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Gadzuko
Feb 14, 2005

Tahirovic posted:

I have three invites left if someone wants to have a look at the game.

I'm Gadzuko on uplay, would love an invite. I had no idea a beta was happening, I forgot how soon this was coming out! Now I'm jonesing for some Anno real bad. I played 2205 when it came out and thought it was ok, played it again after accumulating all the DLC and liked it more, it just felt more fleshed out. The orbital layer space station is kinda weird but it was really useful once you got the hang of it. 1404 is still the best though. I just like watching my little mans do their thing, ships sailing, etc. This game looks like it's getting back to that feeling and I'm really excited for it.

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Gadzuko
Feb 14, 2005

The Bramble posted:

I'm excited for this free trial beta for the weekend. After the disappointment of the last two games, I'll be basing my decision to buy this or not on how I feel about it from the beta. They must feel pretty confident about the game if they're giving people a 3-day free trial before it goes on sale.

Based on the previous beta they have reason to be confident. It really feels like a solid successor to 1404. I enjoyed 2070 and was lukewarm on 2205 but 1800 seems like a return to form.

Gadzuko
Feb 14, 2005
I appreciated the ability to cram in lumberjacks in 1404 but I don't miss the fiddly tree spam. It always seemed a bit silly anyway, same as how you could surround a single farm with 5 norias to get full production from a single field. I'm glad 1800 has moved away from that kind of thing even if it makes placement a little trickier.

Gadzuko
Feb 14, 2005

FractalSandwich posted:

I'm on board for a Roman Anno. I guess that would be Anno IX, though.

That would be really cool. Lots of options still unexplored in history, ancient Egypt would be neat too.

Really excited to dig into this tomorrow. Reviews seem positive and the betas were a lot of fun. Plus trains! And steamships!

Gadzuko
Feb 14, 2005

CuddleCryptid posted:

I'm probably just stupid, but I had a bit of a hard time parsing the OP. Does 1800 still have the same deal as the previous futuristic one, where your colonies are almost entirely determined by how many luxury goods are produced? I was frustrated by that because I kept running into roadblocks of having my growth grinding to a halt because I didn't have enough energy drinks and Playstation 24s to go around.

Yes, that is the core gameplay of all Anno games. You build homes, get citizens, then build services and/or goods to satisfy them and level up to the next tier then do it again.

Gadzuko
Feb 14, 2005

CuddleCryptid posted:

I'm fine with that, I just didnt like how it was so binary in previous ones. Yeah you made luxury apartments in the middle of a barren ice sheet but you didn't make enough diamond encrusted Gamecubes so society cannot progress.

Just to make sure we're on the same page here, there literally is no gameplay outside of providing for your citizens. That's the whole game, and you won't be able to progress or grow your town without providing necessities. That part has not changed. The only difference now is that there are some additional categories of items that are considered luxuries rather than necessities, so without them your people will just be unhappy and possibly riot rather than simply blocking progress.

Gadzuko
Feb 14, 2005

deathbagel posted:

There are additional gameplay elements. You can go on expeditions with your ships to try and find rare goodies to help your colonies. You can engage in wars with other players/AI empires and take over their islands (though it demolishes all the buildings on them when you do) either through military force or through monetary dominance. But the core gameplay is the loop of providing for your citizens through various supply chains and growing your population that way.

Yeah, there's a few other things that you can do while you're building. I just wanted to stress that your population not growing because you ran out of gamecubes is absolutely still a thing, it's just fur coats and goulash now instead of future tech.

Gadzuko
Feb 14, 2005

Tenacious J posted:

They pulled this off Steam? That's very unfortunate. I was going to buy it.

Yeah, Epic/Uplay exclusive.

Mazz posted:

Not having a static number of houses per tier is probably the most annoying thing to me right now. I can see how many total houses I have but its not broken down anywhere, I think I'm just going to have to do blocks of 10 to 20 so I can keep track. I have no idea how many total people I'm planning for with the calculator because I don't know how many of each house type I have. Kind of really dumb given this information was like front and center in 1404.

This is annoying but housing does upgrade in nice clean increments of 10 at least - 10 farmers, 20 workers, 30 artisans, etc. so if you've met all the needs for a particular tier you can divide to get the number of houses.

Gadzuko
Feb 14, 2005
It really feels like they got burned so hard by the reaction to 2205 that they said "ok, we'll just make the gameplay the same as the old ones and throw out all the UI improvements too" when the UI was the only really improved part of 2205. :sigh:

Game's good though. I never really got into min maxing in Anno games for whatever reason despite that being my usual thing in all other games, I just kinda slap some production chains together, intentionally overproduce and sell off the excess. I do really like the trade union mechanics for when I start to run out of room and try to optimize.

Gadzuko
Feb 14, 2005
If you're allied with two AIs and they go to war with each other, you have the option to either break alliance with both or side with one over the other. If you try to ignore it like I did and just close out the dialogue prompt without choosing anything apparently it just picks one of them for you to go to war with! So... don't do that if you want to avoid war. Luckily autosaves are frequent.

Gadzuko
Feb 14, 2005
Dirt roads are fine as long as you don't have a lengthy path for the carts to travel. I find most of the time I'm limited more by unloading slots in warehouses than by road speed. Brick roads are pretty much essential for housing though because of the massive boost to service radius and emergency response speed.

Gadzuko
Feb 14, 2005

Mayveena posted:

My question/point was that simply looking at ratios doesn't account for the time lost shipping.

Time lost shipping isn't really lost, it just turns into a buffer. If you build in the correct ratio, it will self correct over time because the resource producers always run at 100% no matter what, so eventually you'll get enough of a buffer built up that production can continue without a pause.

kanonvandekempen posted:

Is there anything like having to click to refill mines or norias in this game?

Nope! Good riddance.

Gadzuko
Feb 14, 2005

Gyshall posted:

Is there an equivalent of ascension rights in this game?

No, you can upgrade as many houses as you want provided they have all their needs met. The limitation now is workforce instead of the artificial limit of ascension rights, you need to keep enough of each tier around to work in your farms and factories and keep things running.

Gadzuko
Feb 14, 2005
I mostly wing it and it works out ok. My philosophy is to over build and trade off the excess. Then I build mass amounts of storage and keep a nice buffer of supplies on hand so that I can see when stuff is starting to run out. Rinse and repeat. Especially now that I can just temporarily blast my production up to 150% with working hour sliders this seems like an easily workable strategy.

Gadzuko
Feb 14, 2005

Thom12255 posted:

Am I gonna need another stick of RAM to handle 4 continuous sessions going on at once? I assume the long delay when first loading the new sessions is due to my 8gb stick barely coping.

I only have 8gb but load times are pretty quick, I have it on a SSD though. That tends to speed things up much moreso than adding RAM in my experience.

Gadzuko
Feb 14, 2005

Mazz posted:

I don’t need the game to simplify the logistics, I do think that’s a pretty big part of the game so I get that “problem” in 2205. My issue is really just that they present either very poorly defined data or gently caress all. Numbers are hidden in tooltips or have no explanation. Expenses is a mouseover with literally no detail. You can’t click though multiple production buildings to see them. There’s not even a loving ship timer for the trade routes.

All of this poo poo is just absent this time and “the most basic of loving logistics data” being a later DLC feature does not sit well with me at all.

hosed up part is the Anno portion is good enough I’m still going to play it all my free time.

I agree. It's not just a lack of progress, the UI is an actual step backwards even compared to 1404. What few new features we got are half assed, like a trade route warning there's a "minor problem" - ok, great but what is the actual problem? Unless I'm missing something there's not even a tooltip on the little exclamation mark you get to tell you what the problem is. It could be over production, under production, or insufficient shipping capacity, but you won't know until you look at the route for a bit to figure it out.

Gadzuko
Feb 14, 2005
Oh yeah I have the same problem with my fleets. They chase after pirates like a puppy and get themselves killed or massively out of position. I just pay for cease fires now because it's not worth trying to manage the tedious process of containing the pirates until I get enough SOTL to just sail in and nuke the base instantly.

Gadzuko
Feb 14, 2005

Redeye Flight posted:

I'm suffering a very annoying and repeated bug where the game is claiming I have a significant number more farmhouses on the island than I do. Right now it claims I have 120; I counted, there's 106, and the population counter agrees.

This is seriously screwing with me.

Where are you seeing the number of houses listed? I didn't think that information was even accessible in the UI

Gadzuko
Feb 14, 2005

Redeye Flight posted:

Margaret Hunt is utterly loving terrifying and she also hates you, personally. Bring your A game to her or she will go out of her way to grind you to powder.

I started a new game with one AI from each tier and chose Hunt for a challenge. I knew I was in for it when early on I got a fire on my island and a nice relations bump with her because she literally wants to watch your islands burn down. She told me not to put it out. I didn't listen.

Gadzuko
Feb 14, 2005
I keep clicking on ships to try to add them to the trade route too. :sigh:

Gadzuko
Feb 14, 2005
Found out last night that Bente Jorgenson will actually declare war on you if you antagonize her enough. Her handful of gunboats and two frigates didn't stand up to a dozen ships of the line for long though. :rip: Gonna turn her island into an industrial hellscape now.

Gadzuko
Feb 14, 2005

Psychotic Weasel posted:

That so mean. What did poor Bente ever do to you?

She drew first blood, not me!

After I refused to let her ever take a second island, polluted the hell out of my main island, and consistently used propaganda. I also failed one of her quests but that was actually an accident, I was going to add to my museum I swear! Once her gunboats started plinking at my cargo ships I had no choice but to raze her entire island to the ground :shrug:

Gadzuko
Feb 14, 2005

Mayveena posted:

New DLC and patch. Of note:

Battlecruiser: Raised the price from 90k to 800k

Monitor: Raised the price from 40k to 350k

Cargo Ship: Raised the price from 30k to 300k.

Oil Tanker: Raised the price from 60k to 300k


quote:

“I got your back”. Giving an order to escort a ship that has been ordered to switch sessions will now have the escort ships follow their charges to the new session, making your trade ships much less vulnerable.
Good change.

Gadzuko
Feb 14, 2005

Khorne posted:

Likely running out of resources until a new shipment arrives from another island. The opposite can happen, shipping routes can briefly rob an island of a resource it wants to consume.

Power plants are prone to downtime if you have too many for the oil supply.

Disasters can reduce work force temporarily.

Too many things on one warehouse can result in delays sometimes.

Yeah, most of the time when I notice fluctuating income it's a beer and/or rum shortage somewhere, for one of these reasons.

Gadzuko
Feb 14, 2005

Alkydere posted:

And maybe find specialists that satisfies your Journos/Artisans/Engineers need for rum. Any of them will do. Also put an extra fire station or two next to your distillery farm.

I just want to nth the love for the stats (again). Before it was all semi-guess work and made me nervous to use too many otherwise rocking specialists just because of the amount of work it is to figure out if you've got enough/too much of a certain stage of production. Now I'm optimizing almost as soon as I have trade unions.

The stats screen and ability to set minimum stock elevated this game from "good but flawed" to best in the series IMO. The complexity is still there, but the game gives you the tools you need to actually deal with it. Now if I could just stop watching my little people putter around long enough to actually get to airships, that would be great.

Gadzuko
Feb 14, 2005
One of the influence bonuses gives you a small amount of bonus workforce on all your islands. You can boost it by expanding and taking more islands or shares.

Gadzuko
Feb 14, 2005

WithoutTheFezOn posted:

Well yeah sure, it would be nuts if you were forced to juggle four worlds in real time.

Speaking of “main base” though, are museums and zoos unique? Or can you build multiples of them?

There's nothing stopping you from building multiple museums and zoos but then you have to fill them all, which is a huge pain.

Gadzuko
Feb 14, 2005

Eiba posted:

So wait, if upgrading warehouses is always a bad call, what's the rule of thumb for how many industries a warehouse can support? I always have trouble early on overworking my warehouses. By the time bricks come around my warehouses are struggling, and I've clustered all my industries right next to it so I can't just slap down another warehouse in that particular industry nexus.

One unload takes 20 seconds, two wagons at a time, so a small warehouse can unload 6 wagons a minute. You can ignore the warning on the warehouse about loading delays, it only matters if it's actually slowing production, just check your industries and if they're all still rolling at 100% you're good.

Gadzuko
Feb 14, 2005

Control Volume posted:

If Im looking for a game like Banished but challenging and with more spinning plates, this is it, right?

The gameplay isn't super similar, Dawn of Man and Surviving Mars are more what comes to mind for Banished gameplay, but the overall concept of build settlement > make stuff > improve settlement > repeat is the same. Anno is much larger scale and it can either be extremely chill or a never-ending clusterfuck depending on the difficulty options you choose. There are a whole lotta plates you can get spinning at once though, that's for sure.

Gadzuko
Feb 14, 2005
Royal taxes aren't something you can mitigate by playing a certain way. You just pay taxes on your income, that's all there is to it. You can't avoid them. You have to meet the luxury needs of your citizens to make more money.

e: to answer the original question "tall" and "wide" aren't really concepts that apply to Anno, you must get new islands to meet the development needs of your citizens due to the way fertilities work. There's no way to build up individual islands independently like you can in 4x games

Gadzuko fucked around with this message at 23:00 on Apr 30, 2020

Gadzuko
Feb 14, 2005

Mazz posted:

There’s a lot more flexibility in 1800 with trade unions and seed fertilities though: you can make one island produce all of your good via that route if you so choose.

You can but I'm talking basic strategy to avoid bankruptcy, not optimization. Virtually everything in 1800 can be accomplished many different ways, which is great, but complicated. If you want a basic rule of thumb something like one island per level of citizens would work ok. Assuming you pick wisely, which you can't always unless you know in advance what fertilities you will need. Trade unions can make up for that.

Gadzuko
Feb 14, 2005

TheDeadlyShoe posted:

Steam-era tech where you increase the # of fields..? Ehhh.

I think it sounds great, you'll be getting 300% production off of 150% of the space. That way you can more easily cram all your farms into a trade union radius and stack more buffs. This is way more of an improvement than just doubling production straight up. The only thing I wonder is if farms will still use unpowered carts because that could be kind of a bottleneck given how long they take to load and unload.

Gadzuko
Feb 14, 2005

Oxyclean posted:

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.

Yes, in addition to the upkeep commuter piers have an influence cost so you want to save them for a few key islands where you can offload significant amounts of dirty industry or where you need artisan/engineer workforce. At least until you hit investors and start drowning in cash.

Gadzuko
Feb 14, 2005

Qubee posted:

I've got three neighbouring islands, my main one is the only one capable of growing potatoes. To save on needing a huge farming workforce to produce schnapps, I just send all my potatoes to one of the other islands and they turn it into schnapps, which then gets spread across all islands. Same for fishing, I've slowly relegated fishing to one island that ships it to my main island (my 3rd island is low pop enough that I just let them fish themselves). Same for clothes, I whacked it on my schnapps island and they send the clothes all over.

Is this bad? I just hate juggling workers / farmers on my main island, cause then I end up never having enough of one to do what I need and increasing my pop causes an increase in required goods.

You're making things way too hard on yourself. Fish and work clothes should always be produced on site. You're doubling up on shipping by moving potatoes and then turning them into schnapps. Just do it on the main island and ship it out.

