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Oxyclean
Sep 23, 2007


The complete edition is on sale for 80$ Canadian on the Ubi store which is still a lot to shell out, and is basically just chopping off the price of the DLC. (Standard edition not on sale) Is this a worthwhile deal? Is the DLC good?

How casual can this game be played? My least favorite part of Sim City/Skylines was dealing with taxes & how easy it could be to run out of money. I played some 2070 long ago and I remember being able to play that one fairly casually and don't really remember running into money issues? (But it's been some time.)

Oxyclean fucked around with this message at 01:05 on May 13, 2020

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Oxyclean
Sep 23, 2007


Playing through campaign and my schnapps distillery has already exploded three times. "Explosion chance low" my rear end. (It's not even that far from a fire station!)

e: How does this newspaper thing work? Am I consuming the influence, or is it just like a cap?

Oxyclean fucked around with this message at 20:48 on May 16, 2020

Oxyclean
Sep 23, 2007


How does progression work outside of campaign? Do you get New World / Trelawny expeditions at some population milestone?

Also i'm needing to build a ton of boats to deal with these jackasses in campaign but its taking forever because I'm feeling very lazy about scaling up for more boat production. (and my ability to run trade routes has basically been nullified so scaling up has been hard in general.)

Oxyclean
Sep 23, 2007


Buller posted:

I think I hosed up by opening trelawny and new world at the same time. Competitors taking all the islands while im completely overwhelmed.

Same. I'm doing campaign and I got so tied up dealing with the Pyphorians, Beryl has taken over a lot of the maps and I ended up at war with her through an alliance with another one of the NPCs. (Didn't realize what was going to happen, or they went to war after the alliance?) At first she was a huge thorn because she kept harassing my trade routes, but I put a few more ships on escort duty and that's gotten a bit better, but I don't really have the strength or money to push her out in any meaningful way yet.

I've been trying to tech up to power & steam ships but my main island's iron isn't enough, but not of my other islands are really set up to handle workers?

I've had the option to take an expedition to the arctic but I'm not touching it till I have things a bit more under control.

Oxyclean
Sep 23, 2007


Is there an easy way to balance resources across islands?

Say I have one island producing all my schnapps, but I have two islands that need it - I can see I can set multiple dropoff points, but is there an easy way to balance that? Like I can tell it to pick up 50, but I don't know if it will actually get 50, so I can't just 25 at each island because that might just mean my first island gets it all.

I've noticed the "minimum stock" setting, but I don't really know how to determine how much stock is needed to maintain a population?

Oxyclean
Sep 23, 2007


Qubee posted:

Wasn't even aware trains were a thing now, what are they used for? Islands are small enough that a train doesn't make much sense.

Part of engineer tier. Oil can only be moved by train, and is used by power plants and stored in an oil harbor, all need to be linked by rail. Power plants make electricity which will boost productivity but is also required by stuff in the engineer tier period. Like you can't make steam ships and a bunch of goods without having a nearby powerplant.

e: Why do pirates keep asking me for money for a ceasefire after I sink one of their ships. That doesn't seem like much of a bargaining potion.

Oxyclean fucked around with this message at 18:50 on May 19, 2020

Oxyclean
Sep 23, 2007


Cripes, why are my boats chasing enemies across the map into turrets? I swear I put them on escort duty or just left them at a port.

Do number of buildings "attached" to a power plant burn oil faster? I have 2 power plants and apparently 4 oil platforms isn't enough.

Oxyclean fucked around with this message at 00:55 on May 20, 2020

Oxyclean
Sep 23, 2007


Does paved streets help with anything but range? I remember them being described as letting stuff travel faster - for some reason I thought this might help stuff work faster (stuff can go to and from a warehouse quicker?) but I think I might have the wrong idea, and it's just more that the carts will be able to get down the road fast enough to restock the facility before it runs dry. (Closer facilities will just see more frequent small deliveries?)

I've also run into a few spots where my layouts caused weird issues - I had two iron mines with nearby warehouses, and then the smelters also in the same general area, but one of the mines would constantly fill up and lose productivity while stuff is in transit. (The agents seemingly preferred to take the ore to the smelters despite the depot being next door and didn't seem to run any carts to empty the iron mine when one was already in transit?) I think I was able to fix it by moving stuff around a bunch but it was definite moment of "why isn't this working right?"

