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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Hello Goons. Chances are if you're in here you're already familiar with the Anno series. But to those of you who aren't, welcome.



A Brief Background
The Anno series made it's debut over 20 years ago with the inital release of Anno 1602 way back in 1998 (marketed as 1602 A.D. in North America). Since then the IP has passed through various studios and publishers with a total of 7 games now having been released for the main series with another 5 spin-offs for consoles and mobile devices. Currently the series is in the hands of Blue Byte (of The Settlers fame) and is being published by Ubisoft.

Despite the varying developers and scopes involved with each game - spanning from the late middle ages to the distant future - the games themselves all follow the same basic formula and can best be described as a puzzle wrapped in a city builder. Each game takes place on a world inspired by Earth but fundamentally different as landmasses are limited to a series of islands sitting in a vast ocean. Starting off with a ship, some basic supplies and some lowly settlers you and your competitors are tasked with settling an island, seeing to your people's needs and growing your empire from it's humble beginnings as a farming village to a vast empire that spans the world with a gleaming capital and a complex logistical network to supply it with everything from the most basic foodstuffs to the rarest of exotic luxuries utilizing expansion, trade and outright conquest.



Anno 1800 In A Nutshell
With the latest entry into the series we return to a more familiar time period; earlier games all focused around the middle ages and early renaissance as global exploration and trade was coming into its own, while the later entries looked to the near and far futures with a much bleaker outlook of life on a planet ravaged by climate change, resource shortages and unchecked development. Anno 1800 doesn't quite take us back to the renaissance but instead sicks us at the dawn of the industrial revolution and will pit us against the challenges rapid industrialization and urbanization had on every day life and society in general during this era. The game sticks with the concepts that returning players will be familiar with but it but makes some fundamental changes that help to both bring it back to the series' roots, after criticism around it's predecessor 2205 simplified things too much, but also provide players with a more user friendly experience so you don't need to have an Excel sheet and calculator handy in order to play.

The game also aims to be much more "positive" according to the devs. While it takes its inspiration from an age generally associated with unending human misery and exploitation they aimed to make the game representative of the ideals of the age and not a 100% historically accurate simulation. Focusing instead on the rapid pace of technological innovation and unprecedented economic growth seen across most of the Western world through the 19th century. So while you are able to build some horrifying Victorian age hell on earth you don't necessarily have to.

Again you'll begin your journey as a humble farming community with only basic farmers to get your foothold in the world but quickly expand to a new working class of factory workers to toil away in your newly built mills as you take your first steps into a new era. From there you'll move up to workshops staffed with more sophisticated artisans which give way to highly educated engineers before capping out at wealthy investors to round out your society that you will use to build grand monuments and the first ever power stations. Building ever larger industries to extract the raw resources you'll need to your factories that in turn churn out a variety of commodities and goods your people will demand, along with the complex shipping network to needed to get everything to market and a powerful navy needed to make sure all your goods get to where they're going.



What's New with Anno 1800
Early on in development the team creating the game established a website through which they could connect with fans and update the community on how the game was coming along and what to expect. This was to help gain vaulable feedback that has helped shape the game and reconnect with the community that felt a little disapointed and abandonded with the way things had turned out on the previous entry. Called the Anno Union, the site is horribly designed but contains a wealth of information as it's been consitently updated once or twice a week since the game was announced back in August 2017.

Below are some snippets:

  • Along with the four five (edit: shouldn't proof read things when you can't sleep) distinct classes of workers representing your progress through the industrial revolution, you will be tasked with carefully balancing each of them to ensure you have enough workers where they're needed so your society doesn't collapse around you. Whereas in previous titles you'd want to advance as many people as possible as quickly as possible (for that sweet, sweet tax base) this time around you'll want to make sure you have enough farmers to till the fields and feed your burgeoning cities while also making sure you have enough workers to churn out all the cheap crap people will soon be demanding. Not every one can be a wealthy tycoon in this new world, someone's gotta mop the floors and scrub the toilets (once engineers finish inventing them) and sadly that someone is you.

  • Working conditions, profits or people?. Do you become one of the robber barons of olde, cracking the whip to extract every last drop of value from your work force or do you become a champion of the people making sure everyone has their needs tended to and is experiencing life to the fullest. Careful with what you choose; pushing people to their limits will help you produce more but crack that whip a little too hard and your people may decide to go to work on you instead of your factories, while going too easy on your work force may leave you struggling to fulfill everyone's needs while your under defended ports become too tempting a target for your opponents to pass up.


