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IncredibleIgloo
Feb 17, 2011





Vivian Darkbloom posted:

I've been playing the free weekend and thinking of getting the full game for $24. Actually, Uplay isn't letting me play the game - maybe the free weekend accidentally ends after you have a few hours in-game? Anyway, do you recommend I spring for any DLC?

Edit: it's only $20 on some other resellers

Sunken Treasure gives you a session with a big huge island all of your own and that is pretty transformative. It also lets you tool around in a submarine looking for treasure, which can be a lot of fun. I would recommend that one. Dockyards is the next most transformative, allowing you to fine tune trade and exports and this allows you to skip some portions of a resource chain, which is helpful if you have bad luck getting the required resource or island. Of all the DLCs that unlock new sessions I find the Arctic to be the most thematic and pleasing, but mostly useless. Of all the DLCs that are just culture buildings I believe the Palace is the most useful. It may be worthwhile to figure out which new session appeals to you the most and buy that season pass. Season pass 1 is probably the cheapest and is probably the best one to get. Season pass 3 is the most expensive and adds mostly end game content, so I would pass on that for now. Season 2 allows you to really transform farming and ranching, but somewhat depends on you knowing how to use oil.

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KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I'd recommend uplay+ for a month since it is only a dollar and has all the dlc but ever since the last patch I've been unable to play. The current theory is they screwed something up while setting up the free weekend so some people who should have access to the game don't.

IncredibleIgloo
Feb 17, 2011





KPC_Mammon posted:

I'd recommend uplay+ for a month since it is only a dollar and has all the dlc but ever since the last patch I've been unable to play. The current theory is they screwed something up while setting up the free weekend so some people who should have access to the game don't.

Uplay+ has all the expansions, not just the base game? Now I feel a bit like a dummy for buying the $60 one for my son to play with me for what will probably be just a few weeks. Oh well!

Solemn Sloth
Jul 11, 2015

Baby you can shout at me,
But you can't need my eyes.
Yeah I got uPlay+ because I love big dumb open world games but burnt myself out a bit on Assassins Creed Valhalla and I’m still finding it worth it for Anno

Vivian Darkbloom
Jul 14, 2004


As I play through the campaign how can I keep up a good income? I'm trying to build efficiently but usually the balance is negative and I have to keep exporting stuff. I can tell having a lot of non-working population is a drain. Is it a bad idea to make a quick buck by cutting off consumption of soap or other goods that sell for a lot of money?

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Vivian Darkbloom posted:

As I play through the campaign how can I keep up a good income? I'm trying to build efficiently but usually the balance is negative and I have to keep exporting stuff. I can tell having a lot of non-working population is a drain. Is it a bad idea to make a quick buck by cutting off consumption of soap or other goods that sell for a lot of money?

Non working population isn't a drain, they still consume which is how you make money. Buildings that employ them drain money, you probably need less steel, bricks, and glass and more people enjoying life and being unproductive. Consumer goods all make a profit, construction goods don't.

Edit: Instead of cutting people's access to basic needs like soap and cracking down on the unemployed have you considered running a fashy police state and forcing people to overproduce goods that no one needs that you then sell to the nearby prison camp? Just build police stations and increase productivity to +50%.

KPC_Mammon fucked around with this message at 07:47 on Sep 5, 2021

Shivers
Oct 31, 2011

Vivian Darkbloom posted:

As I play through the campaign how can I keep up a good income? I'm trying to build efficiently but usually the balance is negative and I have to keep exporting stuff. I can tell having a lot of non-working population is a drain. Is it a bad idea to make a quick buck by cutting off consumption of soap or other goods that sell for a lot of money?

- Make sure you're supplying goods to your citizens, don't cut them off because that will just make your money problems worse. If you click on a building you will see your citizens' needs and which are fulfilled or not. For each fulfilled need your citizens will not only be happier but also pay more money in taxes.

