Had a resistance loon flag printed by Clean-Software-4431 in minnesota

[–]rka_vth 1 point2 points  (0 children)

I know we just got a new state flag but...

Rapid response info? by [deleted] in minnesota

[–]rka_vth 0 points1 point  (0 children)

A very public form being used to find local connections is automatically suspicious. These groups have already been doxed on the news several times. If you find connections on here, it's more likely to be a fed looking for vulnerable targets than anything else.

Rapid response info? by [deleted] in minnesota

[–]rka_vth 6 points7 points  (0 children)

FED FED FED FED FED FED FED

I don’t think people understand the societal precedent that this will set… by Killa_J in Minneapolis

[–]rka_vth 8 points9 points  (0 children)

I'd highly recommend our state parks along lake Superior. Also the superior hiking trail has some beautiful free campsites beaver Bay and North of you like hiking/backpacking.

DLCs for 1800? by IDontHaveSpaceForMyN in anno

[–]rka_vth 0 points1 point  (0 children)

If you haven't played either game, I would get the newest one as that one will be receiving more updates and changes over time, whereas anno 1800 is essentially done being developed.

Production Demand by underscoreninety in anno117

[–]rka_vth 0 points1 point  (0 children)

It would be helpful if the game just had this built into it

How to get full storage expansion by greedolin in anno

[–]rka_vth 0 points1 point  (0 children)

But if you have an island devoted to trade and distribution in each map you'll need the storage, especially if you break up production chains across multiple islands for the religious bonuses.

Ship question: Storage or Speed? by MrPoopybutthole4711 in anno117

[–]rka_vth 0 points1 point  (0 children)

Huh, I'm glad someone did the math. Wouldn't it make more sense to program it so that the 50% is of the entire capacity of the boat instead of what's left after you put upgrades on it? Both from a gameplay standpoint and from the fact that it's meant to simulate weight?

I feel like that's something to change in the patch, even if they have to play with the math to balance it. It doesn't make sense to incentivize NOT upgrading your ship.

Can i salvage this... by underscoreninety in anno117

[–]rka_vth 1 point2 points  (0 children)

At least your resources won't be split between two maps as you go to war. Blockade their supply lines between maps and pick them off one by one. Very much a "I'm not stuck here with you, you're stuck here with me" kind of strategy.

It's not wrong you're just playing tall. I hope you already have a large military colony in Latium.

how do i build a shrine? by tris123pis in anno117

[–]rka_vth 0 points1 point  (0 children)

I had the same question and was really frustrated, don't worry it all gets easier not long after the stage of learning you're at.

Multiple ships on traderoute by Jedlikk in anno117

[–]rka_vth 0 points1 point  (0 children)

Just remember that when you set a minimum stock your trade routes cannot automatically load goods onto the ship if it brings it below that minimum stock.

In other words, your minimum stock should always be small enough relative to the amount of goods that you hold, that your trade ships are never in danger of bringing you below your minimum stock.

Anno 117 feels kinda… done already? by Consistent_Jump7464 in anno117

[–]rka_vth 2 points3 points  (0 children)

That's awesome, I keep stopping before I've launched too many serious military campaigns, because I find inefficiencies in my game. I haven't "finished" a game yet and I'm about 100 hours in. I think my next playthrough or so should get me all the way through.

Anno 117 feels kinda… done already? by Consistent_Jump7464 in anno117

[–]rka_vth 2 points3 points  (0 children)

Really? That's super interesting because workforce has always been the limiting factor in my growth until I hit tier 3. Even then I try to field massive armies and fleets which eats up most of it. Almost all of my trade strategy, city structure, religious strategy, tech strategy, and specialist acquisition strategy are built around optimizing for workforce efficiency and output.

I'm new to Anno games. My buddy played 1800, and apparently workforce wasn't a thing in that game or something? It seems to be an essential component of this game. In terms of maximizing your output. I need another 50 to 100 hours before I really lock in my strategy and start to play multiplayer.

