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vandalism
Aug 4, 2003
Season 3 will just be curved roads

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Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.
I guess the trains should have taken the ship's role in a distinct session.
Like 2205's moon rover being the lunar replacement for the command ship.

Nam Taf
Jun 25, 2005

I am Fat Man, hear me roar!

Yeh trains were clearly something for which they had much bigger plans and then didn’t complete or couldn’t get to work properly so they hamfisted them in for power generation only. It’s clunky and I would d preferred them used in some other mechanic, personally.

I find the radius of power stations is fine though.

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.
I'm pretty sure they've directly said something along those lines the past - that they originally wanted trains to play a much bigger role, but just couldn't make it work in a way that made sense. They're such an iconic part of the Victorian era that not including trains would feel super weird, but making them work in a gameplay sense was really difficult. Hence why they got shunted off to a weird side-role of mid/late-game fuel delivery.

It would've been kinda cool to require a train network for goods to move between warehouses and ports, but then you run into the issue of building a big rail network in a small farming outpost which doesn't make sense either.

Zedd
Jul 6, 2009

I mean, who would have noticed another madman around here?



The way I see it Trains clash with how island centric the series is.

Transport logistics that make sense.
Islands
Train networks

Pick 2

SubNat
Nov 27, 2008

Yeah, for trains to make sense they would either have needed something like:
A: Close archipelagos where chunks of them are inaccessible by boat. Which is not really possible unless they returned to the Anno 2205 size for islands/etc. (A couple of the temperate regions in 2205 did go with this concept. A handful of coastal islands, and a handful of islands only accessible by bridge.)
B: An inland-europe/new world thing where the sessions are dual-sessions, where you have Old world A which is mostly water and islands, with a couple 'continental' islands at the edge, like Cape Trelawney. Which then connect to Old world B, which would have train connections from those coastal areas, going inland.
Which is pretty much the same as A, just at an even bigger scale.

Either way, it would be a huge departure from the island-centric design of the series, and I understand them not trying for yet another large departure from the norm after 2205.
I think one of the limiting factors is also that all the islands in the games are hand-made, and the bigger/more complex they are the more time they take up.
One of the dev updates mentioned a single island taking roughly a week of devtime, for the normal 1800 islands. If they could lean more on procedural generation it would be a wholly different case.

Precambrian Video Games
Aug 19, 2002



Wait, all of the islands are handmade? Why did they curse us with the weird new world atoll-like islands with rivers every 500 meters?

SubNat
Nov 27, 2008

It's a balance thing, I suppose. Makes it harder to utilize all the space on the islands, and forces you to be more clever about placement and usage of the giant swathes of plantations you end up with.
The amount of rivers was somewhat less around the original release, I think? They're just modified versions of islands with/without rivers, and if you felt like it you can install mods to reduce/remove them.

And yeah, handmade islands have been an anno thing with all the 3D ones(probably through the entire series, tbh), the only stuff that gets randomized is island placement, fertilities, and resource nodes.
If you play a couple maps you'll quickly recognize a bunch of 'em. (They get rotated around during map generation to make it seem like there's more variance than there actually is.)
(All the DLC maps seem to be pretty much static though, with the same islands by and large being in the same place. )

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.

eXXon posted:

Wait, all of the islands are handmade? Why did they curse us with the weird new world atoll-like islands with rivers every 500 meters?
Yes, they've been handmade since at least 1404. The maps are randomized, but the world generation picks thei islands from a set of handmade stuff.

I think somebody went overboard with the river placement because Anno1800's farms are far more flexible than the earlier titles, and they wanted to showcase that?

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.
Season 3 DLC got leaked .. by the Ubisoft launcher :laugh:

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.



Oh my. All of those are VERY yes!

Especially since none of them are another session so I don't have to split my attention any further!

Nam Taf
Jun 25, 2005

I am Fat Man, hear me roar!

Yeh they sound like some of the best additions they could make whilst avoiding adding any more regions. Really happy with those. I love that they're doing more with tourists.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
They promised QoL stuff as well and that's not reflected there. Hope the announcement today will detail more of that.

Oxyclean
Sep 23, 2007


Mayveena posted:

They promised QoL stuff as well and that's not reflected there. Hope the announcement today will detail more of that.

The previous QoL stuff wasn't directly associated with the DLC, they usually came with free patches. (Sometimes? Usually? coinciding with the content updates)

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Aww, I wanted more sessions.

Oxyclean
Sep 23, 2007


Eschatos posted:

Aww, I wanted more sessions.

