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    Friday, March 27, 2020

    Anno /r/anno Questions Thread – March 27, 2020

    Anno /r/anno Questions Thread – March 27, 2020


    /r/anno Questions Thread – March 27, 2020

    Posted: 26 Mar 2020 06:08 PM PDT

    Hi /r/anno, welcome to our Weekly Questions thread!

    This is a place for you to ask questions and seek advice from other players. Additionally, if you'd like to share your knowledge and give tips to your fellow players, go ahead!

    Finally, have a look at the Community Resource Megathread!

    submitted by /u/AutoModerator
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    [MOD] Spice it up 2.8 "Final Update"

    Posted: 27 Mar 2020 10:56 AM PDT

    [MOD] Spice it up 2.8 "Final Update"

    New Mod: Grand Palace

    Link to the Header

    We have come from just a bunch of Ornaments and a few new Additions to the most popular and biggest Mod that is currently out there for Anno 1800.

    And here we are, back with the last "real" Update - be assured, Compability will always be maintained! There are just no plans to continue adding content to this, more on that later.

    But first, let's go over on what has been added or changed - For this Update, we tried to round off the edges a little bit:

    [Addon] Harborlife

    • Some minor Bugs have been fixed
    • A Townhall for the Harbor has been added
    • Effects now also influence all Harbor Variants to the Original Buildings

    [Adjustments] Map Seeds Patch 1+2

    • Has been Removed from the Package.
    • Map Seeds probably won't get changed ever again, those mod had the same as the Vanilla Ones.

    [Gameplay] AI Shipyard

    • Ensured Full Compability with Game Update 7
    • Scrolling Bug is now fixed (We did not do that, it's a Vanilla Change, it's just here for the record)
    • AI added via the Shipyard can now be beaten, as soon as they have ever settled an island. This also applies to AI that you have added before this Update.
    • AI can now be added to the Savegame again after beating it.

    [Gameplay] Great Eastern Unlocker

    • Great Eastern shouldn't be drifting at the Piers anymore

    [Gameplay] Commuter Pier for New World & [Gameplay] Commuter Pier for the Arctic

    • Adjusted the UI to now show the Workforce of the Region it's built in.

    Fixed Commuter Pier UI

    [Gameplay] Incidents Reduced (previously: Incidents Removed for all Players)

    Does not remove Incidents from the Game anymore. Instead Incident Cooldowns and Probabilities have been changed:

    • Illness, Riots and Fire happen much less frequent.
    • Explosions are now a rare Occurance
    • Arctic Flu has not been changed
    • These Changes make Incidents still a part of the game, but not that often and not as annoying.

    If you so desperatly want to use the original mod, you can just copy it in from the previous update, it is still compatible.

    Alternativly you can visit the Anno 1800 Mod Collection on Github and get it there.

    [Gameplay] Influence Rebalancing (previously: Influence Reduced for Everything)

    Game Update 7 has added an Option to customize Influence, but this change missed the fundamental problem with Influence:

    Cultural Buildings and Optimization cost too much. This Mod is now a fundamental Rebalancing instead of a Reduction, for players who want to play with Influence but just get limited in their efforts of building nice cities.

    [Gameplay] Influence Removed

    • Some minor bugfixes

    [Gameplay] Item Buildings Increased Influenceradius

    • Compability Fix for the Palace

    [Gameplay] More Items per Trader (previously: Twelve Items Per Trader)

    • Why, just why do they have to change every UI we need...
    • Most NPC now only have 9 Items to offer.
    • Pirates are now included
    • Increases the Item Count of the AI to 6 (when 3rd Party Itemtrade is activated)

    [Gameplay] NPC Dice Improved (previously: Specialists added to NPC Dice)

    • Lootpools have now been streamlined to make certain Items more accessible
    • The Same Changes also apply to the "No Legendaries" Version

    This Mod was reworked by LonelyPorter

    [Gameplay] Scrapcrafting

    • Arctic Scrap can now be crafted from Arctic Goods

    [Misc] Visual Feedback for Twitch Drops

    • New Twitch Drops won't make it better!

    We have also included some New Mods:

    [Adjustments] Airship Hangar without Quest

    • Airship Hangar can be unlocked without having to play the entire Storyline. You can ignore that now.

    [Gameplay] 3rd Party Itemtrade

    • Each AI now offers you Items at their Trading Posts. These are drawn from the Secondary Island Takeover Rewardpool, for those that are interested.

    [Gameplay] Active Trader Nate

    • Nate's new Trade Fleet has been extended to multiple ships and Airships.