- Don't overdo your production early on. Early game the difficulty spikes with Steel Beam production. The buildings for this are quite expensive in maintenance early on. Don't build the entire chain (1x Iron mine, 2x Charcoal Kiln, 2 Furnace, 3 Steelworks), this will kill your income since it's too early for you to sustain that, just build a basic chain (1x Iron Mine, 1x Charcoal Kiln, 1 Furnace, 1 Steelworks) and supplement your additional Steel Beam needs by buying them off Archie, until later in the game. The same counts for other production chains, just build a basic full chain and expand on it later when you have the money to do it.

- Build a Town Hall and use specialists to get more money/easily fulfill needs from your citizens. This isn't super useful for Farmers and Workers early, but once you have Artisans, you can use an Actor(Blue character specialist) to easily and cheaply supply them with Canned Food and Rum, which basically supplies them with these goods for free. This allows you to cut out entire production chains for every building in the Town Hall radius. This saves alot on maintenance early on.
You can do the same with a Trade Union building and reducing maintenance or increasing production with specialists. You can buy specialists off Eli, station a ship there and keep an eye out for one you want. You also get some for doing quests.

- Focus on advancing your citizens and fulfilling their needs. Don't try to make money off Workers and Farmers, because they don't pay alot in taxes and the more citizens you have the more you lose income to 'Royal taxes'.

- Set up trade routes to make a little extra money. You can sell Soap to Eli, Beer to Anne(after you make peace with her, keep buying cease fires and flattering/gifting her), Buy Weapons off Anne and Sell them to Isabel in the New World. Sell excess Fried Plantains to Isabel.
You can also set up your Harbour to sell excess goods to the AI and roaming merchant ships which come by. This doesn't make that much money though, so you shouldn't rely on it, but every little bit helps.

tima
Mar 1, 2001

No longer a newbie
Just downloaded a random small patch that totally hosed up my game (disabled DLC, my last game saves aren't showing up) so be cautious of updating this one.

Shivers
Oct 31, 2011

tima posted:

Just downloaded a random small patch that totally hosed up my game (disabled DLC, my last game saves aren't showing up) so be cautious of updating this one.

Had the same thing happen to me. Shut down the Uplay app completely and restart it, that should trigger the Uplay app to update and afterwards Anno should work again.

WhiteHowler
Apr 3, 2001

I'M HUGE!
I found a new fun bug with Anno 1800.

I've been playing through Far Cry 5, and whenever I play that game and then launch Anno, none of the in-game text shows up anywhere. Not on the menu UI, not on the pop-ups, nothing. If I reboot, it works normally. I can run half a dozen other games before Anno and everything's fine. It's just Far Cry 5.



Kind of funny since they're both Ubisoft products.

Bloody Hedgehog
Dec 12, 2003

💥💥🤯💥💥
Gotta nuke something

WhiteHowler posted:

I found a new fun bug with Anno 1800.

I've been playing through Far Cry 5, and whenever I play that game and then launch Anno, none of the in-game text shows up anywhere. Not on the menu UI, not on the pop-ups, nothing. If I reboot, it works normally. I can run half a dozen other games before Anno and everything's fine. It's just Far Cry 5.



Kind of funny since they're both Ubisoft products.

This is due to the buggy patch behaviour right now. If you received a small 480mb patch, that actually downgraded Anno to version 11, and causes this text issue. If you restart UBI Connect, it should download a new 2gb patch, which brings you back up to version 12. Then you should turn off auto updates to keep yourself at version 12. If you don't, the next time UBI Connect starts you'll get the 480mb downgrade patch and begin the cycle again.

This is also likely caused by the free weekend that UBI is running this weekend for Anno and other games, and should hopefully clear up after the 6th or 8th or whenever this freebie period is over. There are a lot of games having issues this weekend, and it all seems tied to whatever they did on the back end to enable it all.

WhiteHowler
Apr 3, 2001

I'M HUGE!
Yeah, it downgraded me apparently, but now it's working again and back on version 12.

