of tourists and their fulfillment of goods will always be capped/debuffed. I've also found that, for reasons I don't understand, in each of my games I've had to build a variety theatre right next to my hotels because putting a bus route next to my existing town center variety theatre always gets stuck at 99% fulfillment and never goes up to 100%. But that might just be my layout
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# ? Sep 24, 2021 22:48 |
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Bloody Hedgehog posted:Anno 2160. You load it up, and it asks you to start by placing some farming shacks and a market square.
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# ? Sep 24, 2021 22:53 |
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Isn’t that just Timberborn?
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# ? Sep 25, 2021 01:34 |
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I have a pretty ignorant question about ratios in this game. How do I calculate them when taking travel time of ships into account? For example I have one island that produces 64 Work Clothes per minute and I have two populous islands that each want 30 work clothes every minute. If I want to use one trade route that delivers clothes to both islands, how do I know how many to unload at each port without timing the ship to see how long it takes? I've always solved this by just massively overproducing or over-delivering using too many ships, or using separate production islands or trade routes for each delivery target, but I'm trying to find a more elegant solution e: I feel like the solution isn't in "ratios" exactly but in using wait for load/wait for unload commands and stuff like that but for some reason I can't wrap my head around it For context I'm playing in this modded Session with 4x Crown Falls islands, two are population islands and two are production islands and I just want my boats to efficiently cycle goods around and set up trade routes quickly without monitoring each one's performance closely. If I have a ship load up 200 tons of clothes from Clothes Island and deliver them to Population Island, without knowing exactly how long the route takes I don't know if those 200 tons of clothes will be enough to last until the next visit. (And yeah I realize clothes should just be produced next to population generally since they have a small footprint and you need a lot, just using them as an example) deep dish peat moss fucked around with this message at 17:31 on Sep 25, 2021 |
# ? Sep 25, 2021 17:13 |
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Probably not the best solution but I do this in those cases: Production island: Pick up full boat of clothes. Island 1: Dump em all here Island 2: Dump em all here Island 3: Dump em all here Etc Over time this will fill up island 1, then 2, then 3, and then keep the supplies stocked. Takes a while to level put but it's fire and forget untill you don't meet total demand any more.
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# ? Sep 25, 2021 17:54 |
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I have hundreds of hours in this game, and I handle this by occasionally checking goods levels on the source island after a pickup, or the destination island right before a delivery. Usually it’s Crown Falls obviously running out of something while I’m upgrading housing that leads me to notice, though. I will say that I’ve never had a whole lot of luck with using a single route to deliver to more than one island, except circulating construction materials within a session so that storages slowly top off while I’m looking at other stuff.
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# ? Sep 25, 2021 17:56 |
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Zedd posted:Probably not the best solution but I do this in those cases: I would need to stop using warehouse mods that let me store thousands of everything but maybe that's not so bad It sounds like I just need to stop trying to be so precise and just overproduce boats though
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# ? Sep 25, 2021 18:18 |
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Oh yeah, if you run out of Influence just sell hulls you're not using (actually, grow more and if you're not inclined to then sell them). I pretty much only build a sailing shipyard on my Old World population island, which I largely abandon once I get the Cape, with its rally point set to one of the trader NPCs. Every time I need another boat in another session, I go back to the Old World, queue up the entire island's storage worth of planks as Caravels, send hulls to whichever sessions, and look at the traders for interesting items.
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# ? Sep 25, 2021 18:29 |
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Are there any Trade Union items I should be on the lookout for at the prison besides these that I know of already? Chef Michel - Replace Goulash with Pigs in Canned Food and also make the canned food factories produce sausage Perfumier Prunella - make soap directly out of Wood which lets you skip a bunch of building and save your pigs for canned food Dario the Mechanical Engineer - skips a processing step for sewing machines/bicycles and makes them produce bonus pocketwatches and gramophones Costume Designer - skip the New World requirements for fur coats Expert Hunter - speeds up hunting cabins and makes them give Wool to feed into the Costume Designer
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# ? Sep 26, 2021 02:42 |
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deep dish peat moss posted:Are there any Trade Union items I should be on the lookout for at the prison besides these that I know of already? There’s a guy that gives a flat 50% bonus to all production. Faris or something like that. He’s insane
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# ? Sep 26, 2021 02:43 |
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Fuchs, the guy who makes glasses out of wood instead of brass.
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# ? Sep 26, 2021 02:47 |
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You should build all farms with the idea you’re going to need 50-100% more fields and build them in groups of 10-12, then you can get the blue quality farmer dude for every crop type along with all the plows, seeds, etc. also makes a tractor setup that much easier if you keep it in mind. I will routinely have 10-12 corn farms producing the output of 24-36 once fully set up. If you hold shift while laying down fields you can go past the standard limit.
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# ? Sep 26, 2021 03:15 |
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# ? Jun 7, 2024 16:17 |
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deep dish peat moss posted:I have a pretty ignorant question about ratios in this game. How do I calculate them when taking travel time of ships into account? edit: if your factories aren't as productive as you expect check your ships and trade posts for storage bottlenecks. edit2: JIT logistics is for clowns and economists NoNotTheMindProbe fucked around with this message at 03:31 on Sep 26, 2021 |
# ? Sep 26, 2021 03:25 |