    This Mod was Created by Troubadix

    [Gameplay] Royal Taxes Removed

    • Instead of a System which just takes Money out for no Reason, Investors now give 30% less money, Royal Taxes are not payed :)

    [Gameplay] Ruins on Takeover

    • When taking over an Island, All Buildings stay where they are, but get converted to a Ruin.

    Thanks to u/xforcep, he figured out how to do it.

    [Gameplay] Buildable Flagships

    • Same as [Gameplay] Buildable Salvagers, you can build Flagships in the Sailing Shipyard, as soon as 1 Artisan is reached.

    Of course you get the Imperial Variant, as long as you have activated it at the start :)

    [Gameplay] Increased Radius for Gas Pump

    • This should be self-explainatory tho

    [Multiplayer] Gifts to Other Players

    When needed, you can now give Money to other Human Players in Multiplayer. UI looks crap and there are no notifications, but it works.

    [Ornamental] Grand Palace

    "The Palace is especially geared towards Beauty Builders"

    Umm... Excuse me Sir, but doesn't it have like a module and a "one Palace per game" limit?

    This one adds Ornamental Variants without effect which can be built infinitely, they do still cost the same. The Idea is pretty much stolen from the Anno 2205 Revolution Mod (Babylon 5 - Build your Orbit), which does not belong to me, so credits to the Original.

    [zzzThisHasToBeLast] Attractiveness Rebalancing

    • Ornaments give quadruple the Attractiveness, while most Items were stripped of their Attractiveness Bonus, to make Building Ornaments more efficient than spamming School Layouts. (As it should be IMO)

    Translations:

    • Korean Translation has been added (Thanks to SilentRiver)
    • Italian Translation has been added (Thanks to.. Well DeepL Online Translator I guess, so sry if some of the translations are ridiculous :D )

    Modders:

    Translators:

    • Gotxiko (Spanish Translation)
    • u/khioElmdorh (French Translation)
    • u/xenonisbad (Polish Translation)
    • MaxCheng95 (Traditional Chinese Translation)
    • coralfox (Simplified Chinese Translation for Update 2.6)
    • u/997962520 (Simplified Chinese Translation for Update 2.7)
    • NikMsk_SPA_M_97 (Russian Translation)
    • OSFox (Russian Translation)
    • SilentRiver (Korean Translation)
    • Taubenangriff, DaLexy (German Translation)

    Downloads and Links:

    Modloader: https://github.com/xforce/anno1800-mod-loader/releasesSince Game Update 7 messed with the Modloader a bit, it might not work for everyone atm, for most people it's working fine. u/xforcep is working at this, and every bugreport we get is helpful. You can send them in here or in our Discord Server linked below.

    Spice it up 2.8: Mega or Nexusmods

    A Simple Modmanager: Mega - (Java Runtime needs to be installed.) You just simply have to place it in your Anno 1800 Directory and then doubleclick to start. Supports German and English Language.

    Discord: https://discord.gg/FRTuU3q

    Also Remember to remove all the Mods from previous updates!

    Now, why is this the Final Update? (please, don't throw tomatoes or eggs in my direction):

    With more Content and more Changes, the Collection has become increasingly difficult to handle, both in a technical sence and Gameplay-Wise. Adding new Content is very nice, but it can only shine if you get balancing and implementation right.

    The Problem is, if you make a big, modular modpack, it limits you on interconnection. I have countless new Proof-of-Concepts which have not yet been implemented, because they simply don't work on their own. They need a bigger picture to fit in.

    The second reason simply is time, I decided to now only focus on the New Horizons Project, which still has to go a very long way before we can call it somewhat finished. But, maybe we could drop another teaser right now :)

    Residence Tier 6 - \"Magnats\": Part of \"Anno 1800: New Horizons\"

    So anyway, hopefully we make Quarantine time less obnoxious for you. We wish you much fun and most importantly, stay healthy!

    The Spice it up - Team

    submitted by /u/taubenangriff
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    Whats this guy doing at my farm? [1404]

    Posted: 27 Mar 2020 03:17 AM PDT

    My first ever 50k Investors! Exquisite attractiveness, with Palace! Chuffed at the result. (No Mods)

    Posted: 26 Mar 2020 11:44 PM PDT

    Testing out my new war fleet of 20 royal ship-of-the-lines and 10 Pyrphorian battle cruisers

    Posted: 27 Mar 2020 02:03 AM PDT

    Ok

    Posted: 26 Mar 2020 02:56 PM PDT

    [BUG] Some of my ships are stuck within one region and cannot travel to other regions anymore

    Posted: 27 Mar 2020 11:50 AM PDT

    Hey,

    I can report on a bug I haven't seen elsewhere here in the sub.

