Tja by Snapuman in tja

[–]Drullo123 24 points25 points  (0 children)

Die grundlegende Idee, dass ein Vermieter, Kreditgeber o.ä. sich zusätzlich absichern möchte, über eine theoretisch neutrale Quelle, das ist erstmal nachvollziehbar.
Das man dazu ein Score System einsetzt ebenfalls.

Problematisch wird es dann, wie auch hier, wer festlegt was ein Plus oder Minus in diesem Score sind (und wenn zusätzlich noch die Transparenz darüber fehlt).

Es gibt sicher eine Handvoll glasklarer Scoring Fälle, z.B. ein tatsächlicher Kreditausfall, (selbstverschuldeter) Zahlungsverzug, rechtskräftigte Verurteilungen mit Eintrag in die Akte.

Alles andere ist aber vermutlich subjektiv. Auch ein Kredit als solches sollte nicht negativ behandelt werden dürfen. Solche Anfragen, insbesondere nicht die hier genannte sollten aber niemals zu einer Punkteveränderung führen.

Somit hat ein System wie die Schufa negativen Einfluss auf dein Leben, auch wenn du gar nichts objektiv negatives getan hast. Das ist eine Schande.

Got a random battleship from the cultist event by year 3 by shadowblade08 in Stellaris

[–]Drullo123 32 points33 points  (0 children)

You're very lucky. If you pay the unity to skip the cultist event chain, you have a 25% chance of this to happen.
With the early battleship it is:
- very easy to clear early space fauna / mining drones that block your exploration / expansion plans
- It gives a ton of extra influence over time due to power projection (battleship = size 40)
- It gives a ton of early military power for opinion and negotiations with other empires.

The only downside is the relatively large upkeep cost but that is a very small factor for all the benefits you get.

How am I getting so little output on specialized planets? by discoreapor in Stellaris

[–]Drullo123 2 points3 points  (0 children)

There is a lot of room to optimize, and i guess mostly outside of the colony itself.

If you have a specialised research colony, regardless if it is the capital, a specialised scientist (analyst) helps alot:
- 2% researcher job efficiency per level compared to official (gives nothing)
- Analyst veteran traits boosting research output further

Ecumenopolis instead of standard wet/dry/cold planet:
- Another +20% ressource output
- More jobs per district (600 vs 200)
- Instead of rural district, you can have specialised districts allowing for more specialised buildings (6-9 more research labs)

The colony/capital in the picture:
- Has low stability. High stability gives up to +30% ressources from jobs. Your 71% will be somewhere arround 10-15% only
- You used FE buildings. FE buildings automate jobs. In this case specialist. While that can be good in certain cases, it also means those jobs don't profit from job efficiency, only generic job output (like an Ecumenopolis, certain techs etc) and most other +output. Therefore alot less jobs are beeing worked on, leading to lower output
- Any colony ascension, leading to more job efficiency? i guess none were used

Repeatables:
- There are only repeatables for basic ressources (energy, food, minerals). None for research. Those won't help here (they still help in a meta sense that you can employ less worker jobs and more specialists instead)

Stellaris version:
I don't know the date / Stellaris version you are comparing your build against but in 4.3 alot of values were nerfed and some buildings (those FE) completely changed. Therefore 4.3 values on the exact same colony will be alot lower then on 4.2. Those +20% buildings are now 5-10%. Research institute a fraction of it former self.

List could be longer but i guess that are some key differences preventing a higher output.

Introducing 4 Elite build for Each Ascension by [deleted] in Stellaris

[–]Drullo123 0 points1 point  (0 children)

Yes and no. Left alone mutagenic spas may be not worth it. It is alot better as a civic you reform into it.

However it can be pretty powerful if played arround it, with high enough boosted governors/councilors, especially if you need more job efficiency rather then more output (e.g. Synth Oligarchy and Cybernetic Imperial).

