Anno The Anno 1800 Season 3 Pass is coming |
- The Anno 1800 Season 3 Pass is coming
- Theory for Anno 1800 Season Pass 3
- feature request: upgrade streets with upgrade function
- Season 3 idea - The Philanthropist
- Credit ZazunoTV: Alternative cotton productio:, 12 lumberjack hut + Miss Rodriguez + Ursula + Teutonic + MIOMBO WOODLANDS set = 197 ton woods + 97 ton Cotto; traditional production via cotton farm to get 97 ton, you need 18 cotton farm (172 tiles each) + Arborist + Hermann + Seed drill + tractor.
- Anno 1404 vs Anno 1800 for first-timer
- Season 3 details
- What am I missing about these sale prices?
- Wisdom therein fix
- A Paper boy as a city ornament.
- 3D printing game assets
- campaign map seeds?
- [SPOILER] Embesa coop experience
- Is there a way to disable items for everyone?
- One shot destruction
- Dlc compatibility in old multiplayer saves
- How would you feel about being able to appoint mayors to your islands?
- Range of buildings
- Best dlc for sandbox only
- Connect warehouse stock to production
- Range of buildings
- Passive trade
The Anno 1800 Season 3 Pass is coming Posted: 19 Nov 2020 09:00 AM PST
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Theory for Anno 1800 Season Pass 3 Posted: 19 Nov 2020 03:08 AM PST I am totally hyped by the announced Season 3 so I just want to drop an idea what could possibly included in Season 3 Pass. I could imagine that one DLC could focus on Aviation. Why? 1) Aviation Theories have been around since late 15th century, first real progress made during 19th century. Given that Anno doesn't focus on strictly 1800 +/- 5 years, the inclusion of later aviation progress could be possible. 2) Dawn of Aviation is not possible for Anno to cover (at least if they want to stick to the 9-rule), because that was in the 20th century; so they might take the closest one. 3) "Welcome home" - whilst introducing a new region is likely to happen (India, East Asia, Australia), welcome home focus on the Old World; aviation could be adopted in that region (maybe alongside a new Resident tier as well). 4) The trailer, looks like take offs and landings when it comes to the islands in the Arctic and Enbesa; could be random, could be a hint 5) Aviation would introduce a new mechanism to the game (like every Season Pass did), not just introduced more buildings. 6) Engine basically already existing, allows full usage of the Airships potential. It doesn't feel right that just one ship uses that technology (with basically only the point to be able to reach the Arctic Plattforms, kinda wasted opportunities) What do you guys think? [link] [comments] | ||
feature request: upgrade streets with upgrade function Posted: 18 Nov 2020 11:30 PM PST I always find myself stuck when I finally have all the bricks I need and want to upgrade my streets to Paved Street. Since my cities are quiet big then it is difficult to get all streets. It takes quite long and is frustrating because I always miss some parts. I'd love to see the upgrade feature (upgrading buildings, building structures from blueprints,...) to be able to upgrade my streets as well! For me, the delete function works similar since it recognises which structure I want to delete and only deletes these types. [link] [comments] | ||
Season 3 idea - The Philanthropist Posted: 19 Nov 2020 06:15 AM PST My idea for content in Season 3 Philanthropist
Needs
New mechanic - Grand Expeditions and levelling up your Philanthropist
Welcome home
This is my idea of what could be added and how it will add to the late game experience. I hope you like it and welcome any comments and/or ideas [link] [comments] | ||
Posted: 19 Nov 2020 04:57 AM PST
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Anno 1404 vs Anno 1800 for first-timer Posted: 19 Nov 2020 03:52 AM PST Hey, [link] [comments] | ||
Posted: 19 Nov 2020 09:03 AM PST | ||
What am I missing about these sale prices? Posted: 19 Nov 2020 07:19 AM PST
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Posted: 19 Nov 2020 10:58 AM PST I'm no getting it. I was stuck in this quest before the latest patch, and now the whole quest is just gone. Did they just cancelled the quest so that I can't finish it at all now or what? Have I lost access to the library forever? Patch notes say that "Wisdom therein" won't trigger now if I had already gotten access to the library, but I haven't. [link] [comments] | ||
A Paper boy as a city ornament. Posted: 19 Nov 2020 05:33 AM PST Wouldn't this be a great idea! A paper boy on a single tile as a city ornament. There's even a loading screen artwork of one infront of the 'Morris Column'. I've been playing around on my Crown falls and making city squares in amongst the 10x10 housing blocks. Would love to add one. What other good ornament ideas do you all have? [link] [comments] | ||
Posted: 19 Nov 2020 09:01 AM PST Hello, as the title indicates, I would like to print some of the game assets in 3D, and that would require me to open them in some sort of 3D editor (e.g. blender). Is it possible to extract meshes in some way or another in this game? Thank you in advance, and sorry if this goes against any rules I will remove the post. [link] [comments] | ||
Posted: 19 Nov 2020 08:40 AM PST i've found good sanbox ones but are there any good ones? thanks [link] [comments] | ||
[SPOILER] Embesa coop experience Posted: 19 Nov 2020 04:41 AM PST Is there a possibility to get the buffs of the storyline in embesa also in the co-op? We reached Embesa yesterday and I was confused that there is only the main island. Now I wonder if there is any way to get the buffs. If not I think it's a pity that there are real disadvantages in co-op compared to the singelplayer. Unfortunately there have never been any story quests in the co-op, but no buffs have been linked to the storyline so far. Spoiler warning because I don't know if everyone wants to have information about embesa and the possible buffs. [link] [comments] | ||
Is there a way to disable items for everyone? Posted: 19 Nov 2020 12:10 PM PST Hey I usually play without items (harder) and smaller islands but think its unfair if AI uses items. Can I disable items besides zoo, museum etc.? [link] [comments] | ||
Posted: 19 Nov 2020 11:55 AM PST Since the last patch, on 2 occurrences, I got a frigate and then a clipper one shot by a canon from an enemy harbour. Is it a novelty, like the gunpowder reserve exploding? Is it a bug? Is it a bug or feature from a mod I would have installed recently (only one, the one making pirates harder) Or I'm seeing things ... [link] [comments] | ||
Dlc compatibility in old multiplayer saves Posted: 19 Nov 2020 05:45 AM PST A friend of mine and I started a multiplayer game a few days ago. Now we both bought the second season pass. Will it be compatible with our current savegame? [link] [comments] | ||
How would you feel about being able to appoint mayors to your islands? Posted: 19 Nov 2020 07:25 AM PST Mayor in this case being computer AI NPCs that take care of an island to a certain extent. Babysitting 2 or more islands per continent is becoming increasingly more annoying/difficult the more continents are introduced. Anno 1800 currently has 5 (Europe, Carribean, Antarctica, Bigger Europe (?) and Africa) continents and with season 3 on the way it could have potentially 6 continents and you usually end up having to at settle at least two islands per continent. It would be nice if there was the possibility to appoint mayor or NPC caretakers to islands so you dont have to keep an eye on every single thing on 10+ islands. [link] [comments] | ||
Posted: 19 Nov 2020 02:12 AM PST My question is how many squares or blocks is the range of the different buildings? For example the town centre can't reach as far as the bank. And how does the dirt road vs the paved road change this distance? Because sometimes when I connect the power plant with paved streets the electricity goes further but sometimes not. Can anyone explain the system to calculate the range? [link] [comments] | ||
Posted: 19 Nov 2020 04:56 AM PST Hello, Sorry if it's been asked before but I'm contemplating buying some dlc and I would like some advice. I pretty much play the game as a city builder in easy sandbox with only peaceful AI. Witch dlc would be best for my type of play? I know there are some that are cosmetics only but I was more thinking about stuff like the land of lions and the passage. Thank you for your help [link] [comments] | ||
Connect warehouse stock to production Posted: 19 Nov 2020 03:43 AM PST feature request: I am always toggling between my production units and my warehouse to understand how much present stock is there and if there is a need to pause/resume the production chain. Can we have an option where we can directly see the stock of a particular product on the respective buildings's menu?For e.g: clicking on the iron ore mine, I can also see the current stock of the ore in my warehouse from the building menu itself without clicking the warehouse. [link] [comments] | ||
Posted: 19 Nov 2020 02:12 AM PST My question is how many squares or blocks is the range of the different buildings? For example the town centre can't reach as far as the bank. And how does the dirt road vs the paved road change this distance? Because sometimes when I connect the power plant with paved streets the electricity goes further but sometimes not. Can anyone explain the system to calculate the range? [link] [comments] | ||
Posted: 19 Nov 2020 02:03 AM PST Based on https://anno1800.fandom.com/wiki/Trade it seems that it is a good idea to buy things via passive trading and to sell them to NPCs via active trading. There are few questions for which I can't find the answer: 1) What can be bought by passive trading in given region? 2) How efficient it can be? Setting buying limits on every island will provide more goods then having only one island with huge storage capacity? 3) Is there limitation how many goods you can obtain in given period of time? For example: is it possible to as much grain as your economy needs to be able to get rid of all fields? I know this is not optimal solution, I just wonder how much can be achived in this way. [link] [comments] |
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