They said when they announced Season 3 they're would be no new session. That said, there's a fan mod in the works for an far east/oriental session.

Vahakyla
May 3, 2013

Eschatos posted:

Aww, I wanted more sessions.

Yeah, me too! It'd be neat to have far or near Asia!

Ineptitude
Mar 2, 2010

Heed my words and become a master of the Heart (of Thorns).

Oxyclean posted:

That said, there's a fan mod in the works for an far east/oriental session.

Mod tools are THAT powerful?

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Trailer: https://youtu.be/8xY6pPN1cRI

Link to Season 3 on Steam since it requires some digging: https://store.steampowered.com/app/1530880/Anno_1800__Year_3_Pass/?curator_clanid=4777282&utm_source=SteamDB

boar guy
Jan 25, 2007


wow, only $20! awesome

Zedd
Jul 6, 2009

I mean, who would have noticed another madman around here?



Ineptitude posted:

Mod tools are THAT powerful?

https://www.youtube.com/watch?v=kT9K5_s-qgo

Yup.

Gadzuko
Feb 14, 2005
Ubi is running a promo for the Lunar New Year, a bunch of stuff is on sale until the 21st but there's also a 15% off code that works for the next 2 days it looks like. LUNAR15. Stacks with the sale and works on the season 3 pass, a good opportunity to pick up any DLC you're missing.

Kris xK
Apr 23, 2010
New DLC looks great and I cannot wait.

The only problem I have is that now my game is so modded I'm not sure if I can bring it back to vanilla.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Did they say if the Docklands would work if you use no character NPC's? I only use the three main ones, not the pirates and not the NPC's.

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.

Mayveena posted:

Did they say if the Docklands would work if you use no character NPC's? I only use the three main ones, not the pirates and not the NPC's.
Wouldn't the same question arise for multiplayer matches?
While I couldn't care less about multiplayer, I doubt they'd release a DLC which wouldn't work in multiplayer.

...
how does LOL work in multiplayer...?

Wipfmetz fucked around with this message at 14:30 on Feb 10, 2021

Shivers
Oct 31, 2011

Mayveena posted:

Did they say if the Docklands would work if you use no character NPC's? I only use the three main ones, not the pirates and not the NPC's.

You're not trading with any character NPC's. It's just a list of fake trading companies like NotIKEA, that are all off-map. It's not connected to anything currently in-game so I'm assuming it'll work just fine.

Ineptitude
Mar 2, 2010

Heed my words and become a master of the Heart (of Thorns).
What do you do with the arctic gas islands?

They are really small, has no access to anything, and requires a whopping 250 technicians for each gas mine.
Ferry everything in with airships? Seems like that would occupy a lot of airships. Airships are quite expensive and have a very expensive upkeep. When does all this start paying off?
Is the payoff the fact that you can supply electricity in the old world without needing rail? What a boon that is, now that i have spent the last week rebuilding my entire civilization to accommodate rail. Having to rebuild my layout midway through the game was my biggest issue with rail to begin with. Just can't catch a break with the rail/electricity stuff in this game.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

Ineptitude posted:

What do you do with the arctic gas islands?

They are really small, has no access to anything, and requires a whopping 250 technicians for each gas mine.
Ferry everything in with airships? Seems like that would occupy a lot of airships. Airships are quite expensive and have a very expensive upkeep. When does all this start paying off?
Is the payoff the fact that you can supply electricity in the old world without needing rail? What a boon that is, now that i have spent the last week rebuilding my entire civilization to accommodate rail. Having to rebuild my layout midway through the game was my biggest issue with rail to begin with. Just can't catch a break with the rail/electricity stuff in this game.

Yeah, ferry everything in from one of the local islands. A single airship can easily keep two or more gas islands fully supplied, assuming the source is building enough. You really want to start going hard with the trade union equivalent to maximize production of everything the technicians need, as well as import everything relevant from other sessions. Ideally as soon as you get the arctic you want to settle every single decently sized regular island, they're small enough to cost very little influence, not having to worry about perfectly optimizing space use is nice.

Gas plants are indeed the payoff. Though if you're already fully set up for oil, why bother? Just plan for them from the beginning on new islands.

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.

