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Still, the game has lots of potential, but the thing that bothers me the most is visuals. Not graphics, which are superb, but the lack of variety in ornaments and especially in buildings. Come on, I have a huge city with hundreds of houses and there are only a couple of models for each level, making the cities look extremely repetitive. For a sandbox building game I would love much more aesthetics customisation, much more like Anno 1404 and especially Anno 2070, which had really lots of ornaments.
http://www.rd-net2.com/limesurvey/index.php/467199/lang-en
it might be a good idea to take the survey
Also nothing ever happens. If my game is in balance I can walk away and nothing ever happens. Never an earthquake, fire, sandstorm, pirates w/e. No npc's taking over my maps/items. (maybe in the economic warfare patch?)
More complex production chains would be nice as well. The new UI makes your resource production very easy to oversee, but also makes the game easier because of that. To get the same complexity as in other anno's we need more complex production chains.
Rather spend your resources on this, instead of multiplayer.
i honestly do not mean to start a "flame war" here but i would just like to point out the following:
i am hugely disappointed in the anno 2070 (and some other older annos) random map generator... if you generate ( you can try this yourself) a couple of maps with the same settings then they would in princicple all look the same. granted... the exact position of the islands can be different from time to time but as for the rest, i remain unimpressed... sure you get different maps if you change the settings, but to consider that to be "random" is a bit too much for me.
my point is: at least the anno 2205 maps look different from eachother :)
also i would like to point out that the anno 2205 "campaign" (for lack of a better word) is pretty much a continous game. except for the fact that you get objectives to help you get started.
if the devs want to make additions to this game then i would suggest (with decreasing priority):
1) a 5th. 6th and maybe even 7th level for your temperate citizens with production chains ofcourse.
2) more sectors + more types of sectors (the tundra was a nice start but i would like some more) perhaps in cooperation with step 1)
3) more ornamentals. i am thinking in particular of trees without the white thing arround them, something beyond park(ing) lots and something you can use to make the cliffs in the temperate maps look more "city-like".
as far as multiplayer goes, i can imagine that anno 2070 fans would love to play multiplayer but i think that the vast mayority of players would prefer to play single player because anno games tend to take a long time before they get going. me and my friends don thave the time to play an 8 hours multi player game ;)
If I could decide between one big addon that adds either complexity (singleplayer), or multiplayer, I would choose complexity (singleplayer).
they already understood that people love continuous game and put multiplayer on the side. that why we have a giant campagn, and no multi. The Idea was good, but the execution (no more continuous game) was a poor decision.
Ubi don't realy expect much from us....otherwhise this game would have meen more chalenging, more complex and more polished. They realized that gamer market is filled with hyper consumer. Why do you think they rush and release 2/3 Assassin Creed in a year ? Because they think we expect it so we can buy it. Because polishing quality game isn't what makes you rich. Better realesed 2 half baked IP on day1 than focus your team one 1 quality project. What makes profit is not the quality of the game, but the way you market it. and you know how skilled they become since Division and watchdog trailer... As a manager, I totaly get it. "Why bother ?" just realese the product, milk with some DLC rince and repeat. As a gamer. I feel insulted and treated like a living ATM.
Do not start the game on the easiest difficult level. But also don't start on the hardest, as it is nice to be able to shift buildings around one or two squares for a modest cash penalty.
Once you get that entire map regions are equivalent to the islands in the earlier games, and that trade takes place between these map regions not by trade boats but in SPAAAACE, then it all comes together. At minimum you're going to be using four maps and zooming in and out of them as the game progresses. You need to set up trade from map to map if you want to progress.
There is a central plotline happening on each map region, I think there is an ending although after that technically the game would just let you keep expanding into all available spaces.
The gameplay starts out simple, but there is a salary cap- money won't increase past a certain number, the magnitude of which depending on your "corporation level". You have to grow bigger, consuming more territory and resources. At the higher density population buildings, the area of effect resources do come into play (think police stations, train stations, and stadiums). It doesn't throw on the pain immediately.
Just because you can have a massive positive cash flow at certain points of the game, does not mean you should feel safe. Basically the moon and the arctic regions are extremely hostile places that require a large cash flow from the temperate green land area used to build your population and income. But the only way you're going to get a large cash flow is by harvesting the resources in the difficult regions. To do this there is a bit of a rush to get the stuff built so the massively negative cash flow can be turned around into a positive.
I don't know, when some players reach the really high positive cash flow points of the game they must declare "this is too easy". I don't know what mechanic could be used to solve it, but I can guarantee pressing on to build in the hostile places will sap that income quickly. If players haven't reached the stage of development to where they are shipping around diamonds, they haven't really reached to the meat of the game yet.