Also, how much does the AI "play by the rules"? I've been trying to figure out how best to weaken the AI who's been making things annoying for me since peace doesn't seem like an option. I don't really have the cash/influence to buy everything up from under them (but I have taken a nice stake in one of their islands) and it feels like it takes a lot of ships to launch an assault because no island is particularly poorly defended. I took an island or two in hopes of messing with their supply and getting a bit more map control, but i'm not sure how effective it actually is. On the other hand, they don't try particularly hard to assault islands, so placing a turret or two has seemed to be enough to stop them from taking stuff back.

Oxyclean
Sep 23, 2007


I was looking at commuter piers but they have like an upkeep of a 1000$ unless I looked at it wrong. I guess it will be less of a problem when I'm getting up there in Artisan/Engineer numbers but right now I'm floating around 4k profit, which is usually at risk if I have a bad newspaper / don't use propaganda.

Oxyclean
Sep 23, 2007


My strategy has been to set up some farmer focused islands. One is pretty much entirely potatoes+schnapps, so I'm leaning towards overproducing and then I just ship it around to other islands.

I would guess that even though you have enough potatoes for your distilleries, the shipping & crafting time is creating gaps?

Trying to ramp beer production has been giving me headaches though. The ratio is a little weird and grain fields take up a ton of space. I'm also trying to do bread on that island and rapidly running out of space.

Oxyclean
Sep 23, 2007


You don't need artisans on an island to have a pier on that island, for what that's worth.

Piers can also be really helpful for routing if an island has multiple shore areas. I'm having two ships route stuff through an island rather then having one taking a long trip around it. Though, for awhile it was being screwy and totally ignoring the closer pier. (Whereas I've seen routes auto-adjust in other circumstances.)

Oxyclean
Sep 23, 2007


How naive of me to think i'd be using one of my existing island's supply of Technicians to get gas from the glaciers. Dang this seems like it's gonna be a serious endeavor if I want to set up gas.

Oxyclean
Sep 23, 2007


Mayveena posted:

That's one of the things I think is cool about Anno. You don't mind restarting. Whereas in Satisfactory, Autonauts, or Factorio, you've invested so much in getting to your stuck point that the thought of restarting is overwhelming.
Really? I'm feeling that way about Anno. I was around 40 hours in when things started to get a bit annoying and just kinda figured I'd be better trying to tough it out then starting over.

Oxyclean
Sep 23, 2007


Berl assaulted my crown falls, but only just took the shares rather then kicking me off the island.

Like a dumbass, I started to buy it back but never really fortified it, so she came and took it again like 10 hours or so later. (Which I kinda had coming since I had been slowly pushing her out of the Old World) I'm still kinda cheesed because I don't know where she got her fleet from.

Manyorcas posted:

I can confirm that the AI can take Crown Falls from you. I found out in a "Can I take Berl on in a war yet? :thunk:" experiment (I could not), but I didn't play through long enough to see her actually build anything on the cape.

Thankfully, there are no "troops" in this game. How taking an island by force works is just by dealing more than x damage to harbor buildings. If you have no harbor buildings there there's no reason to defend it (aside from covering trade routes), and even if you only have a few fisheries or something it won't be enough damage to trigger "Surrender the island" if the AI destroys them.
I don't think that's the case, unless you mean the AI booting you off the island entirely. Berl has taken full shares in my islands a few times from assaults because I had nothing more then a harbor.

I think the way it works is the more harbor buildings you have, the more that need to be destroyed to surrender the island. Berl's main island has like 3 different shore areas each with 4 canons. Taking out the main one with the harbor wasn't enough to take the island.

Oxyclean
Sep 23, 2007


Mayveena posted:

The existing one does that. Won't know exactly what else this stat screen adds other than items until it releases.
I think this new one is just for stuff literally categorized as "Items" - ie: stuff you stick in trade unions and the such. Good for when you need to know where you left something.

Buller posted:

How do I assign a ship as escort on trade routes?
I think you just need to select the ship you want to assign, then right click the ship you want it to escort. I think you might want to change it from Active Defense to Passive Defense by clicking on the shield by it's icon just to keep it from chasing enemies too hard?

Not sure if this works for cross-region ships.

Oxyclean
Sep 23, 2007


So what is the strategy/best way to assault islands? Just mass line ships? Is there a good way to know just how many I'll need?

Darkhold posted:

My most recent playthrough I got way more investors then I ever had before. Even after tapping every gold mine using the brass watch specialist and doing everything to reduce I eventually just couldn't produce enough gold. Hopefully land of the lion will have more gold mines.
The arctic already has gold mines that produce at higher rates. Unless that's included in what you're using.

