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    Monday, June 29, 2020

    Anno Time for Siesta

    Anno Time for Siesta


    Time for Siesta

    Posted: 29 Jun 2020 03:46 AM PDT

    A dream boulevard within my zoo

    Posted: 29 Jun 2020 11:15 AM PDT

    Am I doing something wrong?

    Posted: 29 Jun 2020 05:33 AM PDT

    New Year's Eve in Crown Falls

    Posted: 29 Jun 2020 10:14 AM PDT

    I love finding the small details the developers have made in this game.

    Posted: 29 Jun 2020 03:28 AM PDT

    I love finding the small details the developers have made in this game.

    Was walking through my joined museum/botanical garden and noticed the flags for the music auditoriums match the music being played.

    Music of Tomorrow, Today

    Music of Today, also Today

    submitted by /u/cbwjm
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    Started a new weekly series for tips, tricks, and gameplay mechanics guides! Just small bits of information and explanations on how things work to maybe help you out with learning the game!

    Posted: 29 Jun 2020 09:39 AM PDT

    The heater in the Arctic needs a storage range indicator.

    Posted: 29 Jun 2020 08:14 AM PDT

    The heater in the Arctic needs a storage range indicator.

    TL;DR at the bottom.

    Most production buildings indicate how far away from a warehouse/trading post (storage building) they need to be by highlighting the road green. Public services also indicate their reach by highlighting the road. The problem with the heater is that it provides a public service, but also requires a storage building to obtain the coal it uses. Despite this, the heater only highlights the road to indicate the reach of its public service.

    When I first started building up the Arctic, I assumed the highlighted road indicated both its storage range and the reach of its public service. Recently however I discovered that the storage range is far larger than the reach of the heater. Well, how large is it exactly?

    I set about tediously moving the heater further and further away from a trading post to find out exactly how far away a heater can be away from a storage building. The absolute limit is exactly 96 squares, as is illustrated below.

    At this distance the heater will send out one cart, which will carry a maximum of 10 tons of coal from the trading post back to the heater. During the time it takes the cart to travel there and back, the heater will use up 10 tons of coal. This makes the time to travel roughly 5 minutes of game time. The heater will send out no additional carts.

    Why is this an issue?

    With space in the Arctic being so limited, it's important to maximise efficiency in building placement. Without a visual indicator for storage range, it's next to impossible to tell which is the closest storage building without counting grid squares. The short reach of the heater's public service does nothing to alleviate this problem, forcing you to place a heater every couple of houses. Placing a warehouse near every couple of heaters takes up valuable space. If you're not placing a warehouse nearby you're playing a guessing game as to which warehouse the heater will use and risk causing a back up of carts waiting outside.

    With all this in mind I think it would make sense to have an indicator. Perhaps the storage range could be indicated by another colour, extending beyond the highlighted reach of its public service?

    Has anyone else been struggling with this or is it just me?

    Thanks for coming to my TED talk :)

    TL;DR: Having no storage range indicator for the heater turns town planning into a needless guessing game at best, or a massively tedious task at worst.

    submitted by /u/FoolishAdvisor
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    I present to you: My Empire!

    Posted: 29 Jun 2020 01:31 PM PDT

    I've played a lot of Anno over the years. Started out with 1604 when I was just a little kid, and have been playing ever since. Whilst I do enjoy both the logistical as the citybuilding aspect of the game, the latter always created a bigger challenge for me due to my lack of creativity. I've always turned to forums and other website's to help me with inspiration on how to plan and grow my cities in a bit more organic way as opposed to a very grid-like type city.

     

    With that in mind I've been meaning to make this post for quite some while now. I guess I feel it's my turn to 'pay it forward' and for once be of inspiration to someone else. My current game is pretty much finished and I'd like to share with you how my 'Empire' looks like!

     

    Please note that none of the features of the second season pass have been implemented in this sessios. I did buy it, but haven't really used any of the new content aside from firing up the game just to see what the new features are. This game was started right after the Cape DLC came out. Furthermore, I haven't used any mods whatsoever.

     


     

    Preface

     

    This was only my second play-through after the game dropped. I quit my first game after I had reached the Engineers phase and discovered the many possibilities commuter piers bring to the game with respect to logistics and empire building.

    With this in mind I started a new game in which I allocated each population tier to their own island. The main goal was an all-investor island on the big island in Cape Trelawny, with everything else supporting that island. This includes islands with just industry, farming or one of these two mixed with residential use.

     

    My vision and design for the main island exudes the luxury and wealth associated with it's inhabitant; Investors. I therefore sought to include wide boulevard, vast city parks, cozy squares, grand views and lush greenery. There's a mixture of dense grid-like city blocks and a more free-flowing kind of building style, as well as huge harbours.

     

    The latter posed a huge challenge. Because of the insane amount of goods that are consumed by such a large population you'll need to create huge buffers with regards to goods being shipped in. Supply (especially with goods from other worlds) isn't constant due to the need to have everything shipped in from other islands. This creates the need for a lot of storage space which limits your options on how to build your harbours with only precious little harbour space available cause of all the depots. Because the endless amounts of ships coming in there's also a need for a lot of unloading capacity which means a lot of piers.

