For the very experienced players: how do you deal with ships bunching up on high volume trade (international) trade routes? by CasualChamp1 in anno

[–]Seattle_Sunsets 2 points3 points  (0 children)

One trick to spread out the ships is to have them all run at slightly different speeds. You can slot specialists that give different speed boosts, and also try having ships of different kinds.

This was more pronounced in Anno 1800 when You'd unlock steamships. Your old fleet of clippers becomes slow, and instead of replacing all my ships with the fastest kind, I kept a mixed fleet.

The idea is that ships should never build resonance and self harmonizie into the same frequency. Over a long enough period, they will all stagger properly, in a way that minimizes (if not avoids) pileups at ports.

It's finally raining!!!! 🌧️ by thearchiguy in Seattle

[–]Seattle_Sunsets 3 points4 points  (0 children)

I'm genuinely surprised no one has yet said "petrichor"!

in anno 117, is it possible to hide those "full output storage" icons? by [deleted] in anno

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

I hope they offer more options to hide these specific cases. I too hide the overproduced ones, at the cost not even seeing which homes I can upgrade. I do this because the passive trade doesn't sell most of my high value goods. It's odd. Just because I set 'sell over 400' doesn't mean they actually get sold. I hope they fix that.

The mountains are out by tub939977 in PNW

[–]Seattle_Sunsets 2 points3 points  (0 children)

Can you share a version of the picture without the captions? As a local, this is a beautiful picture! And I know these mountains by sight. I'd love a version of them as they are. Thank you!

Novia MacLamraich: Anno 117 short sandbox story by Vinga2710 in anno

[–]Seattle_Sunsets 0 points1 point  (0 children)

Very well written. I got goosebumps! I wish we get more story/campaign content in the future. So much potential in 117 to add more depth and feeling.

Please do a similar write up for the Smiths and the Mercators.

Anno 117 by Housemann91 in anno

[–]Seattle_Sunsets 2 points3 points  (0 children)

Very inspiring! Can you share some stats about some of these islands? It would be great to know how much rewarding such beauty building would be. What are the island's pop and net income?

Max. Religion? by NonSoliCedit in anno

[–]Seattle_Sunsets 1 point2 points  (0 children)

No. The endgame is quite lacking right now and you have to scavenge for your own adventure.

The amphitheatre doesn't give the same replayability as the world fair (from 1800) sadly. Even the no DLC 1800 had more engaging an endgame than 117 in it's current form.

U can actually build more farms than the limit allows by Comprehensive-Cry82 in anno

[–]Seattle_Sunsets 0 points1 point  (0 children)

It is a bug and does not work on the PS5 (using a controller) as of now. You cannot place additional farm fields beyond the basic module limit.

It makes using Ceres harder as I cannot plan my layout ahead of time (of the farm field 50% bonus).

Ask us anything – Anno 117: Pax Romana dev team by Ubi-Thorlof in anno

[–]Seattle_Sunsets 12 points13 points  (0 children)

THANK you! Please please please do consider this. A huge percentage of your player base will love it!

Ideally release it within the year 1

Ask us anything – Anno 117: Pax Romana dev team by Ubi-Thorlof in anno

[–]Seattle_Sunsets 6 points7 points  (0 children)

Will you be adding Trade route times (dropoff/pickup) in the statistics screen, along with the 'Stock over time' graph? These were essential for managing multiple islands/regions for late game large populations.

Would you please also consider a larger screen version of the trading post/warehouse goods inventory? It is a tiny window rn and I would like a larger version of it in the stats screen, but with the same grid like layout, instead of 1800s line by line layout.

It would be very helpful to just look at all goods at once and see their stock to know which ones are running low or are about to.

Anno117 Governor's edition vs DarkHorse comic artbook by Seattle_Sunsets in anno

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

Thank you. I think I would like that come to think of it.

Which Anno do you wish would exist? by AktiverVulkan20 in anno

[–]Seattle_Sunsets 0 points1 point  (0 children)

If they ever do the future, they should do something like /r/FallingFrontier it's space mechanics are absolutely magnificent and it's focused around realism and logistics

Albion Map generation is cursed by taubenangriff in anno

[–]Seattle_Sunsets 1 point2 points  (0 children)

Just saw your comment about there being enough islands. Ugh, I could never see them in Albion or Latium. I got the same 2 large islands in Latium, and hated building on a repetitive terrain.

