Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Khorne
May 1, 2002
I know it's kinda boring because this was a real popular time period in games for a while, but an Anno 9 or 801 or 2007 BC or any remotely interesting roman period would be nice. They could also do all kinds of other stuff with interesting historical times that don't have super great records.

Future stuff sounds cool though. I bought Anno 2205 solely because I could build a moon base.

Adbot
ADBOT LOVES YOU

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



2205's moon base was simultaneously cool and disappointing/frustrating because you couldn't really start settling it. A 3rd tier of moon-people would have been amazing.

I also have a perhaps irrational level of annoyance for the housing in the moon sector. You'd think they'd want to make a big communal area where you'd start getting economies of scale from the life support systems. Also so you wouldn't have to put on your big, bulky space suit for when you have to go get the spanner out of the garage out back to fix the leaky sink on your day off.

The moon-cycles and dogs in space suits made up for it though :kimchi:

Gadzuko
Feb 14, 2005

Khorne posted:

I know it's kinda boring because this was a real popular time period in games for a while, but an Anno 9 or 801 or 2007 BC or any remotely interesting roman period would be nice. They could also do all kinds of other stuff with interesting historical times that don't have super great records.

Future stuff sounds cool though. I bought Anno 2205 solely because I could build a moon base.

Anno 9 obviously needs to be saved for the actual ninth game in the series, but that would be fun.

Eiba
Jul 26, 2007


Gadzuko posted:

Anno 9 obviously needs to be saved for the actual ninth game in the series, but that would be fun.
That's kind of too good not to do. 1800 is the 7th. Pump out another sci-fi one to satisfy people who are into that, and then Anno 9. A Classical/Roman Anno would be amazing.

I'd also be into Anno 900, with Norse settlers in Iceland/Greenland/Vinland. Might be interesting if there was a sense of progression/scarcity where you have to build up in a marginal Iceland region to survive in a harsh Greenland region before getting to a rich Vinland region. Building a major settlement in Vinland is obviously kind of a fantasy scenario, and there's the issue where it's already populated, but it could be a fun setting.

Either way, one of my favorite things about this series is the detail in the art, and I could never get into the sci-fi art as much as the historical stuff. Give me little Roman houses, or little Norse houses, or little Mesopotamian houses. I don't care, I just want little historical houses that need me to feed them. That's what I'm here for.

physeter
Jan 24, 2006

high five, more dead than alive
The New World Oil thing never really bothers me, I just see it as a puzzle challenge. But I cannot loving wait to move all those mines off the mountain shelf in Crown Falls. That shelf is some of the most level ground on the Cape, but I never build anything nice up there because of the mines.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



But you can't move the mines? You can only change what they produce.

It probably has to do how the mine building's model goes up into the mountain itself: the mine models are designed for certain cliff-shapes beneath them and the devs don't want to deal with mines clipping into or hovering above the land.

KnightRider
Jan 7, 2006

by Fluffdaddy
Theres a legendary dude that gives you pearls and gold from quartz mines, you hook him up to a bunch of quartz mines and your gold problems disappear.

physeter
Jan 24, 2006

high five, more dead than alive

Alkydere posted:

But you can't move the mines? You can only change what they produce.

It probably has to do how the mine building's model goes up into the mountain itself: the mine models are designed for certain cliff-shapes beneath them and the devs don't want to deal with mines clipping into or hovering above the land.

Well poo poo I thought I read that. Guess we will have to settle for just oil springs. At least I'll finally use the oil refinery boosting specialists in a trade union, combined with oil suckers from Old Nate and the refineries will be exploding every 5 minutes

physeter
Jan 24, 2006

high five, more dead than alive

KnightRider posted:

Theres a legendary dude that gives you pearls and gold from quartz mines, you hook him up to a bunch of quartz mines and your gold problems disappear.
Actually you can build an entire harbormaster's office for sand mining from Old Nate's construction menu. Claw+generator+panning item = 235% production of quartz and the gold production is very impressive, but even with six running in parallel my Crown Falls still needs regular gold dumps from the New World. If I got another 6 up and running though, that might be enough. The trick is to keep remembering to load in new panning items since they expire, and to not overload on sand. If the quartz isn't turned into glass or sold off, it will back up the works, the sand mines stop cycling and gold stops coming in. This is challenging since Trawleney only has one passive trade partner, instead of 3 like back in the Old World.