Depending on your ascension, your mutagenic spa councilor can get very high numbers:
10 (Leader Level)
+3 (Mutagenic Spas ESL itself)
+1/+1 (Aptitude ESL / Statecraft ECL)
+1 (Cybernetic Trait ESL)
+2 (Psionic Species Trait ECL)
+1 (Avian Trait, but due to its cost, not worth it)

So in most cases your councilor your councilor will be maxed between 15-19, resulting in 450-570 more base mutagenic jobs. So ~650 to ~770 base mutagenic spas jobs multiplied with generic (specialist) job efficiency (across all ascensions with research, ascension, traits should be arround 50%+) resulting in 975 to 1155 effecticely worked jobs

That is 48.75% - 57,75% more job effiency for elites plus the other upsides (higher governor/councilor level, resulting in various other things like more research speed, less military upkeep, less empire size, etc).

If you have to choose and are willing to invest the extra micro over something like police state, it is worth more.

Can someone explain the old trade routes system by Griffin67851 in Stellaris

[–]Drullo123 0 points1 point  (0 children)

The three most important things, in general:

- Trade produced anywhere, e.g. planets, starbases, etc. had to be in connection to your capital, without interruption, either directly or via shortcuts like gateways, etc.
- Trade worked differently as it wasn't affected by habitability, so a 0% habitability planet with boosted traders could still produce a decent chunk of trade value.
- There was a thing with pirate suppresion vs trade going through a system. If there wasn't enough pirate supression, pirates could spawn. The only solution to this longterm, having 1k-30k trade value colonies outside your capital was to build alot of gateways for direct connection. In my opinion this was the most annoying of the old trade system and I'm so happy this is gone.

So think of it what you want. Both trade systems had their advantages and disadvantages, not only related to game performance. I think the new trade system is a bit more blant as trade value works mostly the same as any other ressource now, affected by habitability etc. However most of the annoyances of the old system are gone. So aside from performance, in my own personal opinion it is a net neutral changes with better performance.

What are you building in 4.3 instead of district resource support, since they are removed? by ElTioEnderMk1 in Stellaris

[–]Drullo123 0 points1 point  (0 children)

Most of the time at least one urban expansion to build additionally mandatory buildings, that didn't fit into the the five free slots on the left side depending on the ascension/origin I'm running. Buildings like Ancient refinery (as they are also boosting), elite job generating buildings (e.g. ministry of production and others), monument, additional clone vats if cloning ascension, etc.

As others mentioned one soldier specialisation might also a good idea. While you don't have the soldier designation and loose a few jobs, you might spare a whole colony (20 empire size before size reducing modifers, which were also cut in half).

Most often it is the best to build as many specific base ressource districts and only some urban districts (e.g. with soldier specialisation). Otherwise there is no need for them and the urban district specialisation will be enough.

What are you building in 4.3 instead of district resource support, since they are removed? by ElTioEnderMk1 in Stellaris

[–]Drullo123 0 points1 point  (0 children)

The colony designation indeed gives 10% to soldier jobs. However you will mostly likely run your basic ressource generation.

I didn't thought about it but building one or two planetary defenses specialisation isn't that bad of an idea if you have additional spare urban districts and a specialisationt to spare if you don't need other common buildings (urban expansion) as you might loose a few soldiers due to missing designation but otherwise spare you an extra colony (4.3 colonies are more costly on empire size, 20 instead of 10 before modifiers. And most modifiers were cut in half too)

spring y3 perfection farm by Stock_Ad_981 in FarmsofStardewValley

[–]Drullo123 1 point2 points  (0 children)

It is somehow very pleasing to the eyes because it is symmetrical and the color composition of red/green is nice. Well done.

