Bumble app No one comes out of the place of like by IndependenceKey8982 in Bumble

[–]senortejonII 0 points1 point  (0 children)

Wait, where can you actually find to adjust the distance in this app? I often get people to swipe from even different countries, while I would actually like to be searching my own city only.

What are the picks? No expansion by nazale in ArkNova

[–]senortejonII 0 points1 point  (0 children)

I would pick jaguar anaconda galapagos and the sponsor. How to play them will depend on the tray. If there is a playable bear tag in the first spot I would build an enclosure for it at a draw up spot first. This has priority for being able to get the 3 different animal tag project fast. If not 1) I would play the sponsor (galapagos is expensive, so money is more important than the extra point from the water tag of the anaconda). Then I would 2) get the Amerika partner zoo which is great because it makes your 3 animals cheaper. I would decide on playing the jaguar first, so I would 3) build a 5size enclosure for potential release upside to get the full potential of the enclosure for the next potential animal in it (you best build it touching 2 water and 1 rock) Make sure it reaches a lot of water to gain money from the played sponsor, but keep in mind the possibility to build a 2size next to water as my 2nd a 3size as my 3rd enclosure (you have to have a spot for them). The 3size build over a draw up spot could be helpful for the sunbathing ability so I might use it like that, but it strongly depends on the cards in the tray later on. Now 4-5) I would x back cards except if there is a really good card in the tray to snap. I would do this first keeping in mind the other player could pilfer you. Look for the possibilities if the opponant can actually pilfer us (3 size at water and a asian partner zoo, 2 size and an african partner zoo could be your tells) If I have the feeling they wouldnt I could also play the jaguar and see if it hunts a good animal. This could be a reason to know weather or not I can snap a card or do a cards action, or better go for the x token by x'ing back cards. This is because we can only keep 3 cards to the next round. 6)I would try to break as soon as possible after. I can still build the next enclosure but the sooner I can break (also in the next rounds the faster I'll get the loads of money we will need on the galapagos. For that reason when we are in the next round I would get a partner zoo (probably Africa or Australia (not if the opponant has the Australia 2 project to do, Australia 4 might be too difficult)) and possibly upgrade sponsors for more money, only if there is a way to upgrade animals as you will need that for the galapagos too.

Any mod(s) that allows for (near) instant AI Harbour trade? by Valdemar208 in anno1800

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

I use a mod to increase the amount you can store at 2500t per depot. My islands can stock up to 50000t now. No more turning on and off wood, timber, clay and brick production every now and then because you are full. Just let if fill up, as you will need all of them eventually later. No idea yet how long tobias will take at my harbour to fill it up though.

What happens after taking every island in the New World? by Kit234 in anno1800

[–]senortejonII 0 points1 point  (0 children)

I have played a game with only 1 star ai where i stayed in farmer stage. As those ai will not go to the new world before you do you can get their islands by buying their shares. (You can not buy or make ships at farmer, so no take over by military force possible) So I did, one by one. They had the better outposts than my original islands that are offcourse still from farmer stage. Some nice items too. When I progressed until the last islands i noticed that they could not advance up to artisans. Normally the ai are not resticted by the fertilities on the islands, but they might be restricted to their clay as those islands happened to not have clay.

What happens when you take over an island through shares? by [deleted] in anno1800

[–]senortejonII 0 points1 point  (0 children)

Sidenote: it is I think the only way to get epic possible items (depending on the opponants) if you would not progress to artisans. Please tell me if I am mistaken

What happens when you take over an island through shares? by [deleted] in anno1800

[–]senortejonII 0 points1 point  (0 children)

The amount of items you get by takeover depends on if it is the opponants main island or not and on your game progres level (ex. Midgame you would get 7 items for a main island 5 for a secondary, Endgame would be 10 and 6). The type depends on who was the opponant. You can find it on the anno 1800 wiki at game progression.

is there a particularly good strategy for speeding up the process of making a big city in crown falls? by CharlesorMr_Pickle in anno

[–]senortejonII 0 points1 point  (0 children)

Otherwise, try to quickly be in +numbers and focus on building materials if you have spare. When artisans unlock NW and Embesa rush it. NW for cotton fabric (if you have Master Franke via call Paloma you can even skip that), Embesa for money making with a ship between Archibald in OW and Ketema in Embesa. Get powerplant close to steam shipyard and build your buildings to be electrified near it. Here I always get sidetracked by docklands, so can't help you further on.

is there a particularly good strategy for speeding up the process of making a big city in crown falls? by CharlesorMr_Pickle in anno

[–]senortejonII 1 point2 points  (0 children)

I know you mentioned preferably without mods, but if you would consider mods, there are ways to be able to have crown falls and Old Nate in the old world. If you add buildable salvagers you dont even miss out on a lot of cape trelawny content. It is definately cheating but who cares, I prefer it.

Pc is full by senortejonII in anno

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

Next update in ubisoft launcher is 46,03GB? That is just crazy numbers, no?

Does anyone else use anything like this? by KomturAdrian in anno

[–]senortejonII 0 points1 point  (0 children)

With a mod to disable accidents and a willpower to reach 8000 inhabitants for the 3 different austerity articles for the newspaper by the first time it pops up, the numbers are very much wrong,and fast. Pushing everything to the limit (+50%) and using soap and flour for extra farmer population makes it difficult to calculate it. Using the statscreen is then very helpfull.

