Anno The Crown of Enbesa |
- The Crown of Enbesa
- A small resource for you beauty builders: Botanical Gardens
- [Mod release] High-contrast Range Indicator Colors (Colourblind Friendly)
- First shipment of rum leaving the New World! I'm only playing this game on medium settings and it's still so beautiful!
- Teaser pic from Tourist Season DLC: Chemical factory
- [Anno 1800] "DirectX Error - Present failed" in 2021
- Does the AI in game still cheat?
- Anno: Create a New World (Java Game Review)
- A Guide to Beauty Building in Anno 1800 in the Old World
- As promised, the video going over my pig island.
- Help With Mod Harbor Ornaments 2.0
- The church of my artinans' district on my main island Mulm
- Bente strikes back
- Any info about upcoming games?
Posted: 18 Apr 2021 05:54 AM PDT
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A small resource for you beauty builders: Botanical Gardens Posted: 18 Apr 2021 07:05 AM PDT
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[Mod release] High-contrast Range Indicator Colors (Colourblind Friendly) Posted: 18 Apr 2021 03:56 AM PDT
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Posted: 18 Apr 2021 11:02 AM PDT
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Teaser pic from Tourist Season DLC: Chemical factory Posted: 17 Apr 2021 03:39 PM PDT
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[Anno 1800] "DirectX Error - Present failed" in 2021 Posted: 18 Apr 2021 06:32 AM PDT I know this DirectX Error is anything but new and people having this problem since the beta, but I'm wondering if there has not been an actual working solution ever since? I'm using DX11 instead of DX12, that seems to be the major cause. It still happens a lot while playing MP though. All my drivers are up to date, the game itself as well. I also tried completely reinstalling the game with no help. My system is a Ryzen 5900X and a RTX 3080. I used to play a lot of SP and MP matches last year with an Ryzen 3600 and a RTX 2070 Super with no problems in DX12, so maybe it's due to the newer components? [link] [comments] | ||
Does the AI in game still cheat? Posted: 18 Apr 2021 11:54 AM PDT | ||
Anno: Create a New World (Java Game Review) Posted: 18 Apr 2021 07:53 AM PDT
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A Guide to Beauty Building in Anno 1800 in the Old World Posted: 17 Apr 2021 01:56 PM PDT tl;dr I spent too much time making this... So this is for everyone that wants to start beauty buidling and doens't really know how or just might want to learn something new. Beauty Builders, if you want me to add anything that I didn't notice or forgot please tell me. Content:
IntroductionThis Guide is here to help players who which to become Beauty Builders but don't know how yet how to get there or experienced Beauty Builders who might want to gain new inspiration. Nothing in this guide is in any way final or the only correct way to do something. Because of that I refrained from too concrete examples of in game examples. In the end it is up to the user who they beauty build and not me. Also, this Guide is loosely inspired by the "Global History of Urban Design I" Course by Prof. Dr. Tom Avermaete taught at Eidgenössische Technische Hochschule Zürich, a course that I greatly enjoyed. LayoutWhile beauty building the first thing you should concern yourself with is the city you want to create. And a city starts with a layout. Now this doesn't mean that you have to have everything planned out perfectly from the beginning in fact that's something to avoid because it makes it harder to grow your city in an organic way. But you should at least have an idea where you want to do. Now your city usually starts with one of two preconditions. Either it is your first city that has to grow according to how you expand or it's a city that you build later on a different island that doesn't have those restrictions because you can create the necessary products in advance. First CityYour first city can't be planned out easily because you lack the necessary information to do so. You usually don't know how and when you expand it. It is also the city that will change shape the most during your game. What you can do however is think about what you have to build sooner or later anyways. You definitely will build all necessary public services (Marketplace, School, University, Powerplant, Fire Station, Police Station and Hospital) and probably all luxury public services (Pub, Church, Variety Theatre, Bank and Members Club) as well. Of all those buildings the Bank is by far the biggest with a site of 10x12 tiles. You will also need to build several production buildings to support your city at the beginning before you inevitably move them to another island. This is where you have to start to think and make decisions on what kind of city you want to have and what kind of image you want to portrait. In the 19th century people already knew that bad air might not be good for you so they usually tried to separate industries from residences when possible especially the smelly ones. In fast growing cities however, the residential parts sometimes engulfed the industries. Anno 1800 divides industries into roughly 3 types: normal, heavy and vulgar. Normal industries don't give you an attractiveness malus while heavy and vulgar ones do. For your city you should therefore infer that people might not want to live near those, especially the higher tiered ones. The biggest two industries are the Cab Assembly Line at 8x12 and the Heavy Weapons Factory at 9x10 There are only a few building left that you