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    Sunday, April 18, 2021

    Anno The Crown of Enbesa

    Anno The Crown of Enbesa


    The Crown of Enbesa

    Posted: 18 Apr 2021 05:54 AM PDT

    A small resource for you beauty builders: Botanical Gardens

    Posted: 18 Apr 2021 07:05 AM PDT

    A small resource for you beauty builders: Botanical Gardens

    Hey guys! I spent this week collecting various plants for my Botanical Gardens, and then decided to provide the community with something I thought may be useful:

    Botanical Garden items can either appear as a glasshouse model when placed in an empty slot, or it may have a unique model specific to that item. I've made a list of all the items, categorised by the set they are in, and it shows what items have a unique model and what items just show up in a glasshouse.

    I figured it might be nice for someone looking for a specific aesthetical look to know what each item looks like once its slotted in, without having to collect all the items first.

    Hope this is useful to someone.

    Basically the format is as follows:

    I have a screenshot of a set, then I have a picture of the items in that order once they are slotted in. Eg, for the Amazonas set (first one below), the set screenshot shows the Banyan tree in the top right. In the image below it, you can see the Banyan tree model in the top right slot. Hope that makes sense.

    https://preview.redd.it/qm1h0q3muxt61.png?width=265&format=png&auto=webp&s=12c2f904965a3dcb98ef0ed469bbd6aee96b3f14

    https://preview.redd.it/w27crwwnuxt61.png?width=624&format=png&auto=webp&s=d2f9844aad56a9ab388eb6f212c5e62bf35a1d65

    https://preview.redd.it/xqciiuj3vxt61.png?width=257&format=png&auto=webp&s=a2dd2ad139578c16c34b098811002369d564f51f

    https://preview.redd.it/wt8spua4vxt61.png?width=624&format=png&auto=webp&s=bcca9098e4f08f6b269b997176899db1eb2e82e1

    https://preview.redd.it/dbrq4ax4vxt61.png?width=264&format=png&auto=webp&s=6b83ca5215afa06743ac779816558739ade26444

    https://preview.redd.it/x7sosem5vxt61.png?width=624&format=png&auto=webp&s=cfa1b5b5e581b2cc57f2d7588268a8cd4feda534

    https://preview.redd.it/wzdabom6vxt61.png?width=262&format=png&auto=webp&s=dfea85382e81a1129019ac1cf0dad6a6ec1fa8ca

    https://preview.redd.it/hf3v8fb7vxt61.png?width=624&format=png&auto=webp&s=b9dc07921ec1ba0be627b439344f9a3d68518beb

    https://preview.redd.it/3l5ronv7vxt61.png?width=263&format=png&auto=webp&s=f39d0c706fa4c9cc20f390d0a02f44343deb32db

    https://preview.redd.it/zbdmkln8vxt61.png?width=624&format=png&auto=webp&s=55f8ab37fbd07575fdab2260223e6ec603069745

    https://preview.redd.it/bao8uaa9vxt61.png?width=258&format=png&auto=webp&s=83984a4ca7540606c423212067c61e0245fbd3b7

    https://preview.redd.it/krauz72avxt61.png?width=624&format=png&auto=webp&s=aa2a2208b6d123b29640f48ec7ec92c9bb69dff5

    https://preview.redd.it/mc801dnavxt61.png?width=257&format=png&auto=webp&s=c45a18cf632055e1832339a2c7fc0b1c267dea9b

    https://preview.redd.it/6ve8smbbvxt61.png?width=624&format=png&auto=webp&s=b9c7612b1c779a7f1c290ce9d5ab1acb27c15379

    https://preview.redd.it/9ek1ayxbvxt61.png?width=258&format=png&auto=webp&s=ba6a0b5c974c9ce9a032c4d219358013a48e2d09

    https://preview.redd.it/ruem4flcvxt61.png?width=624&format=png&auto=webp&s=928225a34254f91741ad8578a9a4334742cc0faf

    https://preview.redd.it/7h9kax7dvxt61.png?width=257&format=png&auto=webp&s=63bf715d7737b1877855941d9ddfb7f3d72bf457

    https://preview.redd.it/iia9z1vdvxt61.png?width=624&format=png&auto=webp&s=b4ae64828ee4fef77b42ff9d7c6e7e34768da454

    submitted by /u/FuzBallTable95
    [link] [comments]

    [Mod release] High-contrast Range Indicator Colors (Colourblind Friendly)

    Posted: 18 Apr 2021 03:56 AM PDT

    [Mod release] High-contrast Range Indicator Colors (Colourblind Friendly)

    One of the longstanding issues I've had with the game is that when placing a public service, the game highlights the reach as a road overlay, but it can be very difficult to see the difference between the fully-supplied (light green) and partially-supplied (slightly lighter green) ranges, as shown in this unmodded screenshot. I decided to make a mod that increases the contrast of the highlights, and at the same time try to address a concern that the contrast of these ranges are not ideal for colour-blind or partially sighted players.

