Anno Small village. |
- Small village.
- My first Savegame, I'm pretty proud of it!
- Buildable great eastern
- Due to popular demand, Tosterndag in album form: come join the parade!
- Parade in my capital, Taterville
- Time for another set of pictures
- How to organise trade once youve grown kind of big
- Start Passage or wait for Land of Lions to come out
- Boost production cards
Posted: 01 Oct 2020 03:07 AM PDT
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My first Savegame, I'm pretty proud of it! Posted: 01 Oct 2020 08:40 AM PDT
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Posted: 01 Oct 2020 04:48 AM PDT In Spice it up mod there is Buildable great eastern. How does it work? I copy this folder (together with some others, not all, from Spice it up) but I'm not able to find this ship in the game. Do you know where to look for it? (both shipyards propose only normal ships) [link] [comments] | ||
Due to popular demand, Tosterndag in album form: come join the parade! Posted: 30 Sep 2020 01:58 PM PDT
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Parade in my capital, Taterville Posted: 30 Sep 2020 03:54 PM PDT
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Time for another set of pictures Posted: 30 Sep 2020 01:27 PM PDT
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How to organise trade once youve grown kind of big Posted: 30 Sep 2020 12:32 PM PDT Once you have more than 8 islands or so in each session, OW, NW, CT and the arctic, how do you organise it efficiently? In between sessions: from what i heard, hub/transit islands are the meta, is that right? So each island from that session brings all goods that need to be exported to one hub island with 20 depots and piers and this hub island is the one that trades with the other three sessions? Within the sessions: There seem to be several philosophies there: Turning the entire session into a roundabout so each route touches every island and brings wares from the one before. This one hurts in my brain. So the route would need to take into account that each island in the chain needs to produce something the one after it needs. Maybe its easier if you have ships going both clockwise and counterclockwise. The sunray approach: All islands in the session trade with the hub and nothing else. This seems easy to organize, but at the same time you really need a LOT of piers to do this. I dont even know if its possible once you really start producing coffee in bulk. The chaotic approach: Just let it grow naturally and never streamline anything. My current setup. Its no THAT inefficient tbh but when you come back to a save after months it is really hard to get into it again, its all just chaos, a spaghetti bowl of trade routes. The multi/sub-hub approach: two islands serve as distributors from the main hub, if an island on the eastern half of the session needs brass or whatever and an island in the eastern half has brass, they will trade via the sub-hub and not use precious capacity at the main hub of the session. Seems like a sensible compromise to me I know this is getting kind of autistic, but i have 54 islands in this save and i dont want spend 10 hours to implement a concept thats doomed to fail. [link] [comments] | ||
Start Passage or wait for Land of Lions to come out Posted: 30 Sep 2020 06:02 PM PDT Hello, I started a new session 2 weeks ago and I'm where I can start the Passage Expedition. Should I do it or wait until Lions comes out. Didn't know if it was better to wait and do Lions first then come back to Passage. Trying to avoid keeping track of four areas and then Lions. [link] [comments] | ||
Posted: 30 Sep 2020 05:02 PM PDT Hi, I have added a card to the trade union to boost production on various factories but i have noticed if i do this i also need to greatly increase the materials that are required before the final process ie brewery needing much more hops and wheat, Steel works needing much more iron, coal and iron bars. I thought adding a card to boost production of for example the soap factory would just boost output on that process but not require you to have to add much more pigs and rendering works? I never noticed this before until i looked at the statistics screen... It sort of takes away the benefit of the card for me so is this correct?? thanks [link] [comments] |
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