  • Happiness vs. satisfaction. Tying into the gameplay mechanic above Anno 1800 makes a substantial change to the way you advance your society. As in all previous games your people will have measures for overall satisfaction and happiness, but this time they will no longer be tied together. Before there was typically a direct link between how much you were providing your people with and how happy they were; they more goods they had at their disposal the happier they were. And so long as they were happy they could be promoted to the next tier of worker. Shortages of any good would lower the overall happiness of a population class and hold you back. This is no longer the case, so long as your people now have enough of the goods they demand they will be able to advance to the next tier and grow your empire. This ties in with the 'work everyone to death' mechanic mentioned above as being a total bastard will no longer hold you back. No longer do you need to concern yourself with how happy other people are - they are going to be artisans whether they drat well want to or not.

  • Explore a growing world. Once you've grown your society to a certain point at home and are done leaving your mark you'll have to travel abroad to seek out the luxuries and goods your people acquire a taste for. Chartering expeditions from the comfort of your own home your explorers will travel to new lands and turn up long lost artifacts and exotic forms of fauna and flora. Provided they make it home alive and in once piece you'll be able to show these acquisitions off to an increasingly curious public. You'll also find new land to open up and extract more exotic goods such as spices, tobacco, sugar and oil. When expanding to the new world you'll also be introduced to new population classes to help you grow.

  • Build monuments to your vanity. You'll have a number of structures that can be built to show off your various prizes and curios. Museums and zoos can be constructed using a modular tile set so you can show off your acquisitions however you like. As you reach the zenith of your empire you can construct more unique buildings like the exhibition space to further show off just how advanced your truly are.


  • Developing your island paradise. How you choose to develop each island will have a positive and negative effect on how people perceive it. While your impact will be minimal at first pretty soon all those filthy coal burning factories belching out clouds of soot and ash will turn your pristine wilderness into a polluted brownlands. Through the construction of picturesque gardens, statues and the aforementioned monuments you will attract a new type of visitor to your islands: tourists. Tourists don't count specifically as population but they do drop copious amounts of money as they stroll around your islands. The longer you keep them there the more money they will spend. You may also get 'unique' visitors you can recruit that give you various bonuses while in your employ. There will be other ways to, uh, 'recruit' new employees but getting them to willingly visit your island is among the easier methods.


  • More detailed logistical planning. The heart of your logistical network will be the humble warehouse. Literally a giant closet you jam things into until you need them for something else. Building a warehouse previously allowed you to open up more of the island you've settled and expand outwards. They would also send out carts to transport goods to and from industries and allow certain industries to pull goods directly from your stores instead of their source. They still fulfill this role but there's only so much each warehouse can handle at a time. Placing a single one and surrounding it with a dozen factories will quickly create a bottle neck in production leaving good sitting around in the streets while your production grinds to a halt from lack of imputs or having their own stores fully stocked and awaiting transport. Properly planning out your logistical network will be in key to ensuring your industries continue to run smoothly while you take care to avoid wasting precious space on unnecessary facilities.

  • Choo choo trains! A new concept for the Anno series, a cutting edge development for the time will see a new addition to your transport network. At the moment they'll only fill one role, however. Transporting oil from your ports to your new power plants. I'm pretty sure they were meant to do more at one point but lack of dev time to properly flesh out gameplay and/or unfixable bugs may have prevented them from doing more. Who knows, maybe they'll expand on this later. Still, you'll need to plan your cities carefully to leave room for them as power stations only supply a limited vicinity around them and you'll need to make sure your tracks can reach each one without causing too much disruption.


  • Electricity! Probably one of the single most important developments in mankind's history was learning how to generate and utilize electrical power. Through this technology you'll be able to further improve the productivity of your factories with automated machinery and increase the comfort of people's homes with electrical lighting. The game has them running exclusively off oil, which is limited on your home islands but plentiful in the new world. The devs have acknowledged that while power plants of this era would've most likely been coal fired they felt that coal was being pulled in too many directions and needed to add something else.

That's Great Op, But Actually I Can't Read. Can I Have Some Pretty Pictures to Drool Over Instead?
Uh... sure.