KnightRider
Jan 7, 2006

by Fluffdaddy
Yeah i wish they didnt expire, after a while playing i think the scrap looting system gets tedious. I got Prof. Ram Devi who makes extra pocket watches and a bunch of other stuff, along with the susanna lady who gives you extra gold from clockmakers and jewellers. Between them and the geological surveyor dude i only need to ship in one load of gold for a fully maxed out crown falls and all of old world. I havent had to make goldmines in the arctic yet at all because of them.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
My apologies to your browsers, but I started a new game of Anno 2205 last week and the game is really loving pretty.









Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
1800 Land of Lions general patch notes

quote:

Release: October 22, 6pm CEST/ 12pm EST/ 9AM PST

Download Size: 4.2GB


Game Update 9 adds support for our third Season 2 DLC, “Land of Lions”, for all Season 2 Pass owners. “Land of Lions” will also be available as a stand-alone purchase from October 22 onwards.

Welcome to Game Update 9 for Anno 1800. For this GU, we chose not to focus on a single major feature (as with some previous ones like the Statistics Overview), and instead wanted to improve your overall quality-of-life in Anno 1800 by giving you more control and better information in various aspects of managing your industrial empire. Go forth and keep building!

It is now possible to select a destination island when sending ships to another discovered session.

All five construction good slots in the top menu bar can now be customized to show any good you want. This selection is per island, allowing you to focus on the most important goods for each one.

It is now possible to select several islands in the Statistics Overview at the same time.

Special visitors are now accepted or declined directly from the notification about their arrival, instead of going to the Public Mooring. You can also change the game options to automatically accept all future special visitors. The first time you load a save after the release of GU9, all currently outstanding visitors will be accepted to clear your backlog.

Added an option allowing you to automatically save the last edited newspaper for repeat publishing until deselected again.

Refined the item pools of some third-party traders. Eli Bleakworth now only sells specialist items and Archibald Blake is the only trader selling edicts.

Edge scrolling can now be activated in the settings menu.

Your available items can now also be searched from the object menu of any Trade Union, Town Hall, Harbormaster’s Office, and Arctic Lodge (from “The Passage” DLC).

Added functionality to toggle through ships and buildings using the “TAB” key. If a building is selected, the shortcut can be used to cycle to the next building of the same type, with the camera jumping to its location. If no building is selected, using the shortcut will instead jump to the first entry in the ship list, allowing you to cycle through all ships in your fleet. This functionality will always stay in your current session.

You can now jump directly to any ship in the game world from its entry in the trade route menu.

Added functionality to toggle through ruined buildings. Pressing the “J” key will jump to the next ruined building, regardless of your current session. Additionally, there is a new notification, which indicates that there are player-owned ruined buildings. This notification can also be used to jump to all ruined buildings and will vanish once there are no more ruined buildings.


All AI traders now offer 12 items from their harbors simultaneously.

Increased the time between newspapers being published in the late stages of the game.

Percental buffs now impact ships’ current hit points by adding or removing a percentage of their current HP, rather than their maximum HP.

Adjusted the item “Kaputaq Awl” from “The Passage” DLC to “-40% workforce needed” instead of “-25% workforce needed”.

Increased the internal input and output storage of Cigar Factories to handle bigger boosts to their productivity.

Set effects with the “Harbour Activity” buff will now also affect piers instead of only trading harbours. The same is true for some items with a “Harbour Activity” buff.

Updated the farm field placement rules for animal farms. A module now needs to have at least half it tiles inside the radius to be buildable.

Added the “Map of the Oceanic Trench” item to Old Nate’s trading pool.

Moving modules no longer costs money when playing with relocation costs setting enabled.


The game now warns on first start up if an update has added a new shortcut and the default key is already assigned to another functionality in your settings.