So we had something odd happen in our game today -- my wife did the expedition to unlock Trelawney, and as soon as she settled it, she had a bunch of bonus Farmers, Workers, Artisans, and Engineers there (I think 50 of each?).

I checked our other colonies, and they all seemed to have these extra workers too. Is there something that triggers this? Some, but not all, of the colonies were in the middle of a celebration.

We also noticed around the same time that our income tanked, despite not building much new infrastructure, and making sure that all of our needs and marketplaces are fulfilled. Like, we went from +2000 to -1500 and are having a hard time figuring out why, even with the info given on the Ctrl-Q screen. We have over a million in the bank, so we're okay for a while, but we need to get our cash flow back up.

Paracausal
Sep 5, 2011

Oh yeah, baby. Frame your suffering as a masterpiece. Only one problem - no one's watching. It's boring, buddy, boring as death.
yeah the worst part of playing anno is dealing with uplay, what a dogshit client

Solemn Sloth
Jul 11, 2015

Baby you can shout at me,
But you can't need my eyes.

WhiteHowler posted:

Yeah, it downgraded me apparently, but now it's working again and back on version 12.

So we had something odd happen in our game today -- my wife did the expedition to unlock Trelawney, and as soon as she settled it, she had a bunch of bonus Farmers, Workers, Artisans, and Engineers there (I think 50 of each?).

I checked our other colonies, and they all seemed to have these extra workers too. Is there something that triggers this? Some, but not all, of the colonies were in the middle of a celebration.

We also noticed around the same time that our income tanked, despite not building much new infrastructure, and making sure that all of our needs and marketplaces are fulfilled. Like, we went from +2000 to -1500 and are having a hard time figuring out why, even with the info given on the Ctrl-Q screen. We have over a million in the bank, so we're okay for a while, but we need to get our cash flow back up.

There's an achievement (idk what the actual term is) you get called "Conqueror" which adds +50 of each of those 4 worker types to any settlement. I'm not exactly sure what triggers it.

Also I kind of wish I bothered to check whether you can eradicate pirates before I lost a bunch of ships of the line shooting up Anne's fortress. I'm trading beer with the New World guy, guess I'm now going to very slowly butter Anne up to start trading beer with her too.

Solemn Sloth fucked around with this message at 02:03 on Sep 6, 2021

Social Studies 3rd Period
Oct 31, 2012

THUNDERDOME LOSER



WhiteHowler posted:

Yeah, it downgraded me apparently, but now it's working again and back on version 12.

So we had something odd happen in our game today -- my wife did the expedition to unlock Trelawney, and as soon as she settled it, she had a bunch of bonus Farmers, Workers, Artisans, and Engineers there (I think 50 of each?).

I checked our other colonies, and they all seemed to have these extra workers too. Is there something that triggers this? Some, but not all, of the colonies were in the middle of a celebration.

We also noticed around the same time that our income tanked, despite not building much new infrastructure, and making sure that all of our needs and marketplaces are fulfilled. Like, we went from +2000 to -1500 and are having a hard time figuring out why, even with the info given on the Ctrl-Q screen. We have over a million in the bank, so we're okay for a while, but we need to get our cash flow back up.

at least for the colonies/extra workers part: yes, it's the first tier influence bonus under expansion https://anno1800.fandom.com/wiki/Influence

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I love that influence bonus and usually put up docks in a bunch of islands specifically get it. As long as you don't build houses no bad events can occur, letting you max productivity and avoid fire stations. Set up a few farms and a mine and have a schooner pick up goods every once in awhile.

Magni
Apr 29, 2009

KPC_Mammon posted:

I love that influence bonus and usually put up docks in a bunch of islands specifically get it. As long as you don't build houses no bad events can occur, letting you max productivity and avoid fire stations. Set up a few farms and a mine and have a schooner pick up goods every once in awhile.