Ineptitude posted:

Seems like that would occupy a lot of airships.
Don't aim for happyness on the gas islands, a single supply airship should be enough.

physeter
Jan 24, 2006

high five, more dead than alive

Ineptitude posted:

They are really small, has no access to anything, and requires a whopping 250 technicians for each gas mine.
Ferry everything in with airships? Seems like that would occupy a lot of airships. Airships are quite expensive and have a very expensive upkeep. When does all this start paying off?
My main arctic island has a huge amount of storage and I ship everything there with regular cargo ships, and then assign 2-3 airships with no job but to ferry stuff up to the bergs (actually there's one cargo slot for every type of resource, so for example one airship carries all the lamps/canned food/pemmican/coats and makes 4 berg stops before loading up again). Another airship has no job but to fly gas from the icebergs to delivery points in the old world sessions. As for paying off, it really doesn't. All of Season Pass 2 has the consequence of making the game easier, including oil infrastructure. So it really is an ego project.

However, gas does have one nice thing about it, which is that once you've built out Crown Falls, gas makes it simple to start popping investor-only islands elsewhere. With a huge amount of resources you can force the colony to mature rapidly through population tiers, and 1-2 gas power plants give all the power it needs to support thousands of investors and the influence they give you. With gas, I don't need an oil or railroad structure on the island, since the island doesn't make anything but influence.

Oxyclean
Sep 23, 2007


Humble has building games on sale namely the Anno franchise, 1404 History Edition and 2070 Complete for 10$ CAD, 2205 Ultimate for 18$ CAD, and 1800 with all 3 seasons of DLC for 105$ CAD. (Base alone is 26$) (USD prices should be lower)

I'd 100% recommend 2205 at that price if you haven't picked it up yet. 2070 and 1404 are also steals at under 10$.

Oxyclean fucked around with this message at 15:40 on Feb 16, 2021

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Docklands dev blog

poo poo looks completely nuts!!!

[quote]


DevBlog: Docklands
16.02.2021
The “Speicherstadt” of Hamburg, a UNESCO world heritage site, translates merely as “city of warehouses”— a near-unbroken chain of upright red brick structures, standing proud and composed on the waterfront, behind whose facade lie carpets, cocoa, tea, spices— you name it!
It is often captured at dusk in photographs, under mellow orange lamplight, when the day’s tumult has subsided, its alleys and avenues of water lying smooth and still, its wares securely under lock and key.
There is a particular pragmatism and confidence to Speicherstadt’s arrangement, with its neat canals and lifting bridges, that speaks to an era of Hanseatic free trade— commercial agreements brokered with efficacy between Hamburg and ports along the chilly Baltic coast. Such places evolve only by necessity, when there is really nowhere else for the vast and collected goods of the globe to go! Such a place can surely be justified in dubbing itself the heart of maritime trade.

What are the Docklands?
With the “Docklands” DLC we’re focussing on one of the central points of every Anno empire: the harbour area and trade. To help you turn your ports into massive trade hubs, Season 3’s first DLC gives your access to the modular Docklands.

As with so many things in Anno, the Docklands’ art design is a happy medium between real-world buildings and those of the Anno world: In order for the player to visually distinguish the different parts and functions, certain features of the buildings had to be exaggerated in a way you wouldn’t find if you were to visit Hamburg.

Considering the historical success and distinctive architecture of these Docklands, it’s a perfect fit for the world of Anno 1800. Especially since we know how many fans the historic warehouse monument in Anno 1404 still has.



In Anno 1800, however, the Docklands are not a single monument but a modular one, like the palace. After constructing the “Main Wharf” (unlocked with 250 Artisans) you can add a variety of modules via its menu, each with their distinctive own functions. Some of the modules are alternatives to already existing buildings like the Harbourmaster, the Depot or the Repair Crane – they are, however, more space-efficient than the regular versions. Others are new, like the Loading Wharf (reduces load times) or the Exports Office (increases number of Export/Import Contracts you can have).

You can increase the limit of how many of each module you can build by successfully exporting vast quantities of goods – but more on that later.

The Docklands Main Wharf and the modules have to be placed in your harbour area but differ in one key aspect from the palace: modules do not have to be placed next to each other but can stand separate! If you prefer to combine all modules to one big district, you will be rewarded with a bonus to your island’s attractiveness.

You can therefore design your Docklands district in any way you want, and we have already seen a lot of creative designs in previous tests.



An ever-growing Anno empire is made of a multitude of islands and trade routes, with hundreds of tons of resources being transported and unloaded at all times. To support all your trading needs, the Docklands can be built once on every island in both the Old World and Cape Trelawney.

