Anno 1800

Anno 1800

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pat May 8, 2019 @ 5:19am
Simple QoL changes needed
The more I play this game (and I'm still fairly new to it), the more I see many many changes that are needed. And I can't believe that these would impact performance. They'd just make for better QoL. And if these things exist and I've simply not found them, I'd appreciate a pointer.

Where are the ships and what are they doing?
You can get a list of the ships in the area and sort them by activity (idle, trade routes, etc.) and this is good. But I'd really like something a little more comprehensive. Don't show me just the ships in this region, but in the other as well. Also, ships traveling between the regions.
When you select a ship, tell me what it's currently doing. "Loading/unloading" , "Traveling to Schrect", etc.
If you select a fleet, or highlight a few ships, give a list of the ships in that group and not just "fleet". If it's a fleet of ships in battle, it'd be nice to see the damage for each ship.

I've mentioned this in another thread, but a hotkey to jump to next trading post, similar to jump to next ship, as existed in previous Anno games.
At the bottom right of of the trading post screen it shows the bonus storage. If you hover over that, it shows you the total storage for the island. I'd be more interested in having the total storage there and maybe hover for the bonus. I'd also like this information on the warehouse screens.

When you hover over a building, what is that building? It doesn't have to be anything major, just some simple text.
Even better - some sort of toggle that would put an icon of the production on top of all buildings.

When there is a workforce shortage, there is a loud clunk followed by "Workforce Shortage". If you've got commuter piers all over your region, this shortage affects all islands, so there is this endless series of
[CLUNK] "Workforce Shortage"
[CLUNK] "Workforce Shortage"
[CLUNK] "Workforce Shortage"
[ ... ]
Howzabout just one announcement, maybe "Multiple workforce shortages".

Trade routes (aka, "don't get me started"):
Allow a ship to unload based on how much is already in the destination harbor. If the island has enough already, don't unload any more.
Reserve a certain amount in the source warehouse. I'm making lots of 'x'. I'd like to set up an automatic trading route to sell the excess to an npc, but I don't want to completely drain my supply.
Find some way to fix the problem where multiple ships on the same route pile up on each other making them ineffective. Not sure what the best way would be to fix this. I could think of a couple. Here is the problem:
You've got an island in the new world producing rum. Your island storage is 400. So the island totally fills the storage and industry stops. Then the ships show up. The first two clipper ships fill completely and head back to the old world. The next clipper ships get nothing because storage has been depleted.
Getting them to spread out evenly would be nice. Or maybe "wait until full or half-full". Not sure which would work better. Simply increasing island storage infinitely is a cave man solution. You should be able to ship intelligently.

I'm sure there are many others, but that'll do for now.
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pat May 8, 2019 @ 5:46am 
Adding more as I think of them.

In the trade routes screen, if you click on the "Delete route" trash can icon, pop up an "Are you sure" window. That button is about 2 pixels away from the scroll bar, and if you try to grab it, it's easy to miss and delete a route. And once you do, what route did you delete???
pat May 8, 2019 @ 6:59am 
On the list or trade routes, if there is an issue with a route, a yellow alert icon is on the left. If you hover over it, some clue about the issue.
Clutch_Play May 13, 2019 @ 8:46pm 
I have stopped playing this game until the ability to reserve goods in a harbor is added. I honestly cannot understand how any designer who has played their own game did not think this was necessary to make part of the game at release. The game is not nearly as enjoyable as it could be without this feature.
Ebin398 May 13, 2019 @ 9:19pm 
Yeah a lot of these are perennial issues. Reserving goods would've come in hand in lots of cases in 1404 and 1701. I haven't played 2070 or 2250 but I can't imagine they'd be that much different.
pat May 14, 2019 @ 2:39am 
There's no intelligent way to handle this. I've got an island in the new world dedicated to producing coffee. Because I need SO much coffee shipped to the old world, I need to have room to store at least 300. At the same time, I have a neighboring island sending necessary ponchos over and so I wind up storing 300 of them, which is a ludicrous amount.
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Date Posted: May 8, 2019 @ 5:19am
Posts: 5