Erm, no houses mean you can't get riots of plagues. Fires and explosions definitely happen anyway. My big heavy industry hellhole islands tend to basically pull double-duty as improptu space programs with how often they send debris into orbit. :v:

zedprime
Jun 9, 2007

yospos
I think plague is the only thing you can truly nix in a general way. There's enough modifiers you can get riots originating from production buildings in certain cases.

victrix
Oct 30, 2007


what's this anarchist character about?

Bloody Hedgehog
Dec 12, 2003

💥💥🤯💥💥
Gotta nuke something

victrix posted:

what's this anarchist character about?

He's like any other AI, but he has more unique flavor texts and quests, and will eventually have some quest chains that can go places.

Honestly, he's fun to include the first few times, but he can become a pain in the butt after a while.

Shivers
Oct 31, 2011

WhiteHowler posted:

So we had something odd happen in our game today -- my wife did the expedition to unlock Trelawney, and as soon as she settled it, she had a bunch of bonus Farmers, Workers, Artisans, and Engineers there (I think 50 of each?).

I checked our other colonies, and they all seemed to have these extra workers too. Is there something that triggers this? Some, but not all, of the colonies were in the middle of a celebration.

In the top left of your screen you will see your cash, income, population and available influence. If you click on the influence number a screen will open that will show you what you're spending your influence on.
If you use the arrows to switch over to the Bonuses screen, you will see where that bonus comes from. Basically, spending influence to settle islands will increase the bonuses given, which gets you those free population units on every island. You will also notice on this screen that you can get some other global bonuses from spending influence on other things, like Maintenance decreases, ship movement and attack speed, Attractiveness and newspaper effectiveness bonuses. These are all nice to have, but the extra pop on islands is definitively the most game-changing one.

Ubik_Lives
Nov 16, 2012
The worker bonus from the expansion influence bonus can be pooled with commuter piers which is pretty nice.

It doesn't extend to Enbesa or the Arctic (it not working in the Arctic makes me very sad, but I understand why it's the case), but it does let you set up massive no-population tractor farming islands in the New World. The way tractors work is they let you use the workforce of one farm, to work in two farm buildings, using the farm land of three farms, to create the output of four farms. So creating tractors gives the biggest return when your main restriction is population, not land size or building maintenance. And one fuel station can support twenty farms over quite a large distance, so you can just carpet a mid-sized island in coffee, tobacco or cotton, depending on what you need.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Ubik_Lives posted:

So creating tractors gives the biggest return when your main restriction is population, not land size or building maintenance. And one fuel station can support twenty farms over quite a large distance, so you can just carpet a mid-sized island in coffee, tobacco or cotton, depending on what you need.
The restriction is more often land size, what with new world islands being full of mountains and rivers, also you pay for land in influence which is also a far more limited currency.
Also docklands don't let you import many raw new world goods, so you can't weasel out of growing cotton, sugar, corn and orchards that tourist buildings need.

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.



victrix posted:

what's this anarchist character about?

He's more fleshed out than the other characters. Also comes with new propaganda articles that are powerful but have drawbacks (The only one I kinda-like is +20% global production for increased plague chance). Oh and every now and then you'll get a bunch of defectors from him that will offer cash and an item, but accepting them pisses him off. So far in my LP run they've offered: 20 tuns of beer (right after I upgraded my beer production anyways) and 20 tons of tallow.

So not exactly impressive items, when I know they could very well have hoisted a helical planer or other super nice item/specialist from Hugo's factories. I'll let you in when you commit a real act of theft, boys!

Oh and at least pre-High Life that quest was bugged so you don't always get the item offer anyways.

Alkydere fucked around with this message at 11:32 on Sep 6, 2021

Magni
Apr 29, 2009

Ubik_Lives posted:

The worker bonus from the expansion influence bonus can be pooled with commuter piers which is pretty nice.