The notification for a ship arriving in a session now includes the type and name of the ship as well as an icon of the session.

Ships in the route creation menu will now show any loaded goods and equipped items in their infotip. They also show which session they are currently in.

It is now possible to directly unload goods from a ship to your nearby Trading Posts. By holding the “CTRL” key and clicking on the loaded good, the ship will unload this entire slot to harbour storage.

Trade routes will now show if a ship that was assigned to the route was destroyed, allowing you to quickly replace it with a new ship.

The notification when a ship is destroyed now mentions its name, type and shows an icon for the session it was in. If the ship was currently assigned to a trade route, that information is also included.

Added a new filter option to the goods selection in the trade route creation menu. It is now possible to filter the goods via their associated region.

On this note, we also updated the associated regions of goods. This allows for better filtering in certain storage UIs.

Closing the newspaper editing screen without publishing the newspaper will now reset the player made changes.

Removed the audio for some frequently used side notifications to avoid audio spamming.

Graphic and User Interface Improvements
Added some new artworks to the loading screen rotation for increased variety.

Added the functionality to search for items which provide electricity.

Added a transition to the UI when switching between entries in the quest book.

Added a button to the ship list which opens the finance statistic screen displaying all ships.

Info layer animation has proper vanishing and spawn animations.


GENERAL
Fixed an issue where the achievement “DLC: Fuel Efficiency” would not unlock correctly when the fuel was produced on multiple islands.

Improved the detection of corrupted save files. This fixes a crash on start because corrupted save files will no longer be loaded on game start.

Fixed an issue where in some cases no money was paid after buying goods via trade routes.

Fixed an issue where unconnected warehouses would still deliver goods to the island storage.

Fixed an audio issue where the rollercoaster audio was used for other ornaments of the “Amusements Pack” Cosmetic DLC.

Fixed an issue where gifted ships with construction materials were not affected by influence buffs.

Fixed an issue where it was possible to reach the end game state without having investors.

Fixed a crash when trying to quit the game via Alt+F4 on Windows 7 or 8.1.

Fixed a rare issue where the camera would move to the edge of the map after entering the Ferris Wheel.

Fixed an issue where the buy ship prompt would appear multiple times when changing build mode while having a ship selected.

Fixed a sound issue when entering the world map.

Fixed an issue that made it possible to buy more stock at a trader than the ship had available storage for.

Fixed an issue with the movement of escorting ships.

Fixed an issue where ships would travel through the whole map after entering a new session.

Fixed an issue with airships triggering sea mines.

Fixed an issue where using the Reset button in the options menu would not revert all settings.

Fixed an issue that allowed to set zero valued goods for loading or unloading on trade routes.

Fixed a game freeze for Windows 7 that could occur when closing the games with enabled cloud saves while being offline.

Fixed a rare crash under Windows 8.1 while exiting the game.

Fixed an issue where save games were still present after deleting them.

Fixed an issue where selecting a cultural module would have displayed a selection around all other modules of the building.

Fixed an issue where some ornaments had incorrect attractiveness values assigned.

Fixed an issue where the upgrade info layer was wrongly shown if the main building could not be upgraded.

Fixed an issue where the planting trees process was reset after a save/load action.

Fixed an issue where the camera view remained bound to the mouse.

Fixed an issue where blueprints for the Silos and Tractor could not be placed if the construction requirements were not met.

Fixed an issue where camera movements hotkeys worked simultaneously with actions that had the same keys assigned.

Fixed an issue where voice notifications triggered twice after an explosion incident.

Fixed an issue where escort feedback ships could themselves also be escorted.

Fixed an issue where ships that have different skins could not be group selected.

Fixed an issue where the Pyrphorian fleet could get stuck if an unarmed ship would pass by.

Fixed an issue where AI could set up multiple singular escorts when trying to group escort.

Solved an issue where “Offer a trade” expedition event of the rescue mission contains “Open a map” button which leads to the empty Arctic map with empty ship inventory.

Solved an issue where items with the “Peace Mode” effect also grants damage immunity against mines.