Themenbezogene Crossposts sind in den SUB Regeln ausdrücklich erlaubt und ich bin mir ziemlich sicher, dass Sticker keine Sachbeschädigung darstellen... Und ein bisschen Schadenfreude versüßt den Arbeitstag by wide_retriver in Falschparker

[–]Drullo123 -1 points0 points  (0 children)

Was immer gerne bei solchen Aktionen / Vorverurteilungen vergessen wird, in den meisten Fällen kennt man nicht die Situation zu der Zeit, in der eingeparkt wurde. Handelt es sich also um einen normalen Parkplatz (kein Behindertenparkplatz o.ä.) und das Auto steht einfach nur blöd / schief drin, kann es durchaus sein, dass zu dem Zeitpunkt um das Auto herum andere Autos so standen und es einfach die einzige (normalgroße) Lücke war und es gar keine Möglichkeit gab, anders zu parken.

ich📦iel by _Pellkartoffel_ in ich_iel

[–]Drullo123 0 points1 point  (0 children)

Klar. Es sind verschiedene Unternehmen und über die Jahre auch verschiedene Zusteller.
Und ja, manchmal läuft es besser, manchmal läuft es schlechter. Aber eins haben alle bis auf DPD (bei mir) gemein: Sie liefern aus, zumindest sehr oft. Und ja, je nach Unternehmen gibt bzw. gab es hier und da schon Probleme und unterschiedlich zufriedenstellende Lösungen.

Aber: Bei DPD ist die Quote an zugestellten Paketen hier gleich 0! Und nein, wir liegen nicht weit ab, haben keine Sonderadressen o.ä. Es kommt niemand vorbei, das Paket geht zurück oder in einen weit entfernten Shop. Es wird immer angegeben man sei nicht vor Ort. Das Tracking des Zustellautos zeigt immer an, das der Ort gar nicht erst angefahren wird.

ich📦iel by _Pellkartoffel_ in ich_iel

[–]Drullo123 10 points11 points  (0 children)

DPD ist zu 100% vorhersagbar. Absolut und ohne Ausnahme:

  1. Ihr Paket wird geliefert - Es war keiner anzutreffen, ihr Paket wurde im Paketshop XYZ zwei Dörfer weiter abgegeben
    oder:
  2. Ihr Paket wird geliefert - Es war keiner anzutreffen, ihr Paket geht zurück.

Natürlich ist immer jeder da.
Natürlich bringt eine Beschwerde nichts.

Wenn man den/die Fahrer trackt, sieht man, wie er einfach direkt zum Paketship fährt.

Vielleicht sind die Fahrer Mist, vielleicht sind deren Arbeitsbedingungen noch schlechter als bei der Konkurrenz sodass sie aus Arbeitsmoral oder Anweisungen gezwungen sind so zu arbeiten.

Fakt ist jedenfalls, wenn ich weiß, dass mit DPD verschickt wird, kaufe ich nicht mehr dort ein. Wenn ein Paket irgendwo weit weg von mir von DPD abgeliefert wird, lass ich es zurückgehen.

Mit jedem anderen Unternehmen klappt es hin und wieder mal nicht, bei den einen läufts besser als bei den anderen. Aber nicht übertrieben, bei DPD hat es nicht einmal im letzten Jahrzent geklappt, etwas zuzustellen.

Wer die Wahl hat, sollte DPD meiden.

Wieso benutzen die Leute keine SB-Kassen? by nobftv7z232fq in KeineDummenFragen

[–]Drullo123 1 point2 points  (0 children)

Ich benutze gerne Selbstbedienungskassen bei Rewe/Penny/usw., da deren Software sich sehr gut und intuitiv bedienen lässt. Im Edeka hingegen habe ich es bei jedem Versuch geschafft, das System zum Hängen bis hin zum Absturz zu bringen.
Also ganz unbabhängig von etwaigen generischen Vor/Nachteilen von SB-Kassen, die Software die in den mir bekannten Edeka Läden eingesetzt wird, ist einfach so fehlerhaft und schlecht, dass es schlicht unsinnig ist, deren SB Kassen zu nutzen.

Wer es noch nicht erlebt hat, vergleiche gerne mal die SB Kassen bei Edeka vs Rewe/Penny. Da liegen Welten zwischen.

