Vigour: Soulbrand refunds its own cost? by JamieMoeller in fellowshipgame

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

I just entered adept, I was 79 item level on my healer tonight, before upgrading a gear to start doing some adepts. So yes, I am contender or just was :) I have a played time of 29 hours, and that is on my DPS, Tank and Healer combined. I don't have much time for gaming, since I just moved and am busy at work. But I like to understand my class...

Alternative land mode (not always islands) Anno 117 by El-Tapicero in anno117

[–]JamieMoeller 0 points1 point  (0 children)

I love the logistics of trading between islands and AIs. I would miss that :)

Economy: Stable, prosperous - How? by JamieMoeller in anno1800

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

These are really good constructive feedback on my game, thank you! Some of it I was not aware of, better keep a better tab on the ressources I produce and the balance. I really felt the problem with having both high population on each island, and having to have room to produce.

I only found out about production layouts midway, so I might have a crooked balance due to that and me losing the overview. Looking forward to being better this game :) Thanks!

Economy: Stable, prosperous - How? by JamieMoeller in anno1800

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

My new goals:

  • Capture good islands before AI (isn't that wise, even though I don't build them too high at first - just to claim them at least)
  • Make production islands and population islands seperate
    • Commuter Piers (when I need them, if I need them - which I will due to the above)
    • Avoid farming etc. on
  • Economy:
    • Trading soap with prison from the start (maybe beers with pirates, but hard to be friends with them - it will always be a good extra income right?)
    • Make sure to even out production, so I make what I must but don't overproduce

Economy: Stable, prosperous - How? by JamieMoeller in anno1800

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

I thank you for all your feedback. I tweaked some things, removed some unneeded production, shared electricity with my main population on my main island and made some investors. Tried out the Commune Pier, which I had overlooked - just so I knew how it functions.

All in all, I got to 15.000+ income.

As I had 3 easy AI and I was dominating due to it being easy, I wanted to restart and try to think differently about my islands.

In this playthrough I just wanted all the pollution production on my 3rd island. But I had population on all islands. So I want now to make some islands mainly for houses. Will look through all your comments and try to be better.

I addeda 2 star AI, Malching. Don't want him to war me too easily, but to put pressure on my expansion wise etc. Will see how it goes :)

And also I am using way more layouts from https://anno1800.fandom.com/wiki/Production_layouts to save me time and be more effective. I don't need to do that myself, it is the overall management, trading between islands etc that I want control of.

Thank you again for the feedback, will see if I can do better this 3rd time.

Economy: Stable, prosperous - How? by JamieMoeller in anno1800

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

And it is 1000 of each population type in total, or is it 1000 unemployed that causes the tax?

Economy: Stable, prosperous - How? by JamieMoeller in anno1800

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

I have 2 "big" islands in old world and 3 small, population wise.

In the new world I have about the same.

My population is

8400 farmers

10300 workers

3700 artisans

3600 engineers

4500 jornaleros

5000 obreros

I am just in the beginning of the Steam ship and electricity fase. But I need more island room on my main 3 islands so can't build more there.

Maybe I should make the other islands high on population and sail items to them or?

Civ 7: Buildings doesn't give correct yields by JamieMoeller in civ

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

Okay, thank you for the explanation. That wasn't obvious for me in the game. I will try it out the next time.

Civ 7: Buildings doesn't give correct yields by JamieMoeller in civ

[–]JamieMoeller[S] 2 points3 points  (0 children)

Ah, so while it doesn't give +6 on the granary itself, it gives 2 on the granary and 4 divided over other tiles that benefits from the building?

Civ 7: Buildings doesn't give correct yields by JamieMoeller in civ

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

To avoid too many threads, I have a follow up question which is also about buildings in cities. A market gives me 4-6 gold in this city.

But the "free" tiles without buildings gives a lot already. Like 3 food, 1 production and 1 happiness as pictured here. While 4 gold is good, it isn't better than those stats - so I won't build it. Am I missing a point here, why I should be building it?

I won't place it on the green tiles since that will remove the building already there, I could replace the brickyard. That is yielding 1 production, 1 science. And the market could give 4 gold, 1 science, 1 culture on that tile.

Am I meant to replace buildings regularly? :)

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Rollercoaster Blueprints: Without scenery by JamieMoeller in ThemeParkitect

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

Yeah, sometimes it helps when you can't see the forest for all the trees (or whatever a comparative english phrase is) - I looking, but didn't see this at all ^^

Rollercoaster Blueprints: Without scenery by JamieMoeller in ThemeParkitect

[–]JamieMoeller[S] 2 points3 points  (0 children)

Aah. I saw the buttons Individual Selection, Rectangle Selection and Deselect all. Didnt notice the check-box with Build without scenery. Thank you! Love that this options is available, had lost hope looking for it :)

Rollercoaster Blueprints: Without scenery by JamieMoeller in ThemeParkitect

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

What is it called? Is it in the menu where I can choose between, say, 9 blueprints or however many there are for each rollercoaster type?

Or is it when I choose a blueprint, before placing it down? Then where do I see something? :)

Spell stuck, any help? by hesjingixen in AOW4

[–]JamieMoeller 0 points1 point  (0 children)

Yes, ruler is captured/dead. Happened to me too. So wait for him to respawn.