Fixed an issue with 50 tons of Bread being stockpiled for now reason.

Fixed an issue where fires, illnesses, and riots could break out during an ongoing festival.

Fixed an issue where goods could get lost when using the “Discard Cargo” option on Airship trade routes in “The Passage” DLC.

Resolved a rare issue where defeated AI opponents could not be disabled.

Fixed an issue where users could only copy the fence of a farm field with the copy tool.

Fixed an issue that forced Farm and Tractor module blueprints to be upgraded together after being multi-copied in the “Bright Harvest” DLC.

Fixed an issue where ships could be overloaded with more than 50 tons per cargo slot.

Fixed a rare issue where a stone railway bride could reduce the range of some adjacent buildings.

Fixed a rare issue that allowed for the construction of two bridges in the same spot under very specific circumstances.

GRAPHICS AND USER INTERFACE
Fixed an issue where the buff from the “Warmongery” propaganda would not be displayed in the ship UI when using “The Anarchist”.

Fixed a graphical issue in the main campaign’s graveyard.

Fixed an issue where the wrong icon was used for the “The Contract” expedition.

Fixed an UI issue where some elements of the trade route creation screen were not displayed correctly when the trade route had too many stations.

Fixed an UI issue where the text on additional content cards could be hard to read.

Fixed an issue that prevented the closing of some on-screen text pop-ups.

Fixed an issue with a trade route warning notification.

Fixed an issue where changing the filter options in the Statistics Overview would also change the filter in the Expeditions and Trading Post storage menus.

Fixed an issue where the player could get stuck in the world map when trying to enter a special camera mode during transition to said map.

Fixed an issue where some elements of the minimap filters cold be hidden by other UI elements.

Fixed an issue where only a white screen was displayed during loading instead of a picture.

Fixed an issue where filtering for Cigar Factory would show duplicate entries in the item Statistics Overview.

Added infotips to the skin options for ships.

Added feedback units to the Public Mooring when a shutdown is in effect.

Fixed an issue where the 3D character portraits would have the wrong facial expression after some time.

Fixed an issue where no resolution options were available if a graphics adapter was chosen which had previously been disabled via AMD Radeon settings.

First-person mode can now be used in some voluntary quests.

Fixed an issue with the Expedition menu not opening when clicking some expedition notification elements.

Fixed an issue with the Artisan tier icon not being aligned for second-party island’s top menu bar.

Fixed an issue on the Finance Statistics Overview where ships with different skins were listed separately.

Fixed an issue with some floating elements for the History Edition ornament.

Fixed an issue where the Engineers’ needs filter was listed twice.

Fixed an issue where the Arctic region harbor flags were not properly reacting to wind direction on the World Map.

Fixed an issue where the Schooner UI was offset in the trade menu with another party.

Fixed an issue where debug text was present when claiming shares after a military takeover.

Feedback units should no longer clip through the walls of the World Fair.

Fixed an issue with the marketplace object menu that caused it to remain stuck when quickly changing it.

Fixed an issue where the World Map button selection would remain active after using it.

Fixed an issue where occasionally the map would become black after exiting the Expeditions menu.

Fixed a graphical issue with the Fuel Tank feedback units crossing a bridge.

Fixed an issue for the Tractor object menu that caused the piston to remain stuck after being stopped and restarted.

Fixed an issue with the Heater blueprint range visualization.

Fixed an issue with the skin icon of the train getting grayed out when selected.

Fixed an issue where trade columns in the statistics menu were occasionally switched.

Fixed an issue where the message of “cannot unload good to due being full” would re-trigger when changing the good although the unloaded warehouse had room for it.

Fixed an issue where having multiple ships escort the same one would cause them to visually merge, causing navigation issues.

Fixed an UI issue where the electricity background in object menus could get off-set.

Solved an issue in the Statistics Overview where a misleading message could be displayed when nothing was selected.

Solved an issue where the ruins notification triggers even though the ruins were rebuilt during the incident.

Fixed an issue with Jean La Fortune could disappear from the Diplomacy menu.

