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The Cheshire Cat
Jun 10, 2008

Fun Shoe
I've been in the mood lately to play city building games and I noticed Anno 1800 is on sale right now on EGS - the last Anno game I played was 2070, how does 1800 compare? Also, there's a lot of DLC - is it worth getting the complete edition or is most of it optional?

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The Cheshire Cat
Jun 10, 2008

Fun Shoe

WhiteHowler posted:

I understand how this applies to the overall Attractiveness rating (which works for visitor/tourist stuff), but it doesn't seem like adding any amount of decorations or cultural buildings mitigates the effect of pollution on citizen Happiness.

This is probably the best answer. I haven't touched commuter piers yet because I didn't understand how they work. I'm also not using Docklands, despite owning the DLC, because it's confusing and the documentation is sparse.

I'm probably missing 80% of the things that were included in the DLC because it was all so overwhelming that I just ignored most of it.

Having just picked up the game with the complete edition last week and diving right in with all the DLC enabled, you have made the correct decision here because it turns out trying to do all the DLC at once while also just generally learning how the game works makes it very hard to pay attention to any one thing. Although with the Docklands specifically you can choose to ignore the primary feature and just use the modules as upgraded versions of stuff you're already building (they all do the same things as normal shore buildings but are more space efficient).

I don't believe there is any way to mitigate the happiness penalties from pollution - overall attractiveness isn't a happiness factor, the only thing they care about is the pollution level. So the only way to deal with it is to move the polluting industries somewhere else.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
What items are good at providing faith for expeditions? It seems like it's a very hard stat to come by compared to the others.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

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 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?

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

The Cheshire Cat
Jun 10, 2008

Fun Shoe

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.
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?

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.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

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.

I do know that my entire economy would be in shambles if not for my Visitor income from the main island.

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.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Koryk posted:

If I buy out an AI’s main island will they keep playing or be out of the game?

Once an AI loses all its islands by any means it's out of the game for good.

The main island isn't special though, just buying that one will not remove them.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Once you're up to needing cigars/clay pipes you should probably be using tractors on your tobacco farms. Yeah it's a pain to get it set up but you really need the production efficiency boost.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

LonsomeSon posted:

Specialist named Arborist makes most New World farms slightly faster and also make 1 ton of tobacco every 3 cycles, you can use Tractors in the new world as well.

Clay Pipes will give you more Elders per house, but if you need to clear an Elders breakpoint to do something it’s probably easier to settle some more Shepherds and upgrade already-full houses.

Cigars on the other hand do make your investors just spray cash into your coffers, as well as being one of the goods the World’s Fair can roll as needed for an exhibition, so I tend to try and oversupply those as well as chocolate and coffee (also for the same Fair-related reasons). But ultimately it’s similar to the Pipes: they’re goods you supply to end-stage housing in order to enhance them, not stuff you need to progress unless you’ve built yourself into a corner.

Notably there’s a specialist, Milliner maybe, who lets your Obreros make cigar boxes out of unfinished Wood instead of needing Marquetry factories. Note however that Gramophones as well as several of the DLC goods do want a small amount of Veneers, eventually. Gramophones are made with Brass that I’m already making an awful lot of for Spectacles and Steam Engines, and you don’t need that many of them so I will often slide one hold of Veneers into my delivery route for raw-wood Cigar boxes.

One thing I didn't notice for ages is that you can make veneers in the old world with engineers, and electrify it, then just ship it to the new world to make cigars, rather than needing to make space for 100 Oberos (technically 200 since you need 2 workshops to feed a cigar factory to run at capacity).

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Magni posted:

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?

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.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

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.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
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".

The Cheshire Cat
Jun 10, 2008

Fun Shoe
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.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Lamquin posted:

Is there a recommended order to tackle the season pass DLC (I own all 3) so as to not get overwhelmed? I've just upgraded my first Artisan to Engineer and now have the option to either go to the Passage, find the Queen or start the Land of the Lions (or simply stay in the Old/New World and tech up the Engineers).

This game sure loves its spinning plates, and I'm barely holding on as it is with the old world.

It depends on who you've picked as your opponents. 1 Stars will not expand to new areas until you get there first, so if you went with all easy AI, then you can do them in whatever order you want and put it off as long as you want without fear of everything being taken when you get there.

If you have intermediate/hard AIs, then you can still put off The Passage as long as you want (no AIs are allowed to expand there until you unlock the airship which is about halfway through the storyline missions there). As for the others, I find Land of Lions is the one you want to get to quickly. Cape Trelawney just has more Old World islands, which are still nice to have, but the main attraction is Crown Falls, which will be reserved for you indefinitely. Waiting too long to get to Enbessa can cause problems if the AI has snatched up all the islands (you still get Taborime, like Crown Falls it's reserved waiting for you to get there, but it does not have all the resources you will need).

