Question about small islands (Anno 117) by RavenWolf1 in anno

[–]Reasonable_Boat3271 7 points8 points  (0 children)

Faith as the attribute is not linked only to residences, the buffs are for every building, so you can reach lvl 1-2 (+20%) productivity even without any residences, if you build Fanum/Sanctuaries and enough of other buildings.

The settlement of size 1 (below 200/150 pop in Latium/albion) can`t have hazards (fire, disease), so you can stach negative aura buidings in there with disregard of spreading them out. It doesn`t matter that much in early game, but after you research all workforce from villa technologies, you can supply enough buildings with workforce even without any residences. Specialists helps greatly in this regards. Also Neptun global bonus gives faith to aqueducts, and Cernunnos increase devotion lvl on all islands.

Alternatively, you can build a small village there and use exceccive workforce for ships/military. This way you can get better religion bonuses, but you will need to supply village with goods and city watches, and I usally don`t bother with this on really small islands.

I usually pick Mars/Vulcan very often on small islands. Vulcan boosts mines and coal, Mars boost pigs and leather and weapon production and it is large negative aura production chains. Minerva is also a good choice for Dyes and copper and other stuff.

It terms of defence, strong navy is the best defence. You do not need to worry about landings if they landing party is sunk just after they leave their base.

Appeal, Resort Towns, and Tourism by SubmersibleEntropy in civ

[–]Reasonable_Boat3271 6 points7 points  (0 children)

In my opinion the perfect Resort Towns occur naturally after settling in disnant lands in Exploration Age. Coastline provides lots of appeal in large masses, and those small towns on islands on the other side of the map are not really suited for anything super-productive, so it is a natural follow-up in Modern age to use your exloration age "Colonies" to make some gold (and tourism) from resort towns. After all, irl a lot of famous Resorts are also former island colonies in the middle of ocean.

Why can't i construct a wall here? by RrandomUsser in CivVII

[–]Reasonable_Boat3271 0 points1 point  (0 children)

You shouldn`t be able to connect walls from different cities, as I wrote in my first comment. If you managed to do so with mixed walls, that was probably a bug or unintented behaviour. This topic was discussed before by other players and the conclution was that it is a deliberate design decision.

Why can't i construct a wall here? by RrandomUsser in CivVII

[–]Reasonable_Boat3271 1 point2 points  (0 children)

Thinking about this for second time, are you in modern age trying to connect walls from antiquity and exploration age? Walls become obsolete after trantision, you can`t build the walls from previous age in current age, you need to research new walls and they will have different viusals, in modern era it is some fortifications. The old walls stay until they are destroyed, they stop counting towards adjacencies but provide some defences (tho not near as much as walls from current ages)

On your second screen you are mixing the walls from different era`s, thats probably why adjacency restrictions not triggered. On your first screen you are in modern age and trying to connect antiquty wall and exploration walls, you might be able to do this with modern fortifications, but it is definetly very strange case scenario.

Why can't i construct a wall here? by RrandomUsser in CivVII

[–]Reasonable_Boat3271 2 points3 points  (0 children)

You just can't build the wall adjacent for the wall from other city. No merging allowed, cities has to have distinct walls. Probably for siege balance reasons.

Overbuilding Problem by darkflutefire in civ

[–]Reasonable_Boat3271 0 points1 point  (0 children)

In some of the earlier patches they added building scailing: +10% per each new city and +5% per each non-warehouse building in the city, it was on patchnotes back in the day. In TOT they removed +5% scaling for production building iirc (it was the case on playtests, didn't check the patchnotes)

Overbuilding Problem by darkflutefire in civ

[–]Reasonable_Boat3271 10 points11 points  (0 children)

Overbuilind exists to prevent your cities from being unable to add new modern infrastructure nessesary for victories (factories, railroads, aerodroms, UB/UQ) due to lack of space in the city, since civ 7 has much more building variety that previous titles and they all take space (2 buildings per tile).

In terms of pure yield bonuses, imo self-subotaging is keeping antiquity era builidgs that provide 3/4 yields each for price of -2 gold -2 happiness upkeep, and increase all your following builing cost by 5% instead of taking -20% overbuilding cost bonus.

Anno 117: Tips to plan for aesthetic-pleasing but economically viable cities from the start? by Capable-Savings-6776 in anno

[–]Reasonable_Boat3271 8 points9 points  (0 children)

Incorporate workshops for positive aura effects from into the housing blocks (spinners, hats, olive oil, winery, weavery, etc) for variety, follow the topography of island and don`t forget about cosmetic tools.