Captain Tobias
No worries, though, we have made sure to provide you with an experienced guide to lead you through all the new mechanics in the game. Through a short series of quests, Captain Tobias will provide you with an overview over the construction of the Docklands and the aforementioned Export/Import Contracts.

There are few waters Captain Tobias hasn’t plumbed, and fewer ports he hasn’t berthed in. Armed with an amiable disposition and an insatiable curiosity, this grizzled old seafarer is something of a legendary figure among the close-knit world of global trade, and it just so happens he’s taken an interest in helping you bring your company to new, boundless lands of opportunity and profit.

He will, however, also request your aid in a matter of personal importance to him when you have convinced him of your skills as a trader. Without wishing to spoil anything, let’s just say that as a reward, the Captain has a rare blueprint for your shipyard which you may certainly find interesting…

Export/Import Contracts
Now, we have mentioned these “Contracts” often enough, time to explain one of the core new features of the “Docklands” DLC.

Captain Tobias not only serves as your guide, but primarily is a traveling merchant by trade. Via the Docklands you can make use of a new trade mechanic that lets you exchange one good for another. Instead of selling or purchasing goods using money, you can create Export/Import Contracts by selecting one good to export and one good to import.

The exchange ratio partly depends on the “value” of the good (calculated via the complexity of the production chain and the amount of building space it requires), meaning, for example, that a single ton of sewing machines is worth several tons of raw fish. This opens up completely new strategies and, for example, allows you to specialise in certain goods based on local fertilities or deposits and trade them in for other goods you don’t produce enough of. Or even substitute whole production chains with imports – the choice is yours.

If you own “The Passage” or “Land of Lions”, you can also set up contracts with goods from those DLC.

By building Exports Office modules, you can increase the number of Export/Import Contracts you can have active at the same time and the Captain will do his best to fulfill them all – based on how many goods (or how much free storage) you have left.

Tobias will enter your region at regular intervals and fulfill current contracts at each of your Docklands. His ship is a massive vessel and its stocks basically unlimited.

The second factor to impact the exchange ratio is your export volume. When you produce and export large numbers of a specific good, you will establish yourself as a serious business partner in this product and see it gain an “exporter level”. That means that this good becomes one of your export “specialties” and its exchange ratio against other goods improves— you will now receive more tons of other goods in exchange! Take a look at these specialty goods in the pyramid below— the higher the total export volume of a certain good, the higher the good will rise in the pyramid, and the better its exchange ratio will become. You can move and even remove goods from this pyramid to fill the limited bonus slots to your preference.

Even if all slots are filled, you can still export other kinds of goods of course, but you won’t profit from an improvement to the exchange ratio.

Better ratios are not the only advantages of mass-exports, though:

The more your reputation as a respectable trader grows, either via the number of active trade contracts or your exporter level, the more goods will unlock for you to import. You can see the requirements you need to meet to unlock a good in the overview on the right of the Export/Import screen.

Furthermore, you will also increase the building limit of each module by unlocking more “specialty” slots in the pyramid, allowing you to add more and more modules to your Docklands and create a massive trading district.

It’s worth keeping in mind that you can build a complete Docklands on every single island, allowing for potentially vast amounts of imports and exports of goods that you can then still transport within your empire via normal trade routes.

Don’t want to produce soap but prefer to have a clean population? Then Import soap in exchange for that beer you’re producing and make your citizens (and most likely Tobias’ crew) very happy!

Since we know this new feature might need some getting used to, we’ve developed a completely new type of in-game help. Clicking on the “question mark” icon at the top of the Export/Import Menu will open a tutorial screen with explanations of all steps involved in setting up Export/Import Contracts.


Ornaments
Now, we all know how much you all love ornaments and we may have seen one or two comments about having a lighthouse in your own city – maybe…

The “Docklands” DLC is a great opportunity to combine both, so we’re happy to announce that you can look forward to not just one, but two types of lighthouse and a sea of additional ornaments for your harbour – both in the Old as well as in the New World!

We’re excited to see your new harbour layouts with Docklands and its new ornaments!


As announced in our Season 3 live stream as well as the Season 3 Pass trailer (you should re-watch them, just in case), all DLC releases will be accompanied by a Free Game Update. Game Update 10, which is going to release alongside “Docklands”, will for example make changes to your trade route menu and allow you to build streets onto the water in your harbour area.

We’ll go into detail on all these topics later this week.

This leaves only two questions, right, “when” and “how much”?

Well, the “Docklands” DLC will release on February 23rd at 6PM CET / 12 PM EST in the Ubisoft Store, the Epic Store and Steam for 6,99€ and is also included in the Season 3 Pass which is available for 19,99€.

