Anno With the release of Docklands I decided to build a Scholars/Artisans-City. Hope you like it! |
- With the release of Docklands I decided to build a Scholars/Artisans-City. Hope you like it!
- Anno 2205
- My Central Train Station
- There should be more than one background available for railway tiles e.g. asphalt / cobblestone
- Extremely high RAM utilization and constant stutters - Anno 1800
- Which is the best good to produce for export?
- Seat of Power was a missed opportunity for a Parliamentary system
- See All Goods Available to Purchase from Other AI Islands
- Question.
- Docklands Update
- Anno 1404 Venice - Multiplacement Buildings
- POV: You're playing The Passage for the first time
- Anno 1800™ Complete Edition Year 3 is $74.22 (33% off) at GameBillet
- So Trading Posts and Harbormasters Office Questions
- Fire Anime Girl
- Anno 1800 Crashes
With the release of Docklands I decided to build a Scholars/Artisans-City. Hope you like it! Posted: 08 Mar 2021 05:02 AM PST
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Posted: 07 Mar 2021 10:45 PM PST Imagine it had been done properly using 1800s engine and gameplay. Imagine looking at a solar map instead of the world map and watching your trade ships voyage to the moon, with mineral mining on Mars and gas mining on Venus. One can dream! [link] [comments] | ||
Posted: 08 Mar 2021 05:01 AM PST
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There should be more than one background available for railway tiles e.g. asphalt / cobblestone Posted: 08 Mar 2021 03:12 AM PST Currently there is only (grass) background which looks a bit odd in urban/industrial areas: I know there is a workaround and you can build crossings but it has some drawbacks and there can be only two crossings adjacent to each other. [link] [comments] | ||
Extremely high RAM utilization and constant stutters - Anno 1800 Posted: 08 Mar 2021 05:35 AM PST So yeah I dont normally ask for technical help but I am at my wits end here. My game is using about 10GB of RAM all on its own and dag nabit I think its causing the random lockups im experiencing. Not sure if that kind of usage is normal? Can anyone share their RAM usage. Alternatively I need some kind of help to fix the stutters since I am not sure these 2 are related. Basically is a complete lockup for about 2 seconds every minute or so. I've tried:
Specs : Ryzen 3600 RTX2060 16GB 3200Mhz RAM. (2x8) Antec 620w HCG 1080p monitor. Any helps would be appreciated, even if you share your specs and ram utilization. EDIT: Oh and worth mentioning ive been playing this game for ages without issue until about a month ago, no system changes besides driver updates here and there and obviously game updates. [link] [comments] | ||
Which is the best good to produce for export? Posted: 08 Mar 2021 07:05 AM PST So after playing around with the docklands DLC for a while, I decided to try to sustain my entire old world session solely on one export good. That means I want to produce no consumption goods but rather build a huge production of any good and then trade it for everything my population needs. I am wondering what might be best suited for that scenario and I am looking forward to read your comments and suggestions. For context: In the savegame where I want to try this, I am close to running out of space to build in the Kap (around 750k inhabitants total, so late-game), there is a decent amount of space left in both Enbesa and the new World and the Old World is completely empty (except for some item farming tourist islands) and ready for this little challenge. I thought about those 4 goods for export so far: Steam carriages: Obvious choice, as they are the most valuable export good. Using Susannah makes it a lot easier to scale production up, as there is only need for filaments (coal is of no shortage) and chassis. Wood for chassis is not too difficult to come by however producing all the Caoutschouc in the New World might use quite a lot of space. I'm thinking about maybe trading part of the produced steam carriages for caoutschouc, which would reduce the overall effectiveness, but also save some space in the New World. Another thing that bothers me with the steam carriages: Cab assembly line, filament factory and coachmakers are such huge fucking buildings. On top, the letter two can't really be boosted with specific items that bring great bonuses. Another plus though: Susannah brings additional lightbulbs, that can also be exported. Advanced Weapons: The second most valuable export good (I think?). Steel only takes coal and iron which are no problems to get and also the furnace is not too big of a building. But then you have to add the dynamite factory (big building) which needs tallow (yet another building, small however) and salpetre (not a big problem as coastal building can be heavily boosted). However, I think the pig farms that have to be built ultimately just take up to much space in the Old World to massiveley overproduce Advanced Weapons. Jewellery: Strinberg eliminates the use for pearls and gives additional pocketwatches that can also be exported. On top, the gemologist changes the input from gold bars to gold ore, which can be easily produced