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    Tuesday, July 28, 2020

    Anno Crown Falls' nicest neighbourhood

    Anno Crown Falls' nicest neighbourhood


    Crown Falls' nicest neighbourhood

    Posted: 28 Jul 2020 06:23 AM PDT

    The weirdest auto-route i've seen in any game,not just anno

    Posted: 28 Jul 2020 08:19 AM PDT

    First time player, finishing up reconstruction of Bright Sands! Rate my main square ❤️ love this game

    Posted: 27 Jul 2020 01:47 PM PDT

    Exploiting your workers for fun and profit

    Posted: 28 Jul 2020 12:44 AM PDT

    I feel like I have been underutilizing the working conditions sliders. 50% is a hefty bonus after all, especially when playing on low income settings as a new player meaning profit margins end up fairly low. Plus of course what's the point of giving your employees vast quantities of booze if I'm not gonna take advantage of their good mood? However not all buildings are created equal when it comes to this but googling didn't reveal any spreadsheets on the matter and I couldn't find anything on the wiki.

    So I made a spreadsheet which can be found here: https://docs.google.com/spreadsheets/d/1-XLuN5k14q2EK7hSL_bEimCvNCqWK63vU8adFgBIBac/edit?usp=sharing

    I only did the old world pops at the moment.

    The way to interpret the spreadsheet and the "ratio" is how much money you save per unhappy person, assuming you can translate the extra production into needing less buildings. Since the effect of that depends on your total population, there's not really a better way to express that. The wiki suggests you should expect a 4 point drop in happiness per 10% of your population you piss off like this. Meaning that if you do that in a city with 1000 workers and with shitty buildings like steelworks you only end up saving 100 income per 4 unhappiness, while doing it with malthouses and sand mines and breweries can save you a couple hundred extra. Not a large amount but there is still some money to be made there in the early game.

    Basically if you want to make money from exploiting your employees, this is the order you should do the buildings in, as long as you can actually remove the unnecessary production. Main takeaways are to boost mills, red pepper farms and malthouses in the early game. Interestingly you can save a couple bucks by boosting lumberjacks rather than something like farms. Might also think about rethinking a couple of production chains to account for keeping some buildings permanently boosted.

    You can also look at it in reverse order as a cost for making workers happier, but making work easier in dynamite factories to make your engineers happier sounds like communism to me. Although making things easier in pig farms to boost other kinds of farms with the happiness seems interesting.

    submitted by /u/cerapa
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    Considering using frigates instead of clippers

    Posted: 28 Jul 2020 01:22 AM PDT

    Basically like East Indies merchantmen ... transport ships with guns. Given a frigate is 100 upkeep and a clipper 175, on dangerous routes where you must escort the clipper, I'm considering it would be actually cheaper to transport goods with frigates. But probably no more than 100 per frigate or they would slow down

    submitted by /u/PocusFR
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    When do ships slow down from cargo?

    Posted: 28 Jul 2020 01:23 AM PDT

    It seems to me that a schooner will slow down if it transports more than 50 good, and a lot in this case.

    So I'm wondering if ships have different slowdown threshold ... For example can clippers transport 150 goods without appreciable slow down? Is the threshold the same for each ship, like 50% ?

    submitted by /u/PocusFR
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    Have you ever seen enemy AI steam ships?

    Posted: 28 Jul 2020 01:20 AM PDT

    It seems that if you wage war relatively early against even hard AI, they never manage to develop a lot. I have miss Hunt 'stuck' at ship of line level since 4 hours, despite me not sinking any of her ships.

    I'm curious if some of you had been challenged by late game AI with steam ships fleet.

    My house rules are: all hard AIs, always at war with everyone ...

    submitted by /u/PocusFR
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    The arctic is always looking great at night.

    Posted: 27 Jul 2020 02:03 PM PDT

    My city "Taschkent" at day and at night. There are about 80k investors.

    Posted: 27 Jul 2020 02:01 PM PDT

    Cannot find the 5 Pyrphorian Arsonists for achievement, help!

    Posted: 27 Jul 2020 12:32 PM PDT

    After more than 25 attempts, I just cannot find all 5 Pyrphorian Arsonists in the (very limited) 2 minutes time to get the achievement "Fire and Rescue". It's getting frustrating...

    I've been able to find four and can almost pinpoint them now when I've reloaded the savegame. But I just cannot find the fifth and last one. Any suggestions?

    I've been looking the urban (housing) area. Could he be at industrial areas as well?

    What camera height do you use when looking for them? How do you have your camera rotated?

    submitted by /u/Jeruzame
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    Several small questions of a noob

    Posted: 27 Jul 2020 01:54 PM PDT

    1. According to this post hapinness, does not affect the income of each tier. Is it right? I like to increase the productivity of my tiers, till they are +1 hapiness, just after the newspaper, and sometimes it screwed the game.

    https://www.reddit.com/r/anno/comments/dkyklr/does_happiness_affect_tax_income/

    So you can raise the productivity with no problem -regardless the dirturbs-?

    1. In the current game I am playing normal difficulty and quite well in rank against the competitors -next game will be played in expert- i have 2 islands, but there are 3 empty ones. I could have colonized them long time ago. Is it safe?

    2. Is it possible to pause the game each time the newspaper is going to be published? I didn't see last newspaper and my economy goes to hell even though I reloaded. It is like if this newspaper didn't appear

    submitted by /u/Snoo49259
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