Want to see it in action? You can watch it some new fangled moving pictures on the game's Twitch VOD library below:
https://www.twitch.tv/ubisoftbluebyte/videos
You'll want to view the 'AnnoCast' videos to see anything specific to this game. Most are in English but some are in German as well.

I Am Impatient And Have No Willpower!
Well great. It's available for pre-order now on Steam, the Ubisoft store and probably all your favourite grey market key sites as well. It is not available on GOG and likely never will be because the game does come with DRM. Pre-ordering gives you access to a number of unique skins for vehicles already in the game (but no other inherent bonuses).

When Does This Come Out!?
The game is scheduled for release world wide on Tuesday, February 26th, 2019 Tuesday, April 16th. After much debate the team decided the game needed a bit more polish and pushed it back roughly 6 weeks; hopefully it pays off as the game is looking great so far.


And remember, for further details and to get caught up on anything else missed here you can always check the backlog of updates on the Anno Union for everything we know so far.

Psychotic Weasel fucked around with this message at 01:36 on Jan 29, 2019

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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Yep - loved the change in setting for 2070 and played it quite a bit with friends at the time it was released. A graphical bug with the water forced me to put the game down for good at one point but it's still one of my favs. And for all the criticism 2205 got about replayability I've still sunk a few hundred hours into it. You can build some really gorgeous cities once you've 'finished' the game and just want to screw around.

Nice that they're giving you more tools and actual gameplay mechanics to beautify your city in this iteration as well. Sometimes you want to take a break from optimizing production chains and just play with your zen garden instead.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I believe they have confirmed multiplayer will be making a return here, albeit in a more limited fashion than the single player experience. Instead of branching out you'll apparently be confined to the starting map (called a session) so I guess you'll have to find some other way to exploit the resources from the South American map but you can still play with other people. There's been no further information regarding it since they mentioned it shortly after the announcement of the game, however, so things may have changed since then.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I think those events got shoehorned in later for a couple reasons, one being that people hated the combat being relegated to separate zones entirely (admittedly a very weird design choice) and because after a certian point in 2205 you've pretty much won the game and are then just screwing around after that. They were meant to add challenge and mix things up but sometimes they could really screw up a settlement with no way for you to recover or were just plain annoying. The initial gameplay wasn't designed with them in mind and it shows.

After recently getting back into 2205 myself I decided to give 2070 another shot and found that while the graphical bug that caused me to put the game down is no longer an issue the game absolutely wasn't meant to be played at a 4k resolution- the UI is nigh on impossible to read. No workaround for that sadly so I just have to squint when I want to read something but it's fun shaking off the rust and figuring out the game all over again.

On the 1800 front they've started showing off the city orniments:
https://www.anno-union.com/en/ornamental-dear-watson/

No longer just doodads and eyecandy you slap down because you're bored, they actively contribute to the appeal of your city to attract more visitors and can have an impact on diplomacy.

Only 5 weeks to go. With a closed beta coming up at the end of the month we're likely to get even more details on how the entire game is shaping up as well.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

StrixNebulosa posted:

2205 question, since I bought it today and so far really like it: how the heck do you get a positive credit flow in the arctic zone?

The short answer is: you don't. The Arctic and Lunar zones (and later Tundra and Orbital zones) are meant mainly to produce things your Temperate zone population will demand. You will essentially want to make very large temperate zone cities in order to bankroll operations elsewhere in the world; the moon is particularly expensive to build on so you'll want a very high income before you expand there. Generally you'll want to keep populations in these zones to a minimum as they'll only become more and more expensive to support and some of their supplies will have to come at the expense of taking up mining/fishing spots. If you're in a bind for money you can also sell things to Nick, he usually has an island dock tucked into a corner and will off things for sale and request certain things for purchase.

Later on once the stock market opens up you'll also be able to buy shares of other companies which will passively generate income... most of the time.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Updated the OP with the revised release date; sucks to have it pushed back so close to release but I'm hoping the additional time to polish off the game pays off in the end.

To the Goon who asked earlier - from what I've heard around the net 1800 is going to have Denuvo anti-tamper, at least at launch. And while I don't think it's been confirmed both 2070 and 2205 require a connection to U-play in order to get to the main menu, I suspect 1800 will be much the same in that regard.