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Yeah I can live with some new world boosts, the demand for coffee is always obscene and I need as much as I can get.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Depending on how far into the game you are money can be fairly tight - once you get to engineers and have them well supplied with luxury needs you'll be making a lot more money, but the lower tiers won't give you much more than just breaking even. Also, even if the needs are met, you want to make sure the supply is steady - a common problem is that the numbers will say that you are producing more than you're consuming, but what can happen is that you get a cycle of shipments arriving from the new world, all the needs get filled up and you're making money again, but they consume it all before the next shipment arrives and all of a sudden your income is back in the negative.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Yeah I think it makes the most sense just to buy the season passes, each one has enough worthwhile stuff in it that would cost just as much as the pass if you bought them individually, so you might as well just get all the cosmetic stuff as a bonus.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Omnicarus posted:

Huh, steam version has no achievements and still requires you to register and login to the Ubisoft launcher and then launch from there.

This is consistent with a lot of other Ubisoft games on Steam so it's probably not going to be changed, it's just a weird thing they do.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Lamquin posted:

As for the latest new world DLC; Should I build the "normal" houses, or start phasing them out for the new Hacienda once I reached Artists?

You'll need at least some normal houses initially since the Hacienda's range is based on the island's population and it starts off pretty small. After that it depends on the size of your island - for a small island a Hacienda can potentially cover the entire thing and there's not really any reason to have normal houses after that point - the Hacienda houses are larger but more space efficient. For example, assuming all needs are met (including lifestyle needs), a standard Obrera residence can hold 55 pops in a 3x3 square, or about 6.1 pops per tile. The Obrera Hacienda residence holds 105 pops in a 4x4 square, or about 6.5 per tile. It's not a huge difference but it's still the most people you can pack in per tile in the new world.

That said, the Hacienda range does cap out at a certain point and it won't be anywhere near large enough to cover the larger islands and especially not Manola, so you're still going to be using normal houses there. You also want to consider that maybe packing houses as densely as possible inside the Hacienda radius might not be the most effective use of the space, since Hacienda farms are crazy space efficient and will probably save you more room than the houses, and both the farms and breweries give you unique production options you can't get from normal New World buildings.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
So I've gotten back into this again after putting it down for some time and I've kind of gotten back up to the point I fell off it last time, where I'm just getting into investors and the supply chains get so complicated that I kind of lose track of everything, especially when getting into the DLC areas. Anyone have any strategies for keeping everything supplied? I usually do okay when I can have one main island and a bunch of smaller islands that feed into it, but where it starts to get confusing is when even the smaller islands start requiring resources that the main island also needs (particularly oil for tractors/electricity) and trying to spread the supplies out evenly becomes a bit of a nightmare.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Is there any way to stop an AI I'm not at war with from doing constant propaganda fly-bys on my cities for no apparent reason? I'm not even sure who is doing it but I'm guessing it's Willie since the other two AIs like me a lot more and he's around 55-ish. I don't mind the happiness hit since I never really get riots anyway but occasionally there's a production penalty from it which is more annoying.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Something that just occurred to me - is there any point to supplying the lifestyle needs for investors? Mail gives a decent amount of cash and is generally easy to provide since I'm already supplying it to boost the workforce of the lower pop tiers, but otherwise it seems like a lot of them just aren't worth the trouble. They don't provide workforce and the influence bonus is a per house thing so raw population numbers are pretty meaningless (I suppose it does help with more profile levels but by that point you'll be getting influence way faster from just building more investor houses).

The Cheshire Cat
Jun 10, 2008

Fun Shoe
If you want NPCs but don't really want to have to deal with them, the 1-star NPCs won't settle islands in areas you haven't unlocked yet, and will ask permission before they settle islands in areas you have (although I did notice in one of my games that Willie was inconsistent about this and I think it depends on how much he likes you. Bente and Qing asked every time - that may also depend on how much they like you but it's very hard for them to ever dislike you). Even then it can just be nicer not to have to worry about NPCs at all and if you're never going to go to war with them they don't add a lot to the game. I feel like a nice middle ground is no competitors, but set pirates to hard. That way you still have to care about your military but there's no race to claim islands before a competitor snatches them up.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
It makes more sense to just buy the season passes rather than pick and choose DLC since they cost the same as the major DLC they contain anyway so all the cosmetic stuff is just kind of a bonus.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Grand Fromage posted:

How do you get residences to completely fill up? I have this artisan house, every need is filled to perfect, but it's 30/75 population and never moves.

The other 45 comes from lifestyle needs, it's a separate tab and they're all disabled by default. The intent behind them is that you don't have to fulfill them and a lot of them are kind of a pain (usually requiring goods to be imported from other maps), but you get a bonus income and population from doing so.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Yeah I always keep an eye out for them at the prison because they simplify the logistics so much. They're up there with the specialist that lets you make canned food from pigs instead of goulash in terms of "must have". Especially if you get into tourists, you'll be consuming fur coats at an absurd rate and really are not going to want to ship that much cotton over from the new world to keep up. There's also one that lets you make them out of wool and iron, so you don't even need furs, but it's from a much rarer specialist (he does give a bunch of extra bonuses on top of the converted production though so very useful if you can find him).