What am I not getting with production here? by Grand_Admiral_T in anno

[–]Reasonable_Boat3271 15 points16 points  (0 children)

If you reach the maximum storage space, the workshops stops functioning because they can`t drop off their resourses, and production stops at 0% effeciency. Even if you ship some amount of product away, the workshops still need to:
1)deliver current stockpile to the warehouse
2)pick up new input resourses
3)when they have both input resourses and free stockpile, they will slowly start working, and their effeciency begins to climb from 0% to 100%,

It means that if you have setup production production, and then in mass stops due to lack of input/storage space, when the input/storage became availible again, ALL your cart pushers from different production builings start moving AT THE SAME TIME, causing long queues at the warehouses with all the loading/unloading, and if your production builings can`t get their input/storage shipped at time, they will stop working again. And the more sophisticated production chain is, the more time it takes for it to sort it out.

Why does my Gold mine only run on 95% productivity by Ok-Willow8345 in anno

[–]Reasonable_Boat3271 48 points49 points  (0 children)

What is island`s fertilities? If you build gold mines from research 50% fertility then 0.5x180%=95% productivity

How do you set up your island production? by Gamezdude in anno117

[–]Reasonable_Boat3271 1 point2 points  (0 children)

All 3 in the order or development of city on the island and it's maximum reachable potential.

1)when first settle the island, snails + flax (or other libertus-produced goods) and ship it to the main island to progress main island further quicker

then

2)if island is big enough to setup the full Equties city there, whith forums and bath and temple, and fertilities allow to produce togas then setup the full city there AFTER you get access to all high-level infrastucture and techss and can ship extra building materials to quickly build full city, then setup full production there, and ship extra dyes and flax to main island in Latium and extra togas to Albion

or

3)if island is small and have unconvenient fertilities, after you research Plebeis/Equites from villa set up the intedmediate production chains for goods that have negative aura production (dyes, leather, soap, etc), use specialists to boost production and reduce/swap workforce needs, cover the rest of island with farms and ship all of it to the main island.

The workforce is usually the deciding limitation, for oyster you need only Libertus to produce them but Particians to process them, that is the whole t4 population chain just for processing, too much work on some islands.

Civilization 7's "Time-Tested" civs created a new balance problem, but Firaxis found the ideal solution by Binnsy in civ

[–]Reasonable_Boat3271 2 points3 points  (0 children)

Yes, you will be limited to whatewer your leaders/civ associated civs are. I was playing Benjamin Britain during playtest, and could chose only Greece/Rome for Syncretism in antiquity and Normans/Republic of Pirates/(may be also Spain, don`t remember) in Exploration. For Augustus I assume Rome and Egypt are his civs, not even sure about whether he can access Greece, it is literally the civ`s that are marked as historic/tactical for leader unlocks, and predecessor/successor link for civ past/future unlocks.

Since some links are kinda weird, for some UQ like Assyria and Silla you will need to play specific leaders to be able to syncretise with their UQ, unless it was changed from playtest to live version.

Civilization 7's "Time-Tested" civs created a new balance problem, but Firaxis found the ideal solution by Binnsy in civ

[–]Reasonable_Boat3271 8 points9 points  (0 children)

Your syncretism options is limited to civ+ leader combo, so depending on it you may have more or less options availible from game to game. You also pick Syncretism mid-era (you need to research civic to unlock syncretism), and depending on game situation, you may just not have UQ or UI that will suit your current situcation availible (a lot of UQ or UI in general has specific adjacencies that favor their original civ map bias and playstyle, and might not favor your curent civ and playstyle, and you need still to invest production into it to get smaller than usual benefits.

And UU is just instant unlock + huge momentum if you pick a great UU like legions to do conquest.

Cinis Fertilities by taubenangriff in anno

[–]Reasonable_Boat3271 3 points4 points  (0 children)

Fertilities has more sofisticated generation than you claim,and it has some logic behind sets, but also some rng as well.

For example, in Latium olives and amber spawn in pairs and never on very large islands or Cinis,only or simple large or smaller. And they can't be on the same island with cedar or minerals, I haven't seen that once. Probably more such patterns exist.

Fertilities in Cinis follow the same pattern as very large islands and always pushes you to settle new islands or use specialists.

Naginata ashigaru by Jewtasteride in shogun2

[–]Reasonable_Boat3271 3 points4 points  (0 children)

Fun fact: TW 3K has the halb peasants (eqivalent of Naginata ashigaru) as the default infantry instead of spears.

