What could make trade routes easier to understand is when youre creating a route between islands/ regions they can add the option to see how long that route takes a ship to travel by hovering over the route lines. That would make it easier to manage supply and demand of different islands
The problem with doing it that way, at least if they stick with how trade routes/ships work in Anno 1800, are the many variables outside of player control such as wind speed, wait times at a pier if there is a backup of ships trying to load/unload, etc.
There needs to be at least something to make it easier to determine how many goods and ships you need, though it might be easier using a measure of items per minute. So for example, you would deliver 5t of stone per minute using 3 ships, or whatever resources are going to be in Anno 117, making it way easier to determine how much is needed to either satisfy needs for consumer goods or for factories.
@@TakaRUclips Not a problem, because it's just an average. People in the 1700s also had a problem with the fact wind speed varied and docks could be congested, yet they still managed to build supply routes that span tens of thousands of kilometers. It doesn't have to be 100% accurate, an indication is good enough....
@@xoziy Yeah exactly, I don't like the Anno 2205 system of delivering goods, it simply wouldn't make sense for a game set in the bloody Ancient Times to not have goods be transported by physically. At least in 2205 there is the argument of "Space Elevator" that can explain why you don't have to send ships to transport, but if they do the same in Anno 117 it just removes one of the core parts that has been in Anno since forever and that's trading between Islands in regions. Anno 1800 was such a great game, because they went back to the core of Anno, 2205 failed because they diverged too much and especially just dumbed stuff down way too much. Building supply chains in Anno 2205 is boring AF because it's just plop shit down and it magically gets across the entire map and it simply feels like you are playing a spreadsheet simulator(Cause you kinda are) but how Anno 1404, 2070 and 1800 did it at least made it more immersive and fun, wars actually could disrupt supply chains and you could make your enemies bleed money without having to fight their fleets.
117AD is a great timeframe for an anno game. So many biomes available for expansions, great trading requirements due to empire and different cultures, and the vast variety of production goods.
I really didn't like the move to non generated landmasses like Crown Falls. It's always the same. Same goes for fixed starting isles like in Enbesa. I hope they find a better solution for this. Also while we're at it, please give me an option to flatten the ground please. I really hate seeing my crooked palace and other buildings.
One thing I can't imagine is going to a pre-industrial world after experiencing the complexity of the industrial world. How will Anno 117 be able to satisfy those that want a complex game?
No one can really answer that question without a lot of speculation right now.... However, we've seen them do various settings before and it worked out fine.
@@TakaRUclips I believe the main reason anno 1800 is the biggest hit of the franchise is the industrial revolution theme. At my opinion the only future anno that has potential to surpass anno 1800 is anno 1900.
@@TakaRUclips imagine the potential of a anno 1900 content: cosmetic dlcs like English, Germanic, french, American architecture... given the 20 century conflicts they could add super aggressive AIs like a German, Italian, Sovietic (💀). This time not only the new world, artic and Africa but also would be the perfect opportunity to launch an Asian DLC. Featuring the far east (Japan/China/Corea).... Imagine how many production chains in the second industrial revolution......
@@TakaRUclipsonce anno 1800 is the most popular game of the franchise the best way to target the largest part of the fan base would be launching an anno 1900 r?
We already have Anno 1900 though with all of the DLC... Hell basically we're in the 1920s by the end of all of the content. What more do you want? It sounds like you want a more military focus type of game and that's just not what the developers have said that they want to do... They want to focus on the city building aspect. A World War II game is not something that they want to do.
I would love to see more historical factions. Rome, Carthage, Greece, and Egypt would be the major ones. Even with similar gameplay but different architectures would be super awesome. We can also have smaller NPC factions that act as traders, partners, and quest-givers like Numedia, Baeloria, Israel, Britain, etc...
With the logistics of trading I do wish on the demand/supply graph they’d go from whole numbers to numbers that go to the tenth decimal. It’s ok as is though. I’d like them to also add an addition color to indicate how much is being traded into a city. If I have a ship taking 200t rum to the old world from the new world and taking 40 minutes round trip I’d like to be able to see something that says I have 5t/min going into it. Without having to hop to another tab and do some mental math.