Oxyclean
Sep 23, 2007


TheDeadlyShoe posted:

I mean the campaign is just a guided overlay on a sandbox map. you can pick the AIs and everything, and continue in sandbox mode when the campaign is done. There is no particular reason to skip the campaign.

There's not a ton of reason to stick with it though if you want to start fresh?

Like the pyphorians kinda suck and they throw a real wrench into things at one point.

Oxyclean
Sep 23, 2007


Mayveena posted:

I built a power plant that's serviced by the train going by. I built a Motor Assembly next to it. No power, even though it's right there. What do I need to do to get the Motor Assembly powered? Patch just dropped btw.

Power plant needs road connection to stuff you want powered by it.

Oxyclean
Sep 23, 2007


One thing I wish I could get from the productivity menu was consumption sources? Like, I can sorta cross reference by looking around but it's not easy to look at my grain, and then see what's using it.

Bloody Hedgehog posted:

These new silos sure like to explode lot.
...are silos know to explode? I understand the booze exploding, and I guess some of the heavy manufacturing.

Oxyclean
Sep 23, 2007


Bloody Hedgehog posted:

Is there any way to get an early tipoff when you need to increase supply of a certain good? I know you can look at production capacity and see what you're producing vs what the demand is, but it'd be nice to have some sort of an early warning that demand is getting close to outstripping supply. I just hate being elsewhere on the map or in another region, only to suddenly find out you're not making enough of a good, which means people start moving out, and then other goods start dropping off from lack of workers, and it just starts to snowball. All that could be avoided if it would just tell you "Hey, time to start making some more clothes" or whatever.

Also, is there an info panel or something that can show where citizens are being assigned or why they rise and fall? Occasionally I've have lots of citizens, all needs provided for and no unique projects being worked on, an then instantly I'm in the negative for available citizens versus jobs, and then a few minutes later it returns to normal. Did half the city just decide to move out for a few hours, and then though better of it and came back?

In general the production and demand bars should give you an idea of when you're close to going over or whatever. Like, say you're producing 3/3 clothes and have a demand of 2/2, and place down a few residents, you'll see the bar change without necessarily going to 3/3. In turn, you should be able to eyeball the bars to see when you're just about to go over your production as well.

(A frequent mistake I made early on was not checking the worker demand for a new building before putting it down, which would cause a snowball as you described.)

For citizen flux: Do you have goods coming by ship? Maybe the supply isn't steady enough so your losing demand for a period? You're not building ships, are you? I (think) that has worker requirements? (That or I attributed it my own worker flux.) Maybe other things might be effecting it like newspaper buffs, disasters, or events?

Oxyclean
Sep 23, 2007


Bloody Hedgehog posted:

No goods coming in by ship, I could understand if I was relying on NPC's to provide goods that supply might drop off leading to citizens being dissatisfied. No ships being built either.

The ships thing is another thing annoys me. There is a need for citizens on ship projects, I just wish it spelled it out more clearly what types of citizens are needed, especially since it doesn't seem to be a steady amount. Starting a ship will drain workers, but then it seems to free some up about two thirds of the way through, and then starts demanding farmers? It's just very unclear.

I'm pretty sure ship yards are just a flat 100 workers when active, but I could be wrong on that. I think supply can drop/flux even if your shipping your own goods if you aren't accounting for travel time?

Something else to consider is when you upgrade a farmer residence to a worker residence, that's a potential doubling of needs for the farmer tier for that residence if it fills out. So maybe what's happening is you're upgrading a bunch of residences, they start to fill up, supply no longer meets demand, spiral starts?

Maybe there's something fucky somewhere causing supply flux? A few times I've had setups that just refuse to be efficient despite me having the correct supply ratios.

Oxyclean
Sep 23, 2007


Anno 2205 is 75% off on Steam ATM - it's 18$ Canadian and I presume something like 15$ American.

Kinda tempted but I don''t know if i need it between having 1800 and Saitsfactory to satisfy my logistics games needs?

Oxyclean
Sep 23, 2007


boar guy posted:

it's really, really good

2205? It felt like everyone was telling me it was one of the weaker games in the series. (Particularly contrasted to 1800.)

But I suppose at that price it's not a bad deal for something I'll probably get at least 40 hours out of.