Solved an issue where no feedback is given on the main trade page if a ship has occupied slots and cannot fulfill loading of all goods.

Solved an issue where clicking a production building doesn’t trigger any message when no problem info layer is present. A proper character reaction should trigger now.

Fixed an issue where Storage Warehouses/Trading post and Oil Harbour would not show upgrade arrows when using Upgrade Mode.

Solved an UI issue where Buy/Sell icons from the first row of goods in the Harbor Building object menu would get cut-off when set for max values.

Solved an issue where, when building an Outhouse ornamental building within 10 road tiles from a Small Trading Outpost, people start carrying logs, planks and crates from the Small Trading Post into the Outhouse. Imagine their reactions when realizing where they were…

Solved an UI issue where the Public Mooring could present off-set elements in its object menu.

Previously the Day & Night Cycle menu would occasionally appear at the top right edge of the screen when starting a new game or loading save file. This shouldn’t be the case anymore.

Fixed an UI issue where part of the Salvager’s icon would be visible from under the “Dive” button.

Fixed an issue in the Statistics Overview for the population group where no scroll bar would be present for the toggle buttons.

Fixed an issue in the Trade Menu where the scroll bar would show up as very small when assigning several ships on a Trade Route.

Solved an UI issue with the icons of cultural items in the Botanical Garden, Museum and Zoo appearing cropped at the top of their respective object menus.

Fixed an issue where the player camera would occasionally jump up in first person mode when walking under a footbridge ornamental building.

Adjusted behavior of the notifications archive, as previously the filtered notifications would still count towards the maximum stored notifications. This led to some of the displayed stored notifications getting deleted because the archive’s limit was reached.

Solved an issue where cutscene videos could trigger while the Influence menu was open.

Fixed an issue for the Statistics Overview where clicking the “Visitor Arrived” jump-to button did not close the menu.

Fixed an UI issue for the island overview. The infotip for the Harbor menu is fixed on the side now and no longer overlapping with the stored goods and items.

Fixed an issue with the notifications system where military takeovers would trigger two notifications instead of only one.

MULTIPLAYER
Fixed a multiplayer desync caused by sea mines.

Fixed an issue where a diplomatic notification would not be properly handled in co-op.

Fixed an issue where no victory conditions were enabled for a two-player quick match.

Fixed an issue with the tractor tutorial quest trigger in multiplayer.

Fixed an issue where one multiplayer team could obtain the Great Eastern ship from another team.

Fixed a multiplayer desync that could occur if one player shut down the Uplay client during the game.

Fixed an issue where the Send Invite or Re-invite options were not being displayed in the lobby.

Fixed an issue where the chat window would have reverted to default size after reopening it.

Fixed an issue in multiplayer where notifications or warnings could appear twice.

Fixed an issue with blueprint object menus in multiplayer games.

Resolved a display issue with the selected voice chat mode in the options menu.

Fixed an issue where the “The Tractor Test” quest would be displayed twice in the quest tracker in multiplayer.

ITEMS
Damage dealing items can no longer be equipped to civilian ships.

Fixed an issue where oil extractor items worked only in the Old World session.

Solved an issue where ships will get destroyed if removing an item that gives additional hitpoints while the ship is below the added threshold. Percentual buffs now impact ships’ current HP by adding or removing a percentage of the current HP, rather than the maximum HP.

Solved an issue where a Clipper’s model could become corrupted after arriving in another region while having fewer health points than an equipped health-providing item adds.

Fixed an issue with items sometimes not stacking correctly in the Warehouse menu.

QUESTS
Fixed an issue where the flagship obtained during the campaign could not use military items.

Fixed a rare issue with active quests only being displayed in the quest tracker and not in the quest book.

Fixed an UI issue in the quest tracker for a campaign quest.

Fixed an issue that prevented a quest ship from spawning in the Von Malching questline.

Fixed a rare issue where delivering goods for a quest would consume all goods on the ship.

Fixed an issue with the jump-to functionality of the “Hibernation” quest.

Fixed an issue where quests could spawn in wrong sessions.

Fixed a potential issue with missing items in certain quests.