I like your points. Personally id like to highlight just fixing the trade to see what island needs what and how much I must deliver per minuite to satisfy that on the same screen would help massivly(aka fix trade routes) and then second would just be fix the AI so it doesnt need to cheat.
I havn't been able to fully enjoy 1800 with the dlc because my pc really starts to chug once all 5 religions are unlocked. I'm definitely going to come back after my next PC build
I'd like to see a Trade Route Logistician or AI helper being optional. Similar to how the newspaper works. The logistician alerts you to an under productivity of a resource on one island and creates a trade route to an island that is over producing. You then can decide if you want to do the trade route and which ship you want to send. Have it available as an option on easier difficulty or as an unlock for later game when things get really complicated. For military use, i think that should be how you unlock new regions. They must be gained through military conquest. Have a quest line to gain intelligence on the opposing force, quests to reduce the opposition (propoganda, sabatoge, etc. Simple send X supply to region type stuff or aiding a coup), then that determines how much military you need to conquer the region.
My only gripe is that it's basically impossible to both fight and build at the same time. Especially acorss multiple maps. Game completely falls apart if a war breaks out late game when you have dozens of trade routes going all over the world. Would like to see a way to still include combat, but with less micro and more strategic gameplay elements. Like using fleets to blockade or attack islands being more of a strategic layer that perhaps like you said takes the combat off map somehow?
An auto mode option on some production islands while you are busy on some other edge of the map or making a city would be fine. Toggle in setting when starting a new game to let a dumb ai take care of some of your islands. That will give some challenge and fun, I believe, may be sit around and watch how it does certain things to learn stuff may be.
Love Anno 1800 and will definitely get Anno 117. Wish we could see a more functional statistics manager menu. Might it be possible to increase or decrease production from a remote island or region right in the manager menu? This might help with the monotonous management late game. Can’t wait to play the new one when it comes out. Thanks for creating content!
I disagree on the random events. Those have been infuriating and repetitive and annoying too in other games. I can see it if its done well. Or they are done in a way that you can mostly profit from them rather than "alarm, do something or bad things happen". Especially if it scales, the more islands you have the more often they trigger etc. I can see them perhaps as some quest-like event chains, but not as "every 15 minutes, you have to react to something, distracting you from city building etc"
I didn't think to mention it but the developers have actually talked about random events like this in the past.. It's a feature that if they added it to future games it would be optional and you can turn it off in settings if you don't like it.
Sounds like wanting to take the events of Caesar III and bring them into Anno 1800, and I am all for that. Celtic army marching on your city? Well you got 3 months to get those Legions ready XD
Hey Taka! Love your content (especially Anno). Could you maybe do a video with your personal Tier ranking of all the city builder games you played? Always looking for a great city builder bit don't have to time to test every single one, so I thought a tier list might help me and probably some others too!
I really wanted in Anno 1800 the Victory condition of the game to include zoo, botanical garden and museum ... and focus on exploration and cultural achievement in by completing collections, shame they never thought of that because for my friends and myself that was the best part of the game!
The combat system of anno 2070 is what i feel should be used as an example for combat in the anno series. Before, it was quite a bad system with bow rts units were used. And anno 1800, while a good steam/sailing ship balance, has 0 land combat, and loosing 1 building means you loose an island. Which is dumb. Anno 2070 used aircrafts for inland conquest. Add to that stealth units like submarines. While this is hard to translate to non-modern or fyture themes, i still feel thats where they got combat worked out best by far.
Not sorry to say this but Anno was never for the dumb. :D I do not want everything explained to me. I want to find things out myself and learn myself how different mechanics work. What I would REALLY REALLY appreciate, is, if this new Anno came with a Material and Digital Character Book, like they did for Anno 1701.
