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    Saturday, May 22, 2021

    Anno Looks bad and is inefficient

    Anno Looks bad and is inefficient


    Looks bad and is inefficient

    Posted: 22 May 2021 03:16 PM PDT

    Imaginary Train Stations. Wasting Precious Spaces! :D

    Posted: 21 May 2021 11:50 PM PDT

    These striking farmers are very committed to the cause

    Posted: 22 May 2021 05:06 AM PDT

    Members of the High Society. Chapter 4: "Don't Talk to Commoners. First rule of society ." Luxurious and affluent neighborhood of the investors.

    Posted: 22 May 2021 12:30 AM PDT

    Asking for thoughts on the Historical Collection

    Posted: 22 May 2021 11:50 AM PDT

    I've been playing Anno 1800 on and off for the past 3 months and I've absolutely become a fan boy of this game. Pretty much dropped ALL my other strategy games (Stellaris, Total War, Civ, etc.) to play this one game and I haven't even got past Artisans (Yes I'm bad at the game lol)

    Recently I saw the Historical Collection and saw it on sale and bought it. For veterans of the series, which one should I start off with? And what should I expect from these earlier versions of the game?

    Anno 1800 has been my introduction to the series and I definitely plan on buying ALL the Anno games. I haven't even touched/bought 2070/2205.

    submitted by /u/Wooden-Isopod5588
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    Is there a way to selectively reduce the bass and tremble in this game?

    Posted: 22 May 2021 02:37 PM PDT

    I spent a shitload of time trying to find the right amount of bass for my speakers, it's fine for movies and music, but in this game when I'm battling enemy ships it's like a damn thunderstorm, even if I reduce in-game sfx volume to a minimum. Literally nothing else is as load as the cannons in this game.

    It feels like I must be waking up even the neighbors across the street...

    submitted by /u/trebron55
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    Nine.

    Posted: 21 May 2021 10:49 PM PDT

    Anno 1800 Ships not turning to fire guns

    Posted: 22 May 2021 06:58 AM PDT

    Has anyone else noticed that your ships will not turn to fire their guns at the enemy even though they're getting shot at.

    When in combat, my ships just try to follow the ship that is shooting at it rather than turning to fire back.

    This is very annoying and i have lost many ships due to this.

    Is there a mod that solves this issue?

    submitted by /u/leave_da_space
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    Is there a way to turn off / sleep / toggle buildings to prevent upkeep?

    Posted: 22 May 2021 01:09 PM PDT

    I don't want to flat out demolish my stuff. Is there a way to haven't seen to turn off buildings like in previous anno games?

    submitted by /u/blkpingu
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    My Capital City's Harbor Areas.

    Posted: 21 May 2021 11:37 PM PDT

    Why is my money all over the place?

    Posted: 22 May 2021 02:53 PM PDT

    If it isnt obvious i new to Anno and my first game is Anno 1800 which isnt bad but i dont understand the money aspect i mean i getting used to how it works but my money value would go to 200 then down to -89 then back to 117 once again to -100 and so on....... i really dont understand why my cashflow is all over the place and why it cant it just settle down for a bit so i can focus on productivity.

    submitted by /u/Sai_the_Bro
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    (Anno 1800) Season Pass 1 vs 2 for new player that wants a challenge?

    Posted: 22 May 2021 11:02 AM PDT

    I'm considering getting the base game + 1 of the DLC seasons but can't decide if the first or second is the better option.

    People are saying that the Sunken Treasures contain a "pay-to-win" map which is vastly better than the other isles (which is not appealing because I wanted to experiment with limited space), but Season 1 also contains the Arctic which seems way cooler than the Africa submap (and the other additions from Season 2 are mostly late-game).

    Or should I just pick Arctic and Africa separately from season passes (but that seems incredibly suboptimal price-wise?).

    Appreciate any input from experienced Annoers :)

    submitted by /u/Rwlyra
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    Advanced Coffee Roaster

    Posted: 22 May 2021 10:55 AM PDT

    Why would I want to build one? They are so expensive and surely it is better/cheaper to just transport coffee in from the New World

    submitted by /u/sibonski
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    Why is rum being consumed so quickly.

    Posted: 22 May 2021 01:11 PM PDT

    Every time I bring 200 or 250t or rum from the new world into cape trewlany less than a minute, it's already all consumed. Coffee is also like that. How does one stabilize these goods?!?

    submitted by /u/Creative-Cabinet-389
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    Moving gas mines

    Posted: 22 May 2021 05:46 AM PDT

    Do you guys think that we should be able to move gas mines using the research institute?, I know that it is part of the challenge to supply 1000 technicians on the plateau but if we can move all the oil wells on an island to one spot why not gas?

    submitted by /u/HowYouBrewing
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    Was tourist season providing an update to change the white tiles on ornaments to other ground types?

    Posted: 22 May 2021 08:51 AM PDT

    Or did my brain completely make this up? I really want this to be a thing if it was just something I misheard somewhere.

    submitted by /u/AllHailThePig
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    Can I add a DLC to a saved game?

    Posted: 22 May 2021 06:53 AM PDT

    My game is going swimmingly well but when the tourist DLC comes out, I wish to add it. Can I do that?

    submitted by /u/Creative-Cabinet-389
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    How would you guys like to implement land combat in anno 1800?