What's missing from the game is SimCity style disasters, but... I don't know if that would be fair to have a random disaster on a map you weren't looking at. There are all kinds of "bad things" that can still happen- running out of power, running out of money, running out of an item in your warehouse stockpile because of a production imbalance, a drastic change in the global market you were relying on for positive cash flow... Yeah kinda abstract, instead of OMG the factory caught the nearby forest on fire or the citizens are rioting because they don't have their coffee or a oh good lord an NPC just killed the ecobalance and caused a fricken tornado.
I can understand your points. I disagree with some of them but i understand.
personally i feel that dlcs are the most annoying thing on computers since popups since they contain contend that (imo) should be present in the base game. Now i can get really angry about this and say that i wont play/buy games anymore but i fear that this wont change anything. now i could call on a general sort of "gamer-strike" to stop this nonsense but i think that we can all agree on the fact that this is not going to happen... so i will just make the best out of a bad situation.
i would also like to point out that ubisoft announced several months ago that they were going to stop making assassins creed games every year becuase they could not gurantee quality anymore. please do not mistunderstand me, i am not trying to defend ubisoft here because i (tbh) feel they did a horrible job on the latstest assassins creed games but at the verry least i hope they are now trying to get their act together. In any case, this is offctopic since we are discussing anno 2205 here, not the latest AC horror.
in any case: i fear that you may have missed out on the point i was trying to make which is:
if ubisoft comes to your house and asks you: "what should we change in anno 2205 to make it better" then some people might reply "we want multiplayer" which is ofcourse understandable. However i would suggest: "give me a more complex single player". I fear that we cannot expect to get both from ubisfot because they cant (or wont, i am no expect on this) devote resources to both projects. Therefore i wrote the post above which should be summerized into "I understand you want multiplayer, but the feedback we give can also be used to improve single player. which is (in my opinion) what this game needs more." i merely wanted to make a counter-proposal to some of the things people said in this thread which would (i think) lead to better results. if people completely disagree with me then i understand and ofcourse they should do whatever they wish.
Thanks for your reply. I get that they understood that fast food gaming industry wasn't the right move... but I will wait to see if they realy adress the issue.
I'm mixed with DLC. Yes it milk people and sell stuff taht should be in the base game to beguin with (look sims 4...) BUT at the same time, DLC allow to expend a game content drasticaly. (Borderland 2, Payday2, etc...) it's realy a mater of how they handle/use that.
Even in the new veteran mode, you can still keep a positive balance by trading "Rejuvinators" early to the world market.
If you have unlocked the +500 each rare resources gift, get it and ignore the mission once it tells you to go to the combat sector to complete the mission which rewards rare resources. Just upgrade the starport with the gifted resources and connect to global union, expand your temperate citizens untill you unlock Rejuvinators.
Build enough to satisfy your population then carefully build up more factories to produce 20 extra Rejuvinators. You need to find a balance to match that number more or less.
Know that there is no reason to fully upgradt an algea factory with modules for example. You can build 2 factories, one factory with some upgrades and another without that ensures that all resources are consumed to get you exactly 20 rejuvinators or more. Same with the intermediate product factory.
Trade the 20 to global union and then head to Arctic Region. Here is where the dificulty starts to go up.
But there is a hidden gem that people may already know about. You need to reserve enough credits for building up the arctic region to the point where they need fruit drinks and allows you to upgrade the starport to import them.
When you get to this point or sometime earlier, I forgot when, the storage capacity for trading with global union immediately increases to 150. You do not get a notification and it does not require you to increase in corporation level.
As soon as this happens, I ignore the Arctic sector and focus on building factories to trade 150 Rejuvinators. You will have enough space in your starting island to do this. Use the rare resource gift to do the expansion of the rejuvinator production factories. I think you need 2 fully upgraded one and a third with one upgrade.
If necessary use workforce modules to reduce the amount of workforce required, if you are not able to meet the demand. You can unlock the police station for more citizens without supplying them with Neuro Implants which is imported from arctic sector.
When this is complete and you start selling 150 Rejuvinators, the credits starts rolling in (i think around 30K or less, maybe more) which gives you more freedom to expand. I will sugest focusing on getting superalloys from arctic and building a bridge to connect to another island which could allow you establish more income trade from global union before you again expand.
Thinking ahead makes the game easier if you are experienced and know what is happening and also can predict where credit will disappear fast before you know it. It sure requires an initial playthrough of the game though.
As for disasters, I do miss those. But the most important thing I want now is trees without that white sqaure around it. It will be more natural to blend cliffs and mountains with it.