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Mayveena posted:What is a production cycle? How long is a cycle? Thanks! Yeah I thought it was good. After two years of playing, I'm finally getting into items. It's 1 round of item production. It's just how long a building needs to produce it's output, and varies with the chains. It's what's listed in the tooltips and etc. With a lumberjack as an example it's the 0:15 cycle it needs to produce 1 log. For the general foreman, when he boosts brick factories (1 Brick/min) it means that every brick factory would spit out 1 steel I-beam every 5 minutes.
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# ? Apr 29, 2021 19:09 |
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# ? Apr 20, 2024 04:04 |
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Mayveena posted:What is a production cycle? How long is a cycle? Thanks! Yeah I thought it was good. After two years of playing, I'm finally getting into items. A cycle is however long it takes a factory to make a good. Brick factories have a 1 minute cycle, so every 5 minutes a brick factory with that guy in a union would give you 1 extra steel edit: beaten, but the cycles also change with whatever production modifiers you have so electrifying your brick factories means they go from 1 every 5 minutes to 1 every 2.5 minutes due to the 30 second cycle time the electricity gives Agean90 fucked around with this message at 19:22 on Apr 29, 2021 |
# ? Apr 29, 2021 19:11 |
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You can determine the production cycle length by selecting the industry building and hovering your mouse over the play/pause button. It will tell you everything affecting the industry.
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# ? Apr 29, 2021 20:11 |
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Thanks everyone
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# ? Apr 29, 2021 21:54 |
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Wait, so somehow every brick factory in range of the trade union will magically produce 1 i-beam every 5 turns? What? It must be a huge pain in the rear end to somehow position the brick factories relative to your steel mills to get the most benefit from this?
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# ? Apr 29, 2021 22:04 |
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Kraftwerk posted:Wait, so somehow every brick factory in range of the trade union will magically produce 1 i-beam every 5 turns? What? no, trade unions are magic
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# ? Apr 29, 2021 22:06 |
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Kraftwerk posted:Wait, so somehow every brick factory in range of the trade union will magically produce 1 i-beam every 5 turns? What? Steel mills don't have anything to do with it, you just cluster the brick factories around the trade union. They produce the beams directly even if you don't have an ironworks.
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# ? Apr 29, 2021 22:10 |
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Yeah it rules, once you get the docklands you can just ignore steelworks entirely in favor of just exporting bricks to import more clay at a profit that gets larger the more bricks you sell. You just make a bigger and bigger brick production compound until you have an intricately decorated brick megaplex with its own dedicated power plant that only takes 10 people per factory to run
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# ? Apr 29, 2021 22:41 |
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Kraftwerk posted:Wait, so somehow every brick factory in range of the trade union will magically produce 1 i-beam every 5 turns? What? Yea you can go pretty nuts with items. I have all my production buildings grouped around their respective trade unions with whatever items I'm using.
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# ? Apr 29, 2021 22:42 |
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Kraftwerk posted:Wait, so somehow every brick factory in range of the trade union will magically produce 1 i-beam every 5 turns? What? Note the guy doesn't actually boost steel industry, only brick and concrete factories. So you just want this guy in a trade union that has as much of your brick and concrete production concentrated around it as possible and you'll jsut get a whole bunch of essentiall free i-beams on top of the bricks and concrete. The extra goods do not need any raw material input of their own for this. This is stupendously amazing for a lot of production setups. Like the one specialists that makes all your bicycle and sewing machine factories to also roll out free pocket watches, which saves you a shitload of gold mines.
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# ? May 4, 2021 01:26 |
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The woman that lets me skip cotton for furs is amazing. Why yes I would love to trade 50 fur coats for 467 snapps Tobias.
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# ? May 4, 2021 09:37 |
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I actually had to take her out of the socket for a bit, because she also replaces the Artisan staff with Workers, and the impact that four hundred Workers instead of four hundred Artisans was having on my overall budget at that point was surprisingly intense.
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# ? May 4, 2021 18:32 |
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Anyone know when the tourist dlc drops? I have my best game ever going, but I have left it simmering for a few weeks now as I don't want to expand until I know what the tourist stuff looks like, in terms of interactions and whatnot.
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# ? May 4, 2021 18:42 |
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We're getting a tourist teaser on Thursday. Supposedly something about buses.