It doesn't extend to Enbesa or the Arctic (it not working in the Arctic makes me very sad, but I understand why it's the case), but it does let you set up massive no-population tractor farming islands in the New World. The way tractors work is they let you use the workforce of one farm, to work in two farm buildings, using the farm land of three farms, to create the output of four farms. So creating tractors gives the biggest return when your main restriction is population, not land size or building maintenance. And one fuel station can support twenty farms over quite a large distance, so you can just carpet a mid-sized island in coffee, tobacco or cotton, depending on what you need.

Oh, it's much better than that, actually. Tractors give +200% productivity for +50% farmland needed and reduce workforce by 50%. IE, barring any other modifiers, a tractor farm does the same job as three non-tractor farms while using 1/6th the workforce and ~1/2 the amount of space.

Tractors are nuts.

tima
Mar 1, 2001

No longer a newbie

Shivers posted:

Had the same thing happen to me. Shut down the Uplay app completely and restart it, that should trigger the Uplay app to update and afterwards Anno should work again.

Thanks by the way, that fixed it.

How do I spent the influence to do stuff? The only one that's obvious is changing the articles in your news because it costs the influence.

Oxyclean
Sep 23, 2007


tima posted:

Thanks by the way, that fixed it.

How do I spent the influence to do stuff? The only one that's obvious is changing the articles in your news because it costs the influence.

Certain things have influence costs after you have enough of them - like ships and harbor defenses, and the influence costs go up as you have more of them. Acquiring new islands costs influence, as does building stuff like the trade unions and commuter piers.

If I remember correctly: Influence is never fully consumed: If building a ship costs 1 influence, and you lose that ship, you get the influence back. Newspapers are this way for sure.

SubNat
Nov 27, 2008

Magni posted:

Oh, it's much better than that, actually. Tractors give +200% productivity for +50% farmland needed and reduce workforce by 50%. IE, barring any other modifiers, a tractor farm does the same job as three non-tractor farms while using 1/6th the workforce and ~1/2 the amount of space.

Tractors are nuts.

They're more ridiculous than that. They give +200% production -and- 1/3 extra items.

A farm with a tractor doesn't just operate at 100+200%, it operates at (effectively)400% because it generates an extra item every 3rd cycle.

tima posted:

Thanks by the way, that fixed it.

How do I spent the influence to do stuff? The only one that's obvious is changing the articles in your news because it costs the influence.

If you click your profile thing in the top left, one of the icons opens the influence overview, which also states -exactly- how much influence you're using on each different thing. (And thus also what things use it)
News, Islands, Military stuff, ships, trade unions and commuter piers all gobble it up. It's not -as- obvious at the start because you get a bunch of free points in each category.
It's generally better to just get more by getting more people, and more investors though.

Pretty much everything except normal houses and production building use it.

Kuiperdolin
Sep 5, 2011

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

From mid game on influence is the big bottleneck, I find.

QUEER FRASIER
May 31, 2011

SubNat posted:

They're more ridiculous than that. They give +200% production -and- 1/3 extra items.

A farm with a tractor doesn't just operate at 100+200%, it operates at (effectively)400% because it generates an extra item every 3rd cycle.

all of that is why I think anyone popping in this thread wondering what dlc to get first should spring for bright harvest. In addition to how the tractors let you basically automate your agriculture once you develop oil, the granaries are useful for saving space, money, and labor as early as the farmer/worker tier. Once your pops start rapidly expanding it’s a godsend to be able to expand your ag production just by slapping down a tractor or granary, rather than building whole new farmer neighborhoods to staff your new farms

QUEER FRASIER fucked around with this message at 15:47 on Sep 6, 2021

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


Every game I start I say 'okay this is the one where I'm just gonna do everything in trelawney' and then 2 days later I've built 2 huge islands and the iron tower and worlds fair etc etc etc etc in the old world still haven't built a single house in crown falls. I think I need to force myself to never make a single engineer in the old world or something

Has anyone seen/built any cool crown falls cities? Whenever I do build there it always winds up being a huge boring grid.