Oxyclean
Sep 23, 2007


Is there any way to see power/workforce/logistic demand on buildings before I place them in 2205?

e: Oh, I'm blind, there's an info bar when placing, it's just not on the tooltip.

Oxyclean fucked around with this message at 02:32 on Jun 27, 2020

Oxyclean
Sep 23, 2007


Played like 25 hours of Anno 2205 so far - it was definitely a good buy at the price. Definitely a totally different vibe/feel then 1800. On the easiest difficulty and no settings tweaks it's been a really nice chill builder, I imagine comparable to Anno 1800 with AI and pirates off. I'm also feeling like some of the other factors (money & demand) might be balanced easier then easy in 1800 since i was basically never struggling to keep my balance in the positive. Also, no invasions on easy.

Coming from 1800, it does feel a little bit weird to have things being sector-wide, rather the island wide, as well as sector transfers that take effect instantly. It is kind of nice for supply balance to just work magically because of that though.

Something that totally threw me off though is the game has prompted me on a few occasions to spend rare resources on factory modules, while the modules just cost basic resources, leaving me to wonder if I missed something. It seems at some point they re-balanced things and rare resources mostly just go to doing stuff with the orbital station and the odd sector project or elevator upgrades.

The combat missions are cute - it's sort of nice to take a break from managing my city to blow up some ships while cash piles up.

I'm working on the Tundra DLC now - I unlocked the first factory boosting module and it seems like it has some crazy potential?

Oxyclean
Sep 23, 2007


Omnicarus posted:

Originally the modules cost rare resources but it meant you were having to grind combat missions like a motherfucker so that got the axe in one of the major patches. It was a colossal pain in the rear end and the biggest point of suffering in the game by far.
Yeah, I gathered as much, but for whatever reason I pictured it being like 1 rare resource for 1 module which seemed like it might have been reasonable, because for the longest time it felt like a stupid amount of the rare resources with nothing to spend them on, which made them feel kinda pointless.

Also, Humble is having an Anno Franchise sale right now.

Anno 1800 is 55% off and 1800 complete is 45% off. Y1DLC is 40% off and no discount for Y2DLC. Anno 2205 and 2070 discounts seem similar to those on steam?

Speaking of 2070 - was Deep Ocean any good? Would it be worth it to even go back to 2070 at this point when I have 2205 & 1800?

Oxyclean
Sep 23, 2007


From what I remember commuter piers have a pretty high maintenance cost, so you might want to save them for situations where you have islands you want to extract higher tier stuff from?

Oxyclean
Sep 23, 2007


Does Anno 2070 not give you information in-game to easily determine ratios? I guess I'm just supposed to figure things out based on productivity %?

Oxyclean
Sep 23, 2007


Also, I think 2205 and 1800 have created different expectations for road for me?

Some googling told me I don't need everything connected to roads, but: Houses need to be connected to city centers and public buildings, and producers need to be connected to a warehouse. Interconectivity is not needed (eg: no connection back to port.)

Are seaside buildings exempt? Only one fishery is touching a road. Also 2 of my distilleries are not connected to anything, but don't seem to have issues?



Oh god not being able to move stuff hurts.

Oxyclean
Sep 23, 2007


Thanks! 2070 is definitely proving to be quite a shift after all the QoL stuff in 2205 and 1800. Farm field placement feels kinda annoying/restrictive and it feels like I am lacking the brain to make good layouts currently. The future games abandoning the range restrictions is such a good change. On the flipside, the range restrictions on public buildings is sort of a welcome guideline compared to 2205 having like, a max capacity that was also weighted by distance?

Also, because "where do they go next" came to my mind - what sort of era/theme do you folks want to see for the next Anno game? I heard they passed on doing something like "Anno 2007" because it would be "too close to reality." A 19xx has the issue of not adding up to 9, but I'm also curious what that would even focus on thematically. I was kinda thinking of a "far far future/sci-fi" Anno where FTL exists and the concept of islands is turned into planets (with maybe a single session being a solar system or collection of systems?) But that's probably a bit out there.

Oxyclean
Sep 23, 2007


Having not played 1404 (or anything before it) what sets it apart from 1800? (Besides 1800 having the old/new world session mechanic)

Oxyclean
Sep 23, 2007


Holy hell that's some nice space usage. I mostly just like to try to get everything nice and rectangular. 2205 isn't too bad since like I said things tend to jigsaw together, but 2070 feels like it hates me.

