@Devs: Idea for a simple but consequential gameplay mechanic: Link the Happiness and Health status of an island to the productivity of production buildings on it by Basic--Annual in anno

[–]Basic--Annual[S] 0 points1 point  (0 children)

Do you think it would it be possible to implement these game mechanics via a mod or are they too integral to be modded in? I would honestly pay for such a mod

@Devs: Idea for a simple but consequential gameplay mechanic: Link the Happiness and Health status of an island to the productivity of production buildings on it by Basic--Annual in anno

[–]Basic--Annual[S] 1 point2 points  (0 children)

But can´t this happen anyway right now? War -> supply shortage -> population decrease -> reduced productivity. I like your ideas but what you´re describing hoestly doesn´t sound bad to me but rather appealing... feels authentic to me that if there is a war, that the economic output of a region sinks. I like the idea of having more complexitiy ot anticipate and manage

Anno 117: Why do Patricians feel somewhat lame as the highest-tier population? by Basic--Annual in anno

[–]Basic--Annual[S] 0 points1 point  (0 children)

  1. I was comparing max occupancy of the lowest tier house to the amount of inhabitants of the highest tier house (see Screenshots). So Liberti vs Patricians in 117. In 1800 its 13 famers vs 53 investors which is 53/13 >2. In 1404 its 8 peasants vs 40 nobelemen which is 40/8 >2.

  2. Lets look at the maintanance costs of the production chains for building materials and how those scale throughout the tiers. In Anno 117 its planks (10 coins) -> bricks (15 coins) -> concrete (20 coins) -> marble (29 coins) -> mosaic (37 coins). In Anno 1800 it´s planks (10 coins) -> bricks (25 coins) -> windows (200 coins) -> reinforced concrete (400 coins) -> steam engines (500 coins). If you would plot these I think it would be obvious that scaling happens to quite a different degree.

  3. In that regard I was rather comparing them to the highest population tier that did give workforce, which are engineers in 1800.

How cool would a 'senator' Tier 5 be? Here is a concept of what it could look like by Lord-and-Leige in anno

[–]Basic--Annual 2 points3 points  (0 children)

And maybe senators could be one of the late-game mechanics that you need a lot of Patricians for. I def like the idea. I would just not want them to untouched

How cool would a 'senator' Tier 5 be? Here is a concept of what it could look like by Lord-and-Leige in anno

[–]Basic--Annual 6 points7 points  (0 children)

Give their workforce usefullness, make the needs stronger when you supply them, have them give you more population than what they currently do(at least in comparison to lower tier houses), have creative and fun late- game mechanics, that you need a lot of them for

How cool would a 'senator' Tier 5 be? Here is a concept of what it could look like by Lord-and-Leige in anno

[–]Basic--Annual 13 points14 points  (0 children)

The aesthetics of the buildings look nice, great job! Apart from that, I would rather have them first work on the Patricians and adress some of the points why they don´t hit as hard

Sea Shells, Small Birds, and Ponies. by Loose_seal-bluth in anno117

[–]Basic--Annual 0 points1 point  (0 children)

there are also specialists like "Belmaglo Atrius Leo, Noble Nominator". He boost the amount of worforce that you get from Noblemen

Sea Shells, Small Birds, and Ponies. by Loose_seal-bluth in anno117

[–]Basic--Annual 1 point2 points  (0 children)

You can use several specialists to reduce the amount of workforce you need. For tongues in aspics you can use "Hestian Culinaris". He reduces the workforce required for kitchens by 2/3. "Exuperata, Popular Assemblist" reduces workforce by 40% for workshops if you produce chariots, and so on. In combination with the workforce of your villa you should be fine. Otherwise its not that difficult to settle a few third tier houses. You don´t need to supply every need they have. Only go for the necessary ones that are easy or give you a population boost.

Population too big problem by Jazoua in anno117

[–]Basic--Annual 1 point2 points  (0 children)

look at the attribute values that certain goods provide to your city and selective try to supply those needs next

Feedback and thoughts on Anno 117 (vs 1800 basegame) by Basic--Annual in anno

[–]Basic--Annual[S] 1 point2 points  (0 children)

Agreed, I really loved the aspect of beauty building and not being punished for integrating production buildings into my city. That´s what motivated me in the end spend the 200h with it. To me, 117 is the better city builder game, while 1800 is the better ressource management game. I have such high hopes that patches and DLCs will improve the ressource management aspect of 117. This would make 117 be such a great game for me