    Since the update (I also bought the new season pass) some of my ships are stuck within a region. This affects all regions. They are still listed as Traveling between regions even though I can fully use them within the region they are currently. But I cannot send them to another region, as they are "still on the way".

    I think this only affects ships that where traveling in between regions during the game update.

    anyone else had this problem?

    submitted by /u/TheGoalkeeper
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    The main game of EGS and DLS from Ubisoft

    Posted: 27 Mar 2020 11:12 AM PDT

    Did someone try to launch the original game from the EGS and DLC from the Ubisoft store?
    Technical support could not clearly explain and completely assure me of the lack of compatibility.
    To avoid conflicts, they do not advise doing this, but ther

    e is no exact guarantee. There is a chance that the game starts with add-ons. Or not?

    submitted by /u/daim_ko
    [link] [comments]

    Frequent crashes

    Posted: 27 Mar 2020 10:13 AM PDT

    Since the dlc i have frequent crashes (after aprox. 30min). Same savegame, same settings. Did any of you experience the same or have any tips?

    submitted by /u/ybbeeees
    [link] [comments]

    Possible causes of desyncing and lag in multiplayer?

    Posted: 27 Mar 2020 09:54 AM PDT

    I've been playing a lot of coop with two friends. We started three games so far and played all of them until the construction of the World's Fair (all S1 DLC). In all of them we were plagued by two issues:

    • the game freezes for about 10 seconds every ten minutes or so
    • about every hour there will be a sync issue, however recovering always works

    The worst internet connection of the three of us is 5 Mbit, the rest has 50 Mbit+. Ping is always around 40 to 60. So that's probably not the problem - also, we tested with both high speed connections and the issue persisted.

    So another cause might be RAM, since the player with the slowest connection only has 8GB (rest has 16GB), but as mentioned before, when we tested without him there were still issues. We also had all three players host at different points in time, still with sync issues.

    What other causes for the lag could there be?

    submitted by /u/Nedimar
    [link] [comments]

    Map seeds

    Posted: 27 Mar 2020 08:33 AM PDT

    As per title i'm looking for a good seed for a fresh start. In those i've found online they all neglet zinc and copper.
    I'm looking for a map with a possibility to build a big city of investors and engineers, that require a lot of zinc and copper.

    Any suggestion on a good seed for that?

    submitted by /u/floz1994
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    Just got Bruno Ironbright, now I dont have to produce advanced weapons or engines

    Posted: 27 Mar 2020 08:16 AM PDT

    Conquest in Cape Trelawney

    Posted: 27 Mar 2020 02:09 AM PDT

    Conquest in Cape Trelawney

    https://preview.redd.it/ifyvbeahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=380d663f1473279ab02fcd8e0c5c9a4d4f1f4013

    https://preview.redd.it/6pk9gdahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=eb95db5f085b1af095d887dd3849406b35e906b2

    https://preview.redd.it/yle6vaahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=af940c92578ad204575ce07b1ac3303bd4db10ac

    https://preview.redd.it/9xbh9bahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=4504a333bc105a0c7e0560a0142728025b69df04

    https://preview.redd.it/7oso9eahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=13b6935f66ff0d5b07f14c86c31b581fe27262b6

    https://preview.redd.it/xdl0bfahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=e1097ec4839862fae74eee7535c5724396c2f4f7

    https://preview.redd.it/dvah2wahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=63505c7491ac4f92e24d84b9e486653628aeeda4

    https://preview.redd.it/6x30diahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=07ce68921bdc2d95642f759fe7a101d671ef53dd

    https://preview.redd.it/c48hyeahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=ac434bc5ebae01525305f522ea389259f2344f2f

    https://preview.redd.it/99dfw9ahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=0a4ba864637571857db8afe2489a8779b8efb4ca

    https://preview.redd.it/9s0irjahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=6cc5458d3af275c73c6728a86b1f9013497d1a1b

    https://preview.redd.it/dcht2mahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=0ea0c108ce88e32549eef43fde97df756781554b

    https://preview.redd.it/1bx4kcahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=b7f208f22000c492830b8342087a77610164d3ff

    https://preview.redd.it/tbynoiahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=b012f10bb8ff3c2a9aee20851d9737f5debd668c

    https://preview.redd.it/ig2lhmahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=16aebf7340f5374286e07d0ef23ae4342fb01630

    https://preview.redd.it/vclmgpahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=95c7ba6d2fc8f98e267e4620d504b8341c501098

    https://preview.redd.it/39ypwsbhl6p41.jpg?width=1920&format=pjpg&auto=webp&s=84cf260a864e14b71bec7d001c97c067b89813b0

    https://preview.redd.it/g5ezorahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=e4d5ba1fb30ea4492b84f3d4dfc6f75ee891b31f

    https://preview.redd.it/cac1csahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=a16b8a24afbcc052012bb619ef3443005191b621

    https://preview.redd.it/srclxsahl6p41.jpg?width=1920&format=pjpg&auto=webp&s=2677173025422ebb393b95b0c4299a1b30b6c28c

    submitted by /u/Cruse10
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    Looking forward to next DLC