I think you're kind of overthinking the early tiers. You're using strategies that are fine, but not until you're at least up to artisan tier which is when demand starts to really increase. Before then you should not be having to worry at all about centralizing, if space is a concern already then your population is way too high for early tiers. Also artisans do not require farmer level goods, so as soon as you start pushing up to artisans you're not going to need all those fish and work clothes any more. All the work you're putting in to perfecting the ratios right now is going to be immediately irrelevant the moment you go to artisans.

Gadzuko
Feb 14, 2005

Oxyclean posted:

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.

Oh hey this is the exact example I was about to post for why Qubee should not feel bad, because I just finally got around to doing the Arctic and said "uhhh what the gently caress" when I realized what I would have to do to get gas production going and opted to just restart instead.

Gadzuko
Feb 14, 2005

physeter posted:

I grew to really love the Arctic. The music is great, perfect for cruising around the glacier looking for expedition salvage. Gas really does turn out to be worth it in my experience. Not economically, as it's a massive drain. But no train tracks is really great, my next Crown Falls megacity might be gas only from the ground up if I can swing enough investors in the Old World to support a full Arctic build out.

This was my plan last game before I realized how much work it actually was to get all that gas. I hadn't built the old world with that in mind and I was going to have to fight a war across all 4 sessions to get the islands I needed, so I noped out of that. But I do like the Arctic. It's unlike anything they have done before. I hope that feeling gets replicated somehow in the Africa session.

Gadzuko
Feb 14, 2005

Darkhold posted:

Sadly it's included. I also have every mine boost I can scrounge and that Golden harvest machine that Nate sells in the Arctic powering about a dozen farms. The only thing left to do would be to wipe out my one remaining competitor as he has a few New World islands that probably have mine slots on them.

Doesn't matter going to restart in *checks DLC date* a few more days I guess.

How many investors is that supporting?

I'm guessing land of lions will provide more mine slots. Actually come to think of it, gold, oil, and furs are the resources I would have picked for Africa. Wonder if they'll just copy over the Arctic buildings or some other gimmick. Maybe alternative production chains for existing needs?

Gadzuko
Feb 14, 2005
The connections look fine to me, it's just that the oil plant's all out of gubbins. Sometimes it takes a while for the harbor to decide to send a train for some reason but as long as there's oil in the harbor and a rail connection from the harbor to the oil plant it will go eventually.

Oh and also if anyone else is wondering if you can use the ubi store promo code from redeeming 100 units to get 20% off the season 2 pass, I just did that and it worked fine.

Gadzuko fucked around with this message at 23:51 on Jun 2, 2020

Gadzuko
Feb 14, 2005

Alkydere posted:

Really? I didn't get much time playing with them but it looked like it was 1:1 silo to farm with no other modifiers on the production screen.

Yes it's one silo per farm, but the silo does not consume wheat every time the farm production cycle finishes. It has its own separate 5 minute timer that only consumes one wheat. As long as it gets one wheat per 5 minutes the farm is boosted by 100%

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Gadzuko
Feb 14, 2005

Alkydere posted:

So...it's basically 1 farm:5 silos then? Because wheat farms are 1/minute. Or does the silo load up on 5 wheat when it can?

Edit:
It sounds like it only needs 1 wheat to activate the 5 minute timer but the cart will grab up to 5 wheat at a time to keep it balanced with 1 silo : 1 wheat farm at 100%. Does that sound about right?

The silo attaches to one farm. It boosts that farm's production by 100%. It only consumes one wheat every 5 minutes, but it holds a buffer of 5 wheat which would last 25 minutes. You can run 5 silos on 5 different animal farms all boosting their respective farms by 100% off of one wheat farm running at normal capacity.

e: I think this is what you were saying, I'm just restating it.

Gadzuko fucked around with this message at 23:00 on Jun 3, 2020

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