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    Anno I would love to see steampunk vehicle in Anno1800 😌 Or a steampunk mod ?

    Anno I would love to see steampunk vehicle in Anno1800 �� Or a steampunk mod ?


    I would love to see steampunk vehicle in Anno1800 �� Or a steampunk mod ?

    Posted: 08 Feb 2022 02:49 PM PST

    My new Taborim! Let's make Ketema proud again!

    Posted: 08 Feb 2022 01:19 PM PST

    A Beginners Guide: From Settlement To Going To The New World

    Posted: 08 Feb 2022 12:55 PM PST

    Anno 1800 inverting core principles of other strategy games?

    Posted: 09 Feb 2022 01:12 AM PST

    To clarify, this is my first city builder and my first Anno game! I also really enjoy Anno 1800, so this is not a dig at the game by any means. That said, is it just me or does Anno 1800 invert some core principles of other strategy games? Other strategy games for example being RTS games, grand strategy/paradox games, Total War but also other more building oriented games like Stronghold and S: Crusader.

    1) Having more economy is almost always a good thing. Most other strategy games I've played have rewarded having more economy. More villagers, more economy buildings is generally a good thing. You can always use the new resources or at least sell them really easily at the market for a net profit. This goes for most games, like RTS, but also Stronghold, Crusader etc.

    Now of course there are some limits and other considerations, like a limit to the amount of buildings you can construct in a certain place (Total War, Paradox) or the population limit (RTS games), so more economy can sometimes mean less or a weaker military. But even then, these "limits" are usually not reached unless you go totally overboard (e.g. 180 villagers in aoe2) and they often don't mean much outside of competitive multiplayer.

    Anno is very different from this. Having more economy can actually bankrupt you, as a new player. Overbuilding infrastructure is not a good thing and is actively and strongly punished. Having too many resources also, for the most part, serves no purpose. You can't sell it that quickly or easily and/or you might still lose money overall.

    2) Having too many idle workers or unused workforce is a bad thing. In most RTS games, idle workers are at best a waste of resources and at worst harmful. Building houses you don't need and having villagers just stand around (AoE) costs you resources for zero benefit. In Stronghold/Crusader, having too many idles is even harmful because they waste your food resources and contribute nothing.

    In Anno, it's more the opposite. Having many idles can have downsides, but they're not that big. And even idle pop groups still pay taxes and contribute to your income. Ironically, it is better to have idle people than idle infrastructure (that is not paused).

    I found these two aspects quite hard to get a grasp of when I started out with Anno, coming from all the other strategy games mentioned above.

    submitted by /u/TooDriven
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    Suggestions and question for futuristic anno games.

    Posted: 09 Feb 2022 03:41 AM PST

    Been playing anno 1404 and 1800 for a year now. And i want to try playing the futuristic anno versions. Which one is the best to start with? and is there a title that are closely resemble 1404 interms of looks and mechanics? since i love that game so much. And please tell what's the difference of those in each other if there's any.

    submitted by /u/Beron091
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    Is there a way of constructing farmer/worker slums that are aesthetically pleasing whilst being at least somewhat appealing?

    Posted: 08 Feb 2022 11:54 AM PST

    Is there a nice layout I could steal/copy/be inspired by which would allow me to stick all my farmers and workers in one huge city that doesn't look like a crammed 2x5-road-2x5 slum?

    I try to be a bit more random in my placements and it looks ugly as sin when I do it

    submitted by /u/magicmerce
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