Bloody Hedgehog posted:

Anno 1404 is a chill-out game with charm to spare. Way less plate spinning than 1800, but enough to keep you interested, and the charm levels are off the charts. It's so off the charts that I'm pretty sure 1404 can cure depression. Everyone is just so cheery and happy, and even the villain is so goofily, cartoonishly evil that you can't help but like him.

Guess I might have to give the history edition a check-out some time.

Oxyclean
Sep 23, 2007


Factorio is probably even more in-between Anno and Satisfactory since it's top-down and you can borderline automate creating your factory at one point.

But we've got a whole thread for Management Games that should scratch similar itches to Anno.


Doesn't add up to 9. :colbert:

Oxyclean
Sep 23, 2007


I was in a position where buying them out seemed like a decent way to edge them out over building the million ships needed to take out their shore defenses. Or at least it was a decent way to weaken them on the map so I didn't have to defend my shipping lanes as much.

Didn't realize the AI even came to the arctic, feels like there's just barely enough to go around. Then again, I guess there's multiplayer games, so there's gotta be room for more then one.

Oxyclean
Sep 23, 2007


Alkydere posted:

It does actively upset your Engineers and Investors. Every active propaganda article gives them -5 happiness. Of course if you use the +15 happiness article, it balances out and everyone else goes "WHEEE!" while you still get the +Cash or whatever bonuses you get.

Oh lol. I thought the propaganda penalty was an effect of prolonged use.

Though some NPCs don't like it, though in my experience it's usually been the ones who are chill enough that it won't really have much of an effect anyways.

Oxyclean
Sep 23, 2007


Teaser for Land of Lions:
https://www.youtube.com/watch?v=4MzzYEXl4hQ

Oxyclean
Sep 23, 2007


boar guy posted:

i hope this is the last expansion so i can finally play the loving game now :)
It's the last thing left in the existing DLC/Ultimate Edition offering, so I would assume it would be.

But yeah, I've been debating picking my game back up for awhile now, but the longer I put it off, the more it made sense to just wait for Lions.

Oxyclean
Sep 23, 2007


Jack Trades posted:

Anno 1800 is fun and good but I really hope the next game will be a sci-fi themed one again.

What do you want out of another sci-fi one?

I kind of feel like they maybe boxed themselves in with 2070 and 2205 - I'm wondering what another sci-fi Anno could do while feeling different enough? I feel like they'd have to jump to like extra-solar/interstellar, maybe representing islands as separate planets, or similar to 2205 where you have a bunch of sessions with different climates, but this time it's planet types. But this sort of feels like a big leap and I know 2205's focus on many static sessions with no AI opponents was a step in the wrong direction for many.

Also I'm curious if they could pull off a modernish Anno game. I'm curious if teching from ships to planes is something that could be more central, or if it would just be too hard to balance?

Oxyclean fucked around with this message at 21:38 on Oct 12, 2020

Oxyclean
Sep 23, 2007


LonsomeSon posted:

I can’t recommend highly enough trying 1800 without AI players. It takes every bit of time pressure off of expanding, and there is plenty of poo poo going on without needing to worry about them.

It turns out one of the things which kept me coming back to 2205 was that sense of stability; it doesn’t matter how many tasks I have going on at once as long as I’m not losing access to anything amidst all the spinning

Yeah, I had a lot of fun with 2205. I liked taking over every region and just seeing the absolute mess of connections on the map. Nothing breathing down my back as I figured my poo poo out.

I started an 1800 file with 2 easy AI awhile back to take some of the stress off, but I might just start fresh with no AI when Lions rolls around. It's silly how I feel a bit bad constantly saying no to AI requests to expand.

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Oxyclean
Sep 23, 2007


kanonvandekempen posted:

For people who want even more Anno 1800 than what is available now with both season passes: there's a complete overhaul mod called New Horizons that adds Asia as a new biome. I haven't tried it, so I can't comment on how much fun it is.
I'm almost surprised there's a modding scene because modern gaming as been so anti-mod I just assumed these games would be super locked down, particularly given Uplay.

Apparently there's a big 2205 overhaul mod too. It's primarily german so there's a separate enlglish patch, but now that I'm trying to find it again, Im having some trouble because it looks like the creator's site is gone?

SubNat posted:

I'd be very onboard with 'Pharaoh/Cleopatra, but Anno'.
Do you have a link or something to New Horizons? It's not on Nexus, so I assume it's some project somewhere else.

From what I can tell it's still a WIP project?

Oxyclean fucked around with this message at 13:22 on Oct 13, 2020

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