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    Wednesday, February 10, 2021

    Anno Hope these diagonal bits in the harbour area that don't fit to its surrounding tiles will be also fixed along with the badly fitting ornaments

    Anno Hope these diagonal bits in the harbour area that don't fit to its surrounding tiles will be also fixed along with the badly fitting ornaments


    Hope these diagonal bits in the harbour area that don't fit to its surrounding tiles will be also fixed along with the badly fitting ornaments

    Posted: 10 Feb 2021 04:14 AM PST

    ANNO 1800 be like

    Posted: 10 Feb 2021 07:52 AM PST

    even bob the builder is confused

    Posted: 10 Feb 2021 03:10 AM PST

    Screenfreeze

    Posted: 10 Feb 2021 05:21 AM PST

    Hello fellow Annoholics :)

    Since the new patch yesterday i regularly have a freezed screen for like 4 seconds. It works fine after those seconds. Happens every 4-6 minutes. Anyone with the same problem or perhaps a solution for my problem?

    Thank you all😊

    submitted by /u/PhilupDeluxe
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    Excited about building a trading empire

    Posted: 10 Feb 2021 08:43 AM PST

    I just watched the hour long video on the dlc. I am really excited about building a trading empire . Currently i always feel such a waste when i am making tons of gold and engines that i never need and just do nothing. Being able to export them in huge quantities for new stuff sounds amazing. I want to build an entire island making tons and tons of heavy industry, knocking out thousands of steel beams and the actually have a use for them... Dead excited.

    submitted by /u/Ricardo440440
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    Please please add cobblestone/asphalt background for railway tiles available

    Posted: 09 Feb 2021 07:39 PM PST

    I know you can do a semi-workaround by putting two crossings next to a each other but then a grass tile must come which looks very odd in an industrial zone.

    submitted by /u/videki_man
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    Idea for the Anno: The separation between the advanced levels and classes.

    Posted: 10 Feb 2021 08:58 AM PST

    I was thinking, that ever since Anno 1404 put the idea of parallel social classes, would it not be better to separate the advanced levels for houses and the social classes?

    For example, the farmer homes and the worker homes (1800 example) would upgrade along side each other without changing their social class, while having increasing needs until the end of the game. I think it would be good because it would make the lower classes levels more interesting in the long run, make their homes more visually interesting in big cities and also be realistic at the same time, as the higher social classes were of course a minority in history.

    What do you guys think?

    submitted by /u/InformalSwim
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    I've heard it's impossible to build bridges one by one...

    Posted: 10 Feb 2021 10:02 AM PST

    Lighthouse ornament to be added officially with Docklands?

    Posted: 10 Feb 2021 09:41 AM PST

    Docklands

    Posted: 10 Feb 2021 01:57 AM PST

    I found it strange that they repeated several times during the stream that it was "technically very difficult" (and at one point they even said "impossible") to enlarge the harbor area. Yet Spice it Up, a mod collection created by non-developers, has a mod that increases the harbor area and it works just fine.

    What's up with that?

    submitted by /u/fluffytom82
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    Quays as streets and building coastal buildings away from the coast.

    Posted: 10 Feb 2021 05:52 AM PST

    I'm not sure if I picked this up correctly in the stream, but since the quays will function as streets in the next DLC, would it be possible to build fisheries etc away from the coast? What other use would there be to make quays function as streets?

    submitted by /u/Whiphid
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    Can we have tourist trains, even if purely ornamental?

    Posted: 10 Feb 2021 10:15 AM PST

    I would like to have tourist trains pulling through my beautifully built city and feel the sense of achievement from showing of to virtual tourists, or just imagine having my minmax efficiency Aesthetical Nightmareburg dwellers going to the attractiveness district with amenities en masse. Having the option to build tourist train stations with tourist trains running between them would significantly improve the immersion even if it's just for visual effect, as I understand that with tourist buses having actual gameplay functions adding another method of transport would complicate the mechanisms too much.

    Anyway I just like to see more trains other than oil tankers, and I believe Tourist Season is a great chance for that.

    submitted by /u/inter681
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    Which version of Anno 1800 to buy?

    Posted: 10 Feb 2021 11:39 AM PST

    Anno is on sale in the epic games store right now and I'm interested in getting it, is it worth it to spend a little extra to get all the DLC's?

    submitted by /u/ajohnsoj41
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    Shout out to our German bros

    Posted: 10 Feb 2021 11:03 AM PST

    I'm a bit of a min-maxer, so I like to completely optimize production layouts around Trade Unions, ESPECIALLY in The New World, as you need to export a massive amounts of Coffee and Rum to a lesser extent. I typically used the https://anno1800.fandom.com website to source my layouts, but recently I've found that website to be incredibly lacking for anything outside of The Old World. I spent more time than I'm willing to admit trying to perfect Rum/Coffee/Chocolate/Cigar layouts until I stumbled upon http://www.annolayouts.de/index.htm?lang=en. Holy smokes, thank you so much German bros.

    submitted by /u/Unpopular-Truth
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    Modding and updates

    Posted: 10 Feb 2021 06:53 AM PST

    I remember reading that mods tend to be broken for a few days after an update. Is fixing this as simple as downloading the new modloader (whenever it comes out) and installing it the same way I did originally?

    submitted by /u/RoastKrill
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    Kasparov, could you please accept a ceasefire ?

    Posted: 10 Feb 2021 10:35 AM PST

    Hi everyone !

    I'm having some issue with how the diplomacy works in Anno 1800.

