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Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I'm gonna try this out. I played Anno 2070 forever ago. What, if any, DLC/expansions are good? Or should I just get the basic game? Kind of annoying that it isn't on steam.

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Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I am very new to this and just playing the campaign/tutorial but is the way to make money basically have more citizens that are supplied with more of the goods they want? There’s no taxes I can raise or anything, right? From watching some YouTube’s it seems like selling your excess to the AI and doing quests also? I’m baaaarely running a cash surplus and it’s really limiting my expansion. I may also just have built way too many buildings.

Is there a good wiki or FAQ/guide or something?

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


How do I use a consumable item in my town hall? I’ve left clicked on it, right clicked on it, tried to drag it back to the harbor etc. but it won’t get out my danged town hall!

Also why am I all the sudden losing piles of money about the time I get engineers? I’m doing alright by selling soap and fir coats, but I wish that red number didn’t always say -5000

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I've been hooked on this all weekend and thought I was by far the ruler of the world until I bought out one of Beryl O'Mara's new world islands and she declared war on me, wrecked all my complex trade routes, stole a bunch of my undefended islands, and I don't see any way of defeating her despite my massive economy and don't feel like setting up all those trade routes again etc. so I guess I'll start a new game without her, lol. Who's the least warlike level 2 AI?

I'm pretty new to this and think I tend to waaaaay overproduce everything (except coastal defenses!) to make mountains of soap and fur coats and guns to sell to the AI. Is it better to stay pretty lean and only make exactly what you need? I notice the AI islands have waaaaay less stuff on them than mine but they still have investors etc-do they get free resources and stuff, or do I just not actually need 14 soap makers (and the army of workers that requires)to sell soap to Eli. Is there an actually good wiki/strategy guide? The fandom one is sort of OK but it's no paradox wiki.

What's the deal with influence and how do I earn more of it? Finding out harbor defenses cost influence in the middle of a war when I had finally convoyed some guns to far flung islands was quite a shock.

What DLC do I turn off to turn off Trelawney? Will I lose much else? I have Sunken Treasures, Docklands, and Bright Harvest. Expeditions don't interest me much in general and are kind of distracting-Are any of the other DLCs more focused on the old world/new world?

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Thanks for all the info! I found this guy's youtube which seems to have tons of the kind of info I'm looking for: https://www.youtube.com/watch?v=c?TakarazukaGaming?featured

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


thehandtruck posted:

Yeah that makes sense. I just finished Dyson Sphere and Satisfactory so I was probably thinking in line with those too much.

I found this series really helpful: https://youtube.com/playlist?list=PL62qv03TjhLv0WQLG_e565rKWS1Ct86s7

Especially this one where he talks about not overproducing and looking at production chains backwards from ‘I need some steel beams how do I get a few’ instead of ‘okay an optimal production chain is 8 charcoal burners, 4 iron mines, 5 furnaces and 10 steel mills let’s build that whoops I’m bankrupt’ https://youtu.be/DkBapjqq6aQ

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


There is so loving much to do in this game but I really like that if you just ignore Enbesa/Cape Trelawney/the arctic for 8 hours while you build perfectly optimized circles of pig farms or whatever nothing bad happens and they are happy to see you and have their warehouses full and ready to build stuff whenever you get back to them. Only playing with level 1 AI is definitely my speed.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I just got a second docklands up in Trelawney yesterday and I was surprised to learn that the goods tiers seem to be universal between all your docklands. I'd been exporting the heck out of logs on my home island and they were gold tier and I didn't know they would be in trelawney too.

I also just discovered the pirates/Old Nate gold bar arbitrage since what I really needed was more money....

zedprime posted:

You can trade simple surpluses to Amazon buy spot items instead of ship around. But the galaxy brain play is since certain goods have obscene trade union combos that are subject the the RNG frustration or institute time sink of getting the combo, you want to lean hard into any combo you complete and then abuse Docklands to turn that surplus into anything and everything to free up land to build another trade union combo to surplus into everything else until you're supplying investors entirely from a couple broken trade union boosted supply chains.
I had set up a soap chain of super dense trade unioned pig farms + veteran whaler on my fisheries + tons of soap factories to sell poo poo to Eli and that was great. Then I got the perfume lady that makes soap out of logs instead of tallow and now I have tons of tallow for the docklands and it's a bit better ratio than the logs. I've mostly used it for stuff with PITA supply chains like gold bars and haven't built a gold mine this whole game.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Finding the guy that lets you turn pigs into canned food was a gamechanger, lol. Goulash sucks.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


physeter posted:

Ahhh! Ok, I had assumed I could build docklands in Enbessa and TNW. I don't know if I'm a fan yet since it chews up what challenging part was left in this game, but seems interesting. Especially so if I can restrain myself and only use it when I start running out of resources. So assuming I'm willing to drop cash/building mats on an island without potato fertility, I don't need to worry anymore about shipping schnapps. Build a couple more fishing piers/wheat fields and just swap. Thanks.
I agree that Docklands can feel like a little bit of a cheat, and I mostly just use it at my main island to top things up or skip supply chains I hate. The logistics are a big part of the fun for me, so I’m still mostly inclined to figure out how to get schnapps from my tater island to my non-tater islands with trade.

