![]() ![]() The first two people in my gaming network who got the game paid extra to import their copies from game stores in Europe, and those copies featured German rulebooks! This was certainly due, in part, to the pedigree of the team behind the game, but getting a copy of Anno 1800 took months. Don't nobody have time or nerves for that.For a good stretch of 2021, everyone was talking about Anno 1800, the board game based on the video game from Ubisoft.ĭesigned by Martin Wallace (the Brass games, Age of Steam, Tinner’s Trail) and published by KOSMOS ( The Crew: The Quest for Planet Nine, Cascadia), Anno 1800 was a hit right out of the gate. Especially because at some point you make a larger change (maybe build a new investor or production island) and you have to re-do and tweak all of it all over again. In practice, later on in the game I find it a lot easier and more straightforward to just build ten more ships and make all trade routes carry only a single good than to spend a lot of time repairing and updating all trade routes. I'm sure all these possible interactions can be worked out to avoid any issues, and there might be smarter setups I haven't thought of. A possible problem can occur if your logistics setup needs more input goods (say, wood veneers) for each output you take away (say, cigars) than the ship delivers - with one ship that isn't usually an issue, but, for example, if you have other ships that also pick up cigars (but do not bring wood veneers) your production might be short the dumped veneers because they are needed, but didn't fit into the storage. That usually works, and allows the ship to load everything it should (if available) at every stop. As far as I know this makes sureī) Move multiple goods, and dump any excess that cannot be unloaded (there's a small button for that in the menu). Don't do that - instead, use another cargo slot of the ship for the other good, even if that means you have "empty" slots on one or more leg of the trade route. ![]() In theory, you can then tell the ship to load another good than the one it unloaded in that slot (and, generally, that will work for some time). It was in a previous Anno game, but 1800 might handle things differently-) Use each cargo hold only for exactly one type of good: In the trade route editor, you load a good and at a later stop you unload it. There are two ways that I think can avoid this:Ī) (-I'm not entirely sure whether this is a definite solution. Then your destination island runs out of schnapps and you're scratching your head why have a shortage on one island but an idling production with full storage on the other island. The main problem with "just doing it" is that you can end up with a ship that, over multiple trips, fills up all spaces with one good (say clothes) and stops carrying another good (say, schnapps) because there are no cargo holds to put it into. And correct, there are absolutely good reasons and use cases to put multiple goods on a single trade route! Especially early in the game, when money might be tight or you can't build a lot of ships yet. Yes, I omitted a more comprehensive description of the trade routes with mixed goods. The digit sum of each year is always 9 (e.Piracy: Posts that ask for or link to piracy are not allowed. Stalking, harassment, intentional baits, and personal attacks: will strictly not be tolerated. Relevance: All posted content must be directly related to the Anno series.ĭuplicate content: Before posting, ensure that it has not been posted recently (one month).Ĭommunity creations: While community creations are greatly encouraged, posts made with the primary purpose of advertising social media, video channels, Discord servers etc. This subreddit is all about the video game series Anno. ![]()
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