Anno My first manufacturing hub! Time to move on to Crown Falls |
- My first manufacturing hub! Time to move on to Crown Falls
- Anno is one of the best ways of understanding how sensitive supply chains can be
- An easter egg in the temple of eden
- 2 Questions (Natural Trees, Dockland radius)
- Please give us an ingame To-Do-List
- AI's voice disappeared
- So does anyone give me the link to Maug mods??
- So true
- Advanced Rum/Coffee/Cotton Building Help!
- Are Eco-Workers crucial?
- Quick question on mines (the buoyant type)
- My sweet little cities..
- Charcoal Kiln Not Planting Trees Bug Maybe?
- Don't get me wrong, I love the game and the Anno dev team, but I feel kinda ripped of since I'm supposed to buy the game again just for it to work.
- I'm actually quite proud of this
- Which game has the best art style?
- Tips on how to Manage/Upgrade Engineers + ?
- I would really appreciate a Steampunk or Fantasy Anno
- How ships are sorted for trade routes or expeditions?
- Does the Anno 1800 benchmark give any results anywhere?
- Scholars What Is A Good Number?
- Can you suggest me some graphical tweaks?
- Mod request: needed Docklands
- Upgrade and relocate citizens
My first manufacturing hub! Time to move on to Crown Falls Posted: 06 Jan 2022 01:06 AM PST
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Anno is one of the best ways of understanding how sensitive supply chains can be Posted: 05 Jan 2022 02:03 AM PST Honestly most people don't understand how fickle and sensitive the global supply chain is, a single ship route being blocked could cause the entire world's economy to come to a standstill. But Anyone who has played anno will understand that the game simulates this to a very realisticish level while still being simplified. Sometimes making a small addition to the number of items being created, it sometimes requires you to modify EVERYTHING else. Is it sometimes tedious but I find it extremely fun though. What do you guys think about the supply chain dynamics of Anno? [link] [comments] | ||
An easter egg in the temple of eden Posted: 05 Jan 2022 04:09 AM PST
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2 Questions (Natural Trees, Dockland radius) Posted: 05 Jan 2022 10:18 PM PST 2 unrelated questions if someone knows the answer(s) to them, thanks! Is it possible to add back natural trees? Except by adding a woodcutter then removing it? I was thinking of a cosmetic item that would instead of adding a permanent tile just add back a natural tree. There is a building in Docklands speeding up loading/unloading time. Does it applies to the whole island or only within the radius of the Dockland main building? Thanks! [link] [comments] | ||
Please give us an ingame To-Do-List Posted: 05 Jan 2022 05:15 AM PST Do you know the feeling of not playing for one or two months, then coming back and having to spend half an hour just to try and figure out the production lines and trading routes you built back then? And what issues you had the last time you were playing? I feel like a small ingame post it note or to-do-list could make so much of a difference. Coming back and seeing right away "increase gas production", "add trade route for coffee" and "build great eastern" would be such a great help to get back into it and it would even help structure your tasks durning gameplay. I cannot tell you how often I had to fix multiple production lines and after fixing the first one totally forgot what the others were. This game can sidetrack you way too easily which in the end leads to you not getting anything done and I feel like having a convenient way ingame to structure your tasks would work wonders to fix that. [link] [comments] | ||
Posted: 06 Jan 2022 01:58 AM PST There was no such problem before. Does anyone know how to solve the problem? I use headphones if it matters. [link] [comments] | ||
So does anyone give me the link to Maug mods?? Posted: 05 Jan 2022 10:13 AM PST The maug page is not opening , so does anyone have or know any alternate website to get the maug mods???? [link] [comments] | ||
Posted: 04 Jan 2022 09:59 AM PST
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Advanced Rum/Coffee/Cotton Building Help! Posted: 05 Jan 2022 04:42 AM PST Hey, So are these buildings worth it? I am trying to make my Old World totally independent of the New World (save oil and the few items you can't trade for). As part of this I was thinking of using the Advanced Rum/Coffee/Cotton buildings from the research institute. However they use a lot of engineers to operate which means I would need to increase my population to have enough workers, thus also increasing the demand for the rum/coffee/cotton. It is worth it? I haven't done the maths, I am not good at it and my brain is a little overwhelmed tonight, so will increasing my population to supply the workforce increase demand for the product too much to make it possible? I should note I also have a fair few investors also. And I haven't gone into the sky scraper demands yet, will that effect the rum/coffee/cotton demand even more? [link] [comments] | ||
Posted: 05 Jan 2022 07:25 AM PST I've started a new world and am working towards upgrading all of my residences to Eco-Employee. I was wondering if i need to keep some Eco-Workers or some of my production buildings will stop working? [link] [comments] | ||