Fixed an issue where not all harbour crates got deleted after the player took control of Bright Sands in the campaign.

Fixed an issue with the quest “Future Hero” and the jump-to functionality.

Fixed an issue where the hint bubble remained active during the “A Sample Silo” quest if the Silo and Pig Farm were removed.

Fixed an issue with third-party buildings’ outlines in some photo quests.

Fixed an issue with incorrectly spawning ships in the quest “You Shouldn’t have seen that”.

Fixed an issue with the quest “Pleading the Belly” spawning without Eli Bleakworth being in the current game.

Solved a rare issue with some quests being automatically completed right after accepting them.

Adjusted spawn location for some resident quests to no longer appear in the middle of the ocean.

LOCALIZATION AND TEXTS
The Technicians should no longer sometimes use placeholder audio in the German localization of “The Passage” DLC.

Fixed a typo in the “Mission to the New World” quest description.

Added missing Spanish translations for some Ubisoft Club Rewards.

Fixed a text issue with some incident notifications.

Fixed a text display issue in the production building UI while the camera was pointing on the sea.

Keyboard shortcut options in the menu should now appear properly translated after switching languages.

Fixed an issue where a text in the options menu was not translated.

Fixed a missing translation for one of the Palace effects.

Fixed a text issue with “Sell tickets for long voyages” in the Russian localization.

Fixed an issue for the text “Click and drag” not being localized.

Fixed an issue with the “Permit A38” expedition screen being shown in English for all localizations.

Fixed an issue with the quest “The Tractor Test” being partially shown in English for all localizations.

Fixed a display issue with the quest “Setting Sail” in the Russian localization.

Added the missing localizations for the Pathway Ornaments in some localizations.

Fixed a translation issue with the “Silent Threat” quest in the Russian localization.

Fixed a typo in the Coral Island expedition event.

Added missing translations for the Additional Content menu in the Chinese localization.

Fixed an issue with the Fire Station tutorial text appearing cut off.

Fixed an issue with a missing ship name in the quest “Capital of a Queendom” in the Russian localization.

Fixed a display issue with the “Cultural Outreach Act” in the “Seat of Power” DLC’s Palace in several localizations.

physeter
Jan 24, 2006

high five, more dead than alive

- Special visitors are now accepted or declined directly from the notification about their arrival, instead of going to the Public Mooring. You can also change the game options to automatically accept all future special visitors. The first time you load a save after the release of GU9, all currently outstanding visitors will be accepted to clear your backlog.

- You can now jump directly to any ship in the game world from its entry in the trade route menu.

- Increased the time between newspapers being published in the late stages of the game.

- Set effects with the “Harbour Activity” buff will now also affect piers instead of only trading harbours. The same is true for some items with a “Harbour Activity” buff.

Lovin it

Teledahn
May 14, 2009

What is that bear doing there?



Some nice QoL tweaks in there. Nice.

webmeister
Jan 31, 2007

The answer is, mate, because I want to do you slowly. There has to be a bit of sport in this for all of us. In the psychological battle stakes, we are stripped down and ready to go. I want to see those ashen-faced performances; I want more of them. I want to be encouraged. I want to see you squirm.
Filter the stats screen to show multiple islands at once, v nice

Jack Trades
Nov 30, 2010

I wonder if they've fixed the bug where if you have a notifications tab open and you get a notification in a different tab then it won't be visible if you just switch to it, you have to close the first tab and then open the second one.
It was mighty annoying.

SubNat
Nov 27, 2008

Hopping back into 2205 for a bit, it's remarkable how much better 1800 feels to play, considering the QoL features.

Super quick/almost instant session swaps, instead of having to sit at the world map for a couple seconds for things to load in.
The large selection eyedropper, and refined/more responsible building dragger alone make for a lot nicer experience.
And of course the MVP of blueprinting and auto-blueprinting when you run out of resources, etc.
It would have been neat if they rolled out an additional '2205 Plus' DLC to backport some of 1800s features into 2205. It is the same engine after all.

