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IcePhoenix posted:Seriously though my capacity is at 250 (current max)
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# ¿ Apr 23, 2019 15:42 |
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# ¿ May 17, 2024 16:52 |
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Me when I saw the fourth tier of buildings: Not exactly a smooth incremental increase.
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# ¿ Apr 25, 2019 14:49 |
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Yeah the importing cotton part for fur coats is usually where I decide I don’t like my layouts. Unrelated, are there more than two tiers of workers in the new world?
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# ¿ Apr 26, 2019 02:24 |
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You know I guess I could have just clicked on a 2nd tier house and seen if there was an upgrade button. Oops. In my game tonight I upgraded my first two houses to Engineers, and within a minute all three NPCs declared war on me, seemingly out of the blue. Coincidence?
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# ¿ Apr 26, 2019 05:09 |
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In the unlikely case you’re not aware of it, you can pause buildings and they stop using workers (and I think don’t incur upkeep costs, unless you changed that in custom settings).
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# ¿ Apr 28, 2019 03:44 |
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On the other hand (maybe?) having spent a considerable time in the Midwest US the idea that farm fields somehow can’t cross a road is momentarily baffling.
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# ¿ Apr 30, 2019 21:32 |
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I have Anno 1404 (plus Venice), 2070 (plus Deep Ocean), 1800, and am ok with paying $12.50 to mess with 2205. Are any of the others worth getting?
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# ¿ Jun 6, 2019 04:38 |
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Oh crap, I didn’t realize 2205 was just a campaign. Glad you guys mentioned it. Hey as an aside on that Ubisoft sale, I was just culling some old clothes recently while preparing for a move and found the Settlers 3 Beta tester T shirt that Blue Byte sent me ... whenever that was.
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# ¿ Jun 6, 2019 19:04 |
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If anyone’s interested, you can get the season pass on Ubisofts store for $13.99 right now using the code EXTRA20.
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# ¿ Dec 17, 2019 16:37 |
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I started a game of this for the first time in a long while. I got to the point where I had maybe 500 artisans, two islands in each of the old and new worlds. I’m doing something and I look up at the center of the screen and it says I have 50 engineers. Then I settle a new island and it says that island has workers — 50/50/50/50. What happened?
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# ¿ Dec 23, 2019 04:25 |
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Oh yeah, thanks. I notice my main dock screen now says “effect Conqueror”.
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# ¿ Dec 23, 2019 04:41 |
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Anno 1800: The Oompire strikes back. I bought the two expansion packs, and honestly with them both active it almost seems like there’s too much to do in this game.
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# ¿ Dec 24, 2019 15:43 |
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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?
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# ¿ Dec 24, 2019 20:23 |
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#2 has a toggle in custom game settings, doesn’t it? Inactive upkeep yes/no?
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# ¿ Dec 25, 2019 20:56 |
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I think they said on your first choice, choose the southern one. Edit: all I know is if, upon arrival, you choose south then south again, you find Relics of the Lost Expedition or something similarly named. WithoutTheFezOn fucked around with this message at 06:53 on Dec 27, 2019 |
# ¿ Dec 27, 2019 06:48 |
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Isthereanydeal.com shows it available from multiple places?
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# ¿ May 3, 2020 22:16 |
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Maybe not so narrow. Narrow among those that discuss video games on the internet, probably.
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# ¿ Nov 10, 2020 16:06 |
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What regions do you guys usually build zoos and museums in? They’re unique, right?
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# ¿ Dec 6, 2020 17:10 |
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Wait, I think I may be mistaken. Do zoos and museums produce benefits that are limited to their island or region, or is it global?
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# ¿ Dec 6, 2020 21:59 |
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Some people will consider this basic, but just in case … When you select a house, there are two tabs in the info window, each showing things the occupants desire. When you fill those desires, things happen. When you provide things in the left tab (called needs?) the population of the house goes up. When it reaches maximum, you can upgrade the house. When you provide things in the right tab (happiness) the income you get from the house goes up. Once I learned about the happiness=income thing, I never had problems with debt ever again.
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# ¿ Jun 11, 2021 09:02 |
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Yeah CTRL-Q and just make sure the green bars are as long as the blue bars.
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# ¿ Sep 7, 2021 22:11 |
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I’ve gotten almost to the point of starting Investors, and my production and shipping routes are a mess. Does anyone use a hub and spoke distribution island in each region to streamline things, or is that just a waste?
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# ¿ Sep 10, 2021 20:24 |
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Demon_Corsair posted:God I wish I could pause and build.
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# ¿ Apr 4, 2022 05:44 |
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Counterpoint: you can sell a shipload of beer for nearly a quarter million dollars.
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# ¿ Jun 10, 2023 17:50 |
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Kind of tough to say. Are you distributing it to multiple islands? How far apart? Etc. I’m not a good player, but here’s what I do: Let’s say Crown Falls demand 8 rum. I set Rumtopia to produce what it needs locally + 8 (or maybe 9 for some slop). So like 10/2 or 13/5. Put a clipper on the trade route. Wait a fair while. Check the rum balances in both places. Crown Falls getting full of rum? That’s ok but inefficient. Crown Falls empty but Rumtopia full? Add another boat to the route. Both empty? Your numbers have changed and you need to produce more. For a shorter answer, usually I find that unless it’s late late game, one clipper full is usually enough.
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# ¿ Jul 17, 2023 19:23 |
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Isn’t there a specialist that lets you make coats out of wool rather than cotton?
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# ¿ Jul 19, 2023 15:05 |
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Lots and lots and even more wheat in the corners.
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# ¿ Oct 13, 2023 15:19 |
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But yeah, like the stereotypical idea of a large city. Dense wealthy housing on the big flat plain near the shore (and maybe a ritzy neighborhood on the rises to the west), with outlying villages, industry, and farms for the peons. Edit: both my old world regions seem to always end up with a Beer Island.
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# ¿ Oct 13, 2023 16:10 |
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Turning off shadows is always the first go-to step to improving game performance, but this game seems to eventually slog no matter what.
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# ¿ Nov 15, 2023 20:34 |
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# ¿ May 17, 2024 16:52 |
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So does everyone always end up with a Just Beer Island, or is it just me?
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# ¿ Feb 5, 2024 16:29 |