     


     

    THE CROWN JEWEL OF THE EMPIRE: NEW AMSTERDAM

     

    I've taken quite some screenshots, but none of them really do justice to grandness of the Island. However, I do hope that you can get a decent impression.


     

    OTHER ISLANDS IN CAPE TRELAWNEY

    Industry Island

    Aside from the big island, there's another island of great importance in the Cape world: Industry Island. As the name suggest it's wholly dedicated to just one thing, and that's endless industry as far as the eye reaches. Pretty much every production building is covered by a trade union, all of them fully filled with specialist. I've used 28 trade unions on this island alone. This island is the biggest hub in my Empire. You've got ships coming in from the Old World, New World, Artic and other islands in the Cape area as well. Around 120 trade routes are connected to just this island.

     

    Residential islands

    Engineer's Bay // This island features all of my Engineers. It's designed in the same style as New Amsterdam.

    Artisan's Cove // This island features all of my Artisans.

    Worker's Paradise // This island features all of my Workers but aside from being residential it also includes some industry (lack of space on Industry Island) and some farms. (I DO NOT CONDONE NAZISM. IT'S JUST THE PERFECT LAYOUT FOR MAXIMUM TRADE UNION COVERAGE)

    Potato Town // Features Farmers and Schnapps/Furs

    Cattle Fields // Features Farmers, fisheries and animal husbandry.

     

    Other Islands

    Pretty much every island aside from those mentioned above are fully dedicated to grain production. There's also a grape island.


     

    The New World

    The New World is littered with trade unions as well. The NPC in this regions sells specialist which increase production, reduce land needed and produces other goods as well all effects from just one specialist. This pretty much eleminated the need for a lot of farms. I've greatly reduced (or even completely eliminated) the need for farming red peppers, cotton, grapes, tobacco, cocoa and potatoes.

     

    Colony One // I've centralized production all of the goods needed by Jornalero's, and some of the goods needed by Obrero's, on this island. This eliminates the need for production chains on the other island in the new world. Goods that aren't produced on this island are shipped in from other island, therfore making this one another major trading hub. It's located in the center of the map, something which greatly benefits it's purpose.

    Caoutch Caoutch // Solely meant for Caoutchouc productions and Pearl fishing as well.

    Paradise Island // Solely meant for sugar cultivation and rum production. Wood is shipped in from the Old World.

    Cotton Candy // Neat little island which produces all of my raw cotton.

    Habanos // Solely meant for tobacco farming and cigar production.

     

    And last, but certainly not least, my coffee producing islands! Coffee is at this point in the game by far the most consumed good. Right now the total demand for coffee on all of my island combined is a grand total of 391 tons per minute. That's right, more than a fully loaded cargo ship per minute!. To facilitate this enormous demand I've got four island dedicated just to this production chain.


     

    THE OLD WORLD

    This place was pretty much abandoned right after I got access to commuter piers and established the new capitol of the Empire in Cape Trelawney. I only returned to the Old World once I ran out of island in the Cape area. Also, in late game you're gonna need all the mines you can get. Especially iron, copper, zinc and coal are in great demand from the Old World. Some of the island are exploited on a bigger scale, but the majority of them are just used for the mines.

     


     

    THE ARTIC

    I've fully developed the artic region for those sweet natural gas deposits. However, I don't find this region to be very interesting and the island developed mostly look alike. That's why I won't do a breakdown like I did with the other regions. You may find my main island interesting though, so here's Dutch Harbour It acts like the main hub in this region and as such is similair to Colony One.


     

    THE TRADE FLEET & NETWORK

    To meet the enormous logistical challenge of making this grand scheme work there's a pretty large trade network and a huge fleet of ships. Also, lot's of storage!

     

    Some fun statics:

    • 369 Cargo Ships
    • 28 Oil Tankers
    • 12 Zeppelins
    • 258 Trade Routes
    • 234 Trading Piers
    • 1417 Depots
    • 135 Oil Depots
    • 117 Trade Unions
    • 35 Harbourmaster's Offices

     

    Plus some screenshots from the trade route overview


     

    ENDNOTE

    I do hope you enjoyed this post. Took me a bit longer than expected but it was a nice moment for reflection on the game. As I mentioned before I've been playing Anno since the very first game came out and I can confidently say Anno 1800 is the best out of the series.

     

    If you have any questions or remarks, please feel free to message me.

    submitted by /u/Ares031
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    It took enormous amount of time to arrange all exhibitions in the game

    Posted: 28 Jun 2020 02:42 PM PDT

    If I like having the game be challenging, are there any DLCs I should avoid?

    Posted: 29 Jun 2020 07:35 AM PDT

    I've heard that some DLCs introduce overpowered things for the player, any recommendations on which DLCs I should or should not get?

    submitted by /u/Vortastic
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    What's the best version for casual multiplayer coop?