    Posted: 22 May 2021 06:43 AM PDT

    I had an idea how I would implement land combat, when units of a few dozen soldiers would march in lines and you would give them orders almost like empire total war or age of sail, so you could fight over your pretty cities.

    Then I saw how anno 1404 handled land combat and I realized how many possibilities there were. So I figured I'd ask here, how would you guys like land combat to be implemented in anno 1800?

    MY VISION

    I thought adding a new production building, weapons factory. Which would allow you to produce the consumable resource "rifles" which would just take iron like naval weapons. Then you would build a barracks which would consume farmers/workers (which would then replenish like if you had just fulfilled a need) and turn them into soldiers which could be grouped together to form units which would march in lines with shouldered rifles. An artillery unit could also be constructed, which would take 5 farmer/workers and consume naval weapons.

    These troops would act just like a resource, meaning you can embark them on ships in groups of 50. I would prefer if you could disembark them on landing craft like skiffs, so you could land on beaches without infastructure, but I know this may be difficult to implement. When landing on an enemy island you can capture every individual building, with it just changing to your ownership while the fighting its happening. This could lead to riots as you capture buildings but dont fulfill their needs due to incomplete supply chains on the island since you havent captured their needs yet.

    Forts could also be built, requiring naval weapons, which would be buildings that can store troops and devestate invading infantry. So artillery would be needed to be brought up to break down the forts and allow your troops to continue through their conquest of the island.

    Last thing, I think troops could also be used to supress riots in your own city. With a sort of "block" option, where you prevent crowds from moving up certain streets by placing a line of troops in the way. Clashes between troops and crowds would result in more unhappiness and decreased population. I havent thought to hard about this part, so let me know what yall think about my ideas and what your own are as well.

    submitted by /u/Leadbaptist
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    Victoria 3 - Announcement Trailer (Anno Vibes)

    Posted: 21 May 2021 02:44 PM PDT

    Just saw this trailer released for a new game and some of the artwork in there feels like it's straight from Anno 1800 concept art! Look at the 'world fair' scene at 0:50!

    https://www.youtube.com/watch?v=siZXs4d5Gqg

    submitted by /u/Raynosaurus
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    Docklands Balance Plan Proposal

    Posted: 22 May 2021 04:33 AM PDT

    First, introduction of Docklands setting (a) Infinite (b) Balanced Infinite setting will keep Docklands as it is right now. Under Balanced setting, the max amount of a perticular good you can import per Tobias visit will be limited. For example, you will be able to trade in Steam Carraiges to the amount that satisfies 7500 investors. You can split this value between however many trade contracts you want. Why I believe this is a good idea? Well, most people against Docklands nerf like the chill play anf flexibility it provides. So, they are provided first with a setting and even on Balanced they will be able to use Docklands to play casually. Most efficiency players, the group against Docklands don't like it because it takes away the feeling of reward in building efficient supply chains. They will care less and less about Docklands as higher their population numbers get under my proposal. Medium players will be able to use Docklands to intelligently supplement supply chains using Docklands creating interesting gameplay.

    submitted by /u/Magheart2009
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    Tourist Range Explained

    Posted: 21 May 2021 04:17 PM PDT

    Tourist Range Explained

    Watching some Twitch early access videos and I saw some confusions about range of tourist services. After seeing their experimental results I have concluded that for buildings/services without variable attractiveness level, the tourists care about only one thing, i.e. total bus travel amount.

    In the attached picture, it can be seen that in the upper case total bus travel is 14 blocks. Moving the left bus stop closer to the variety theatre would increase the total bus travel and reduce fulfilment level of the variety theatre enjoyed by the hotel to the right, since bus stops operate on a dichotomous basis (in circle or not) and walk distance from building to bus stop doesn't matter.

    Another point is that putting more bus stops along the route increases fulfilment level. This is due to additional bus stops reduces total amount of bus travel by making tourists 'walk' from one side of bus stop to the other. As the streamings showed that even 'vertically' placed bus stops increase the fulfilment level, it can be concluded that bus travel amount does not count either starting block or ending block, probably neither. Therefore, filling the entire route with bus stops is a viable approach to expand service range.

    As a result I would hereby suggest each transfer add say 2 to 3 blocks towards total travel amount count to make the aforesaid approach not only ugly looking but also meaningless.

    https://preview.redd.it/ph16l3in3k071.png?width=771&format=png&auto=webp&s=866c834c34525b2e58b12d6a2c6aac8b0ab394da

    Addendum: There are more 'efficient' way to use bus stops, but whether the 'transfer debuff' shall be extended to 5 or 6 tiles is not as critical as the difference between 0 and 2.

    https://preview.redd.it/mvs1b9nikk071.png?width=610&format=png&auto=webp&s=d67060cd04d22468e4e07c280947f4ba0a7feb54

    submitted by /u/inter681
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    Anno 1800 save and DLC

    Posted: 21 May 2021 10:23 PM PDT

    I am wondering if I start a new game right now would I be able to continue it with the upcoming tourist DLC in the 25th or should I wait for it before starting a new game?

    submitted by /u/Arata_Takeyama
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