by sand mines using Steven MacLeod. That means there is only one factory needed: Jewellers (plus the coastal sand mines, they can be heavily boosted via trade union, harbourmaster plus palace bonuses). My only concern here: is Jewellery valuable enough to sustain hundreds of thousands of Old World inhabitants via trade? Penny Farthings: Bruno and Dario really force the Penny Farthings into this conversation. They only require iron ore (no problem) and then caoutschouc (again, a lot of space in the New World, maybe parts of that can be saved by trading for caoutschouc). With only those two basic input goods and using only one building (the bycicle factory), one can produce (and export) Penny Farthings (duh..), Advanced Weapons, Steam Engines, Gramophones and Pocket Watches. That's an incredible amount of output goods! So is this the runaway winner of the export goods contest? I'll be glad to hear your takes! [link] [comments] | ||
Seat of Power was a missed opportunity for a Parliamentary system Posted: 08 Mar 2021 11:37 AM PST Someone has probably already suggested this, but I was just thinking about how some sort of Parliament would fit very well in Anno 1800, given the time period. It would have to be properly made of course, but it would add some flavor and a political component that I feel would fit right in. Maybe balancing factions/parties in a way that gives you both bonuses and penalties. Given the nature of Seat of Power that would have been the right moment, and now it's probably too late (it amazes me we are getting a third group of DLC's). [link] [comments] | ||
See All Goods Available to Purchase from Other AI Islands Posted: 08 Mar 2021 10:58 AM PST Is there a way to see all of the goods available to purchase from all the AI islands from ONE screen? Say I need to purchase some Sewing Machines - right now the only way I can figure out which AI has the item and on what island is to have to click on every island's Trading Post. On the Trading Route screen you can hover over each AI island to see all the goods they are requesting - but not selling. There has got to be a better way? Is there? [link] [comments] | ||
Posted: 08 Mar 2021 03:15 AM PST You can upgrade multiple houses at once. Is there a way to downgrade multiple houses at once? [link] [comments] | ||
Posted: 08 Mar 2021 09:35 AM PST After the update, I'm not able to place most coastal buildings because of Construction area blocked error. The coast is completely clear of all buildings but the trading post. It gets more interesting: I'm able to place coastal buildings on the land instead, and not on the coast. Tried starting several new games with the same issue. Anyone else experienced this and have a solution? [link] [comments] | ||
Anno 1404 Venice - Multiplacement Buildings Posted: 08 Mar 2021 09:21 AM PST I was just wondering if there a mod that enables multiplacement in the original annno 1404 venice, like in anno 2070 where you could build houses by blocks. Late game building houses 1 by 1 is a bit tedious. [link] [comments] | ||
POV: You're playing The Passage for the first time Posted: 08 Mar 2021 09:14 AM PST
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Anno 1800™ Complete Edition Year 3 is $74.22 (33% off) at GameBillet Posted: 08 Mar 2021 08:08 AM PST
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So Trading Posts and Harbormasters Office Questions Posted: 08 Mar 2021 03:47 AM PST So with Docklands things have become so much more complicated for me. I like to make pretty towns and have always had my trading post at the center with the commuter and visitor pier alongside it. But doing that means I don't have a lot of space for the Docklands modules to fit into. I can split them up but that means missing out on attractiveness if they aren't connected to the wharf. My main settlement is Ditchwater, yup I don't like the sandbox maps so I just kept going with my map after I finished the campaign. I was thinking of moving my visitors pier and commuter pier to the other side of the island on the small beach and making it look pretty over there like an arrival center, but it means I would need to spend influence and put a harbormasters office there too since it would be out of range of the docklands. But I am still so undecided. So what is everyone doing with this? Do you have your docklands by your trading post? Help I am having trouble and I am too indecisive! Also what items do people put in their harbormasters office? I don't play with aggressive A.I and I have peace treaties with the pirates, so no war. I have only put in items that effect the visitors pier because I don't know what else would be useful. [link] [comments] | ||
Posted: 08 Mar 2021 09:51 AM PST
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Posted: 07 Mar 2021 10:02 PM PST Hey there; hope someone can help me! If got a few mods installed; the harbour life mod conflicted with the new update so I removed it. But as soon as my docklands reach a certain complexity, density or size my game crashes with an unkown directx error. Is there a solution out there? Thanks to everyone who can help! [link] [comments] |
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