should be aware of and these are the Trading Post (7x11, island side is 7), the Public Mooring (8x25, island side is 8), the Commuter Pier (5x15, island side is 5), Museum (5x8, entrance side is 8) and Zoo (4x7, entrance side is 7) which are both modular so they might take up way more space and finally the World's Fair at 18x22, the biggest non-modular building in the game. If you play the campaign and use Ditchwater as your main island you will also get the Court of Justice (?x? odd) If you have the corresponding DLC's you will also have the Botanical Garden (same as zoo), the Gas Power Plant (5x6), the Local Department (5x8, entrance side is 8), the Fuel Station (5x5) and the Docklands (7x6, island side is 7). In the future more buildings might be added. The cosmetic DLC's notable addition at this point is the Clearwater Pool (11x13). After gaining awareness of the notable buildings you can start to actually think of a layout. Your layout should follow a few rules:
The rest is up to you, there is no right or wrong way to do it. But since that's not helpful in the slightest I will give some examples of things that you can incorporate or do to make a good layout for your starting city. SymmetrySymmetry is something that you should always remember if you're annoyed with things not lining up perfectly. Since some buildings have and even tile length and others have an odd one this can get annoying quickly. Especially since the Trading Post is odd and most others are even. Therefore, you can't line up most buildings with it. Main StreetHistorically most cities in the old world have been built along trade routes or have been the start of one (or more). Those routes then became the main streets of those cities. In Anno we don't really need land trade routes nor do our cities have the history that supports their existence. In this case however you can borrow from the new world. There main streets were used to connect the city centre with the harbour, the only trade route they had. A main street from the harbour to your city centre perpendicular to the coast might therefore be a nice addition. Quay StreetIf you don't want to have a main street you might want to have a quay street (of course you can also have both). This is especially helpful on islands that are more wide than deep. A quay street should be parallel to and along your harbour coastline. In the real world you can find quay streets in almost every city at a larger body of water. BlocksThe simplest of all layouts are square blocks. It is not the most creative, but it is a good start for your first city. Your Block size should be big enough to fit most buildings into it. Takarazuka has a good tutorial for 10x10 Blocks on his Youtube-channel: https://youtu.be/Tk1ATFwiNkI Realistic PlacementAs established before some industries might not be welcome in the middle of a city. And in contrast to that are the parts closer to the centre of the city more favoured than the outskirts and are therefore more likely to be populated by wealthier people (also engineer and investor residences look more urban). A good way to design a realistic city is therefore to follow this pattern. Later CitiesOnce you start expanding your empire to other islands creating a layout gets easier, since you have all the necessary buildings already unlocked and you can place them in blueprint mode. If you have the right DLC's two more buildings will join the fray. The Palace, the Radio Station and the Research Institute since it's unlikely that you build them on your first island. The first thing to do when planning a new city is to decide what to use it for. Maybe you need a lot of farms or you want to produce more steel or maybe you just want to increase your population and income with a lot of Investors. Having chosen the raison d'être for your new city you now also know the necessary buildings to achieve said raison d'être and start creating the layout. Again, there isn't much right or wrong here but there are a few more elements that are easier to incorporate if you have control over everything from the start. Placement of Important BuildingsThe easiest way to start the layout of a new city is by placing down the important buildings and then continue to develop it from there. Since most buildings need to be connected to the Trading Post the connecting streets can also be the main streets of your city. Where and how you connect them will greatly influence how the rest of the city looks like. Adapting to Residence ShapeFarmers, Workers and Artisans have Residences that work as single entities while Engineers and Investors are terraced. Hence the first group allows for more unconventional road placement with smaller unordered clusters while the latter works better placed in blocks and rows. Farmers homes might be more spread out while Workers and Artisans might be closer together. Investors and Engineers can form Manzanas (the Barcelona blocks) A special case is the chamfered corner Investor Residence that can be used to make diagonal roads by using shortcuts. Parks and SquaresParks and squares are always a good addition to any city. A big square for example can become the centre of a city and so can a big park. Squares like this can be found all around Europe while Parks that make city centres exist in the English garden cities or something like Central Park in New York. Another way to implement parks is by creating one at the edge of your city either to relax or if you own the DLC an Amusement park. You can also create parks and squares adjacent to important buildings, especially