|
deep dish peat moss posted:Ahhhh, I thought the minimum storage amount would only apply to direct-from-warehouse sales for some reason. That makes everything so much easier
|
# ? Oct 11, 2021 00:27 |
|
|
# ? Jun 8, 2024 08:58 |
|
Kaiser Schnitzel posted:I thought it was just trade routes/sales but I found out today it applies to your docklands too, so it wont export stuff below that level, which is kind of frustrating. I wish you could tell it not to let trade routes/selling take it below X, don’t let docklands take it below Y. Then you could trade off surplus, keep enough for local consumption, and still let docklands do its thing without having to check on it so often. You can set a seperate figure for NPC sales in the same menu element.
|
# ? Oct 11, 2021 00:54 |
|
Alkydere posted:2x cargo ships: $1,000 upkeep, 6 influence, and if you really want to push the efficiency angle you need to get ahold of 2 good items for each. To be fair, they are trading the double inter-map speed for double cargo capacity. Also, because the reefer’s bonus comes from inter-map travel, they have a reduced comparative effectiveness if they need to travel a long path on-map. The cargo ships also have an advantage at non-dockland ports where there’s a non-trivial loading time; because there are two of them, as long as there aren’t queues for piers, they have twice the loading rate. The reefer’s advantage is the two cargo ships will need an item each to match a single item given to the reefer, and also when you want to manually ship things around.
|
# ? Oct 11, 2021 11:23 |
|
A single uranium mine in Anno 2070 dropped my income by 2k. That is all. Because it dropped my power into the red, which hosed up my ecobalance buildings hard enough to trigger a massive income loss from the Ecos on the island, and building a single new wind turbine fixed everything.
|
# ? Oct 17, 2021 20:13 |
|
How does diving bell rarity work in Sunken Treasures. I made the legendary diving bell at Nate's, and then bought a legendary crew member whose description has the same language about "diving bell rarity" helping find more high level items, in addition to finding more machines. Do the diving bell and the crew member stack? Am i wasting an item slot on the diving bell and the crew member better because it does the same thing, plus a bonus at finding machines?
|
# ? Oct 23, 2021 14:51 |
|
Basically, you have it right as far as I know. The only thing is it works on random diving locations. From what I understand any location you find with a map is set, but the white locations the radar reveals you have a higher chance of finding high level items, and a slightly higher chance of finding more machines. Of course this is, as mentioned, a chance.
|
# ? Oct 23, 2021 19:03 |
|
Also, I believe that each sessions has a "pool" of items that can be drawn, so not all collections will be available in every session.
|
# ? Oct 23, 2021 19:11 |
|
I don't understand how to attract more Tourists. I have a spectacular Zoo, plus large Museums and Botanical Gardens. There are carefully spaced Restaurants and Cafes within range of various hotels. The bus network is set up with overlapping stops, each very near one or two tourist destinations. My island appearance keeps increasing, but I never get more tourists. The hotels are only at about 60% capacity. I checked the hotel needs/happiness, and they're all either maxed or 95%+. I don't really get this, because people in the hotel right next to the world's largest zoo are only at 98% of their Zoo satisfaction. Nobody is at 100% of restaurant/cafe satisfaction, but we have three of each with different recipes near hotels and bus stops. I feel like I'm missing something.
|
# ? Oct 23, 2021 21:01 |
|
Do you have all of the needs? Not just the dining venues, but also jam, shampoo and the Iron Tower? What about the luxuries? If you don't have enough Luxury goods (fur coats, jewelry, lemonade, souvenirs) the tourists start to penalize the influx of new population. Also I know you said your Island Appeal keeps growing but as you get more population the level that Tourists are actually happy keeps growing too. I suggest taking a look at the wiki page for needs Also the bus network article might give you some insight (and some ways to cheat the system a bit).