But I'd almost forgotten that you didn't have game speed tiers back in 2205 or the older titles. If you wanted things to go a little faster you just had to sit there holding Numpad+.
And if you were waiting for something to build up, you were pretty much expected to do another round in the military zones while doing so, especially early in the game.
While in 1800 I tend to play it mostly at +1 speed, which works fine as long as there aren't any ship battles or etc going on.

It does make me wonder if they'll announce the next anno during gamescon 2021 or whatever.
But considering the 4 year gaps between 2070, 2205, and 1800 I guess it'll be a while for the next one regardless, unless Ubisoft is getting them to iterate on them faster due to 1800s success.
It does make me a bit worried though, especially since Blue Byte were originally going to roll out that 'The Settlers' reboot this year, then suddenly cancelled the project wholesale just a couple months before expected release.

SubNat fucked around with this message at 15:44 on Oct 20, 2020

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
I can't recall a time I've ever actually used time speedup, at least in 1800. Too many plates to spin.

SubNat
Nov 27, 2008

Eschatos posted:

I can't recall a time I've ever actually used time speedup, at least in 1800. Too many plates to spin.

Fair, when I enter the midgame stage where I do use it regularly I've usually stomped down / trimmed the npcs down to size. Which does cut down on the plate spinning a notable amount.

But with 2205 there's just so much waiting early on it feels like, there's a lot more 'hurry up and wait' going on compared to 1800, and the game expects you to spend a notable part of that time in the war zones.
Though later game updates made those regions optional, it doesn't solve the issue that it takes a while to hit the point where the limit to your growth is mostly based on how much you yourself are building, as opposed to credit and material shortages.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Oh sure, there's always shortages in money or materials but well I just hit engineers and I got 11 islands to manage. If nothing else trade routes need optimizing, future production needs planning, quests need doing, shops need checking and the scrap trawler basically always has somewhere to be diving.

Placeholder
Sep 24, 2008
I've recently started playing the game again. I only have the DLCs from the first 'season', are the new ones worth getting?

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Yall ever seen every single save for a given game get corrupted? Decided to play a little on my lunch break. Hitting continue from the main menu loads a bugged out map with nothing under my control, and manually clicking load on any of the 100+ saves in my list does jack poo poo. Naturally no cloud saves show up at all. All the other save folders have a specific file named after the leader name I chose, but not this recent one I was getting set up for the new DLC.

physeter
Jan 24, 2006

high five, more dead than alive

Placeholder posted:

I've recently started playing the game again. I only have the DLCs from the first 'season', are the new ones worth getting?

Yeah, though the Season 2 releases have been about making things way easier, they are high value content nonetheless. The Palace is a very nice addition that could use ALOT more challenge in exchange for the power it gives the player, but Crown Falls would now feel very empty without it. Golden Harvest is basically farming on easy mode and I don't have great things to say about it, but it's not unwelcome as a new way of approaching a spinning plate that had otherwise become tedious anyway. LoL looks to be worth the price alone though, so I say go for it.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Welp, a 16 hour save was completely unrecoverable. Don't rely on Uplay backup yall. Decided to start over and go for the defeat Mercer challenges, was pretty interesting making it to midgame without half the happiness sources. Mercer's got a few nasty tricks up his sleeve when the war comes, he surrounds all his harbours with rings of mines. First attempt at conquering him 2/3s of my fleet blew up in an instant. And then after he's defeated a massive revolt spawns in your capital, not ideal when you can't have built police stations beforehand.

Krataar
Sep 13, 2011

Drums in the deep

Do the AI traders sell better items based on how many quests you've done for them?

SubNat
Nov 27, 2008

Krataar posted:

Do the AI traders sell better items based on how many quests you've done for them?

No, I believe all the traders regularly upgrade their stock based on your progress.
Like ol' fartsalot will start out only selling wood and etc at the start, but once you have workers established he starts selling steel etc.

I'm not 100% sure if it's tied to your company level, inhabitant progression, or game duration though.
Quests have no bearing on it as far as I'm aware.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

SubNat posted:

No, I believe all the traders regularly upgrade their stock based on your progress.
Like ol' fartsalot will start out only selling wood and etc at the start, but once you have workers established he starts selling steel etc.