Hoping to see a lot of new things coming out of the closed beta this week. I won't have a chance to play myself as work at the moment just doesn't leave me enough time to faff about with that stuff (and wouldn't want to tease myself in the end, anyway) but we should be getting a lot of new info with no NDA in place.

Psychotic Weasel fucked around with this message at 01:48 on Jan 29, 2019

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Stairmaster posted:

What's the goddamned point then....

I honestly suspect at some point they were meant for more, possibly for transferring cargo between warehouses or something, before they had to do a scope change on it or some other aspect of gameplay changed. Some of the earliest screenshots and footage shows the trains leaving warehouses pulling what looked closer to early boxcars or hoppers. Sucks but what can you do... there'd probably be an even bigger uproar if they took them out completely after announcing the feature.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Gwyrgyn Blood posted:

There's a bunch of stuff that's new/different:
- Doesn't have the Occident/Orient stuff from 1404 at all. Maybe something else replaces that dynamic? E: Apparently it's South America and Plantations or something to that effect.

There's been something like this in just about every Anno game except for the first one. Island 'biomes' (I guess you can call them) were introduced in 1503 along with island fertilities/deposits. 1701 introduced a mix of foreign cultures you could interact with and 1404 expanded that by splitting the civilization tiers between two distinct types of populations (Occidental/Oriental). The main difference this time is that not all islands will be sharing the same map.

Each subsequent release has also been expanding on things tried in earlier titles and iterating on them further. If you looked at the main gameplay loop in all of them they basically all follow the same formula. But it works so why try and fix it?

1800 will have 5 tiers for temperate cities and 3 tiers for your South American colonies. Not quite as complex as 2070 with the Tycoons/Ecos/Scientists. More in line with what 2205 was trying to do in mixing things up.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
So far, apart from wanting to give everyone streaming this game a good shake, the most irritating thing I've seen is that you have to manually deploy your firemen whenever there is a fire. I haven't seen anyone progress to a point where they have crime or pandemics so I don't k ow if they require manual intervention as well but it seems like something that would be 'neat' exactly once the just annoying from there on out.

They've also made it possible for non-residential buildings to catch fire as well so you'll need much broader coverage now.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Megazver posted:

I've only played a smidge, but I am pretty sure my firemen went out and put out the one fire I had on their own.

That's good that they'll eventually respond on their own. I guess the option to manually dispatch more is for a bigger response or something?

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Earlier this month they finally got around to doing dev blog on combat, there is quite a bit of footage of it in action as well (keeping in mind further changes and balancing are still possible):
https://www.anno-union.com/en/admirals-at-war/

Combat is a lot more like traditional Anno games, it all takes place on the main map, instead of special zones like in 2205, and at release there will be no land combat as there had been in some games.

If they ever do get around to adding it in, I seriously hope they look for ways to properly integrate it instead of just tacking it on and calling it a day.

You will aos have to physically protect your trade again and set up trade routes between islands and maps instead of having it all transferred around automatically into global warehouses.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
You've already had a taste, may as well keep going until they pull it next week instead of pining for it.


Not sure on your 3rd point though. Farms have always had fields. Only now you don't need to play tetris with them any more since they can be placed as individual tiles. Seems some of the pastures (like for sheep and pigs) are still larger pieces though.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
It's hard to tell due to the quality of some of the videos online but it looks like most community buildings will still give you a rough outline of their catchment area, or at least an indication of their range when placing something. Then the roads help you show where they can actually reach depending on how make like you've layed out your city.

Other buildings, like the union hall, clearly show what buildings will fall in their influence.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I'm more in to sci-fit than fantasy so I liked the aesthetic of the future games but enjoyed 1404 and 2070 equally. The world in 2070 is pretty drab to start out with but I think that was the point, you're on a polluted hell world and you're supposed to be fixing it (to some degree). When you got the eco score high enough into the positives the world would brighten up considerably. I do wish the Tycoon cities had a bit more colour though. Maybe more neon or something?

2205 is widely believed to have a lot of cut content, especially among the lunar phase where a whole population tier (if not more) looks like it's missing. It was pretty clear that after the game released to a less than stellar reception that it was put on life support and left to die. There was very little added to the game after release and a lot of what was had minimal effort put into it. The game was very pretty to look at but shallow, and while I like it I can see where a lot of the criticism has come from.

A lot of the missteps in creating and supporting 2205 led to the approach the team took in talking about 1800. Being much more open with the community, giving us a lot more to review and being much more open to feedback.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

SubNat posted:

Oh yeah, that would absolutely help a lot.
Just like how I assume level 4 citizens will unlock steam ships that'll probably be way faster as well.
I cannot find the demonstration at the moment but steam ships, while an improvement, aren't straight up meant to be 'better' once they're unlocked.

Sailing ships are the fastest in the game when sailing into the wind but have the major drawback of being considerably slower and less agile when the wind is not blowing in the direction you want to go. That doesn't make them totally useless once you get higher techs though as they could still make good raiders as well as faster transports for smaller trade routes that you may not want to invest so many resources into. Steam ships on the other hand travel at a consistent rate of speed regardless of the direction they're going in. They also have other advantages such as improved firepower and turrets allowing them to attach without having to maneuver as much.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
For anyone just starting the beta, or wanting to get another game in, you have approximately 3 hours left to enjoy it before it ends. Why did they pick 2AM to pull the game? Because Germany, that's why.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Overnight they tweeted that the beta had been extended to run until 3h00 UTC on Feb 5th. That looks like it'll be about 10pm EST today. So you have a few more hours it looks like.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
With the close of the Closed Beta the team has already mentioned that they not only have a treasure trove of information to work with but they were happy to see just how popular the game was. Apparantly exceeded their expectations considerably.

They've already begun reworking certain things based on the feedback they've received, in particular the UI so it's easier for everyone for navigate and the influence system which apparently was not finished and having only half the game available to players it was not being used as you normally would.

We'll be hearing more in the weeks to come as they continue with more diaries. They also have a stream coming up this Friday to show some things off.

They also finished by announcing an Open Beta that will hit right before the launch, running April 12-14. It won't be the full game but will have more available than the Closed Beta had unlocked for players; further details to come closer to that date.. At that point it's really just a glorified demo since it ends a day before release but if anyone is still on the fence then you can give it one more shot.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Nothing new since they finished the beta last week, but they did stream the game again:

https://www.twitch.tv/videos/377162566

It contains nothing you haven't seen before but they do answer a number of questions that come up.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
A lot of people have commented that the soundtrack to the game was quite good during the beta and they loved listening to it. If you were one of those people and also have more money to spend you can now get the entire soundtrack (and some extras by the same composer I think) on a vinyl record for about $35 (USD):

https://blackscreenrecords.com/prod...Dctuc9rVOh83syo

You will have to source your own vintage gramophone to listen to them on for a truly authentic listening experience, however.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Quick update to stop this from sliding into the archives before the game even releases; some here may be interested in the multiplayer aspects of this game, which is making a return after being absent from 2205, and the devs have recently posted details on what will be present in the game. Long story short you'll still have your standard 4 player option, with the slots being able to be filled with AI or Player characters depending on how many of you are. The whole game will also be available with the full range of options available in singleplayer also being available in multiplayer modes. There's also custom scenarios you can play to help speed things up from the usual weeks long grind this game can be and a matchmaking tool of sorts.

You can read all the details for yourself if interested in the diary below:

https://www.anno-union.com/en/together-one-is-less-alone/

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
The next beta will be an open beta, opening on Friday, April 12 and running until Sunday, April 14. The game then releases on April 16. No further details have been posted about it yet other than that while it isn't going to be the full game it will have more available than the closed beta back in February did.

Nothing major news wise has come up in recent weeks. So far as I can tell this wasn't at GDC this year, it's next press event isn't until April 4 when they show it off at something called EGX Rezzed.


SubNat posted:

Hm? I didn't see anything referring to scenarios at all, just that you can adjust the full range of custom-map settings, as if you were playing singleplayer. (ie difficulty, mapsize, type, etc.)

I completely missed this earlier and now rereading the article I'm not sure what I was thinking or thought I read.

But yeah it looks like the game will have the standard set if map/player/victory condition customization as previous games had. You can play endless if you want but can also set it finish much sooner if you just want a quick game. "Quick" being relative here.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
In their current iteration, yes, trains are only used for hauling oil to/from ports.

The reason why was brought up in an Annocast a few weeks ago but I'd need to sit down and watch then again to find it. But to paraphrase the reason why they were simplified was that the devs didn't want to take on the challenge of having to design and build two separate logistics systems for the same game that they'd have to design the game around being functional with both in mind. It would've very quickly escalated the complexity and they felt it wasn't worth the risk if they got it wrong.

The size of the islands don't particularly lend themselves to building giant train sets, either.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
To my knowledge 1800 was never offered on GOG - some of the previous titles are (excluding 2070 and 2205 for some reason) but no plans to offer this on the platform had been announced.

Had an inkling this may happen after they announced February's delay, but was hoping this title would've been small enough to escape notice though. But hardly surprising, Ubisoft has been trying to get their platform off the ground after totally loving things up not long after it's launch and at one point even removing the store IIRC. A shame they had to go muddying the waters so close to launch like this and jeopardize this franchises' future - again - with lovely business decisions.

On a related note, their FAQ did make mention of the open beta coming up in ~2 weeks. The beta will be handled entirely through Uplay (not Steam nor EGS) so you will require an account in order to participate. Fortunately if you've ever owned an Ubisoft game you already have one even if you've never used the app outside a game itself.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

SubNat posted:

Alright, then I really see zero downside to them not offering it on Steam, honestly.
(Though offering it on the Epic Store, which is undoubtedly going to do it in the same way anyhow, seems kind of weird. )

Many Internet Conspiracy Theorists think this was a case of Ubisoft gladly taking Epic's money while also banking on the general dislike of EGS driving people directly to Uplay where they get 100% of the revenue instead of only 70% or 75% or 88% or whatever.

Apparently this same strategy worked well for them with the Division 2's release so we'll see what happens here. Anno appeals to a much different, and much smaller, fan base so people actually holding off a purchase because of this could much more pronounced.

I debated switching my pre-order from Steam to Uplay because of the discount but from what I've heard the Uplay discount is not available in North America. That may have been part of the earlier bug though, I've not checked since. Either way I suspect that since this is being pulled from Steam any further DLC or updates will need to be aquired through Uplay any way so you may be forced to move over at some point if you want to keep up with anything new.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Orv posted:

And no, the uplay points discount doesn't work for NA pre-orders and probably never will.

That's what I figured. With no incentive to change my behaviour I'm not going to bother with switching to another store.

Brutakas posted:

I had the same concern but the steam page mentions Ubi's assurance that the DLC and updates will be available.

https://store.steampowered.com/app/916440/Anno_1800/

I found this was worded deliberately vaguely - to me it implies that while you'll still be able to play the game and it will still be updated it never mentions that you'll be able to purchase the additions through Steam. I would not be surprised if anyone who bought it through steam instead had to go elsewhere for future expansions (because what reason does Steam have to support the game anymore?) but they will still work with your game regardless of where you bought it.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Orv posted:

So unless they changed something about Uplay's architecture when interacting with Steam they can't actually force you to buy the DLC on Uplay if you own the base game on Steam. For instance I own AC:Syndicate on Steam and got gifted the DLC package on Uplay. This doesn't work in either direction so I don't get to play the DLC unless I buy the game on Uplay itself.

That's disconcerting, and one of the things I had hoped they'd find a solution for since I know it's been an issue on other storefronts as well (most notably GOG). Another piece of uncertainty that didn't need to be there.

Maybe they'll just give everyone who has a Steam key Uplay key as well that automagically ties to their account and hope they switch over without much of a fight.

Guess we'll have to wait and see now.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Orv posted:

No no what I mean by that is that because of it working that way they'll have to offer the DLC on Steam. I believe it's also some level of Steam policy on third-party DLC that you can't offer cross-client/store purchases on Steam.

Ah. That's more reassuring then, assuming they keep their word and don't find some bullshit reason to weasel out of their obligations.

Gwyrgyn Blood posted:

Less than 2 weeks until release now y'all :toot:
Yes - it's just around the corner (again) and I'm looking forward to actually getting to play.

They even made a handy dandy map for quick reference for the beta:

Donno who came up with these weird rear end times but I'm not going to complain since I essentially get to play the beta for an extra day.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Additionally, it sounds like there's both a campaign and endless modes in the beta (and actual game). So unlike 2205, which was basically just one long tutorial, you can choose to jump right into a map and do whatever you please instead of taking things step-by-step.

In all honesty I don't think I've ever played the campaign in any Anno game before (aside from 2205 where you had no choice). Just endless map after endless map.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
No, the beta is open to anyone regardless of you pre-ordering the game or not. You just have to get it through the Uplay store.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
The pre-load for the open beta should now be live according to some. It won't be on Steam but you should be able to find it in Uplay under the 'free games' section. Won't be home for several hours so I can't confirm myself just yet. Again, a pre-order is not needed if you want to play the beta.

Download itself is about 20GB. Apparently some streamers already have access now, it should unlock sometime tomorrow for everyone else (reference the times in the map a few posts above).

Along with some information on the beta there's been a few other tidbits released over the past few days. Notably that while the open beta will require an online connection to play, the full game will not. You will apparently be able to still play a singleplayer session offline if you want. Multiplayer will obviously still require a connection to work.

They also answered some questions regarding microtransactions. There won't be any in the game (at least at launch, sure that's subject to change) and instead they'll have what they've done in recent games where the extra decorative items and doodads can be unlocked using uplay points. These points are often aquired by unlocking achievements and whatnot.

Just ~1 more day before the beta depending where you live. Can't wait.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

SubNat posted:

Might end up like 2070, where there were quite a few smaller DLC out and about.
A couple of ~1usd ones to unlock content you'd get from world events you might have missed for example, and a couple others for additional missions or vessels.
( https://anno2070.fandom.com/wiki/DLC )
(And also the expansion, of course.)

Though I guess unlocking event content isn't likely, since there's been no trace or hint as to them adding scenarios, or events.
It's something I really hope they'll incorporate in a patch, or in a possible content expansion. Lack of scenarios was a massive downfall of 2205, and it's a bit sad they might be excluded again.

Maybe they're not feeling they can reconcile it with the multi-session gameplay? It's a huge omission from 1404 and 2070, in any case.

I don't recall offhand if they've mentioned anything specific to events or the global elections like they had in 2070 or 2205. I never paid much attention to them previously to be honest, maybe a lot of people felt the same way so they're not bothering with them this time. With the ability to play offline I suspect you'd be cut off from them anyway.

They've talked about The Anarchist DLC that will be coming sometime after the launch and it somehow having a story of it's own but I don't know how that will factor into the game overall. They also mentioned adding some multiplayer hotseat mode or something post-launch so they do have plans but there's no telling how in-depth they are. They dropped 2205 like a bad habit after it was clear sales and reception were lukewarm so maybe they dialed back their plans accordingly here.


Also, the beta pre-load is indeed available. Should be right smack in your face as soon as you open Uplay. Its a 18.21GB download and needs 30GB to unpack. The beta times have also changed, instead of the times posted in the map at the top of this page the beta begins globally at 20:00UTC on April 11th. That's about 4 hours sooner than originally planned.

Psychotic Weasel fucked around with this message at 23:46 on Apr 10, 2019

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Odd, checking Uplay again this morning I see they've changed the banners. Yesterday one of them mentioned it being available from April 11th 20:00 UTC to April 14 19:00 UTC but today there's no mention of it anywhere, just a link to the FAQ. Guess it was a mistake and they've changed it back. Too bad.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

by.a.teammate posted:

So I was playing a bit of 2070 to get in the mood and I can't for the life of me work out why this trade route isn't working, I'm sure i'm being dumb but can't figure it out

https://imgur.com/fx8dN6m

I don't have 2070 installed on this computer so I can't go in and check, but as soon as you assign a route some ports, cargo and a ship it should begin to move automatically. If not, there's a pause/play button you can press that should get it to move. Beside that there should be a hand or something in the shape of a thumbs up. If there's a problem with the route I believe hovering over that should give you an indication of what's wrong.


But - the open beta just unlocked so you can all run over and begin playing that now. Enjoy the next 4 days!

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

NoNotTheMindProbe posted:

This is very good so far and I have just started a colony in the new world. What are the other two regions? not-Canada in the North and not-Australia in the south?

There are no other regions, at least not yet. The only regions that will be in the release are The Old World and The New World. There is speculation that future DLC will include additional regions but at the moment that's all it is; speculation.