Make sure to check out our blog with an overview to the Season 3 Pass and last week’s live stream where you can already see some gameplay from the DLC.


Stay safe, take care – and keep an eye on the Anno Union for the latest news.


*Please be aware all screenshots of the Export/Import UI are taken from a development-in-progress version of the game and may contain unfinished elements and placeholders.

Mayveena fucked around with this message at 19:56 on Feb 16, 2021

IncredibleIgloo
Feb 17, 2011





Thanks for the info dump, it looks really cool! And it is coming sooner than I expected as well, which is nice! I also love how happy your avatar is to be forklift certified. Season 4 DLC will introduce forklifts to the dockyards to boost their efficiency.

Ineptitude
Mar 2, 2010

Heed my words and become a master of the Heart (of Thorns).
Done settling in the Arctic.
No idea what i am going to do with the gas but at least i have it now.

The biggest bottleneck for the Arctic is Brass, its a rare resource in the old world and every arctic house needs it frequently. I literally had to set up electricity plants in the old world on my zinc/copper mines to double their output as there is only a total of 3 each in the whole game. This doubles my oil usage (another pet peeve of mine, oil usage is a flat consumption and not based on how many buildings use it)

When i started this game i had played the story a bit first but wanted a more freeform game. I also did not want pirates and whatnot as far too much time and attention is spent on managing them so i made a game with no pirates and 3 easy AIs. I did not know at the time that you could disable AIs entirely, had i known i would have done that tool. They literally do nothing but hamper my enjoyment of this relaxing management game with their constant barrages of quips, insults, gifts, alliance requests and their spectacular ability to end up with some resource monopoly.
In the old world i have zero islands with saltpeter.
In the arctic i have zero islands with seal skins.

Honestly thinking of looking into if there is a mod that lets me just delete AIs from a game.

Now on to Enbsea. Finally done with the expedition, i quit the game yesterday right after entering the Enbesa map for the first time.

I still haven't gotten to Cape Trelawny. I assume it is part of the queen is gone questline? I still need to go to Sir Archibalds lighthouse to start that.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

Ineptitude posted:


I still haven't gotten to Cape Trelawny. I assume it is part of the queen is gone questline? I still need to go to Sir Archibalds lighthouse to start that.

Your zinc, copper and saltpetre is right there. I suggest a visit.

Gadzuko
Feb 14, 2005

Ineptitude posted:

Honestly thinking of looking into if there is a mod that lets me just delete AIs from a game.

You don't need a mod for this, just kill them. Build a stack of battlecruisers and bomb them out of existence.

Also, Enbesa is the solution to your brass woes if cape trelawny doesn't give you enough extra. You can use the research institute to swap which resource is provided by a mine.

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.



Or, even better, just play the game without AIs.

It's a shame that while I do love many of the characters I find the game actively more fun without the AIs creating just one more set of nuisances.

boar guy
Jan 25, 2007

playing without AIs feels cheaty so i just use two easy ones and then fiddle with all the other difficulty settings so it still says its on the hardest one :smug:

Gadzuko
Feb 14, 2005

Alkydere posted:

Or, even better, just play the game without AIs.

It's a shame that while I do love many of the characters I find the game actively more fun without the AIs creating just one more set of nuisances.

Does the game still generate 3 extra starting islands with oil on them in the old world if you have no AIs? I like to start with 3 easy AI and then annihilate them once I start spamming investors everywhere so I get their starting islands with free old world oil.

Also, I don't know if anyone else has experienced this but sometimes easy AI settle an island even when you tell them not to. I figured out it only happens when you're viewing a session other than the one in which they are trying to expand. So when you get the pop-up asking permission to expand, click the button to view the island first. It'll take you to the right session and then when you decline they will actually stop.

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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.



Gadzuko posted:

Does the game still generate 3 extra starting islands with oil on them in the old world if you have no AIs? I like to start with 3 easy AI and then annihilate them once I start spamming investors everywhere so I get their starting islands with free old world oil.

Also, I don't know if anyone else has experienced this but sometimes easy AI settle an island even when you tell them not to. I figured out it only happens when you're viewing a session other than the one in which they are trying to expand. So when you get the pop-up asking permission to expand, click the button to view the island first. It'll take you to the right session and then when you decline they will actually stop.

Yup, map generation is completely independent of # of AIs. So if you start on a larger map with no AIs you'll still have those big open islands with resources and no one on them.

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