Speaking of, how do y’all usually do your trade routes? I mostly use a hub and spoke kind of thing where my main island is a giant warehouse/distribution center. Most everything goes from the islands that make it to the main island and then gets whatever it is missing from the home island. Most of my trade routes are just Island X-> Main and back again. I don’t think I have any that go between multiple islands in the old world.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Moving all that oil to far flung islands is a pain, but yeah, it's the production of 3 farms in the space of 2 farms with the workforce of like 1.5 farms? It made my future planning alot easier when I figured out space wise, 3 farms turns into 2 farms (leave space for 2 tractor barns when you build the first 3)

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Mayveena posted:

Didn't realize that skyscrapers were going to be this big of a deal.

https://anno-union.com/devblog-skyscrapers/

It's hard to quote this because there's a bunch of images as well so hopefully it can be easily read by folks.

That all seems really cool and is gonna make me fire up Anno again.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Does The Arctic provide anything besides gas? I’ve only played with it once and I remember spending hours and hours and hours there to get everything set up and feeing really underwhelmed. I guess it’s the only way to get airships, but are they really all that much better than cargo ships?

This new DLC is gonna make me fire up a new game for sure. I think I’m gonna try doing the bare minimum in the old world and mostly build on trelawney which I’ve not really engaged with a ton before. I didn’t really deal with enbesa last game either, so I think I’ll ditch the Arctic and focus more on that storyline.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Kris xK posted:

Patch Notes

Some good stuff, including:

Thank goodness. Very frustrating when I have to manually send all my artisans back to the dark satanic steel mills!

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I’ve always thought Docklands felt a little like cheating, what with how you don’t have to grow food for your people anymore, but then I realized ‘make a bunch of steel ingots, sell them to the rest of the world to buy grain’ is basically how the UK hacked the 19th century, lol.



Internet Explorer posted:

Oh no, I shouldn't have gotten this game. I am going to spend way too much time playing it.
It’s the prettiest, chillest, most enjoyable time sink I’ve played in a long time. Use 1 star AIs so you can beat them up if you need to and you can tell them not to settle extra islands.

Coming from playing lots of Paradox games, it’s been really great to play a game that doesn’t really have any bugs and feels super polished and complete.

Kaiser Schnitzel fucked around with this message at 12:50 on Aug 28, 2021

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I like to play with with the 1 star AI's (Bentie, Willie, and Qing) because they will ask permission before they settle a new island and they won't declare war on you unprovoked and you can beat them up take their nice home islands if you want to. They'll also give you quests which help a ton with early game money, and they keep the world from feeling so empty, like you say.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


This is my first game really going crazy with sewing machines. I didn't realize how crazy valuable they are in Docklands, especially for just using iron and logs.

Gadzuko posted:

2. No way to see trade income represented as an average number. Trade with third parties isn't really intended as a major source of income, it works for a bit but the vast majority of your income will be from your population.
Clearly you've never set up an electrified soap factory complex with the item that lets you input logs instead of pigs :colbert: The limiting factor at this point is how fast Eli can unload my ships.

WhiteHowler posted:

Okay, thanks for the answers!

I was having major cash flow issues until I set up a hops outpost and started making beer to sell to my citizens. I went from about -250 cash flow to +1200, and whenever I pull my ship off the hops supply route, my income plummets again.

We truly are a beer-driven economy.
Beer is a HUGE jump in income, and artisans pay you a whole lot more for it than workers do. The citizens int he new world don't pay very well for income, but rum makes a decent profit in the old world. Madame Kahina also sells it in the old world, but I'm not sure if it's economically worth buying.

Go ahead and have a clipper full of wood and steel beams ready to sail to the new world to snap up all the good islands.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


The amount of insane, completely superfluous detail that’s in the game when you walk around town is probably my favorite part.

I can never remember the buttons to walk around town though, lol

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Walking around docklands is really neat too. I really hate the insane quests you get in that mode-I get completely lost in my towns

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Every game I start I say 'okay this is the one where I'm just gonna do everything in trelawney' and then 2 days later I've built 2 huge islands and the iron tower and worlds fair etc etc etc etc in the old world still haven't built a single house in crown falls. I think I need to force myself to never make a single engineer in the old world or something

Has anyone seen/built any cool crown falls cities? Whenever I do build there it always winds up being a huge boring grid.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


KPC_Mammon posted:

What if you intentionally don't build with electricity in mind so it is easier to just start fresh on Crown Falls?
It's cute that you think I intentionally build with elecricity in mind to start with, lol.