|
# ? Oct 23, 2021 23:04 |
|
Is there a guide or list of items that you can miss? I know that one path on the arctic results in a museum item that wasn't otherwise avaliable for a while (might have been added later on in a patch for those who missed it.) The land of lions stuff then added different items that were either/or... I am not sure about the tourist one. I have heard that if you complete the main quest in the skyscrapers one there are items that you get based on quest completion... Anyone know of a resource outlining items that can't be researched, or otherwise missable items?
|
# ? Oct 23, 2021 23:39 |
|
As far as I know the actual missable/unique items are gamechanging really. None of the museum items with set bonuses are missable, as you said the Arctic item that was missable is no longer missable. A few AI players might have unique items (mainly Dr. Mercier, not sure if anyone else stands out enough to matter). You get a unique harbormastor dude when finishing the Sunken Treasures storyline, and the Scepter of Capon is obviously unique, but the equipment for Nadasky has a set bonus so it's unmissable. In Land of Lions every one of the NPC islands gives a unique Legendary (+50 appeal) non-set museum item for completing the best ending. The Chronicles of Enbessa item from Kidusi Anitoni gains quality from how well you do the quest (good ending + perfect translation = another Legendary non-set museum item) Tourist Season has an item that will boost the appeal of an Iron Tower if slotted nearby. It's strength/quality depends on how well the visiting Queen's needs are met, and if you get the Iron Tower recipe correct. Those are all the ones I know of.
|
# ? Oct 24, 2021 01:32 |
|
The only item I know about that is entirely misseable and can't be made by the Research Institute is the Ancient Tabor you get from the best end to the Waha Desher sidequest. This also locks you out of a little secret extra sidequest in Enbesa that allows you to restore the wrecked temple beneath Ketema's palace - that quest requires the Tabor, the Spear of Selamawi and the Vase of Sile'Amidos.
|
# ? Oct 24, 2021 03:36 |
|
Alkydere posted:Do you have all of the needs? Not just the dining venues, but also jam, shampoo and the Iron Tower? What about the luxuries? If you don't have enough Luxury goods (fur coats, jewelry, lemonade, souvenirs) the tourists start to penalize the influx of new population. And then I realized that the hotels act like any other residence -- before the needs are "needed", they can't fill to capacity. So even though my hotels were only at 236/500 Tourists, they were "full". I built a new hotel, and it immediately added 236 more guests. And unlocked Chemical Plants (on top of Department Stores, which I just unlocked by building my first skyscrapers). Jeeze. This game just doesn't stop.
|
# ? Oct 24, 2021 04:44 |
|
Magni posted:The only item I know about that is entirely misseable and can't be made by the Research Institute is the Ancient Tabor you get from the best end to the Waha Desher sidequest. That is wild. I have done Land of Lions a few times now and had no idea about this. I always tried to min/max to get the bonuses for fire stations, irrigation, and shoreline guns. I had no idea about the other options and just checked it out... pretty cool thematically and flavor-wise, but I am not sure it's worth losing the bonuses from uniting under Ketema. This game is always surprising me. I have yet to build any skyscrapers or mess with tourists. Got a new pc and started a new game and I have been kind of hesitant because the new slow speed option seems to make some quests (mostly ones from AI characters, such as gasparov) a little wonky. I constantly want to restart because I havent done something 100% efficiently, or because I am worried I have done some quest wrong or missed something. I just got to the new world and Beryl and Gasparov were there, but I still got about 4 or 5 good islands. I also did the expedition to Enbesa and nobody was there yet. I don't care for the Culsyma Canal part because there are so many items to pick up that early game makes it difficult to do, but I don't want to wait because islands there can get hoovered up by the AI. On a different note, what seeds do you guys use for your games? I strictly play maps that enable the world's fair city, which has one specific island that can support its size of 160x80 tiles. Anyone have a good seed to use that has that island available as a starting one? I can share my preferred seed when I get home to check it.
|
# ? Oct 24, 2021 15:39 |
|
vandalism posted:That is wild. I have done Land of Lions a few times now and had no idea about this. I always tried to min/max to get the bonuses for fire stations, irrigation, and shoreline guns. I had no idea about the other options and just checked it out... pretty cool thematically and flavor-wise, but I am not sure it's worth losing the bonuses from uniting under Ketema. This game is always surprising me. You don't have to miss out on anything. Every island has a path where you fix all their problems and get the bonuses plus the items. The wiki has a page for each island that explains it in detail but the general principle of each one is that you refuse Ketema's initial plan and find your own way.
|
# ? Oct 24, 2021 22:04 |
|
vandalism posted:That is wild. I have done Land of Lions a few times now and had no idea about this. I always tried to min/max to get the bonuses for fire stations, irrigation, and shoreline guns. I had no idea about the other options and just checked it out... pretty cool thematically and flavor-wise, but I am not sure it's worth losing the bonuses from uniting under Ketema. This game is always surprising me. IIRC the secret quest was added in a later patch. And as above, the best endings do count as uniting the islands under Ketema. You just get some extra rewards due to pulling it off perfectly. Also, there's no bonus for shoreline guns in them?
|
# ? Oct 24, 2021 23:06 |
|
Oh snap... this changes everything Thanks for the clarification. Well this time I will do it right. After all... it belongs in a museum. Also I thought the angereb bonus affected harbor guns but I am probly wrong. Been a long time since I played.
|
# ? Oct 24, 2021 23:26 |
|
Magni posted:IIRC the secret quest was added in a later patch. The shoreline gun bonus isn't a universal thing; it's what the specialist that you get at the end of the questline if you took Archie's side in all the disputes does.
|
# ? Oct 25, 2021 00:12 |
|
The Tourist DLC seems so frustrating and difficult to do. I looked up Citrus on the Wiki and it says it's made in the New World but no Citrus in the New World. What should I be doing other than cussing?
|
# ? Oct 25, 2021 21:34 |
|
Mayveena posted:The Tourist DLC seems so frustrating and difficult to do. I looked up Citrus on the Wiki and it says it's made in the New World but no Citrus in the New World. What should I be doing other than cussing? It's not a fertility, you can grow it anywhere. It uses the orchard building that gets unlocked when the DLC activates; it works like a lumberjack's hut where it needs a certain amount of space around it to grow the trees.
|
# ? Oct 25, 2021 21:52 |
|
The Cheshire Cat posted:It's not a fertility, you can grow it anywhere. It uses the orchard building that gets unlocked when the DLC activates; it works like a lumberjack's hut where it needs a certain amount of space around it to grow the trees. Wiki says you have to grow it in the New World? And I don't see a choice for it in any world. Anyone have an image they'd share? Thanks.
|
# ? Oct 25, 2021 22:09 |
|
Mayveena posted:Wiki says you have to grow it in the New World? And I don't see a choice for it in any world. Anyone have an image they'd share? Thanks. New World orchards can produce cinnamon, coconut oil, citrus and camphor wax. Have you tried turning the page in the production catalogue? I'm assuming you already have cinnamon and coconut oil in production.
|
# ? Oct 25, 2021 22:17 |
|
Alkydere posted:
Uh no? Why would I? So confused
|
# ? Oct 25, 2021 22:18 |
|
Mayveena posted:Uh no? Why would I? So confused Because shampoo is made from cinnamon and coconut oil for the tourists, and shampoo is required earlier than lemonade which requires citrus. Anyway, it's the same orchard building that makes jam in the old world, but you'll need a whole island of them in the new world set to different products.
|
# ? Oct 25, 2021 22:44 |
|
Scroll through your list of potential stuff to build. I believe it just shows up as a generic orchard there. After you build one you can customize what it actually produces.
|
# ? Oct 25, 2021 22:45 |
|
Pyromancer posted:Because shampoo is made from cinnamon and coconut oil for the tourists, and shampoo is required earlier than lemonade which requires citrus. If you go on the wiki https://anno1800.fandom.com/wiki/Restaurant this shows there's no need for coconut oil and shampoo as food for the restaurants??? I'm in the restaurant recipe menu. What needs cinnamon and coconut oil and shampoo? E: found the shampoo but I don't have enough tourists for that right now. That's the other thing, still don't get more tourists?
