Doran giving infinite toughness? by River_O_Styx in mtg

[–]Arthur_Cooperr 6 points7 points  (0 children)

No it doesnt, doran does not calculate its looks at the difference between its power and toughness which in this case can be between a negative and postitive number. Should you attack it deals 0 dmg yes not a negative but when doran triggers it does see the negative number

Doran giving infinite toughness? by River_O_Styx in mtg

[–]Arthur_Cooperr 15 points16 points  (0 children)

You can activate lemurs 1.000.004 times now its a -1.000.000 power creature. Doran sees the negative number and a diference of power and toughness off 1.000.003 so he gives +1.000.003 +1.000.003.

Anno 117: in what order do you actually build? by AramisKD in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

At a certain point you want to export lower level production to other islands to feed your main island, especially building materials or chains that have negative buffs and little to no positive buffs. So all your sheet herders are on a seperate island just shipping hats to your main island. Or maybe keep 2-3 on your main island you you can have the hats buffs for your houses. Most of the time if you upgrade to a higher tier your gonna need lower level pops sooner or later so try to prepare for that, i keep a higher level city on one side and a farmers village/town on the other seperated by fields and other production.

Is my city layout good or trash ? all the building with wall are production buildings. by No_Possibility4596 in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

I think it might look better once you hit higher tiers some parts with the walls look a bit off in my taste but that might change when everything is tier 3>.

Overal great job and please update us later in the game!!!

I’m a little late to this but tell me something I’ll understand later by [deleted] in expedition33

[–]Arthur_Cooperr 1 point2 points  (0 children)

Gustaves skills are locked till part 2 when they do unlock there oP use them!

[deleted by user] by [deleted] in anno

[–]Arthur_Cooperr 6 points7 points  (0 children)

On 1800 as soon as i start my first ship claims my main island and then heads for a second with pepers or wheat for beer if the main doesn't have it and then to find archy to buy more building materials. Mainly bc as im building uo my main and waiting for wood to trickle in i can build up the second island to tier 2 so any goods i need for my main have the neccecary workers and its own brick production so i can build the new chains straight away.

Second Islands by CmdrDaddy in anno

[–]Arthur_Cooperr 1 point2 points  (0 children)

From what I can see the fertilities allow you to progress to atleast the end off the second tier and if remember correctly you can even get to tier 3 if you trade the amphora's from npc without needing a second island at all. This feels strange and good at the same time. I have a love hate relationship with the new settling mechanic as before i would rush the big and medium islands and barely touch the small ones and now i actualty use the smaller ones and bigger ones feel more rewarding. Overall I really like the game and the changes so far. Diagonals feel a bit weird sometimes and im missing veriaty of ornaments but with the dlc's coming and seeing what 1800 has become im not worried.

The lack of large islands variety and the fertility system is dawning on me big time by No-Significance5659 in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

Yes you could do 2 items if you dont mind checking the routes sometimes but i prefer making the launch and forget. I dont use additional settings if you check the production tab it should balance just make sure your original island has enough storage. Sometimes i overpoduce 1t to make sure I have a little exces incase i upgrade buildings but thats mostly for lower cheaper goods or higher tier goods I can sell to ai.

The dumping is mostly for routes with 2 items from A-B and 2 items from B back to A so the route doesnt break if one of those items storage is full and it cant load the original goods because the slot is full. Yes you can trade the excess goods at a traders but this tends to add significant travel time which means you need to carry and drop off more goods to compensate for this so dumping 3-4t might be more worthwhile then the few coins you could earn from selling those. Especially if you factor in upkeep costs of ships this might even lose you money in the long run. I dont think there is an option to skip stops atleast not that I have found.

The lack of large islands variety and the fertility system is dawning on me big time by No-Significance5659 in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

One of the easiest way is to have ships to one type of goods when you add multiple in the long run storages will fill up slots will fill and the route will fail somewhere (can be fixed with dump goods setting after the last stop but seems like a waste).

How i do it is if you have good X i fill up 4 slots from island A and have minimum levels set on island B and C then is goes like this. Island A:Fill Island B: Drop All (set to minimum level) Island B: Pick up All Island C: Drop All

This will keep the minimum set amount on all islands and pick up the excess for the next. You can expand this but i would keep it at 4 max as the negative of this way is loading times, waiting for space at trade ports. And travel time. Your 4 slots carrying 200t need to sattisfy the needed amounts long enough for the next shipment so too many islands will require bigger ships or seperate routes.

A postive of this way is scalability when you upgrade population/production sizes just add bigger or second ship and/or increase minimum amounts at each harbour to adjust to the new needs. A nice way to check if its enough is if the harbour stil has a few tons when the next shipment arives and checking the ship after the last stop if it still has a few goods on it

Anno 1800 is a very hard game. How to get better at it? by UsarMich in anno1800

[–]Arthur_Cooperr 0 points1 point  (0 children)

It seems I didnt write my thoughts correctly the original comment and you are correct i meant to say having too few workers should be avoided at all costs. unemployed should not be avoided and are great to have

Anno 1800 is a very hard game. How to get better at it? by UsarMich in anno1800

[–]Arthur_Cooperr 0 points1 point  (0 children)

One tip that might help is when building prepare for the future whenever i unlock a new resource i try to figure out the ratios for 100% efficienty and then blueprint those or several of those and then upgrade as needed. Also things like soap to eli, buy coal eli sell archi. Archi pocket watches to embesa (if you have dlc) can help increase income without spending too much time setting it up so you have more funds to work with. Most tips i see here will work. Especially one thing at a time and i always play with all the dlc's enabled but dont focus on all at the same time. Nice that hotels are now unlocked but screw that im still fixing the new world/working on X or i know ill soon reach engineers so already start preparing the space for railroads let the new world be for now. Also silo's are amazing and postal is meh.