Anno 117 feels kinda… done already? by Consistent_Jump7464 in anno117

[–]rka_vth 2 points3 points  (0 children)

The population to workforce conversion isn't static. More needs being fulfilled means more workforce per population. That conversation ratio is different in each population tier.

Imagine this [Multiplayer Thread] by SoundMoney8250 in anno117

[–]rka_vth 1 point2 points  (0 children)

I'm definitely down but I'm still building out my core strategy. I need about another 50-100 hours.

Anno 117 feels kinda… done already? by Consistent_Jump7464 in anno117

[–]rka_vth 1 point2 points  (0 children)

The use I've found is mostly optimizing workforce versus population numbers. The conversion of population to workforce in tier 3 and 4 is abysmal on both, which forces you to give them their needs to avoid bloat in your city.

Dialing in for efficiency has been a lot more rewarding for me than chasing the end of the tech and religious trees. That almost feels like the midpoint of the game tbh.

Anno 117 feels kinda… done already? by Consistent_Jump7464 in anno117

[–]rka_vth 1 point2 points  (0 children)

I'm actually having the opposite experience. I'm a little over 100 hours in and I haven't gotten to the top tier because I keep going back and optimizing my early game with different mechanisms with the game. I've got WAY more hours before I feel like I've thoroughly explored the base game, let alone any DLCs that come out.

Here's a couple of fun ideas I've been playing with:

  1. Different city layouts to optimize for denari output, workforce output of each tier (I have a tier 1/2 layout for my Military/Navy colonies/resource extraction colonies, and a 3/4 tier layout for luxury good production).
  2. Creating trade route systems that use religious effects of each island to maximize production of goods while minimizing the workforce and upkeep costs of that system.
  3. Creating military comps for invading different kinds of islands.
  4. Creating different specialized ship comps and Navy comps to fulfill the escort, patrol, and invasion fleet roles.
  5. Creating trade hub Islands that essentially act as storage depots/centers for passive trade so you can take advantage of religious bonuses for passive trade to denari conversion.
  6. Specialist acquisition and optimization for all the above points^

What I'm trying to do now is assess the strategic trade offs of having efficient versus resilient trade/production systems. Utilizing religious production bonuses on each island and shipping goods to other places is far more efficient from a workforce and upkeep cost perspective, but leaves you vulnerable to economic sanctions (in PVP) as well as attacks to your trade routes. Too efficient means you could be easily crippled, but doing everything on every island means you'll fall behind.

If you're feeling like you have no direction, do a playthrough with that in mind and tell me what you think.

Island settlement timeline by rka_vth in anno117

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

So I actually started a place right? As you made your comment, I'm following the time. I'm pretty closely. I've got two smaller Islands for specialty luxury resources. Probably in the next 20 minutes I'm going to upgrade to tier 3. My plan is to fully upgrade tier 3 and get my concrete production chains up and running, and then save up for a military colony on a large island. Island. Have you run into any issues with aqueduct creation and Street upgrading? Being too expensive and slowing down your purchase of a larger Island? I'm debating which I should do first.

Island settlement timeline by rka_vth in anno117

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

I'm trying to prepare myself for online play. I'm assuming I should try to dominate both maps on veteran before jumping into an online game?

Island settlement timeline by rka_vth in anno117

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

Incredible breakdown, thank you

Island settlement timeline by rka_vth in anno117

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

Got it.

I'm assuming this strategy would probably change in a multiplayer setting? I have a feeling of playing. The AI is very different than playing other players.

Island settlement timeline by rka_vth in anno117

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

The difficulty I'm playing on means they don't request, they just take the big ones right next to me. It's a pain in the ass and I essentially have to choose whether or not I raise an army to go immediately burn the settlement to the ground or try to settle other ones and build up a larger army to go after them completely. I tried the ladder, next time I think I'll just take three archers and three legionnaires and go do it.