|
# ? Oct 25, 2021 23:24 |
|
Tourist hotels work like houses. You're not going to satisfy all of the population requirement to unlock all needs and such on just one building. Build more. The issue you're probably having is that you unlocked the fish and chips recipe that requires citrus before you actually unlocked orchards. Build enough hotels to unlock jam, which requires an Old World orchard, and you should be able to build the New World ones.
|
# ? Oct 25, 2021 23:52 |
|
Alkydere posted:Tourist hotels work like houses. You're not going to satisfy all of the population requirement to unlock all needs and such on just one building. Build more. I've got jam and have built a couple of groves. But I'll build more hotels, thanks.
|
# ? Oct 26, 2021 00:06 |
|
Mayveena posted:I've got jam and have built a couple of groves. But I'll build more hotels, thanks. I think New World orchards open up sometime after Old World ones do, yeah. After dabbling with Hotels a little, I came up with a decently-aesthetic boulevard space built around the width of bus stations, that allowed me to fit 8 Hotels into 2 stops so as to blast through all of the population gateways as soon as I fulfill whatever the latest growth needs are. You get a noticeable drop in Tourist cash and numbers when you unlock the next ‘required’ luxury and it’s automatically not fulfilled, this way, from how they leash Needs fulfillment.
|
# ? Oct 26, 2021 01:16 |
|
I was confused and frustrated by citrus a bit too. You need it for the fish recipe but that recipe doesn't actually unlock new world orchards, and I'm not sure citrus even gets unlocked until there is demand for lemonade. Only way I found was to build more hotels as mentioned above. There are some trade union items that make old world orchards produce citrus which may be available by then? They may have been added in the skyscraper DLC though, not sure.
|
# ? Oct 26, 2021 01:55 |
|
400 hours in this game and my islands are still a big spaghetti mess by the time I am juggling engineers/new world/enbesa simultaneously. I think that I need to slow down and focus on organized and balanced stuff in the engineer tier. I just start blasting down mass quantities of poo poo everywhere and it becomes a big logistics nightmare.
|
# ? Oct 26, 2021 02:38 |
|
vandalism posted:400 hours in this game and my islands are still a big spaghetti mess by the time I am juggling engineers/new world/enbesa simultaneously. I think that I need to slow down and focus on organized and balanced stuff in the engineer tier. I just start blasting down mass quantities of poo poo everywhere and it becomes a big logistics nightmare. Right now I'm putting the finishing touches on a massive new world restructure: I turned every island but one into exclusively obreros, specialized each of the obrero islands as much as possible (cotton+Tobacco island, coffee+Cocoa island, one island entirely devoted to rum production, etc.), and then nearly everything gets sent to my massive trade and Jornalero population hub with a billion coffee, chocolate, cigars, gum, ethanol, etc factories. Took forever and briefly made my income dip by nearly 1/3rd but now I'll have the capacity to send all the rum, coffee, cigars, and chocolate my old world populations will need when I do the next round of restructuring and expanding my old world pops
|
# ? Oct 26, 2021 04:01 |
|
I'm only about 15 hours into the game, but as a long time fan of the series I just know that I'm in for some very long nights. I didn't buy any of the DLC since I bounced off of 2205 pretty hard but now that I know this game has its hooks in me I'm wondering if there is a good point to sunset my current game and start again with all the DLC installed. I just unlocked the need for coffee on my main island so I think I have a little more time before I get to investors. Would it make sense to play until I can finish the world trade fair (which I assume is this game's grand cathedral) or am I just doing myself a big disservice by sticking with only vanilla content? Moving to game design chat I'm really loving the balance they've achieved. It seems like every feature I liked from 2205 was retained while returning to the 1404 style game and being able to shift things around by one block is just the best. Really so far my only complaint is that you have to mod the game to get farm nodes to jump over roads and that I'm not comfortable enough with the game's pace to be able to set myself an appropriate victory condition.
