12/28/2022 0 Comments Anno 1404 population calculatorI came to the horrible realization that you actually need 3500 nobles ON THE SAME ISLAND to finish the cathedral, which seems really difficult (if not impossible) if you decide to build your city center on a medium sized island. I do wish there was a way to slow the game down as a toggle rather than a keep-the-button-pressed, though.Īfter getting through Elector I've made 2 tries at the Master Builder scenario investing a total of about 10-12 hours and I'm about to restart on my third try. especially given how shitty my harbour areas tend to be designed. I can't even fathom, at the moment, throwing in combat. always seems to be more stuff I learn every game about how to go about things. ![]() I haven't really done much other than the first couple Campaign missions and several goes at the Elector scenario, to get the hang of things. ![]() whatever) when you have a large sprawling, developed island? That quest can go fuck itself. But finding suchandsuch person (knights, nun, spy. Been awhile since I've gotten sucked into a game like that, and really wasn't expecting it since I didn't really take to the first Anno game. Huge mistake I keep falling into the pattern of wanting to finish setting this production chain, or that new settlement up, before I stop leading to 6+ hour long sessions. Seeing the trend in this thread, I actually bothered to get this game from Steam. For example, I find tools are a feast or famine situation and I usually just make tools on any islands I'm actively building to avoid having to mess around with transferring them all the time. Worse yet, if the target island is full then the resources stay on the boat and prevent it from picking up other things I want it to transport. If I want one island to produce enough materials for two islands to share I find it difficult to keep the trade route from pulling too much from the source unless I use it at a very predictable rate on both. One thing I find frustrating is trying to set up a trade route in which I control how much material is left behind for the source colony. Patrician -> Noble: 1 wood, 1 tools, 3 stone, 3 glass Off the top of my head I think it's (edit: fixed, thanks Lorekeep):Ĭitizen -> Patrician: 1 wood, 1 tools, 4 stone The problem is that you don't really see this unless you lack the materials or there's a whole bunch of houses waiting. I fixed my city by using the tool that shoki linked, you can even put in the extra efficiency % you gain from changing work hours and it will then automatically calculate how many buildings you need.If you click on a house that is ready to upgrade there's a small scroll icon in the upper right that tells you what materials it is waiting on. For the cost of happiness which can be negated by decorating the city etc etc Its 50% faster output which means less buildings required, which means lower maintenance cost, which means more money and more workers that can be put else where. ![]() Maybe check how you put in working hours for snaps workers and the others.ĭoesnt matter, the only downside in changing their work hours is their happiness That means you have changed working hours for them. doesnt make sense, even the warehouses are upgraded to level 3 and i placed around 2 next to eachother, each place to improve the carrier progress, also upgraded to stone road. My income keeps going up and down, same with the happiness of my people, cause neither the Bakery, slaughterhouse, beer brewery, grain farm, mills, potatoe farms or schnapps distills are working like they shouldħ grain farms, 0 flour. ![]() Like is everyone slacking at the distills or what? ZERO, null, nada schnapps in the storage. I have 7 potatoe farms all working at 150% efficiency, 140 potatoes and more to come in the storage, yet the distills doesnt do ANYTHING. Originally posted by Crackjack:Honestly right now i am a 100% sure the consumable system is broken.
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