Anno Time for Siesta |
- Time for Siesta
- A dream boulevard within my zoo
- Am I doing something wrong?
- New Year's Eve in Crown Falls
- I love finding the small details the developers have made in this game.
- 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!
- The heater in the Arctic needs a storage range indicator.
- I present to you: My Empire!
- It took enormous amount of time to arrange all exhibitions in the game
- If I like having the game be challenging, are there any DLCs I should avoid?
- What's the best version for casual multiplayer coop?
- updated anno union pages state land of lions this fall
- Anno1503 History edition Multiplayer no CPU's?
- Island Invisible Help
- Alliance with Admiral Vincente Silva
- All the latest DLC stuff seems to only be viable once the game is already won
- Please help! No Royal Ship-of-the-line even after over 200h of playtime!
- Nevermind here, see below
- Pirates in this game make no sense.
- Anno 1404 HE compatible with I.A.A.M. mod?
- Worth Coming Back For Bright Harvest?
Posted: 29 Jun 2020 03:46 AM PDT
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A dream boulevard within my zoo Posted: 29 Jun 2020 11:15 AM PDT
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Posted: 29 Jun 2020 05:33 AM PDT
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Posted: 29 Jun 2020 10:14 AM PDT
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I love finding the small details the developers have made in this game. Posted: 29 Jun 2020 03:28 AM PDT
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Posted: 29 Jun 2020 09:39 AM PDT
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The heater in the Arctic needs a storage range indicator. Posted: 29 Jun 2020 08:14 AM PDT
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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 TRELAWNEYIndustry IslandAside 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 islandsEngineer'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
The New WorldThe 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 WORLDThis 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 ARTICI'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 & NETWORKTo 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:
Plus some screenshots from the trade route overview
ENDNOTEI 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. [link] [comments] | ||
It took enormous amount of time to arrange all exhibitions in the game Posted: 28 Jun 2020 02:42 PM PDT
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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? [link] [comments] | ||
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 [link] [comments] | ||
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/ [link] [comments] | ||
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 [link] [comments] | ||
Posted: 29 Jun 2020 01:55 AM PDT
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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? [link] [comments] | ||
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. [link] [comments] | ||
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 [link] [comments] | ||
Posted: 28 Jun 2020 04:27 PM PDT
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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? [link] [comments] | ||
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? [link] [comments] | ||
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. [link] [comments] |
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