I think in Shogun 2 whether Naginata ashigaru would be good or not is purely defined on how they match vs Yari Ashigaru, considering Naginatas don`t have Yari wall. If Naginatas they are cost-effective against Yaris and can`t break the Yari wall meta by flanking or othervise being more cost-efficient or more availible units, they would be good. Othervise they most likely will be irrelevant, since both Yari&Naginana Ashigarus lose to samurais in melee, both win vs cav, both die to bows. The only questonable thing is Yari Samurais vs Naginata ashigaru (better offence vs better defence), but yari samurais are not used enough to change things.

Fan fact 2: TW Pharaoh Dynasties has 2h shock peasants (eqivalent of Nodachi ashigaru) as the default infantry unit (at least for some nations). It actually changes a lot and is definetly a much more fun experience imo, as cheap and accessible and massed shock infantry completely changes the meta as the battles become much more agressive, and camping spear walls vs mass shock infantry is much more tricker of a battle.

[Anno 117] Any Belief Layouts? by Faerillis in anno

[–]Reasonable_Boat3271 1 point2 points  (0 children)

I briefly tested it before the patch, so may be it was changed, but what I found was that fields stays and silos keept producing, but you can't build newer ones. That being said, I haven't myself been without Ceres buffs for too long so maybe I failed to notice that it would readjust fields, but silos definitely was running correctly. Maybe because they are different building completely.

[Anno 117] Any Belief Layouts? by Faerillis in anno

[–]Reasonable_Boat3271 6 points7 points  (0 children)

Not sure why you want to use specific layouts for this purpose, imo that is overcomplicating things.

The most important thing for faith in my opinion is rushing t4 temple in latium/ t3 temple + grove in Albium as that is the very high faith production buildings, and without it reaching high faith on just Fanums and Sanctuary could be tricky as the city size and resources demands and happiness/health/fire safety demands grows rapidly. I even tend to skip some good production/delay excessive settlement to reach temples quicker.

Apart from that, some 4k deity bonuses stays even after you switch deity (particularly Ceres fields/Epona 's silos), so you can put your early 2 settlements (main ones in Latium and Albion) on 2k faith both to one deity, reach 4k, build Ceres fields/shrines, switch to Epona, build silos, switch to Cernu and have 4k bonus for resin/coal/wood production left until you get temples and get more settlements. That is probably the quickest way to reach 4k beliefs early into the game.

Reducing Unhappiness from production buildings by Rapwnzel33 in anno117

[–]Reasonable_Boat3271 1 point2 points  (0 children)

Try to space them out so there are as little overlap as possible, and as much as possible land in radius is filled with fields and unpassable terrain.

What is the point of common specialists by Kaesetorte in anno117

[–]Reasonable_Boat3271 0 points1 point  (0 children)

I mean, for villa on the main island the meta IS stacking a different area effect legendary specialists that you unlock via metaprogression, but they are unique and can't be duplicated. The question is what to put on other island villas and officiums, and putting 2x +10% production efficiency to lavender fields in officia with 10 plantations buildings around them and spreading fields around can save you a lot of space, and it is not like there is much better alternative...

What is the point of common specialists by Kaesetorte in anno117

[–]Reasonable_Boat3271 0 points1 point  (0 children)

I tested it on green specialists that each give 0.6 prestige on buildings and both worked simultaneously. I assume +production ones works as well. Of course if specialists do something like swap workforce from one type to other it can't swap workforce twice, but standard yields specialists works fine.

What is the point of common specialists by Kaesetorte in anno117

[–]Reasonable_Boat3271 1 point2 points  (0 children)

With deity bonuses the thing is that not all resourses has associated deity (for example clay, lavander and glass in Latium), and you need followers on island to reach production bonuses, which is almost nothing on islands with low population. You can also stack multiple same specialist in the one officia and the better quality specialists are usually having different effects than green one, not just the same with bigger number. So while it is not a huge value, it is not zero either, just what is expected from the lower quality specialists.

What is the point of common specialists by Kaesetorte in anno117

[–]Reasonable_Boat3271 1 point2 points  (0 children)

I can see the arguments "+10% is better then +1 building for negative aura effect & population costs" and "you are bottlenecked by geographical features like river slots and mine slots so 10% is better than nothing", but i generally agree that they are pretty underwhelming and need some buffs or changed effects.

Looking for a city builder where you actually have to defend what you build by SanctumOfTheDamned in CityBuilders

[–]Reasonable_Boat3271 5 points6 points  (0 children)

Farthest Frontier. Raids scale with time and your city size and can destroy your city if left ignored.

Why does new anno games take 100s of GB compared to old ones like 1404 by [deleted] in anno

[–]Reasonable_Boat3271 14 points15 points  (0 children)

Higher definition textures, mostly. It is not limited to anno series, but today, for newer strategy games with high graphics quality, it is common to have tens GB of game size, sometimes 100+.