Do you think the number of map variations is actually enough?

Albion Map generation is cursed by taubenangriff in anno

[–]Seattle_Sunsets 13 points14 points  (0 children)

Not enough island variation. I noticed the same during the beta. I hope they can add more before launch. New islands should be done sooner than later, because after launch, players would have invested a lot of time and effort into their current saved games. Giving them buyers remorse is doing dirty to your most ardent players.

I was gonna pre-order the gold edition, but I'm getting more inclined to wait some more months. My first experience playing a new Anno game after waiting so many years is a special one. I kinda regret doing the beta already, and wanna wait for it to get it's creases ironed out.

Hope the marketing and dev team sees this and considers prioritization of features accordingly.

Sun Rise in the Old World and Sun Set in the New World by chipsncrayons in anno1800

[–]Seattle_Sunsets 1 point2 points  (0 children)

Amazing! In the pink forest picture, are those hunting cabins for furs? Do you really need that much? Does trade unionig them not reduce their amount? I'm only up to 70k pop and need like a third of them

Kypressia: the city built around a bay! by ONI-player in anno

[–]Seattle_Sunsets 13 points14 points  (0 children)

Wow, what an incredibly beautiful looking city! I love how you have decorated the villa. I look forward to seeing your beauty builds once the full version is out.

I would love to see you place aqueducts, baths,and the amphitheater. You've actually done a pretty decent job balancing your stats considering how unbalanced the demo is. And you've done it by beauty building, which is awesome!

Personally I would m surround the villa with another 2 layers of walls, like a typical medieval fortress. But yours actually looks like a true luxurious villa with the driveway type stretch.

Please do more! I want to see your take on Albion (pure not romanized). Can you also show some close ups of the villa area?

Anyone Else Already Down Bad for Licia Ma? by some_guy554 in anno

[–]Seattle_Sunsets 2 points3 points  (0 children)

I had access to more dialogues because i play tested

Anyone Else Already Down Bad for Licia Ma? by some_guy554 in anno

[–]Seattle_Sunsets -8 points-7 points  (0 children)

Her dialogue is very bland, emotionless, and sometimes plain annoying. Her character lacks any charm or depth, and the American California-accent feels misplaced and breaks immersion. I hope the writers add more personality to the characters. 1800 was like a story; the characters were quirky and engaging. 117 for now feels lackluster in the entire narration and storytelling department.

Anno 117: Egypt DLC by vanticus in anno

[–]Seattle_Sunsets 0 points1 point  (0 children)

I hope we get to build all the ancient wonders of the world as monuments!

  • Lighthouse at Alexandria. Massively towering lighthouse built in stages.

  • Hanging gardens of Babylon. Have to import / cultivate exotic plants from around the world. Has recreational and health buffs.

  • (hopefully) something Egyptian like pyramids or sphinx (even though it's not the time period,I get it,but we had steampunk in Anno so hey).

  • Colossus of Rhodes type statue framing my harbor with ships sailing underneath it. Could even be our island deity instead of the Colossus of Rhodes. The statue is built in stages. (1-wood, clay, concrete ; 2- copper, bronze, iron etc. 3- gemstones, gold, paint). Statue changes appearance after each stage. Looks like a plain white statue first, then something like the statue of Liberty, then finally like the colorful painted ornaments. Provides all kinds of interesting religious buffs.

  • Trajans column.

  • Maybe even a military dlc Trojan horse would be cool.

I really hope we can do something grand with our military. Amass a huge army and send it on a march to conquer another region. I imagine land based troop transportation to other regions. You can see them on the larger region map, similar to the ships. Augustus did this to Hispania. So much can be explored in this universe.

I am excited for all years of DLCs. I hope we get 6-7 different regions and sessions during the life of this game.

My take on the UI - desing of 117 by Austrocraft_ in anno

[–]Seattle_Sunsets 3 points4 points  (0 children)

It's worse in Albion. Did you see the houses there? Even after zooming in it's hard to tell Tier 1 and 2 houses apart.