The Cheshire Cat fucked around with this message at 18:14 on Jul 19, 2023

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Yeah it kind of depends on whether fur or iron is more of a pain for you - I tend to start importing iron from the docklands once my mines aren't able to keep up because you can import so much of it since it's such a low level material (weapons for iron tends to be a good trade since it pays for its own production + generates a bunch of surplus. Advanced weapons for iron is even better if you have the production chain set up, and neither of them tend to be consumed in regular intervals so it's easy to have a lot just lying around). Furs also don't tend to be that hard to get though so yeah it's less of a priority than replacing the cotton with wool.

One thing that's also worth keeping an eye out for is town hall specialists/items that will provide a particular good for free if another need is satisfied - especially once you get into skyscrapers these can save you a lot of resources and can be more efficient than trying to boost your production to keep up with demand.

The Cheshire Cat fucked around with this message at 22:08 on Jul 19, 2023

The Cheshire Cat
Jun 10, 2008

Fun Shoe
I always got the impression that Manola is the only place where you're really expected to have a significant Artista population.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Sultan Tarquin posted:

Got tractors for the first time and holy poo poo the production bonus. I more than halved the amount of farms I needed and reclaimed an absolute gently caress load of space. I gotta get these engines to the new world.

Tractors are even more absurd in the New World because of the space efficiency of hacienda farms; mechanizing them barely makes them any bigger at all. I used to have a lot of problems just finding space for all my goddamn plantations before Seeds of Change but it's a lot easier to keep up with rum production now.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
On smaller islands you might as well build hacienda houses as well since they're more space efficient than normal houses (just barely) and the hacienda radius can easily cover the entire island. On larger ones it is usually better to use that space for the incredibly space efficient plantations and just put regular houses outside the hacienda range. It does seem like there's never a reason not to build a hacienda, the extra space you gain from hacienda plantations more than makes up for the footprint of the hacienda itself.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Also if you're looking for that one specific animal you need for one of the Land of Lions quests, Ketema sells it from his port on Taborime. You might have to refresh the inventory a bunch of times but it's more reliable than sending out expeditions and hoping for the best. If you're trying to complete a set, then yeah there's not really a lot you can do without the research institute, you just have to get lucky.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Single Tight Female posted:

AI is great for making the world feel busier but good lord why does everyone except Bente and Qing batter you with negative leaflets even when you're pals? Eventually I just modded their propaganda to have no effect because otherwise it's nobody but those two, wiping them out, or dealing with skewed production stats because they keep tanking your industry.

Yeah I noticed this on my recent playthrough and it was very annoying because there's literally nothing you can do about it without declaring war on them and completely wiping them out. There's also no notification when it happens either, so often you end up with some kind of shortage somewhere and the reason it happens is because there was a production debuffing leaflet drop like 20 minutes ago.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Yeah it sort of seems like the purpose of the expanding AIs is less to really create the feeling of other players in the game, and more just to create time pressure on the player.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
From what I can tell with the docking/trading logic, any ship, air or otherwise, will always go to the closest harbour area to where they entered the map, and then pick from whatever ports are available within it. If there's a free port in that harbour they'll go there first, but if they're all full they will queue up, even if there's free ports at other harbour areas. I'm not sure how the airship platform gets treated but my guess is that it's basically its own harbour area so if they would hit it before one of your docks, they'll go there, otherwise they'll go to a dock.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Mayveena posted:

Next question: what do you do with care packages. I made a bunch, now what?

Have them sit in your storehouse and largely forget that feature exists.

I mean technically you can use them to give temporary buffs to your islands by doing air drops but it's really too fiddly to be worth it.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Ketema's questline isn't as long as it seems like - the three island chains are actually completely independent from it and you don't have to do them at all (you just miss out on a bonus item from not having done them before finishing Ketema's chain).

The Cheshire Cat
Jun 10, 2008

Fun Shoe
That kind of stuff is why it makes the most sense to me to buy the season passes - they're essentially equivalent in price to buying the major DLC packs they contain individually, and then you get all the cosmetic stuff for free on top of it.

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The Cheshire Cat
Jun 10, 2008

Fun Shoe
Yeah the biggest reason for finding yourself in the red is not upgrading your pops aggressively enough. Farmers and workers will make you so little money that you will barely break even when supplying their needs. Artisans will make you a profit but it will still be tight. As you advance through the population tiers, money becomes less of a problem.

There are non-tax options for making cash though - selling potatoes and soap to the prison is a common starting strategy, and if you can get a ceasefire with a pirate faction they pay a ridiculous amount for beer. You can also make money via arbitrage since some NPCs will sell goods to you for less money than others will buy them from you, although you need to have a decent amount of cash on hand to be able to pay for the initial purchase. Watches from Archy to Ketema nets a profit of about 5k per ton, although he won't start selling them until you've unlocked Artisans so it's more of a mid-game strategy (you are also dependent on their resupply rate so there's a maximum amount of money you can make from running arbitrage routes).

The Cheshire Cat fucked around with this message at 06:26 on Nov 15, 2023

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