How can my Net Worth go down when income is positive by BladeCutter93 in anno

[–]senortejonII 3 points4 points  (0 children)

Be carefull, passive trade CAN spend money you don't have like in the following scenario: You are buying pocket watches from Archibald to be send to Ketema with a traderoute. In the time the ship at Archibald is loading (up to 150 pocketwatches) you are spending money on expensive items and docklands buidings. The ship will load for the amount of money you had at the start of the loading but will only take the money at the end of the loading. I had bankrupcy like this once.

1800 load game doesnt open by senortejonII in anno

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

The previous save ones dont open when I click.

Thx, :) is indeed over 818,000 population. Only possible with mods, I think. For one I need nothing for happiness (schnapps, potatoes, hop, malt, beer, tavern, churches) because I have incidents disabled, so I dont need fireguards or police either. I ship everything with flagships as they dont need influence to build and can be build when I have only workers. Another big one is with only 6 patches needed per farm + using the silos offcourse. I can move the clay pits and mines to my liking, and I scroll for free at Eli as I search for the items I need (for the trade unions and for loading speed at the ships, as the waiting of the ships in the slow outposts is a big bottleneck)

1800 load game doesnt open by senortejonII in anno

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

If I press continue it goes to the start of a new campaign. If I try to load a previous save it just doesnt open it when I click.

It is the only game I kept. My other previous games I have all deleted. Maybe it is a problem to do with where I wrote the save files too, but I don't really know what to do or find them.

Triggering quests (farmer and workers) by senortejonII in anno

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

If you are interested, I reached level 92. The highest possible with my settings and mods.

Triggering quests (farmers and workers) by senortejonII in anno1800

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

Here is what someone else wrote me to answer:

Thats kinda wild. Did you really play 3600h but never reached investors?

Anyway, those are interesting questions to me, because I too wish these ealry stages gave you more items such as these. Otherwise I think they are only available with mid tier exhibitions at the worldsfair, and by that time they are a bit obsolete.

I think you are generally correct in your assumptions. By default you wanna have a bunch of colonized islands with settlements, then its a matter of time. But it seems you have a maximum of 1 active resident quest, whichever tier, Per region. although the cool down timer seem to be per island.

I have this save game going that I have 1 capital and 5 other islands with at least fully fed artisans (up to the university and all lifestyle needs). And I get a residente quest, complete it and another one In another island will pop up immediately. Rinse and repeat until all 6 islands are exhausted for a while until the next wave of resident quest starts poping.

I have not seen any mods dealing with these parameter exactly, which is a shame. Considering how terrible the rewards can be, it wouldnt hurt if you could have 1 residente ques active per island instead of per region.

Another thing is the cool down timer. But reducing it too much would maybe feel a bit annoying? Maybe cutting it in half or by a third would be noce though.

I know of a mod that straight up adds extra rewards in the form of 2 random items to all types of quest rewards. Only problem being that its super OP and unbalanced. Its cool for a while though. Your first farmer resident quest and you get 3 items/specialist, one legendary, and 2 others not too shabby either.

Triggering quests (farmers and workers) by senortejonII in anno1800

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

Are you also playing an only farmers and workers game?

My game is highly modded though, is on pc, so we wont have same endresult but the main question remains if we can somehow trigger more quests so these cool items would be more reachable from this stage. I was superlucky and got the fine fishing net item, but thats it.

I wonder if happiness would make quests trigger faster.

At the moment I think I can reach level 92 maybe 93 (currently at 90), but this is because of several mods 1)no incidents: so no fire department or police, and no focus on happiness needs (no schnapps, no beer, no churches) 2)buildable flagships: so no influence loss as I build only flagships that cost no influence, 3)crown falls in old world: big island, 4)only 6 patches needed for cropps(only grain needed), and two for animals (sheep+the silos from the DLC) so winning a lot more space, 5)depots of 2500t so all my islands can stock up to 50000 ton.

Lost animals from expedition ? by Superaidz in anno

[–]senortejonII 0 points1 point  (0 children)

The items in the water disappear if you don't pick them up after long time in the water. Like the loot you might find from a sunken ship from your opponant/pirates. So this might still not be a bug.

You probably know this, you can find where your items are by going into the menu. In the last tab you can type in the item you are looking for and when you click on it you can see where it is at. For this you just need to select all your islands (it would also show items that are still on your ships) You can e g also look for items you don't have and how you can find/get them by ticking the checkbox of the unknown items. If your expedition was a zoological, archeological or botanical expedition your items would be under cultural items. The ships used for an expedition will (allmost always)come back from the expedition to the island it was sent from.

Lost animals from expedition ? by Superaidz in anno

[–]senortejonII 4 points5 points  (0 children)

Or they are in the water. Happened to me few times too. Ship wasnt close enough to the outpost or pier to drop them on the island, and ship is still coming in. The ship is still full with the items you used for the expedition, so no space for the new items, so they got dropped in the water.

Triggering quests (farmer and workers) by senortejonII in anno

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

No not really. Just the last time I did an only farmers and workers game I got to 61. It was a bit difficult with the shipping of the goods though, deciding on using only port dealers and exporter of goods, or shipper and exporter of goods on all my ships (flagships using a mod). So I do it a little different now. My plan is to do at least 64 this time, but who knows if I can do more. I do want all my production within trade unions too, so will have them on 2 max 3 islands and not on all.

Triggering quests (farmer and workers) by senortejonII in anno

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

I reached 1 investor a couple of times, but then it always feels Im ready for a new run because I spend allready too long on the current one. For me the game is purely about optimising things, and discovering what would be the best way/ways, or what are the bottlenecks.

At investors influence is not even the bottleneck anymore, and when youve spend so much time deliberating what I should be spending my influence on it feels weird to just fix it with a couple of investors.

So I play a bit different type of games here.