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I "solved that" by making barebones villages/towns on those islands. For example i had a very small island featuring 2 iron mines, i created a small town, provided a few goods and upgraded them all to workers. I then could build iron factories and such stuff.
The good thing is, they hate polution but its only a side island so who cares.
Not optimal, but works.
Oh. I hope they bring a main land to the game so you can get the full experience of playing on larger land then just a island.
The game is a game about Naval only.
Attacking an opponent is attacking his harbor. Settling can only be done by having a harbor and trading aswell. There simply is no land interaction, there are no land traders, no land combat, no land main buildings.
I agree, it would be cool if a studio at one point made a game like Anno just on land without naval aspects.
But ANno was ever and will ever be about naval and islands.
If you dislike that, i recommend forgetting Anno altogether.
The full experience is managing supply chains and exploration. Without different island there is none of that which is a hallmark of the franchise.
do you know more about the transfer? i hope it is verylimited, i like the difficulty of managing workers on different islands.
Transporting should have a cost, but not be limited. Otherwise it suddenly is impossible to maintain production islands as in the previous games which belong to the core gameplay loop and playstyles.
If you want to manage a city on every village then do so, your decision, but why limit others just for your preferences?
It seems like many here asking questions never actually looked even at any gameplay footage of the previous games but already form strong opinions on how the game should work now Black Cobalt asked the game to get rid of the naval and just have larger landmasses...really?).
The series ever gave the option to make production focussed islands and it should stay that way. Its a core aspect.
I think many on these forums should first know the series before making statements on how the new game should be.
To answer the question, no i dont know more about it.
For example removing all the needs of citizens in anno and just letting players upgrade houses as they feel like would destroy the game, but no one would tell you just to imagine the needs and stop telling people how to play the game.
Or to reveal your hypocrisy, in the same post that you told me to not limit others due to my own preferences, you make fun of a guy asking to only build everything on one island.
Anno belongs to the genre where player agency is the core, its a strategy game. Just taking an option out would just get rid of a lot of depth.
A good strategy game provides a wide array of solutions but binds a cost to each of them.
You can build a village/city on each island, then thats your decision. You avoid the cost of shipping workers to production islands but at the same time you have to manage the workers in every city.
Thats called a tradeoff.
Other players will decide to ship workers to islands and not have several cities, but they will have to deal with increased costs, delays and more management.
You see, both ways are challenging in their own way, which is why a strategy game is about choice, about advantage and disadvantage.
Limiting that would be a horrific idea. And a game is no strategy game anymore when it doesnt feature choices between options.
This is such a case. Which means taking away an option would just cause the game to become more blant and less strategic, less deep and so less fun for strategy players.
The challenge should come from other aspects, like the opponents and the demands of the citizens (also pirates and desasters).
Sadly the AI is too bad to provide a challenge. They should invest their time thinking about that problem.
To give you a more proper hint, the transportation allows players to make a decision (confirmed officially), doesnt mean they can just "skip" anything. Obviously they still have to provide the workforce, if not on one island, then on another one.
You still have to build a city for that, no one said it wont be necessary, its just not necessary on every island, which would be idiotic anyway for several reasons.
Again, inform yourself on the series first.
Having pure production islands is already part of the series since the first game.
You only provide a very subjective viewpoint and try to make it universal.
But it isnt. Just because you think its challenging to maintain several cities it must not be for others.
A game only providing one way to be played becomes instantly boring, as then its a mere puzzle, no game with player agency.
And less player agency doesnt make more challenge, it makes less, the choice is the challenge in strategy games.
Ubisoft guy reading this, you want to chime in on whether or not a transfer citizen feature will be in the final game to allow effective expansion and progress into the higher tiers?
You must not produce everything, especially later you get rid of resources/products of earlier tiers, like bread or grain and instead focus on other parts.
Often you just get rid of stuff like farms and instead buy the basic resources while only having the production facilities (no grain farm, just a mill and a bakery).
This way you need less people working and more higher tiered people paying.
https://i.imgur.com/cGvn0Ac.jpg
https://www.anno-union.com/union-update-arbeitskraft-und-produktionsinseln/
Here in english:
https://forums.ubi.com/showthread.php/1833935-Confirmed-Features-and-Already-Answered-Questions-For-Anno-1800