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ANNO 1800

Discussion in 'PC Games' started by PaulWright, Aug 24, 2017.

  1. CaptainRAVE

    Man of Honour

    Joined: Nov 21, 2004

    Posts: 30,341

    I am still confused hours later. Time does disappear!
     
  2. montymint

    Mobster

    Joined: Jul 29, 2006

    Posts: 2,626

    Location: Newcastle, UK

    So when I came off at 8 last night I'd just got my first artisans unlocked.

    I've noticed you can;t grow everything on one island. Now before I start buying peppers and hops - Can I move to other islands now, or is this something the campaign will guide me to do?
     
  3. CaptainRAVE

    Man of Honour

    Joined: Nov 21, 2004

    Posts: 30,341

    In the sandbox I am setting up a second island to supply my first. Surely the campaign must allow this?
     
  4. montymint

    Mobster

    Joined: Jul 29, 2006

    Posts: 2,626

    Location: Newcastle, UK

    I assumed it would - but I'm not sure how to yet. Most things so far in the campaign have had some kind of hint. I've not yet had a person pop up and day, oh you need to grow elsewhere, or anything to that effect. I don;t know if I pushed to artisans too early or not :/
     
  5. Vimes

    Mobster

    Joined: Oct 15, 2005

    Posts: 4,243

    Location: Manchester

    In the campaign I am transporting Hops from my second island to my first to complete the beer production. To do that I set up a trade route but set as a "Charter" route. That charges 50 to do that and it seems that only one item at a time can be transported. So doing so can ramp up the costs. I also think that unlike trade routes you can't seem to change the path that the allotted ship will use on that charter route. Meaning that if it sails through hostile waters then it is open for attack.

    I pushed the level 3 (Artisans) too early my first go and found that I had a real budget issue as I hadn't got a strong enough economy or provisions ready for them without rioting. If your citizens riot your income tanks.
     
  6. CaptainRAVE

    Man of Honour

    Joined: Nov 21, 2004

    Posts: 30,341

    It seems like a real balancing act. Too many houses and I get slammed by royal taxes.

    Selling ships, that seems to be a real money maker right now. I need to increase ship production output.
     
  7. montymint

    Mobster

    Joined: Jul 29, 2006

    Posts: 2,626

    Location: Newcastle, UK

    How easy is it to move to a second island? Is it just a case of taking a boat over? Not playing Anno before I'm not 100% certain.

    I'm trying to stay away from strategy guides as I do like to learn as I go, usually doing campaigns which tend to guide you through things.

    I only have 3 artisan houses, so I'll slow down a bit. I've made a tonne of farmer houses and have upgrade to a lot of workmen for there better paying taxes.
     
  8. Vimes

    Mobster

    Joined: Oct 15, 2005

    Posts: 4,243

    Location: Manchester

    Agree. For me perhaps the sandbox might have been the game of choice over the campaign, still I'm enjoying it. I have not tried selling ships to make cash, just concentrated on my regular income from trade, happiness and doing quests. Ship building for me seeems kinda slow.

    To claim another island, take too many and the other AI soon complain, it is a matter of getting 8 steel, 10 planks of wood and 2500 in cash and then you can build a port. I did that to grab the second island which had hops on it pretty quick, but didn't build on it for a while.

    I have kept away from reading too much on how to optimally play this game, you could probably tell that if you saw what I've built so far, lol. As long as I save often I can go back if a strategy proves to be flawed.
     
  9. montymint

    Mobster

    Joined: Jul 29, 2006

    Posts: 2,626

    Location: Newcastle, UK


    Yeah I try to stay away from optimal building strats online and I've avoided youtubers playing (even though I like Keralis and watch his other stuff) as I want to find them on my own.
     
  10. Darujhistan

    Mobster

    Joined: Oct 28, 2011

    Posts: 3,422


    Same here with Paradox games, all this min maxing just ruins games for me. I don't want to know how to squeeze every last drop of benefit out of everything and win as quickly as possible or conquer the entire world. I like vids that explain how systems work though.
     