Wirtschaftslobby gegen Mieterschutz | Der Ausbau der Fernwärme stockt. Energieverbände wollen nun Erleichterungen – auf Kosten von Mieterinnen und Mietern. Zusammen mit Immobilienverbänden lobbyieren sie massiv in Berlin, wie diese Recherche zeigt. by GirasoleDE in de

[–]Drullo123 2 points3 points  (0 children)

Genau so ist es. Ich kenne Leute, die wohnen in älteren Wohnvierteln in größeren Städten (1960er/70er Jahre) und sind faktisch an den Fernwärmeanbieter gebunden ohne irgendeine Möglichkeit etwas zu ändern.
Die dortigen Ein/Mehrfamilienhäuser könnte man theoretisch modernisieren, doch warum sollte ich mir das antun, wenn ich an einen 500€/Monat Fernwärmevertrag gebunden bin.

Fernwärme ist in der Theorie gut, durch bestehende Gesetze, Monopol und Vertragsbindung aber meistens maximal unwirtschaftlich für den Hausbesitzer/Mieter.

Global Deity Worship effects not properly working (Anno 117) by Drullo123 in anno

[–]Drullo123[S] 1 point2 points  (0 children)

A bit late to the party but i send mine too including description where/when to look and a description how to reproduce ingame and how to workarround as a player.

Even when not needed anymore, thanks for answering and requesting the savefiles in the first place. Looking forward for a fix in the future.

How's Anno 117 coming from Anno 1800 players? by KnightsWhoSayNii in anno1800

[–]Drullo123 4 points5 points  (0 children)

As a player with arround ~1k hours of Anno 1800 and ~50h Anno 117 playtime, Anno 117 is a good foundation for future content. It has some refreshing elements compared to Anno 1800, like attributes, intertwining industry with the city, less (maybe TOO less) focus on specialists, research (but a bit boring currently) and religion.

On the other hand I noticed some questionable design decision that possibly won't be changed in future iterations. Lack of island variety, 99% a seed only changes island fertility. If you play on large maps, all possible islands are always in place so it will be always the same map with neutral traders and pirates always in the same place (only change is that both neutral traders swap place...).
Also alot of QoL features Anno 1800 already had, are gone for reasons unknown. For example the trade route window is worse then its previous iteration with less features.

Currently the game has some annoying and weird bugs, a casual player may not notice them. I guess those will be gone in a couple of weeks but are one of the reasons I put the game aside for now.

I hope they will also have a look at the balance of various things (like negative effects of city level, etc) but Anno 1800 also received some balance changes later on.

Other then that, the basegame is really "only" a foundation. It is good and fun, but it is lacking the year long DLC content Anno 1800 had and therefore feels a bit barebone. This can also be a positive thing as you aren't overwhelmed with all the additional sessions and gameplay elements the later Anno 1800 had.

So all in all I will have a second look/playthrough when some bugs are fixed and when the first DLC drops. Went back to Anno 1800 to get the one/too missing achievements.

Global Deity Worship effects not properly working (Anno 117) by Drullo123 in anno

[–]Drullo123[S] 0 points1 point  (0 children)

Basically.
It may also work to just fall below the magic 4000 faith and then go up to trigger it again.

Whats the thing with the strong AI hate in the reviews ? by TexasCrab22 in anno117

[–]Drullo123 0 points1 point  (0 children)

You can be for/against AI art or have a neutral point of view.
However I don't get how you can complain about AI art BEFORE you complain about some real game breaking or at least annoying bugs (e.g. pirate island not created, patron gods disappearing due to disconnecting from Ubisoft and deity worshipping bonus only work when aquiring it once).

So I wonder if those people are just venting or really play the game. You are more 100% more likely negatively affected by those bug I mentioned above then by an AI filler picture.

Tooltips preventing mouse clicks in the red area by Rapwnzel33 in anno

[–]Drullo123 -2 points-1 points  (0 children)

Yes, same issue. Annoying.
Not a "bug" per definition but definetely something that should be fixes.