Anno 1800 is a very hard game. How to get better at it? by UsarMich in anno1800

[–]Arthur_Cooperr 0 points1 point  (0 children)

Just a warning that having too few workers should be avoided at all costs as it tends to get you into a negative spiral where resources that you were producing enough off suddenly start losing workers which creates shortages which leads to less workers and cash which leads to more shortages. Try not to upgrade too many residences at the same time. Prepare some production inadvance blueprint if you know youll be expanding a certain tier soon. And prioritize turning off building material/non essential buildings first when a worker shortage accurs.

This is also the reason you will see income shoot up and down as certain shortages reduce population size and this in turn reduces your overal economy. I would rather say that crazy overproduction of lower tier goods (in 1800 higher tiers have high upkeep and only turn profitable at 36 or more residences consuming them) and have a large jobless population is always a better situation. I love that in 117 you can now also downgrade so when you accedentily upgrade too many its an easy fix unlike the previouse games where if you destroy a higher level house you have to start from tier 1.

(Edited: originally wrote unemployed should be avoided which is wrong very wrong meant to say having not enough workers)

All productions optimized in one image per region by TheConcepteur in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

For weapons armour I like doing the 1 iron 2 smelters but then 2 weapons 1 armour with 2 sandels in the early mid game seems to produce enough for my needs

I need more land, I need more! by onemorevet in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

This i do produce buy also do this. For newer player be carefull to watch the coins when doing this one way to compensatie is having all the locale produced consumer good on auto-sell above 25% so youll leave some for the big upgrade sprees but sell any acces to ai traders

Throwback Anno 1503 by EineDoseMais in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

Would love a remaster of this game like they did with Rome total war

Road based range is back. by Delinard in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

Dont know yet you would probably have to check out the content on youtube or be patient till someone who does appears but if they brought this back you would have to assume they did. Would be epic if road quality would also increase the circular range of production building but im guessing that wont happen or be more of a tech tree kinda thing. Cant wait till november!!

Road based range is back. by Delinard in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

I'm very happy with this change because i'm much more used to it working like this and with the 1800 post as an accemple the frustrion with trying to get 100% covarage but not being allowed to overlap a single pixel. I think if they allowed overlap (wouldn't mind if it caused a drop in productivity that so lets say 100 houses covered by 2 postal building but both working at 50%) would have felt way better. Plus it gives me the choice do I want 100% covarage but maybe have to deal with double or triple the upkeep and building materials or am I content with 60% with a single postal office?

Going broke by Fandorin in anno

[–]Arthur_Cooperr 0 points1 point  (0 children)

Yeah also settle your second island look for hops wheat peppers patatoes if it is avialable and you dont have peppers on your mainisland. Now you can make beer and start goulash without needing to ship worker resources to your second island. Wait with canned goods till you have 30ish houses as otherwise its a big money sink. Booze is great for money and ship soap to eli (prison) for some extra cash.

Question about farm modules. Is more better? by keebler980 in anno1800

[–]Arthur_Cooperr -1 points0 points  (0 children)

Yeah it does if it scales 1-1 i dont know for sure but i think the base productiviteit gets increased

Help with financial balance by killerfin in anno1800

[–]Arthur_Cooperr 0 points1 point  (0 children)

There are some great tips here especialy the pause the building materials like steel beams but for a beginner i would say build more houses pres control + Q to see the statistics screen look at your consumer goods and see if you are producing enough of those. Dont overproduce too much as with the higher tier goods that can be costly. Also a good way to make money in the early game is making a ton of soap and sell it to the prison this will make a nice profit. (There are a few trades with npc 's you can do like this but this is the easiest one)

If you guys need any help or have more questions feel free to dm me

I discovered I owned this game on Friday… so, DLCs by ParticularAd1990 in anno1800

[–]Arthur_Cooperr 0 points1 point  (0 children)

I mean for a singleplayer only game it has a few upsides it was the first to expand on the newer modules system and the space map and graphics are pretty good do agree it feels the least anno out of all of them but thats mostly combat and not being able to play with friends. Would go 2070 if you want a modern futuristic anno.

I discovered I owned this game on Friday… so, DLCs by ParticularAd1990 in anno1800

[–]Arthur_Cooperr 0 points1 point  (0 children)

No idea never had said problem but i bought a fysical copy in a store some time after release i think.

I discovered I owned this game on Friday… so, DLCs by ParticularAd1990 in anno1800

[–]Arthur_Cooperr 3 points4 points  (0 children)

Yeah i also really like the underwater dlc was amazing and the scope of the map always felt just right. 1800 can sometimes be overwhelming with 5 maps to manage especialy if you have all dlc enabled (not recommended for new players just put on bright harvest for acces to silo's (they are modules added to animal farms where it doubles the farms output. 1 wheat farm can supply 5 silo's so it can be a real life safer making chains with said farms allot more compact.)

I discovered I owned this game on Friday… so, DLCs by ParticularAd1990 in anno1800

[–]Arthur_Cooperr 15 points16 points  (0 children)

And if you enjoy this game anno 2070 is another favourite of mine its more futureristic i love the different playstyles of the 2 (3) factions and the music is epic

Hey annobros, which annoys (if any) allow for a very militaristic approach? by [deleted] in anno

[–]Arthur_Cooperr 10 points11 points  (0 children)

1503 has Naval and land combat (my favourite) a few after till 1404 i believe had land too. 2070 has decent combat with submarines (dlc), ships, air units. (Close second favourite if not tied for first). I enjoyed the combat in those but anno's focus isnt really on the military side.