Quick question on mines (the buoyant type) Posted: 05 Jan 2022 05:54 AM PST Do you use them? If yes, where do you dispose them? Around your harbors or in straits? I'm also intrigued by the cheapest one proposed by Nate, it does the same damage as the 2nd category, is that an error? Or perhaps it has a smaller activation radius or no AOE? [link] [comments] | ||
Posted: 04 Jan 2022 12:36 PM PST
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Charcoal Kiln Not Planting Trees Bug Maybe? Posted: 04 Jan 2022 11:58 PM PST Hi, So I loaded my game up today after a long break and I have a hub of charcoal kilns that were working last time I played, not they are all saying planting in progress but no matter how long I wait they never actually progress any further, its just stalled out. I tried demolishing them and rebuilding but its doesn't help. [link] [comments] | ||
Posted: 04 Jan 2022 07:41 AM PST
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I'm actually quite proud of this Posted: 04 Jan 2022 04:05 PM PST
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Which game has the best art style? Posted: 04 Jan 2022 06:40 PM PST I know this is an unpopular opinion, but I really like the art style of Anno 1701. The bright colors, cartoony art style, and proportions are really charming to me. I like that they returned to a more vibrant aesthetic in Anno 1800. Anno 2205 is probably my least favorite, because the art style is too crisp, clean, and "realistic", which I think is the biggest departure from the Anno series aesthetically. I love the aesthetic of Anno 2070, however. It has almost a used future and retro-futuristic aesthetic that isn't too clean and crisp. [link] [comments] | ||
Tips on how to Manage/Upgrade Engineers + ? Posted: 04 Jan 2022 08:24 PM PST Hi All, So I recently got back into the game with all season passes and absolutely love it again. I was wondering if anyone has a YouTube video / or general tips they can provide to help manage the engineer class and go up to the very end? I'm reserving that massive island for when I know what buildings I have at a higher tier so I can have fun organizing / planning everything :) Or if there is a mod / game mode that gives all unlock that would also be appreciated lol Thank you! [link] [comments] | ||
I would really appreciate a Steampunk or Fantasy Anno Posted: 04 Jan 2022 02:42 AM PST We've already had Anno Games set in the future but there are so many interesting settings that I would find great for each year: - Medieval Fantasy - Steampunk - Cyberpunk - Diselpunk - Biopunk (Space colony on an alien planet) I find all this much more interesting than a hypothetical Anno set in Rome or Egypt which is similar to 1404. [link] [comments] | ||
How ships are sorted for trade routes or expeditions? Posted: 04 Jan 2022 07:42 AM PST I'm trying to determine how they are sorted, when you get the list of possible ships to start a trade route or expedition. That's not by alphabetical order and not by hull type. For expeditions that's not by health. I would have thought that it would be sorted by hull types or perhaps by descending health if for expeditions, but no. So how it is sorted? [link] [comments] | ||
Does the Anno 1800 benchmark give any results anywhere? Posted: 04 Jan 2022 05:28 AM PST I'm trying to compare ram settings between a new and old kit of ram, I ran the benchmark but didn't get any results which I would have liked. How do I compare the results of different hardware / settings using the benchmark? [link] [comments] | ||
Scholars What Is A Good Number? Posted: 04 Jan 2022 03:21 PM PST So I am wondering how many people think is enough? I have an island of Scholars only, in the Old World, and I am planning on putting Scholars on the 'islands' on Crown Falls. So what does everyone think the perfect number is? [link] [comments] | ||
Can you suggest me some graphical tweaks? Posted: 04 Jan 2022 08:47 AM PST Hi, it has been almost a year I haven't played this amazing game and not sure if there had been anything on the performance side, but do you think if my system will be good at 1080p? i7 10785H, 16GB RAM and RTX 2070 Refresh 8GB, I know it is a notebook but is 16 GB RAM enough you think? Also should I play at DX11 or DX12? [link] [comments] | ||
Posted: 04 Jan 2022 02:12 PM PST Hi, just wondering if anyone would be willing/able to make a mod that limits Docklands trade option to single-building products only, i.e. raw materials, agricultural products and fishery products? I'm finding that Docklands has sucked a lot of the joy out of playing personally as it replaces all the hard work that's needed to manage complex production chains. If it was only able to provide the base products needed to create goods, it would more effectively balance things out and make other DLCs like Bright Harvest and the Arctic relevant again. [link] [comments] | ||
Posted: 04 Jan 2022 12:28 AM PST I'm curious if you -- shrewd players -- have developed some recipes for the upgrading and relocation of citizens. Meaning ... Do you upgrade citizens in a particular location, and then when it has reached the social class you wanted, you move the houses to their final location? Then plant 'new' farmers and repeat? Or do you just do what it takes (in 'needs buildings') locally and don't move your citizens? I was considering the first option for CF. Have a kind of 'nursery' of houses, and once they have reached what I wanted, move them to their final location, so I can have a worker village, artisan village, etc. until I have enough of each social class. [link] [comments] |
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