    20 hours into a game, with Bente, Kasparvo and Beryl. I made the mistake to get an alliance with Bente in early game (she asked nicely), and at some point, Kasparov declares war on her. I also had an alliance with Beryl, so all three are fighting the condescending bastard.

    5 hours later, I'm the only one actively fighting him, I destroyed all his SotL, took 3 islands from him (2 New World, 1 Old World), and still, the Cease Fire percentage is "Zero".. He hadn't asked anything himself also.

    What should I do ? I'm started to get frustrated, I like some conflict but I'd like to come back to building and enhancing my city. Should I keep stealing his islands ?

    Thanks for any help :)

    submitted by /u/Hawawark
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    Petit coins pour les touristes , chantier en cours �� .

    Posted: 09 Feb 2021 05:20 PM PST

    Environmental Campaigner Achivement

    Posted: 10 Feb 2021 08:33 AM PST

    Are there some additional requirements for this Achivement? I tried something like this: - having 750 technicians on one island - remove all heaters on all islands (to be sure) - wait 1 hour of game time (with triple time, so less in real world) - because of missing goods total number of technicians went down to 550, but all the time more then 520 - after this time I didn't obtain the Achivement Is there something more that needs to be fullfilled?

    submitted by /u/vadzier
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    Arctic tips

    Posted: 10 Feb 2021 08:26 AM PST

    I'm trying to settle up in Arctic. Is there a palce where I can find some tips and hints to make this easier / more efficient? I know basic principles but I'm looking for something more.

    submitted by /u/vadzier
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    Next Anno - “land combat”

    Posted: 10 Feb 2021 08:12 AM PST

    Just an idea I had for "land combat" in Anno specifically given the dev and community perspectives I'm privy to. It's not a true land combat system but more akin to a siege system to spice up the combat and allow for some more player interaction and immersion. This would need to be done in a new Anno where the harbors can be properly designed and allocated space.

    Starting with harbors. Open up the coast lines slightly more and add additional depth for structures. I would also recommend moving away from individual buildings in lieu of a dock slotting system. For example build 1 fishery per coastline, and upgrade it with more dock space and ships to increase production. This will most notably reduce the needed "functional" coastlines. Even with additional harbor building variety, the singular nature will save space. From here add in defensive structures. These would be coastal areas only, both for in the water area (as it is currently) AND the land area, which would be a similar 10-15 tile range from coastline. In addition to the current harbor defense this would allow for creating gates/walls/towers/etc, but restrict and focus construction no more complex then things are now. This is specifically not land combat as in moving troops across the islands. It's all still taking place in the harbors. Additionally it would be cool to see gun positions build able into the cliffs which are within a set tile range of coasts.

    The next piece is expanding SHIPS. We're not talking about building big bases for troops or anything. It can all be managed through adding another layer to ships without introducing a whole new general gameplay mechanic. Ships should have 3 inventory types which are 1) crew 2) troops 3) storage. Crew and storage function similarly to how ships in 1800 do. Troop inventory type is split off as ideally it is going to factor into animations later and thus we need to deal with defined amounts and limits. For example, each troop slot on a warship would translate to 1-2 row boats as part of the ship model itself.

    The third piece is "troop items" there's a lot of room to play here, but in keeping it simple and in line with the current atmosphere I would recommend usage of a generic "fortress" city piece. From this piece, players would be able to craft various "troop item" recipes from their storage surpluses. Clothes, weapons, wood, etc to craft the gear/guns/etc. each troop item is its own "unit". We're not talking about individual guns/armors/etc. just a general recipe to create the entire unit. Increasing quantity and variety of input resources to get better units, unit blueprints like ship blueprints.

    Now when you bring it all together you've got a built up harbor defense system and aesthetic. A single additional land building (aside from the harbor defense) which creates and stores all the "military", and an extra ship layer to slot in your military troops to your warships.

    This bring us to the final elements. We start with the typical Anno 1800 harbor siege. From here, increase the ranges and decrease the accuracy of cannon. This is going to prolong the battle and allow for more tactics such as pulling ships out. Plus the more cannons firing and exploding all over the place, the better. Next we have the deployment system for our troops. This is no different then using the ship items we currently use such as mortars. When this is done, warships (with troop capacities) will deploy their row boats and animations will play out as they approach the coastal defenses where they will proceed to climb walls, blow up cannons, etc. There does not have to be a skill or threshold involved in this. It could be designed to make the balance of ships and troops inconsequential to the siege. However I would recommend utilizing the tactical opportunity and set certain thresholds and balances based off ships and troops vrs harbor defenses. For example, a full wall and gate could require troops to seize an island, where ships alone may only be able to blockade the port. Tactically there could also be a consideration to timing the amphibious invasion and potential destruction, for example harbor defenses could target and destroy the rowboats which would mean players need to soften defenses with prolonged bombardments (this fits into the range/accuracy change). This can be taken a step further with degradations. By moving away from "complete kills" on ships/defenses and towards a level of effectiveness system there is more opportunity to create tactical windows. This would also be a HUGE help to creating harder AI without just letting them cheat, but actually requiring players to manage some tactics.

    All in all, what does this produce?

    • minor increase to inter island building (+chain for troop items, fortress)
    • expanded harbor building variety
    • consolidated harbor quantities
    • greatly increased harbor aesthetic
    • increased ship variety and aesthetic
    • prolonged siege combat
    • significant combat aesthetic improvement
    • optional potential scope for tactics in combat
    • pseudo land combat
    submitted by /u/joe19921992
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