Just finished burning a good 3 hours without realizing it. I'd still be playing if I didn't need to work so I could pay for things like electricity and the internet.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

The Bramble posted:

How exactly do these "chartered routes" work? Is it just teleporting goods between islands when I have whatever number I set in stock in the "from" colony? Because that's what is seems like - my ships certainly aren't transporting the goods.

When you charter a route it will send a trade ship (always seems to be the smallest trading vessel) in from off map and it will transport goods for as long as you pay the upkeep.

It takes time for the ship to arrive but otherwise acts like a normal ship. I don't think the goods teleport but I'll have to take a closer look next time I get a chance to play. They're also gray coloured so they tend to blend in with other neutral trade vessels but they are there.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Anything on land you can grab with the cursor (since you have no ground vehicles or avatar). Also seems like unlike previous games quest targets don't have s thick border or highlight so it's hard to pick them out if you have a very crowded city.

When a quest requires you to pick something up at sea you need to get a ship with an empty cargo hold and right click on the object you want picked up. Ship will sail over and grab it. Your cursor will change to some weird shape but it should still pick up whatever it is if there's enough space.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

The Bramble posted:

What are some ways to increase attractiveness? I can already see the pro move is to have all your polluting industry off-island, but I'm not seeing many ways to positively increase attractiveness. Decorations seem to have an effect, but I'm not seeing any numbers so I don't know how much...

Placing parks, monuments and other civic buildings will contribute to attractiveness - with higher tier buildings being worth more.

On the nameplate of your island (top center of the screen) there should be two circles on either end. The one your left is a portrait of your highest level pop and gives a breakdown of who lives on the island. To the left is a silhouette of buildings or something like that, click it and it will open another window showing you all the contributing factors to your island's attractiveness/ugliness. Hovering over each section individually breaks it down even more I think.

The end goal, at least from my limited playtime, seems to be to slowly push all your primary industries off your main island and spread it out through your other holdings. The commuter dock you unlock with tier 3 pops helps with this so you don't need to support higher tiers on every island and you can still get lower tier pops back if you have a surplus elsewhere.

As for negating pollution, it's the 19th century and dawn of industrialization. Everything will be covered in soot and creosote. The solution is to just put it somewhere else and let them deal with it.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

SubNat posted:

What in the world is that link? It's just garbled text.

Also for anyone curious, the game has a preload available on uPlay already.
~39GB install size, so slightly larger than the open beta.
( 23.10GB download. )

The game is also available for pre-load on Steam if you've bought it there. Apparently the game will be releasing early for 'influences' with the media blackout being lifted on Monday for them to stream the full game. The rest of us plebs need to wait until Tuesday; at least this come out before the Easter long weekend so that'll be nice. Glad I've been spending so much time on the beta since now I'll know how to get a settlement off to a good start and plan ahead for expansion instead of farting around while I get the hang of things.

PancakeTransmission posted:

Found a link on reddit - someone did a test of the road differences. Shame the paved road costs so much early on - but I think it's worth using on the main streets (and in industry areas).


Upgrading your roads in your cities and major production hubs as early as possible should be a priority; it allows you to greatly expand the influence of any civic buildings in your cities and greatly speeds up the transportation of goods. You should also try to make every building as connected in as many directions as possible instead of just having them touch a piece of road, that way their influence can spread as far as possible in every direction.

Fewer civic buildings allows you to save on maintenance and cram that many more people in. In a recent demo the devs also showed off that placing a power plant not only greatly boots the production of any buildings within it's radius it also 'upgrades' the roads further and industries will replace the horse drawn carriages with some sort of steam driven truck instead. Speeding transport up even more.

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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I think I've had a pretty good run with the beta; only wish at this point the full game was coming out tomorrow instead of Tuesday now. Looking forward to the later tiers being unlocked and finally having access to steamships. Will be so liberating no longer being at the mercy of the wind - which no matter where you want to go is always blowing in the wrong direction.

Game had pretty solid performance as well, guess those extra weeks paid off as promised. The game ran smoothly for the most part after tweaking the settings and still looked fantastic. Most of the bugs I did run into were related to fire stations for some reason.

Managed to get this once:


Also had fire stations that tried to dispatch nurses and police officers instead of firefighters, and because of that they wouldn't actually fight nearby fires. Hopefully that is resolved with the fixes they've been busy with for the Day 1 Patch.

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