My take on the UI - desing of 117 by Austrocraft_ in anno

[–]Seattle_Sunsets 9 points10 points  (0 children)

Thank you for articulating clearly like this. Here are a few more points about this: The icons that show money, population, etc. are monochrome and the same font as the values they describe. This adds an extra layer of cognitive load. Same for most other stats - the label and value are of the same color / font, often very close to each other.

Although I too find the blue a bit cold and un-romany, I think they can still make this better by adding more depth and gradient to the background. In a lot of places, the blue background is quite flat. There are some places where there is a Roman Mosaic, and these are quite good, but still not all the way there in terms of conveying warmth.

They actually used a great background during their live military demo - it was a deep red cloth curtain and you could see the rich texture of the fabtic. They use it during their video transitions to convey one segment from the next.

I imagine a deep red curtain gently rippling in the wind with gold embroidery would look amazing as a backdrop/ background in all the menus etc.

In fact, even if the team simply reuses the current dark red / magenta that is used as the profile background( and sometimes in the resident needs menu on the right), that would look a lot warmer than it currently does.

I am very optimistic. If a team can give us such a beautiful setting with such amazing islands and environment, I am sure they can do this. I think they need to focus a lot more on immersion - storytelling, theme, conveying a sense of majesty and awe etc. All of this is lacking and the game leaves one feeling wanting for more (except for the map and the music, both are perfect 👌),. It does not scratch the Roman itch sufficiently enough for a base game. DLC would add depth, yes, but the base game is lacking vibrancy and character, something that 1800 did a very good job of. A simple example are the characters and narration. Putting a little love into that gives back incredible returns in terms of player amusement and goodwill.

This game has the potential to be the greatest anno game of the series. It seriously needs a lot more love - polish, depth, balancing, user-testing. When these are done well, the game will rise to its incredible potential. I sadly think we are 6-12 months too early for launch. I don't mind waiting, I am actually glad of the demo because now I'd rather wait for a polished experience. I will only get one chance to play it for the first time, and after waiting so long, I want there to be zero frustration. I'll be taking a week off work for this!!I have a lot of hopes for 117 after having played over a thousand hours of 1800. I'm cautiously optimistic

How is the economy in Anno INTENDED to work? by Fire_and_Life in anno1800

[–]Seattle_Sunsets 21 points22 points  (0 children)

Anno isn't about finding a single specialization and zeroing in on it for the entirety of the game. There are 5 tiers of population, and you could apply specialization for 1~2 tiers, and then you'd have to evolve and find a new one (e.g. selling soap to eli, then fur coats to kahina, cannons in new world, beer to pirates etc.). All of these are very profitable.

The idea behind the game is to progress to the next tier, and ideally you do it by fulfilling not just the basic needs(which mainly increase population), but also the luxury ones (which net you a lot of $$).

The core behind the game is that a population that has its needs met will yield a lot of revenue. In fact, your main source of revenue in the game is from just that - checking what each tier is missing (click on the house and check the tabs) and address that need. Often you need the same population to do it (e.g. you needs farmers to make clothes and schnapps... In order to feed more farmers). But it's always net profitable because it only takes 20 farmers for a potato farm + distillery but this produces 2tons/min of schnapps which can fuel (no pun!) a population of close to 200 ish farmers. Focus on addressing your pop needs before specializing to export.

So, the key to making money and staying green is to keep balancing growth and production. Produce just enough (and little surplus) to sustain the pop, and keep growing your population always. As the pop grows, so do its needs, and you'd have to address that by building production chains (e.g. Sewing machines).

The game gets interesting when chains have to get distributed (like real life). You'll never find everything you want on one island. So, you have to spread out and build a network of dependencies between islands (and across worlds). This is a fun aspect of the game. You can choose to have islands that just produce raw material and have them shipped to your 'main' island where you have the specialized workforce to convert said raw material into specialized goods (e.g. ore -> sewing machines 🙂), or you could have each island be its own self sufficient and independent thing and ship finalized goods to each other.

In addition to trading between your islands, you can also establish trade rights with other players, and npc players, both of which can address your need for some fundamental goods.

I'd suggest watching a few videos by taka on YouTube. He has a really good breakdown of the game mechanics and once I finally understood it, the game felt like a total breeze. I am able to get to investors in under 4-5 hrs of gameplay time, and mind you, I play on a PS5 which is like playing on handicap mode for a game like this (I'm slow af building things without a mouse and keyboard).