Anno Finally finished Taborime! |
- Finally finished Taborime!
- If there's no quest to take a photo of construction workers in any stage of the Empire building, we riot
- Heh
- My Crown Falls sea side square updated with new Ornaments :)
- Beauty Building Farms with integrated owner residence
- No one is gonna mess with my supply line anymore.
- Mini Crown Fall (and Co) ! Realist Build
- help
- Does increasing productivity from items also requires more warehouses?
- I've made Bright Sands into Berlin in 1950, 5 years after the capitulation. I remember my great-grandmother said it was like being set back to the middle ages.
- Beer and grain go brrrrrrr.
- Remember 1996?
- DLC Balance review
- In Anno 1800 what are the mechanics of two human players of two different colors taking over a competitor's island mutually?
- Research Institue not unlockable?
Posted: 28 Jun 2021 11:17 AM PDT
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Posted: 28 Jun 2021 01:15 AM PDT
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Posted: 28 Jun 2021 07:58 AM PDT
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My Crown Falls sea side square updated with new Ornaments :) Posted: 28 Jun 2021 06:26 AM PDT
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Beauty Building Farms with integrated owner residence Posted: 28 Jun 2021 09:37 AM PDT
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No one is gonna mess with my supply line anymore. Posted: 27 Jun 2021 07:39 PM PDT
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Mini Crown Fall (and Co) ! Realist Build Posted: 28 Jun 2021 02:59 AM PDT
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Posted: 27 Jun 2021 11:36 PM PDT
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Does increasing productivity from items also requires more warehouses? Posted: 28 Jun 2021 05:55 AM PDT I made a grain farm layout with 6 farms and 2 medium warehouse to support them ( no other production building at range). It worked at 100% efficiency until I added tractors to each farm, as tractors do not engage warehouses, does that mean I have to provide 18 ramps for 100% efficiency. [link] [comments] | ||
Posted: 28 Jun 2021 05:34 AM PDT | ||
Posted: 27 Jun 2021 11:35 PM PDT
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Posted: 28 Jun 2021 12:52 PM PDT
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Posted: 28 Jun 2021 12:52 AM PDT Hey, since we are now likely waiting for the last Anno 1800 DLC, I thoguth it would be a good time to sum up what we already got - but not in terms of cool factor or anything like that, but how the DLCs changed the game in terms of balance and posed challenges. This might or might not be a jab at Docklands. Season Pass 1
Little to no effect on balance, since it added a new old world session and no significant gameplay mechanics.
Little to no effect on gameplay. More of an aesthethic update.
Little effect on gameplay outside of the new session. Mainly a source of gas to have a couple more power plants, as well as a bit of gold and a good way to save space in the old world by producing furs. A nice addition but nothing gamechanging. As we can see, the 1st season pass didn't really affect the balance of the game. It expanded it, provided a bit more ways to get previously scarce gold ore and a couple new powerplants to make electrifying Cape Trelawney easier. Season Pass 2 Now we get into more gameplay changes and so balance starts to be significantly affected. I will start rating the DLCs 1-5 in terms of how well balanced the advantages and disadvantages provided are.
First major gameplay addition, the palace allows for a lot more clever design in terms of both citybuilding and industry. While it is the first power creep feature, it takes a pretty significant amount of work to get and keep high prestige levels with very high attractivenes. So there does come a lot of power, but it also requires a fair amount of effort, to make it truly gamechanging. I rate it 4 out of 5
A very good addition that allows to save precious space in old and new world that was previously occupied by farms, but with a significant requirement added - providing fuel to the tractors requires building a logistics train and oil infrastructure. In terms of balance I like it a lot, there is a significant advantage to be gained, but it also requires a not insignificant amount of planning and work. I rate it 5 out of 5
Content-wise the biggest DLC of all, it actually doesn't affect the balance directly. It does allow easier access to powerful items, but those items were already obtainable, and now they are RNG no more. It also requires a significant upfront investment and upkeep in terms of providing the scholars needs, engineer workforce etc. A QOL update mostly that commonises legendary specialists, that's why I dropped it a note. I rate it 4 out of 5 Season Pass 3 Now we get to the "good" stuff.
The absolute biggest offender that while relatively low in contet affects the whole game very heavily. The import/export feature requires no input and provides virtually limitless amount of output, which covers all resident needs and all but 1 scholar needs. It basically obsoletes the production and logistics part of the game. The 87 bicycle factory 3 million scholar record speaks for itself. And while this is an extreme case, it showcases all the issues of Docklands quite obviously. It also basically outright cancels out Bright Harvest. I rate it 1 out of 5
A DLC I'm not that familiar with, it introduces quite a lot of new content that requires some effort to set up and utilises all the other available sessions. There is the issue of stacking multiple restaurants, bars etc to get very heavy consumption reductions, but at lest you do need to provide the input - tourist workforce that cannot be transported via pier, so needs its infrastructure on the target island. Opportunity for exploitation, but at a cost. I rate this one 3 out of 5 Disclaimer: I write this from a perspective of an Anno fan who wants to use the game's potential to its fullest with the available tools. That means that if I have to skip certain content artificially because it is so powerful, that means it is not well balanced. It makes me wonder what changed between SP2 and SP3 that we got features that in their current state I believe break the subjective rules of good design. Please let me know what you think, it took a while to write this up ;) [link] [comments] | ||
Posted: 27 Jun 2021 09:23 PM PDT My friend and I were both at war with Alonso but whenever we tried to battle with Alonso's islands we couldn't seem to demolish the cities. We had already declared war etc. but all it offers to us when we do this together is shares but we were trying to take the island over. Is there some secret mechanic we don't know about? [link] [comments] | ||
Research Institue not unlockable? Posted: 28 Jun 2021 03:57 AM PDT Thankfully Ubisoft in it infinit galaxy sized barin level of wisdome locked a building in a city builder behind a quest without explaining how to get it and after waisting hours of my life I decided to give reddit a shot, so I have been looking for a way to unlock the Research Institute but I don't think it is going to happen 300+ Elderas and finished the quest whre you need to find the designes but nothing happend. Open to any suggestion :) 3+ hours of usles quests and doing things I don't want it, I have got nothing els to lose Edit: I CAN build the residences xDDDDD needs a bit of research I can't do but hey xD [link] [comments] |
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