    I have released on NexusMods a set of two mods that change the colours of the highlights:

    • One mod which makes the default colours brighter for fully-supplied ranges, and lighter for partially-supplied ranges. Example image
    • One mod which changes the colours to a more vibrant palette that should (hopefully) be much clearer for users with Protanomaly/Protanopia and Deuteranomaly/Deuteranopia (the common forms of colorblindness). Example image

    Download on Nexus Mods https://www.nexusmods.com/anno1800/mods/125
    Preview GIF: https://i.imgur.com/mJHESVI.gif (shows default, high-contrast and colourblind-friendly modes)

    Animated gif of the two different versions, compared against the unmodded game (same as link above).

    You will need the Anno 1800 Mod Loader to use these mods. Both mods also change the highlight colour for factories and blueprints. Hopefully these are helpful to people! All feedback is absolutely welcome, especially from those of you who are colourblind or partially-sighted.

    (P.S. If you're looking to add more content to your game, consider my other mod that adds 4 new Botanical Garden sets for Enbesa)

    submitted by /u/fffam
    [link] [comments]

    First shipment of rum leaving the New World! I'm only playing this game on medium settings and it's still so beautiful!

    Posted: 18 Apr 2021 11:02 AM PDT

    Teaser pic from Tourist Season DLC: Chemical factory

    Posted: 17 Apr 2021 03:39 PM PDT

    [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?
    I'm also playing mainly on a 5120x1440 resolution. Sometimes I scale the resolution down and play in windows mode (mainly when I want the game to simply run in the background) and I never had an DX-error then.

    submitted by /u/Felix_B91
    [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

    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:

    • Introduction
    • Layout
      • First City
        • Symmetry
        • Main Street
        • Quay Street
        • Blocks
        • Realistic Placement
      • Later Cities
        • Placement of Important Buildings
        • Adapting to Residence Shape
        • Parks and Squares
        • Green Necklace
        • Sightlines
        • Integration
        • Try Creative Designs
    • Buildings
      • Residences
      • Industry
      • Public Buildings
      • Parks and Squares

    Introduction

    This 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.

    Layout

    While 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 City

    Your 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:

    1. It should be well connected to reduce the amount of public buildings necessary.
    2. It should leave space for railroads for later on.
    3. It should be expandable so that you can always grow your city easily.
    4. It should leave space for ornaments as they are a big part of beauty building.
    5. It should be able to integrate with the environment, so you don't run into problems with mountains, rivers, and the coastline.
    6. It should leave space for the bigger buildings like the Bank or the World's Fair that appear later.
    7. It should avoid visible repetition because repletion is boring.

    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.

    Symmetry

    Symmetry 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 Street

    Historically 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 Street

    If 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.

    Blocks

    The 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 Placement

    As 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 Cities

    Once 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 Buildings

    The 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 Shape

    Farmers, 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 Squares

    Parks 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 Necklace

    Rivers 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.

    Sightlines

    A 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.

    Integration

    As 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 Designs

    During 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:

    1. The Royal Saltworks: https://en.wikipedia.org/wiki/Royal_Saltworks_at_Arc-et-Senans
    2. Robert Owen's Idea for New Harmony, Indiana: https://en.wikipedia.org/wiki/New_Harmony,_Indiana
    3. The City Beautiful Washington, D.C.: https://de.wikipedia.org/wiki/Washington,_D.C.
    4. The Garden City Movement: https://en.wikipedia.org/wiki/Garden_city_movement

    Take those as inspiration if you must and if you make something similar please post it.

    Buildings

    The 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

    Residences

    Farmers 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.

    Industry

    Industry 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 Buildings

    The 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 Squares

    Parks 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.

    submitted by /u/03_szust
    [link] [comments]

    As promised, the video going over my pig island.

    Posted: 17 Apr 2021 11:09 PM PDT

    Help With Mod Harbor Ornaments 2.0

    Posted: 17 Apr 2021 11:28 PM PDT

    This has been solved.

    submitted by /u/Nienna000
    [link] [comments]

    The church of my artinans' district on my main island Mulm

    Posted: 17 Apr 2021 01:40 PM PDT

    Bente strikes back

    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?

    submitted by /u/MountainCowy
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