    Posted: 26 Mar 2020 09:54 PM PDT

    People are ANGERY (when clicking on production buildings)

    Posted: 27 Mar 2020 06:35 AM PDT

    I have been playing Anno 1800 for over 200 hours now.But i still haven't figured out why people look mad/sad when you click on a factory, but when you click on an residential building there are totally happy.

    Can someone explain to me as to what triggers this happy/angry pose on production buildings?

    submitted by /u/Ch0ky
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    Please Check! Incidents Costs??

    Posted: 27 Mar 2020 05:43 AM PDT

    Has anyone ever noticed if,

    when there is an incident,

    when personnel are dispatched to deal with it,

    if it costs workforce and money to do so?

    submitted by /u/Just_A_Know_It_All
    [link] [comments]

    How to get the Palace from Seat of Power DLC

    Posted: 27 Mar 2020 01:27 AM PDT

    Not sure what I'm doing wrong. The wiki says the unlock is 1 Investor and I started a new game (making sure to check the DLC) and when I got to 1 Investor there isn't any icon for the palace.

    Started another new game just to be certain I was checking the DLC at setup and I did, yet when I got to 1 Investor, still no palace option. Is this a bug or am I doing something wrong?

    submitted by /u/PhilipMarlowe39
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    Mod for more Expeditions?

    Posted: 26 Mar 2020 11:02 PM PDT

    Good morning annoholics. I'm searching for a mod with lesser expeditions cooldown or how to get more expeditions in a shorter time.

    Does someone have a mod like this?

    submitted by /u/hottadihue
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    What is the purpose of the palace range? Is it so it can reach more trade unions/town halls etc or it gives some other bonus?

    Posted: 27 Mar 2020 01:35 AM PDT

    Is there another purpose for the range of the palace or its purpose is to reach trade unions/town halls?

    submitted by /u/Ggthefiree2
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    Anno 1800 Complete Edition not unlocking Season Pass 2

    Posted: 26 Mar 2020 09:28 PM PDT

    Hi,

    So I bought the complete edition last week during the ongoing sale before Season 2 was released, however now when I open Uplay, Season 2 is still not marked as owned :/, has anyone else run into this problem? or should I open a support ticket with Ubisoft?.

    I'm in the process of re-downloading the game as I had to format my PC, I'll check once I can open the game again if I have access to Seat of Power but wanted to know if it's normal that the Ubisoft store still marks Season 2 for sale in my account.

    submitted by /u/Char250
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    Do we have an option to sabotage competitors cities?

    Posted: 26 Mar 2020 04:04 PM PDT

    I play the campaign of Anno 1800 and it's my 1st Anno game. I've started playing a week or so ago and reached the point where I'm confronting pyrforians. They start setting up fires in my city which is pretty cool and I thought is there a way to trigger similar events for my rivals in campaign or sandbox mode?

    submitted by /u/burros_killer
    [link] [comments]

    Spice It Up features no longer working since update

    Posted: 26 Mar 2020 07:01 PM PDT

    Since this one day will be an old thread found by someone using google. This is about Spice It Up 2.7 features no longer working after Game Update 7 / Seat of Power release.

    I thought it might be useful to list things no longer working as intended since the update so they might be adjusted/fixed/changed for the next update of Spice It Up. The wonderful mod a lot of us use.

    Mine is that the [Gameplay] Townhall, Tradeunion, Harbor Office increased Influenceradius part is no longer fully functional. The new Palace and its Local Departments seem to apply thier own range bubble over these buildings. So extended range given by the mod is not given to the Palace bonuses. This part of the mod also allows you to give these buildings more sockets. This feature is also currently not working. Probably because the palace now has a bonus to give extra sockets. So the socket GUID and/or its function has been changed.

    These features are end game life savers and my save has basically fallen apart without them.

    Please feel free to add your own findings below if you have any.

    submitted by /u/Belthazor4011
    [link] [comments]

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