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# ? May 4, 2021 19:04 |
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IncredibleIgloo posted:Anyone know when the tourist dlc drops? I have my best game ever going, but I have left it simmering for a few weeks now as I don't want to expand until I know what the tourist stuff looks like, in terms of interactions and whatnot. That's kind of how I feel. Tourist DLC feels like something you grow with so I wanna have that DLC up and running as I build. So any desire to play has been stymied by the tourism coming out sooner or later. The investor skyscraper DLC feels like pure endgame so I'm okay not waiting for it because I need a properly set up map for it anyways. Kris xK posted:We're getting a tourist teaser on Thursday. Supposedly something about buses. Where did you see this bit of news?
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# ? May 4, 2021 20:45 |
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Alkydere posted:
They've been doing teases/art posts on Twitter
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# ? May 4, 2021 20:51 |
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Ah, I don't use twitter myself. I've been checking the Anno Union rather regularly Edit: Going by the fact they've revealed only one level of Hotel and it's pretty huge and gaudy, I'm assuming they'll likely work the same way as the scholar dorms: massive building with a massive cap that slowly fills up as you fulfill needs. Alkydere fucked around with this message at 21:24 on May 4, 2021 |
# ? May 4, 2021 20:57 |
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I have a feeling that the hotel will be the "base" building, and the bus station has a range, and that range is what tourists can interact with. But that is just a guess.
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# ? May 5, 2021 01:24 |
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Having alot of fun in this game im in right now. First time trying land of lions, theres so mcuh going on I ahvent even done the big island expedition yet, not even passage either. Alot of stuff happening down here in Africa. Did try a 3 star enemy this time though, and oh boy is it annoying that you cannot stop them harassing your shipping routes just because you ran out of influence. Influence is such a limiting faster immediately when you have to spend a majority of it on battle cruisers.
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# ? May 6, 2021 12:42 |
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Tourists release announced for the 25th. Time for a new game then, I think.
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# ? May 6, 2021 15:33 |
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Interesting that Bus Stops have both a road-range and a town-hall radius range. The road range is how far the bus stops can go (and you want them to touch/overlap) and the radius is what the bus stops actually connect to said road-range.
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# ? May 6, 2021 23:40 |
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Alkydere posted:Interesting that Bus Stops have both a road-range and a town-hall radius range. The road range is how far the bus stops can go (and you want them to touch/overlap) and the radius is what the bus stops actually connect to said road-range. It makes sense, the buses obviously use roads, but for a lot of the tourist attractions we might have mired in scenery pieces with no easy road access. Edit: I misread you, but I believe you are mistaken in regards to the radius - that is for the actual tourist destinations
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# ? May 7, 2021 00:46 |
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Part of me is worried that tourism will hurt game performance. Late games chug even on good computers from what I understand. My laptop is gonna be quite warm I have a feeling.
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# ? May 7, 2021 00:54 |
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Is there a comprehensive list of all of the expedition encounters with the choice outcomes (critical successes, failure etc? Or at least ones for the quest expeditions?
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# ? May 7, 2021 02:40 |
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Kris xK posted:It makes sense, the buses obviously use roads, but for a lot of the tourist attractions we might have mired in scenery pieces with no easy road access. That's what I was trying to say. The road-range connects the bus-stops and determines the distance needed to travel for building needs (i.e. how full a need is) The radial-range connects the buildings (hotels, pier, zoo, museums, etc.) to the tourism network. So you need your hotels, pier and destinations within the "aura" of bus stop, but everything within road range of said bus stops is connected to each other. Koryk posted:Is there a comprehensive list of all of the expedition encounters with the choice outcomes (critical successes, failure etc? Or at least ones for the quest expeditions? If there is I haven't found it. All I know is a few tricks I've lucked out on (like how sausages count for no bonus but have a guaranteed success event on a certain event which nets you a wild animal)
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# ? May 7, 2021 03:34 |
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There's a lot of random stuff like that on expositions. Example, the best extra ration is canned foods, resides the morale loss the -1 while being easy too make/trade for.
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# ? May 7, 2021 04:41 |
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Aren't nearly all outcomes chance based anyhow? Every single one can succeed/fail depending with your stats just skewing the chance for success, with the exception of a few guaranteed successes. But those are specifically noted in the description/Are unique options that only appear when you meet the qualifications. (Ex: meeting the Amazons while having one of the female specialists onboard adds a guaranteed-success option where they take charge in the negotiations. There's a bunch of them based on the traits a lot of the specialists have.) And then on top of that the rewards are pretty random as well. But if you want the exact nitty gritty, most of the data for the game is human readable. If you grabbed RDAExplorer and found + unpacked the xml file/s that contain the expeditions, you'd likely get an exact overview of how they're set up. I tend to just bring a lot of specialists along on expeditions, as they work even if they're just in the cargo hold, like items do. Even the ones not intended for ships. Slapping a legendary pirate into the cargo bay of a cargo ship suddenly means it can do a lot of naval/force damage. Specialists can often bring pretty healthy boosts to 2-3 different expedition stats, and the traits can sometimes add guaranteed successes too, it's very worth looking into if you've got a couple idle specialists around.