|
# ? Nov 1, 2021 23:21 |
|
moosecow333 posted:I just unlocked the need for coffee on my main island so I think I have a little more time before I get to investors. Would it make sense to play until I can finish the world trade fair (which I assume is this game's grand cathedral) or am I just doing myself a big disservice by sticking with only vanilla content? Okay...you know how when you reached max level in World of Warcraft a lot of players would go "Now the real WoW begins"? Yeah that's kind of how the World's Fair is if you're anything of a beauty builder: it becomes a gacha machine for zoo and unique cosmetic items. Honestly I'd say you can restart whenever at this point, especially if you've dealt with oil trains/rail and came out sane. Or if you want to push it into investors: around the time that your coffee needs makes you cry.
|
# ? Nov 1, 2021 23:43 |
|
The DLC is simultaneously tack on and game changing. If I could go back in time and play everything new I'd get to investors and then activate the DLC on that same game. Its not an overwhelming amount of rebuilding and refactoring compared to trying to get to investors again but feeling like you need to jump into the DLC as soon as it unlocks. If you have any penchant for restarting for the DLC you might as well do it now unless you're really doing your best to try and get 1000 hours out of this thing.
|
# ? Nov 1, 2021 23:57 |
|
moosecow333 posted:I'm only about 15 hours into the game, but as a long time fan of the series I just know that I'm in for some very long nights. 15 hours in on your first game shouldn't really need a reset unless you were crazy fast. Most of the DLC doesn't even activate before you hit Artisans, and quite a bit of it only really gets going by the time you start getting into Investors. The main thing you're losing out on at your is Bright Harvest making your agriculture a lot better, and rectifying that doesn't take much effort for animal farms while mechanizing crop farms is something you'd also have to do with a new game anyway considering it needs a sizeable Engineer population base to do. Well that and Sunken Treasures opening up Cape Trelawney, which is a second Old World map with a gigantic pre-made continental island in the corner that you'll at that point probably want to turn into your capital city. I never bothered going to investors elsewhere ever since that came out. The World's Fair is kind of the game's cathedral in that it's a multi-stage monument. However, much like the other monuments from the DLCs, it actually has a function to it. That is, once finished you can hold exhibitions, which require you to provide certain goods for the fair within a time limit and in exchange lets you effectively roll on an item gacha, with the type, size and success of the exhibition deciding what loot pools you can choose to roll in. Having more investors live near the Fair reduces the amount of goods you need to deliver. Short guide for the gameplay DLCs: The Anarchist - Just an extra medium/2-star AI player, though he brings a few extra mechanics and a bunch of extra items you can otherwise only get via Land of Lions. Overall the weakest gameplay DLC IMO. Sunken Treasures - Cape Trelawney with it's mega-island and a salvaging system that allows you to fish for scrap and item with a diving bell ship and craft items at a new NPC. Worth it for Cape Trelawney alone if you're into building big cities in a long-term game. Botanica - Probably the second-least impactful one behind the Anarchist. The Botanical Garden basically works like the Zoo and Museum, except with its own items. They're very good for your agriculture though (many of the sets open up extra fertilities and farm production bonuses) and the music pavillons are just great for the ability to listen to Anno title music played by a full orchestra alone. The Passage - Adds the Arctic as a new area, with two unique population tiers. It's harder to settle and can be kind of a money sink, plus it requires some higher-end imports early on. (As in, you need brass from the old world just to get into the second population tier.) The rewards are chiefly that the arctic can build super-productive gold mines an hunting huts, and at the end you can mine for gas, whcih allows for powerplants that have no requirement for train connections. Seat of Power - Allows you to build a unique Palace once you hit investors and Local Departments (basically a mini-Palace) on other islands. These then allow for you to pick powerful positive modifiers for things in range of the palace/department, and you can further upgrade the range and power of the effects as your population and the attractiveness of the palace island increase. Notably, it allows you to do absolutely silly things with your coastal industry (fisheries, sand mines etc.) and can seriously help with heavy industry production. Bright Harvest - Supercharges your agriculture. Worker-level unlocks feed silos for animal farms that give a massive production bonus to the farm in exchange for using up small quantities of grain or equivalents in other regions. Engineers give you the ability to mechanize your crop farms, which means a bit of oil and engineer/obrero workforce in exchange for making the farms stupendously more proudctive and space&workforce-efficient. (Basically, a mechanized farm has four times the productivity at half workforce while needing 50% more fields!) Land of Lions - Adds Enbesa, a east Africa-inspired region with two unique population tiers. Unlike the Arctic, you can start Enbesa relatively early, it only really needs imports later on. One special part of it is that it reintroduces river slots and requires you to lay out irrigation networks for your farms there. It has a way more intricate questline than any of the other DLCs. The end rewards is the research intitute and the unique Scholar population for the old world/Trelawney. Shcolars pay no taxes, but instead help with research at the institute. Research can be used to flat-out create almost every item in the game, and can be used to do things like move oil and and clay deposits on your islands or change the fertility of islands and the resource of mining slots. Also has some of the best music in Anno IMO: https://www.youtube.com/watch?v=lAS3Fpd7YWE Docklands: Allows you to construct a modular mega-dockyard (one PER ISLANDS in the old world/Trelawneyy) that is more space-efficient that your normal harbour buildings and adds a ton of island attractiveness in exchange for higher upkeep. More importantly, it can be used for large-scale trading. That is, once you have one active, Captain Tobias comes around every ~20 minutes and carries out a goods exchange. You can't buy or sell for money this way. You're outright trading one good for another, with the respective values of the goods and some modifiers changing the rate of exchange. This can be used for some really silly things that allow you to outright skip some production chains if you overproduce in others. Tourist Season: Adds Tourists, which act as a new population type in the old world/Trewlaney. They bring in a lot of cash, but require some special attention with you having to create a bus network to link them to sightseeing hotspots and similar. Also adds gastronomy buildings. These basically work like factories, but with a tourist "workforce" and instea dof producing goods, they consume their input in exchange for reducing the goods needed by nearby residential buildings depending on what recipe you run. This can actually help immensely in reducing your goods needed. (For example, the first recipe you get requires the Restaurant running it to receive one ton of pigs, tallow and potatoes per minute. In exchange, all residences in range of the restaurant use up 25% less bread, 35% less fish and 10% less chocolate.) High Life: Allows you to turn engineer and investor residencies in to skyscrapers, which hold more population but require new goods and have an upkeep cost. There's also a mechanic in this where skyscrapers get a "panorama effect" which can give them even more population if there's smaller skyscrapers in the vicinity. Also adds shopping arcades, which work basically the same as the gastronomy buildings in Tourist Season, except with other "recipes". Absolutely an end-game DLC, it doesn't even unlock before you hit IIRC 5000 Investors. Magni fucked around with this message at 04:42 on Nov 2, 2021 |
# ? Nov 2, 2021 00:12 |
|
Thanks for the advice all. I think I'll muck around with Investors a little bit and then snag up at the very least Bright Harvest, Sunken Treasures and Docklands.
|
# ? Nov 2, 2021 00:18 |
|
The big recurring theme with most of the DLC is "efficiency hacks". A lot of it is geared towards squeezing as much as possible out of your islands and stacking all sorts of modifiers, with the exception of Sunken Treasures and High Life which are basically "okay now that you have all this insane production, we'll give you something to use it all on".
|
# ? Nov 2, 2021 00:19 |
|
The Cheshire Cat posted:The big recurring theme with most of the DLC is "efficiency hacks". A lot of it is geared towards squeezing as much as possible out of your islands and stacking all sorts of modifiers, with the exception of Sunken Treasures and High Life which are basically "okay now that you have all this insane production, we'll give you something to use it all on". I'd add Land of Lions to that list once you start getting into the Research Institute big time.
|
# ? Nov 2, 2021 00:32 |
|
|
# ? Jun 8, 2024 08:58 |
|
Land of Lions is kind of both because Scholars consume a lot of resources, but the research they produce gives you some very powerful bonuses to feed back in to boosting/streamlining your production.
|
# ? Nov 2, 2021 00:46 |