the Pub, the Church, the Variety Theatre, the Members Club, the School, and the University work well. Green NecklaceRivers can be annoying because of their irregular shape. They can however be used to create additional park space by turning them into a green necklace as done for example in Boston. Just straighten the river by creating parks around it. SightlinesA good way to beautify your city is by introducing sightlines. You take an important building and connect it with a straight line to either another Building, a park, or the sea. They do not need a direct street through, you can also integrate cliffs, rivers, and steep drops. A good way to further the effect is by focusing the view on the centre of the monument by narrowing down the road the further you get as it has been done in Rome towards the St. Peter's Basilica just to open up into a big square. IntegrationAs already state with parks you can integrate buildings into their environment. A single building in the middle of an empty square can look worse than one that is sandwiched by others. Try taking away the buildings that surround the Basilica San Marco in Venice and it just wouldn't look that good. Try Creative DesignsDuring the 19th Century a lot of people tried to create utopic cities with ridiculous designs so why not just do something like that. Hence, I give you here some examples of cities that were planned and some even built:
Take those as inspiration if you must and if you make something similar please post it. BuildingsThe second section is about how to use, beautify, and integrate singular buildings. Since Anno 1800 has a lot of them I will not talk about every single one of them but generalise by category and tier. Again, all of those are suggestions and personal Observations ResidencesFarmers residences work best with the Modest and Quaint Park Ornaments as well as the Agricultural Ornaments from Bright Harvest Workers residences work best with the same as farmers but also the Industrial Ornaments from Bright Harvest and some of the City Lights Ornaments. Artisans residences work best with all base game Ornaments up to their tier and Twitch Drops, the Agricultural Ornaments, Christmas, City Lights, and Amusement Parks. Engineer residences work best with all base game Ornaments up to their tier, the Ubisoft Club Ornaments and the Twitch Drops, Botanica, Christmas, City Lights, and Amusement Parks. Investor residences work best with all base game Ornaments, the Ubisoft Club Ornaments, Botanica, Christmas and some City Lights. Scholars (Land of Lions DLC) work best with the Modest, Quaint, Pleasant, and Elaborate Park Ornaments and some of the City Lights Ornaments. IndustryIndustry is grouped by workforce used. Farmers Industry works best with the Modest and Quaint Park Ornaments as well as the Agricultural Ornaments from Bright Harvest. Workers Industry and higher works best with the Modest and Quaint Park Ornaments, the hedges, fences as well as the Industrial Ornaments from Bright Harvest. Public BuildingsThe Marketplace can be used as city centre on lower tiers but the higher it goes it will have to move from that position towards the edges of parks and squares. They work with almost all Ornaments Schools can be placed in-between residences together with maybe a small park. They work with all nature Ornaments and the City Lights Playgrounds. Universities can either be between other buildings or alone with a park surrounding them. All park Ornaments work with it. Try placing the telescope away from mountains. The Pub already has trees planted on its model; therefore, it works with all other park Ornaments as well. Over time it can be moved into or to the edge of bigger parks, but it looks nice between Farmer and Worker Residences as well Churches work both between everything up to artisans and at the edge of parks and plazas. They work with most Ornaments. The Variety Theatre works with about everything and about everywhere. The Bank is usually close to the centre of the local area, maybe at a bigger square. It also works good with avenues. Members Clubs might benefit from private parks and open spaces close to them so that the terrace gets light. The Radio Station (Land of Lions DLC) works with the same Ornaments the Scholars Residences work with. Trade Union and Town Hall work with everything and everywhere. On lower tiers they can be town centres while they have to move like the Marketplace on higher tiers. Parks and SquaresParks and Squares can be made with the complementing Ornaments. The only real tip is to neither overdo nor underdo it. An empty square is as bad as a with hedges and statues overcrowded park. A good way to design a park or square is by deciding on a single bigger Ornament as the centre and then expanding it around it. [link] [comments] | ||
As promised, the video going over my pig island. Posted: 17 Apr 2021 11:09 PM PDT
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Help With Mod Harbor Ornaments 2.0 Posted: 17 Apr 2021 11:28 PM PDT | ||
The church of my artinans' district on my main island Mulm Posted: 17 Apr 2021 01:40 PM PDT
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Posted: 17 Apr 2021 09:57 PM PDT | ||
Any info about upcoming games? Posted: 17 Apr 2021 08:23 PM PDT I am a big fan of Anno, but I prefer futuristic games, not historic ones to be honest. I really really like 2070, even though it's 10 years old, but it is showing its age. Is there any info out there when we can expect a new anno game? [link] [comments] |
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