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# ? May 7, 2021 14:26 |
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The events you'll run into are more or less random (I'm fairly certain they're pre-determined the moment the expedition spawns in your log, you just can't see them) and while the chance to succeed is random (with harder expeditions requiring a higher skill-check to pass) the results tend to be fairly determined.
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# ? May 7, 2021 15:05 |
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I wouldn't worry about em too much. The university pretty much entirely makes expeditions obsolete.
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# ? May 7, 2021 15:14 |
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Eschatos posted:I wouldn't worry about em too much. The university pretty much entirely makes expeditions obsolete. Are you talking about Scholars?
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# ? May 7, 2021 16:07 |
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Mayveena posted:Are you talking about Scholars? Yup. Once you get scholars you can basically buy whatever items you want. Of course it takes a while to get there and it's still a nice way to break up the building. And having World Fairs and passive Tourist Dock specialists arrive aren't bad either.
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# ? May 7, 2021 16:29 |
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Alkydere posted:Yup. Once you get scholars you can basically buy whatever items you want. Yeah I haven't even gone to Enbesa in my current save. Trying to get my arms around production and logistics. Next save I will, as I feel like I have a better handle on the game now.
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# ? May 7, 2021 16:45 |
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So started up a new game to get ready for the Tourism DLC and I lucked out this run and got this Mad Lad: The best part was the quest chain that produced him, and I'm pretty sure it's a quest chain with a fixed result specifically to give you Franke. It's a quest that can trigger when you put an item from the Neolithic or Viking sets in a museum. Dude wants you to take a picture of the exhibit. Then he wants you to take a picture of Isabelle's lighthouse. Finally he asks for some Alpaca Wool and Felt. So considering he's making Ponchos and Bowlers, not to mention using iron ore to do so, I'm pretty sure he's creating some crazy hybrid Viking-Inca-chic fashion apparel.
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# ? May 10, 2021 09:25 |
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Just what is he making with all that iron.
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# ? May 10, 2021 15:06 |
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As I said, likely some crazy mishmash. Like as part of the process I was given not one but two white-tier viking helmets for my museums. So...probably viking helmets. Something Something Business Viking.
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# ? May 10, 2021 15:43 |
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Does anyone know if docklands export contracts respect the minimum levels set in the warehouse? If I have a contract to export 250 tons of fish, and have 250 tons in storage, but have set a minimum level of 50 tons in the warehouse, will Tobias only take 200 tons?
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# ? May 12, 2021 10:39 |
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Caconym posted:Does anyone know if docklands export contracts respect the minimum levels set in the warehouse? As far as I can tell, yes.
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# ? May 12, 2021 15:36 |
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It wasn't linked so I might as well link it: Massive blog update about Tourist Season -Hotels can hold up to 500 tourists -Tourists might not fulfill all of their needs if they're not happy about something -Many Tourist buildings use a "Recipe" system that lets you either chose what they're producing or the buff they're giving -You can unlock more recipes for the Cafe, Restaurant and Bars via quests
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# ? May 17, 2021 12:22 |
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Honestly, Anno 1800 has gotten so so so much content that whatever game Anno8 ends up being, it'll really need to have some unique hook to help it avoid the 'Sims' issue, where a new title rolls out but has to contend with the previous one having a lot of existing content and feeling barren in comparison. It's a position the series hasn't really been in before, because the scope of the updates and DLC for this title has just dwarfed all previous extensions and season passes. (Also on that note, I wonder if they'll start teasing Anno8 once they're done with this third, final season of content. 3-4 years between releases has been the norm for the 3D Annos, after all.) e: I guess re-adding scenarios would be a nice hook for me. I still miss the 2070 ones, with the rotating scenario mini-campaigns. SubNat fucked around with this message at 20:05 on May 17, 2021 |
# ? May 17, 2021 20:03 |
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# ? Apr 20, 2024 04:04 |
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I'm hoping they return to a sci-fi setting and really play with it. I'd be so, so down for an Anno game set entirely on the moon or underwater or on Mars or whatever. Surviving Mars was a good try but I couldn't get into it because of all the stupid colonist management. I've skipped 1800 simply because I don't like the historical setting.
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# ? May 17, 2021 20:08 |