  11. montymint

    Mobster

    Joined: Jul 29, 2006

    Posts: 2,626

    Location: Newcastle, UK

    Agreed, or for there to be a shorter campaign in game that covers the basic concepts, opening up for your own lightbulb moment :)
     
  12. Darujhistan

    Mobster

    Joined: Oct 28, 2011

    Posts: 3,422

    Exactly, and a lot of the fun lies in working it out for yourself and those lightbulb moments! - Vids for quick intro's, and if I'm really stuck on something.
     
  13. CaptainRAVE

    Man of Honour

    Joined: Nov 21, 2004

    Posts: 30,341

    The AI is in for a shock when it realises I have claimed most of the New World - fortunately my economy is far ahead of theirs so I can keep them in their box. I tried a sandbox with harder AI - they resorted to cheating so I gave up with them. They had a shipyard at an impossibly early stage of the game.

    I agree with you, I try not to worry about optimisation too much in the early game. That can come later. I used to setup the optimal production chains much earlier in the previous Anno games, but this one is much more competitive with active players who can claim islands from you. I'll rearrange things one I have more islands and better defenses. I have more space on this map than I need, so I can spread things out. What I do need to focus on more are specialised islands with one central capital and trade links between them - this will be easier once we can set a reserve of particular resources in a warehouse so that the trade ships don't take them all.
     
  14. Vimes

    Mobster

    Joined: Oct 15, 2005

    Posts: 4,243

    Location: Manchester

    What I do remember is when I used to play some of the earlier Civ games it was like playing on a spreadsheet, with the calculations for optimal placements and choices. As time as passed that has become less and less fun for me.

    I don't like to use this expression but I like to build more "organically" and that often turns out to be less optimally in terms of game advantages. That doesn't bother me much, I do the same with Cities Skylines, but it does mean that typically in the campaigns and other scripted types of game playing I often struggle without adapting a little to the needed, rather than wanted, build requirements.
     
  15. montymint

    Mobster

    Joined: Jul 29, 2006

    Posts: 2,626

    Location: Newcastle, UK

    well I overstreched, lots of riots. Oops!

    Happy to start a fresh now I've hada go at things
     
  16. Vimes

    Mobster

    Joined: Oct 15, 2005

    Posts: 4,243

    Location: Manchester

    That happened to me. I now try and be very careful about scaling up. At the moment I really want to drop a canning factory, but it needs 150 artisans. We all know that to get that many has a knock on to the workers and then farmers and resources, not a chance at the moment. Whilst I'm faffing about doing that the AI is steamrolling me in the economy and ship building, that spells trouble...!
     
  17. CaptainRAVE

    Man of Honour

    Joined: Nov 21, 2004

    Posts: 30,341

    I overstretches in the new world where the pirate guy declared war on me and sent a fleet. Fortunately I had just built and sent several frigates.
     
  18. Vimes

    Mobster

    Joined: Oct 15, 2005

    Posts: 4,243

    Location: Manchester

    Does anyone know what the purpose of the items you get for doing quests. The ones that say they can be used for your character..? Not the type that you can use for your town hall or trade union offices..?

    The two on the left can be seen here....

    [​IMG]

    the third has a function within the town hall.
     
    Last edited: Apr 30, 2019
  19. CaptainRAVE

    Man of Honour

    Joined: Nov 21, 2004

    Posts: 30,341

    Sell them? Expedition events? Can't seem to find anything concrete about them.

    Taking ages to build up my second island. I need canned goods. On the plus side, I discovered today that easy AI will only expand if you allow them to when they ask you. That takes the pressure off my first play through.
     
  20. Vimes

    Mobster

    Joined: Oct 15, 2005

    Posts: 4,243

    Location: Manchester

    I do wish that they had bothered to at least offer a decent pdf manual for this game, detailing some aspects of game-play that might turn out to be crucial would be nice to know about.

    I have found in the campaign that the AI seem to take islands and settle of their own accord. I do get one of them asking me if he can settle on island, not sure if that is relative to my strength being much greater than theirs..? If I decline then I take a hit with diplomacy.
    Perhaps for you it is related to the sandbox and the AI's you selected to play with...?

    Got windows, canned goods and now sewing machines up and going on my main island. But I do know that I'm trailing some of the AI's, still fun tho.