I'm not 100% sure if it's tied to your company level, inhabitant progression, or game duration though.
Quests have no bearing on it as far as I'm aware.

Almost positive it's tied to population tier.

KnightRider
Jan 7, 2006

by Fluffdaddy

Eschatos posted:

Yall ever seen every single save for a given game get corrupted? Decided to play a little on my lunch break. Hitting continue from the main menu loads a bugged out map with nothing under my control, and manually clicking load on any of the 100+ saves in my list does jack poo poo. Naturally no cloud saves show up at all. All the other save folders have a specific file named after the leader name I chose, but not this recent one I was getting set up for the new DLC.

This happened to me yesterday, somehow my last 5 autosaves got corrupted and i had to load one from 30 minutes before. Im told the new expansion will be playable on current saves but i might start a new one early just to get rid of this crappy campaign island. Apparently the campaign gives you poo poo small islands with tons of rivers(new world too), so im excited to try out this seed i got for sandbox mode. Its 975 corners if you wanna try it for yourself.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Someone made the mistake of applying real-world math to Anno 1800.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

KnightRider posted:

This happened to me yesterday, somehow my last 5 autosaves got corrupted and i had to load one from 30 minutes before. Im told the new expansion will be playable on current saves but i might start a new one early just to get rid of this crappy campaign island. Apparently the campaign gives you poo poo small islands with tons of rivers(new world too), so im excited to try out this seed i got for sandbox mode. Its 975 corners if you wanna try it for yourself.

Naw literally every single save in the list of 100+ got corrupted. Started over already though.

physeter
Jan 24, 2006

high five, more dead than alive

Cythereal posted:

Someone made the mistake of applying real-world math to Anno 1800.



masterpiece

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Is there actually a way to start without any NPC's except traders? Keep hearing about this on reddit but see no option to start without three NPC's. Any help much appreciated!!!

SubNat
Nov 27, 2008

Mayveena posted:

Is there actually a way to start without any NPC's except traders? Keep hearing about this on reddit but see no option to start without three NPC's. Any help much appreciated!!!

Right click their portrait during setup to banish them to irrelevancy. They could really have added an X in the top right of their portraits or something as a more obvious button.

e: Unrelatedly, I kind of miss all the metagame progression-y stuff in Anno 2070.
Since you had your ARK which could get upgraded, bonus things to unlock over time as you played. And then you also had those scenarios and challenges rolling out, with one even leading up to the DLC/Expansion when that hit.
I can understand that scenarios are a lot more complex to design for/around since there are multiple sectors and everything now, but it's a shame they've sidelined them entirely in 2205 and 1800.

SubNat fucked around with this message at 16:59 on Oct 22, 2020

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Is there any trick to making LoL unlock? Game's not updating.

boar guy
Jan 25, 2007

Alkydere posted:

Is there any trick to making LoL unlock? Game's not updating.

it unlocked 78 minutes ago in NA, not sure what the release schedule is elsewhere

check here: https://www.timeanddate.com/

Gadzuko
Feb 14, 2005
It was a worldwide launch, should be available now. Try restarting uPlay?

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
Was there a preload? I didn't have any download activity but it was unlocked when I started the game. Have you checked in game?

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Darkhold posted:

Was there a preload? I didn't have any download activity but it was unlocked when I started the game. Have you checked in game?

Yup, checked in game. Gonna try restarting Uplay.

Edit: Restarting Steam is what did it. Silly pre-order version!

Alkydere fucked around with this message at 18:43 on Oct 22, 2020

physeter
Jan 24, 2006

high five, more dead than alive

SubNat posted:

e: Unrelatedly, I kind of miss all the metagame progression-y stuff in Anno 2070.

I remember I used to haul around a fully pre-diagramed hydroeletric dam in mine :getin:

Adbot
ADBOT LOVES YOU

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Yeah took a Uplay restart for me. Had enough time on my lunch break to start the expedition and nothin else.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply