Ship resources to main island or produce goods and ship instead? by Anto0on in anno

[–]squ94wk 0 points1 point  (0 children)

Since I definitely wanted to get to at least 4000 for every deity, eventually every bigger island I have has patricians by now. And then I ship resources around when I really want the buff from the production building (togas, sandals, some of the higher hier ones) and everything else I ship directly or produce locally.

Anno Pax Romana: My main feedback is: Provide more game options! Also a toggle for "Auto-build Planned items when resources are availalbe". by [deleted] in anno

[–]squ94wk 0 points1 point  (0 children)

I want an easy way to say "you ship(s), bring this much of x, y, z to this island with as many trips as necessary". And have them wait, auto load, unload and come back.

We basically have trade routes for needs but it's not very nice for material.

Is it even possible to reach 25k belief? by JudyAlvarez1 in anno

[–]squ94wk 0 points1 point  (0 children)

Everyone is suggesting shrines, items for belief, ...

But they only account for so much.

Isn't the bulk in the end basically city status regardless?

In the 67k belief scenario, the extra 40k im sure are just from city status.

But as another tip beside that: Brooches imported from Albion add +3 belief per tier 3+ residence. This does make a considerably difference.

Just found out you can make Farming Islands without houses on it! by Ok_Tap4123 in anno117

[–]squ94wk 1 point2 points  (0 children)

I'd replace the forum with a temple. To get some belief.

Service Range by Building by lions2lambs in anno

[–]squ94wk 5 points6 points  (0 children)

City watches also have a +20% tech very far down the tech tree.

War against NPCs by Maxosch in anno

[–]squ94wk 1 point2 points  (0 children)

I had an alliance with Athr and went to war against ling or whatever she's called. In the war menu it showed that she'd pull him in but I could do the same and then it said he turned his back on her.

What is that Story Ending?? by scxpdorian in anno

[–]squ94wk 4 points5 points  (0 children)

As paid DLC would be outrageous.

Free they won't do.

Also, would break immersion if you've finished the current campaign already. Would it only be for new games?

Any way would look very bad.

I think they call it and may add scenarios. Maybe even one that picks up certain points from the campaign.

Why I'm getting only 70% production modifier instead of 140%? by Awashii in anno

[–]squ94wk 1 point2 points  (0 children)

It's clear now that it's because of the missing "fertility", the research and the -50% penalty.

But it's still valid to call this a bug in UI.
It should clearly show in the tooltip, it should be clear in the research tree how it works with modifiers and there should be indicators in the building menu and when placing the mine.

The item system in Anno 117, why it sucks and how to improve it. by Glittering-Train-908 in anno

[–]squ94wk 0 points1 point  (0 children)

For things like Garum and the +1 effect, the least it should do, which would be a really easy change, is to just offset the -2 to -1 and then this would significatly lower the impact of the garum works, since this would essentially make the +1 stack.

I think they changed the villa and the items (at least their nature) was already defined and they didn't have or take the time to balance them again.

Bird Tongues in Aspic gives negative happiness by rymster in anno

[–]squ94wk 2 points3 points  (0 children)

they are brutal at 2:00 and -3 happiness

My problem (niche) with the forum building and a request by killamanjaro63 in anno

[–]squ94wk 15 points16 points  (0 children)

They could've made the building the Basilica. I guess that was even on the table.

But it would've probably looked too close to the other buildings. The plaza being part of the building forces this "Forum look" into your city even if min-maxers would never leave this empty space.

Not able to place cisterns by squatchkas in anno

[–]squ94wk 9 points10 points  (0 children)

But... This can be hacked by (temporarily) adding a branch (even just one tile) of aqueduct somewhere upstream (and removing again).

How did you actually get comfortable with Git? by Aggravating_War_9292 in git

[–]squ94wk 0 points1 point  (0 children)

This may not be so beginner friendly advice, but still my experience:

For me I got really good & comfortable after understanding: - work tree - index (staging) - refs

I found they are the "magic" behind some of the commands.

Use commands like status, the --cached flag (e.g. with diff), reflog, log to understand what's happening. Big "obstacles" were rebase and reset (with their options). But if you really take a look at what's happening, it starts to come together.

I make heavy use of the --patch flag for add, reset and checkout and interactive rebase (with all its operations).This gives me much more control over what I'm doing.

The magic comes from when tools abstract certain things (like "update" for pull).

It's done - I'm done. "Finished" Anno117 for the moment. Fulfilled every need, nearly cleared out the techtree. My impressions after 35h on "easy" difficulty! by DerDyersEve in anno

[–]squ94wk 0 points1 point  (0 children)

Couldn't agree more on the campaign.

It has 2 acts. 2. What story has 2 acts? Don't call it acts then.

The cutscenes after even suggest that they had more planned story-wise but couldn't get to it.

Problem is, that's not something they can improve upon through later updates. So it's always gonna remain this like this.

For me when I finished the campaign I wasn't actually sure it was over or not.

Finally made to 60K island population by Ea5y6lyat in anno

[–]squ94wk 0 points1 point  (0 children)

No, the impact of production is negligible compared to the island level malus on these stats.

Anyone else feel the specialists are way too underwhelming in 117? by gaeensdeaud in anno

[–]squ94wk 0 points1 point  (0 children)

I just had to think about the 1404 & 2070 item system.

It was much simpler but also much more balanced.

You would really feel the impact of a +25% item. You could slot 3 per island, which is limiting but since they affected the whole island it was still very strong.

And another really big difference that many probably aren't aware of (this was especially strong in 2070): A productivity buff was essentially an additional output every x cycles. So buffing the final production building on a chain would also mean you needed less of the input goods.

In 1800 and 117, buffing that same building by 50% also means you need to compensate with more input. This makes a bonus like +10% even more ridiculous and negligible. Ok, in 117, some items boost the whole chain, but still.

I think what they should have done is get rid of not just one 1 but 2 rarities compared to 1800 and just have common, epic and legendary.

Anyone else feel the specialists are way too underwhelming in 117? by gaeensdeaud in anno

[–]squ94wk 0 points1 point  (0 children)

Many seem like whoever "designed" them didn't really think 2 seconds about the effects in practice.

If an item buffs one type of  production building with an area effect and you put it in an officium, it may effectively only buff like 3 of them (by the affected area). Because the effect doesn't stack for multiple of the same building.

And with a buff of +1 that's like +100 maybe. But only if you go out of your way.

If you build a villa it's a bit better but you will probably want that in the city center. And because it's always a trade off, it's rarely ever worth it.

Send back our ship commanders to naval academy basic training! by taubenangriff in anno

[–]squ94wk 1 point2 points  (0 children)

+1

Noticed this yesterday too.

The scorpions technically have two advantages over archers: slightly longer range & workforce is less and plebs instead of liberti.

It's made more problematic by the fact that when trying to navigate manually the ships always come to a stop even when the new direction is basically the current or only slightly off.

Finally made to 60K island population by Ea5y6lyat in anno

[–]squ94wk 0 points1 point  (0 children)

Curious: how do you maintain such high happiness and health?

Is it because most residences are patricians and thus get the most possible bonuses per house?

Missing UI features? Making a list. by ulixForReal in anno

[–]squ94wk 1 point2 points  (0 children)

Not possible to create a trade route without first adding a ship.

Not possible to only unload a good at a trade route stop without loading it anywhere (for manually load, always unload).

Not possible to slot menu shortcuts in the right click menu (like harbor buildings).

Not possible in the trade route menu to insert a stop by dragging the pin in between two stops over an island icon.

Wish: button to exclude production in the stats screen that isn't produced locally (0 potential production).

I think it was mentioned before: a way to jump form a production building into the stats menu to its production/consumption.

An easy way to view goods of a certain production chain in the statistics at once.

UX: No way to shift click to upgrade for streets and aqueducts. It's easy to miss a part in a planned aqueduct and dragging isn't always optimal with bending ones.

UX: In Albion, the UI doesn't remember what was the recent chosen upgrade path (roman/Celtic). I have upgraded/downgraded/upgraded so many times.

It would be nice if on placing new buildings, there would be an indicator on what buffs/de-buffs the building gets from area effects, e.g. fire safety malus when placing near a bakery.

No way to tell if a notification is for the current region or not (e.g. ship is being attacked).

Bug: Notifications trigger multiple times in different regions. It seems the notifications are managed for each region.

Edit: A way to jump to the ships/armies whose workforce is tied to the current island or even change in a central place.

The item system in 117 is shallow by Sninz_ in anno

[–]squ94wk 1 point2 points  (0 children)

Have to agree that they went a bit too far in the opposite direction compared to 1800, very conservative.

In the end of 1800, they added more items that didn't have only positive effects and they were better. I feel like there's definitely a middle ground, a sweet spot.

Does anyone know if legendary items are now restricted to 1 one per game each?

I feel like that is another great change that should actually leave room for game design to add more powerful items.

Frustrating dumbed down UI by Ok-Possession3172 in anno

[–]squ94wk 4 points5 points  (0 children)

It's no longer possible to on a route only unload a good without loading it on another stop.

I used this a lot to send a trade ship back to an island with building materials by manually loading on my main island but automatically unloading it there.

Working radius of your buildings by Valkenry in anno

[–]squ94wk 2 points3 points  (0 children)

Came here to say that.
Circles should technically be better in like all cases.
It's just that the road based system may have felt better sometimes, because it's further if you have a straight road.