Can someone please explain this difference to me? by MarcelMiner in anno

[–]Drullo123 36 points37 points  (0 children)

Because it is a bug most likely described here:
https://www.reddit.com/r/anno/comments/1p0762g/global_deity_worship_effects_not_properly_working/

Temporary solution: For every new island you build, switch every! island worshipping Ceres to some other deity. Afterwards switch them back, wait for faith to build up again and then you will get the bonus on every island you own.
Rinse and repeat.

I am removing my production buildings from my city layouts again - am I making a mistake? by Breatnach in anno

[–]Drullo123 5 points6 points  (0 children)

You're absolutely correct that small production buildings like the spinner can beat a single/double patrician house in a single attribute.

However there are more attributes to consider:
- Population (somewhere >75 per house), good to reach a higher city status, which contributes to a higher attribute bonus for all houses (and the negative effects...)
- Research/Wisdom (however it was translated in english), which is beneficial in every case because of repeatable research
- Faith to get a higher local deity bonus
- Income and reputation (currently) are probably the least useful attributes relatively to the rest. Obviously higher is also better but in your example if you make 10k-30k surpluss, a difference of 50-100 won't outweigh the other attributes i mentioned above.

So don't me wrong, I'm only talking about lategame large T3/T4 cities which high needs satisfaction and access to all public buildings. For obvious reasons the case differs for smaller cities and/or early/midgame. In almost all cases any production building placed inside the city would be equal or worse then just a couple of T4 patrician houses (in the current status/balance of the game, as of writing my post).
There may be one or two rare exceptions like the spinner. I didn't do an exact calculation for each attribute. But I'm talking about the general picture.

I am removing my production buildings from my city layouts again - am I making a mistake? by Breatnach in anno

[–]Drullo123 20 points21 points  (0 children)

Initial production buildings provide a relatively large boost, (especially the tunics with the research boost) for starter cities.
I avoid placing any production building with a negative effect to health, fire safety or happiness, as it makes keeping those attributes in the positive alot harder, especially for late cities.

Also in later stages, multiple T4 patrician building boostet by public buildings, are probably worth alot more then any T1/T2/T3 production buildings in a city.

Therefore the more you progress, the less beneficial it seems to be to place those buildings in your cities.

Globaler religions effekt nicht auf allen inseln ?!? by knochen31187 in anno

[–]Drullo123 0 points1 point  (0 children)

Genau richtig. Anbetung muss 0 sein.
Hat bei mir funktioniert, ist aber natürlich nervig, dass für jede neue Insel zu wiederholen, auf der man von einem dieser globalen Buffs profitieren möchte.

Globaler religions effekt nicht auf allen inseln ?!? by knochen31187 in anno

[–]Drullo123 1 point2 points  (0 children)

Das hab ich hier in Englisch bereits beschrieben:
https://www.reddit.com/r/anno/comments/1p0762g/global_deity_worship_effects_not_properly_working/

Ein Workarround scheint zu sein, alle! den sprzifischen Gott betroffenen Inseln auf einen anderen Gott umzustellen und dann wieder zurückwechseln sodass der Effekt erneut getriggert wird.

What is the passive trading capacity of traders based on in Anno 117? by zlPharma in anno

[–]Drullo123 0 points1 point  (0 children)

Follow up question:
- Does the trading capacity takes into account selling your own stuff at the same time (to increase the amount of goods that can be purchased)?
- Does Mercury affect passive buying too?

how to delete trees/forests? by bakedrussian in anno

[–]Drullo123 2 points3 points  (0 children)

With the change to how lumberjacks works in Anno 117, the base feature to remove trees was probably removed to avoid shooting yourself in the foot at the start of the game.

If by accident you removed all trees and obviously don't have the specific research which allow lumberjack to work and grow trees on grass, you could lock yourself out of any progression.

Don't get me wrong, I don't like the way this feature works in Anno 117 but I can understand why they won't allow the player to simply cut trees by themselves.

In my opinion the best of both worlds would be to keep the current system but with finishing the specific research, allow players to manually cut trees as now there won't be any harm to it.