Magni
Apr 29, 2009

Kaiser Schnitzel posted:

Every game I start I say 'okay this is the one where I'm just gonna do everything in trelawney' and then 2 days later I've built 2 huge islands and the iron tower and worlds fair etc etc etc etc in the old world still haven't built a single house in crown falls. I think I need to force myself to never make a single engineer in the old world or something

Has anyone seen/built any cool crown falls cities? Whenever I do build there it always winds up being a huge boring grid.

I've posted a few pictures of my now sadly lost Crown Falls project earlier in the thread.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Kaiser Schnitzel posted:

Every game I start I say 'okay this is the one where I'm just gonna do everything in trelawney' and then 2 days later I've built 2 huge islands and the iron tower and worlds fair etc etc etc etc in the old world still haven't built a single house in crown falls. I think I need to force myself to never make a single engineer in the old world or something

Has anyone seen/built any cool crown falls cities? Whenever I do build there it always winds up being a huge boring grid.

What if you intentionally don't build with electricity in mind so it is easier to just start fresh on Crown Falls?

Koryk
Jun 5, 2007
Is there any way (mod?) to make the islands in the new world have the nice blue water instead of muddy brown? Ive seen the same island layouts with both in different games, so I assume it’s an attribute rather than a fixed feature.

SubNat
Nov 27, 2008

Koryk posted:

Is there any way (mod?) to make the islands in the new world have the nice blue water instead of muddy brown? Ive seen the same island layouts with both in different games, so I assume it’s an attribute rather than a fixed feature.

Unfortunately not, you could try asking the devs of the various reduced-river mods in spice it up?
I imagine the mods are just a blacklist/whitelist of island variants to remove, so it should be possible to just exclude the brown river ones.

Also while checking for that, I stumbled over.... something. :catstare:

Some insane person figured out how to make a 4-crown-falls session map, which is also massive (2560x2560 size, compared to normal 1920x1920 tiles)
It's it's own session, so you get 3 old-world sessions (Old world, Cape, and QUADCAPE.) https://www.nexusmods.com/anno1800/mods/191

loving christ that would be a capstone to complete and fill.
It makes me especially sad that there's still no way to just make your own custom islands and etc, since the underlying fundamentals aren't difficult, it's just that you need whatever editor they use in-house to actually put together something the game can use.
Really hope they'll have modding tools for the next anno, especially one with the island tools.

That said, this also alerted me to the Maug mod, which is a different mod that adjusts the amount of sessions available ingame.
Meaning that if you play with 1-2 coop-partners you could have multiple new-world sessions, for example. ( https://maug-projekt.de/forum/index.php?thread/819-maug-mod-1800-more-sessions-1-30/ )

Kaiser Schnitzel
Mar 29, 2006

Schnitzel mit uns


KPC_Mammon posted:

What if you intentionally don't build with electricity in mind so it is easier to just start fresh on Crown Falls?
It's cute that you think I intentionally build with elecricity in mind to start with, lol.


Magni posted:

I've posted a few pictures of my now sadly lost Crown Falls project earlier in the thread.
Thanks-looks great!

Solemn Sloth
Jul 11, 2015

Baby you can shout at me,
But you can't need my eyes.
Building with any intent beyond “this fits here right now” is for losers and nerds imho

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.



Solemn Sloth posted:

Building with any intent beyond “this fits here right now” is for losers and nerds imho

Anything more is for when you get power/oil and a handful of items.

Solemn Sloth
Jul 11, 2015

Baby you can shout at me,
But you can't need my eyes.

Alkydere posted:

Anything more is for when you get power/oil and a handful of items.

That’s what demolition and tenuous amenity laws to declare areas illegal slums are for!

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zedprime
Jun 9, 2007

yospos
"Building for XYZ build changes" isn't a consideration if you have refunds/free move turned. The core of the late game is refactoring everything as your trade unions come online. If you don't build theoretical perfect trade union layouts from the start, then its a small bridge to cross to not build for electricity.

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