    Posted: 29 Jun 2020 01:14 PM PDT

    Looking for something where some friends and I can meet up once a week or so and do some casual gaming with room for nongame related conversation

    submitted by /u/goloquot
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    updated anno union pages state land of lions this fall

    Posted: 29 Jun 2020 01:07 PM PDT

    the passage was near Christmas, but it seems this time new session DLC will come much sooner, source here https://anno-union.com/games/anno-1800/

    submitted by /u/iamnqm
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    Anno1503 History edition Multiplayer no CPU's?

    Posted: 29 Jun 2020 12:59 PM PDT

    Hi, I'm currently playing the new Anno1503 history edition multiplayer mode with a friend of mine. But in the multiplayer mode, there are only a few presets for you to play and none of them allows me to add CPU's to the party, which is very frustrating. It basically means, that if I want to team up with him, we have noone to play against except for other players who are probably gonna body us. Does anyone of you have experience with the new multiplayer mode already and can help me out, if I'm maybe just doing something wrong? Thanks

    submitted by /u/davetheslave101
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    Island Invisible Help

    Posted: 29 Jun 2020 01:55 AM PDT

    Island Invisible Help

    Anyone ever encountered this issue and know how to fix it? One of my New World islands (my main one at that) just turned completely invisible. All the other islands on the Old and New World are fine. Its just this island that has pretty much gone bonkers.

    I've tried reloading the game and closing it and restarting but it still doesn't work.

    https://preview.redd.it/nltd7152dt751.jpg?width=1920&format=pjpg&auto=webp&s=adf625f93f844d98367bea9d10ccb50e232647d1

    submitted by /u/Euzio06
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    Alliance with Admiral Vincente Silva

    Posted: 29 Jun 2020 02:38 AM PDT

    so i got 100 with Silva i got trade rights but a Alliance is Impossible, is there a way i can get it?

    submitted by /u/Softiboy
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    All the latest DLC stuff seems to only be viable once the game is already won

    Posted: 29 Jun 2020 09:21 AM PDT

    For bright harvest, by the time I can finally afford to make engine parts my game is already won. Same goes for the Palace building, by the time I can devote resources and time to it, the game is already set.

    Anyone else feel the same way or do you disagree? The problem is that in a competitive game there's too many other critical things you need to do before you can splurge on those.

    submitted by /u/japinard
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    Please help! No Royal Ship-of-the-line even after over 200h of playtime!

    Posted: 29 Jun 2020 07:08 AM PDT

    Hey,

    I hope someone can help me out here, please!

    I have had 4 sessions of anno so far with my latest being 90h and doing literally EVERYTHING you can do yet I still wasn't able to get the Royal Ship-of-the-line!?

    It's the only thing I'm missing in this game!

    I can't get the special visitor that lets you built it.

    The pirates NEVER put it to sale!? I got ALL other ships so many times but NEVER this one......

    Are there any conditions you need to get it?

    (I'm in an aliance with both pirates)

    PLEASE HELP! <3

    submitted by /u/Alexisstarstruck
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    Nevermind here, see below

    Posted: 28 Jun 2020 04:27 PM PDT

    Pirates in this game make no sense.

    Posted: 29 Jun 2020 06:00 AM PDT

    Hey everyone, I have two problems with pirates in Anno 1800.

    First, their ships. It makes no sense that they aren't only faster than mine, but also deal considerably more damage. I mean, a ragtag bunch of outlaws waaay past the Golden Age of Piracy have better ships than an industrialized and stable & glorious empire? Seems legit. I think pirate ships should be faster than player ships, the devs got that part right, but they should also deal less damage than our ships of the same class (both being realistic effects of having less weapons on board). They would employ fast hit-and-run swarming attacks on their targets, strongly favoring going after unarmed merchant vessels (or warships if they outnumber them), but a lone pirate ship shouldn't be a problem for a nation's fleet. In sight of a proper fleet, pirates would run away like hell. In my opinion, this design choice would make much more sense than making pirates into military powerhouses with elite, high-quality ships.

    Second problem, why can't they be purged for good? It makes no sense. By the time of the mid-to-late 1800s (when late game Anno roughly supposed to take place), pirates were almost nonexistent in the real world. I think they are supposed to be a problem early to mid game only, but after that, all the rivalizing should only happen between the major nations (=the players)... You know, the "adults" at the table. They should be laughable pests at the end, closer to nuisances than actual problematic factors, or factors at all.

    What do you guys think about all this?

    submitted by /u/Markooo95
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    Anno 1404 HE compatible with I.A.A.M. mod?

    Posted: 29 Jun 2020 03:29 AM PDT

    Since most game files are identical I thought the mod would still be compatible, yet the game won't start with the mod installed. What are your experiences?

    submitted by /u/YuriRomanov
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    Worth Coming Back For Bright Harvest?

    Posted: 28 Jun 2020 09:49 PM PDT

    I stopped playing a few months ago since the palace update. Is it worth coming back to play with the Bright Harvest DLC or is it basically just the same? Or should I just wait to play the Land of Lions to check out the new region.

    submitted by /u/Frink108
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