Magni posted:

I've posted a few pictures of my now sadly lost Crown Falls project earlier in the thread.
Thanks-looks great!

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Solemn Sloth posted:

How do you calculate the ratio of citizen need to consumption? Like how many people wanting bread = 1 loaf per minute
If you want the real in depth answer, this page explains it pretty well. https://anno1800.fandom.com/wiki/Needs

Some takeaways of how I understand it:

-Demand/consumption and income is PER HOUSE not per population/workforce. The number of people living in the house only affects workforce and total population to unlock new tiers/more influence etc. Filling up your houses/satisfying their needs will get you more workforce/pop per production building maintenance dollar than a bunch of half empty houses.

-Higher tier pops consume more stuff and pay more-way more-for it. A worker consumes twice as many work clothes as a farmer and pays twice as much for it. However, an artisan consumes twice as much beer as a worker, but pays 3x as much. Beer and artisans are where you start making real money.

- Some needs chains (the aforementioned canned food) really don’t make much money, and it can make sense to buy them at the Docklands if you have that enabled.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I don't usually get a ton of use out of the Docklands Harbormaster slots because the radius is usually full of docklands modules. I guess on islands where I don't care about attractiveness I should put them further away.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


deep dish peat moss posted:

I've noticed in some layouts I've looked at online there are warehouses mixed in the residential area, like this one:

There are 3 warehouses (?) in the top center, just above the pubs.

Do those actually accomplish anything? I thought residential didn't need to physically get anything from warehouses?

If that big orange thing is a world’s fair/Iron Tower, they need warehouse access. As do restaurants and maybe some other tourist buildings?

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


HORMELCHILI posted:

Thanks for the input last I posted, got into my groove of going around and moving supply chains to try and tier my islands, which is leading to overall efficiency and profit improvements.
Remembering to check the prison for specialists is huge, they can really steer you when youre feeling aimless.
One thing that is bothering me however is the shipping routes from the old to new world, I thought having the amount of goods I need imported across three ships at regular intervals would be more steady. In practice however the ships end up bunching up until sometimes they are coming in next to eachother, leading to rum and cotton droughts.
Is there any way to spread them out short of pausing one?

Telling them to wait until they are fully loaded before they leave the new world can help, but it can also make it worse if you aren’t producing a ton of stuff or are producing a lot of X and not much Y and putting it all on the same ship.

It’s the cargo slowdown that causes the bunch up-first ship shows up, loads a bunch of stuff and is really slow, second ship shows and loads what’s left, moves a bit faster, third ship shows up and there’s nothing to pick up and so it catches up with the first one etc etc.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


LonsomeSon posted:


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.
I’ve never run across that specialist so I’ve always made the veneers in the old world because the factory can be electrified there and it frees up precious New World labor force/lumberjack space. Usually ships are mostly empty on the OW-NW leg of the trip anyway. Might have to wait until gramophones for the OW veneer factory to be unlocked, but I usually supply my cigar needs from Madame Kahina up to that point anyway.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I’m building my skyscrapers completely non-optimally and orchards are a pain but the skyscraper DLC stuff is really cool. First time if really dug into the tourist stuff this deeply too.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Eschatos posted:

Yall know if it's easily possible to edit game creation settings after the fact without causing problems? Picked up my most recent save again to check out skyscrapers and having left influence on low is proving a real drag. If not, I'm probably gonna have to set up a dedicated engineer island with that palace perk that gives influence per engineer house.
I don’t think you can change the settings later in the game, but you get influence when you upgrade investor skyscraper levels so you should get a whole lot of it fast as you build that up.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Alkydere posted:

If you don't want to use Reefers, Zeppelins are the next fastest for cross-sector shipping. Despite having only 4 slots, the fact that their top speed (which I think is the speed the game uses for sail/air ships when crossing the world map) is 3x a cargo ship means they enter warp speed the moment they're on the world map.

Wait does that mean sailing ships are faster at world map travel than cargo ships? Should I just be using a fuckton of clippers?

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I’m trying to redo my New World-Trelawney trade routes with a big storage harbor right next to the edge of each map to make good use of reefers and…it’s a pain in the rear end. Trade routes are definitely something that grows organically over time for me and so there’s no rhyme or reason to it. Trying to rebuild it from scratch is a mess, especially with citrus/wax/camphor added on top of the usual stuff.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Eschatos posted:

I haven't gone super hard on tourists, but with a few thousand you really don't go through all that much of their new precursor ingredients. The new skyscraper stuff has been much more of a pain in the rear end.

On a different note, is there some hotkey to mass upgrade skyscrapers that I'm missing? Having to manually click through every single skyscraper to upgrade is getting old.

‘I’ works like ‘u’ but for upgrading skyscraper level.

Is there a hotkey to open the docklands export contract page?

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


deep dish peat moss posted:

Is there a way to set an island to automatically trash any resources above a certain amount?

My coal and sewing machine storage keeps filling up faster than I can unload it on NPCs (unless I make a trade route and then always have 0 in stock) which is stopping my item-appended production of oil, grammophones etc.


edit: Ah I just realized I can set under 50 tons of an item in a trade route, I guess the best option is finding the right amount to sell to a local trader in a trade route without killing my own supply off?

If you click the item in the warehouse you can set a minimum stock. Your trade routes and the NPCs will always leave whatever you set there and only take the excess.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


deep dish peat moss posted:

Ahhhh, I thought the minimum storage amount would only apply to direct-from-warehouse sales for some reason. That makes everything so much easier :doh:
I thought it was just trade routes/sales but I found out today it applies to your docklands too, so it wont export stuff below that level, which is kind of frustrating. I wish you could tell it not to let trade routes/selling take it below X, don’t let docklands take it below Y. Then you could trade off surplus, keep enough for local consumption, and still let docklands do its thing without having to check on it so often.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I was confused and frustrated by citrus a bit too. You need it for the fish recipe but that recipe doesn't actually unlock new world orchards, and I'm not sure citrus even gets unlocked until there is demand for lemonade. Only way I found was to build more hotels as mentioned above. There are some trade union items that make old world orchards produce citrus which may be available by then? They may have been added in the skyscraper DLC though, not sure.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Mayveena posted:

Yes the right click menu. Yes if I could only see the lock then I could unlock it. Here is a pic of what's happening.


I have had a similar problem where one of those popup notifications from windows popped up invisibly and made me unable to click anything in anno where the popup was, but it didn't show up at all inside anno. No idea if yours is location specific or not tho.


Mayveena posted:

Thanks I am going to uninstall, reboot and then install again to see what happens. Hopefully I don't lose this save?

I need more help again :) Looking at the sugar cane demand and supply, how do I compensate for the numbers since I'm bringing in 37 sugar cane from the AI? Thanks for any assistance.


You just kind of guess. You need 6 more sugar cane/minute to be balanced, if you're bringing in 37/minute from the AI, you are bringing too much in, but I doubt the 37 you are bringing in is coming that regularly. If you are importing them in through docklands, Captain Tobias arrives to trade every 20? minutes plus travel time from the edge of the map, so you'd need to bring in ~25 minutes worth of cane every time he comes: 6*25=150 sugar cane. If it's a passive trade from the AI or you have a trade route where you are buying it from an AI, you can time how long the trade route takes and then figure out how much you need to bring in that way, just like with Captain Tobias through docklands.

If you go to the inventory? tab of the production statistics screen, somewhere there is a 'stock over time' graph that will tell you if your sugar is going up/down/staying constant over time, and that will tell you if you need to produce or import more/less if you just want to do it by feel.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


I've enjoyed the heck out of Anno 1800- what are other good ones in the series? From what I understand, none of the others have anything like the production statistics screen? I can't quite imagine playing Anno without that.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Alkydere posted:

Next DLC drop for 1800 is likely on the 29th:

https://twitter.com/ANNO_EN/status/1503780824268877824

Check the numbers in the visor. The Anno crew are being rather tight lipped besides giggling at their teasing on the Anno Reddit.

Do we know what it gonna be in the DLC? I haven't kept up with anno lately.

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Alkydere posted:

All we know about the Season 4 DLCs is they're focusing on the New World the same way Season 3 focused on the Old World.

Season 2: "Ah, they're probably done they had a good run"

Season 3: "Okay this was awesome but they're likely done."

Season 4: "P-please be done?"

Yah I would enjoy the arctic/enbesa/trelawney a whole lot more if they were the only other session to worry about besides the new world, but 5 sessions is too dang many!! I'm thinking of doing my next game with the arctic/enbesa turned off and just focusing on the old/new world. I find Enbesa particularly overwhelming-the arctic is small and simple and superfluous enough to basically ignore once you get it up and running. Do you need anything from those other sessions to build skyscrapers or is that all new/old world?

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Agean90 posted:

Don't you need a bunch of enbesa stuff for scholars

Yeah but I find scholars kind of the pinnacle of overwhelming, and you can docklands most (all?) of it in.

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Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Alkydere posted:

All you lose out on failing the story quests is the bonus the island would have provided. Well that and you feel bad.

Honestly you can just ignore those story quests forever if you want: you'll still unlock scholars if you get enough elders settled. You do get a nice pile of bonuses and items but they're just that: bonuses.

Wait really? Can you ignore all the quests and just build elders to unlock the Research Institute/Scholars or do you still have to do the main one with Archie?

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