As a long-time veteran of the series since 1998 I do understand where you're coming from for sure! However I think that we have to accept that gaming has moved in a direction where accessibility and approachable gameplay also has its place now. Luckily settings are a thing and I can totally see having a very hand holding tutorial mode for players that need a lot of help as well as a more hardcore setting for those of us that are looking for that!
I agree, for me the only issue was the length of the game, We were able to play in 6 hours multiplayer with any previous versions, but Anno 1800 takes like min 10 days , none can make themselves available for that long, it is impossible to arrange it with friends... So I'd like a separate multiplayer version that is faster , that does not take 30 min for each step of wonder and does not take 15 min to travel between maps ... it is a waste of precious time and more goals , we would like to see the victory condition for completing zoo, museum and botanical collections hence have a focus on exploration and cultural development !
@@Berndr True, it would be nice, if they made an RTS-mode. That would be very cool. I actually think, it'd sell like crazy, if they have really good ideas. Items could be developments, that need to be activated, effects could be that your enemie's economy is debuffed by 10% or so etc. One special effect could be "conjuring" a pirate fleet at your opponent's harbour. So many good and reasily realizable ideas for a studio team like the Anno Developers.
We need Ground forces and battles that take place on the buildable islands! Just like in the old ANNOs! This feature is such a core in the old games and it needs to return!
I hope they don't remove the logistics and micromanagement requirements of the game. It's what makes Anno what it is. If people don't like it I guess they could do creative mode, but it's the essence of the game. We don't remove monsters from Doom.
No they're not going to remove those because they are part of what makes Anno... Anno! But there is a lot of consensus amongst players that some streamlining and balancing is really needed as well.
Hey! I Thank you so much for the guides. Without your vids, I'd probably drop the game after a couple of bad runs. And now I almost finished the base game run. Which leads me to a question I wanted to ask. Which DLC you recommend for a second/third run for a new player in 2024?
A thing i really dislike about anno 1800 is the amount of content locked behind DLCs, it really shortens the playtime you can have with only one monument to build. I just can't afford to pay so much for them, and I'd rather pay more for a full game than seeing a Taka's video and just sighing at the same game, which just doesn't feel the same on my screen. (Great vid btw)
I waited until a sale and got them half price, all but the newest which don't go on sale typically. Maybe like 80 dollars worth of fantastic content and 100% worth for the time I've played
the game is complete without dlc's, the dlc's are just additional content if want, it's not like the devlopers make the dlc's before releasing the game,
You are one hundred percent right. Probably never going to change though as the publishers are money hungry and unfortunately the dlc model seems to work in making them extra money. Though there are dlc unlockers available, Google is your friend buddy
@@mohamed_alaa- yea but they add so much more dimension, skyscrapers, football stadiums, 2 new continents with entirely new mechanics and airships, all of that locked behind another paywall, and all of them are sold separately
I think the complexity of Anno 1800 is in a really good spot. I'm a bit concerned Ubisoft will simply cut out a lot of complexity, like they did in Settler, Starwars and Rainbow Six Siege, but make it more accessable. Because this makes the game more blend and repetitive earlier. I think Anno 1800 only get's repetitive if you are too good in playing Anno games. The statistics and some basic logic in trading are so important. It just gives you control over what is happening. I wish you could work towards a minimum and maximum stock in each area and a trader that keeps loading and unloading accordingly. Performance wise loading upfront with a nice loading screen would be perfect. You could even combine it with some statistics, tech tree and animations, so it feels less like a loading screen. Being able to switch regions fast is the right way in my opinion. What i would love to see is a stronger mix of residential and industrial area. Like having farms in open unprotected land, a slaughterhouse in the industry zone, but the butcher in the residential area. A less boxy building system would be awesome. Roman theaters, baths and city walls for example were build in circles. Even more connecting buildings would look great. Like when we build farms next to each other the farmland connects to one. It would also be interesting to have multiple ways of upgrading a production with different drawbacks. Like just building more, upgrade an existing building or research new technology. We had this with electricity, trade union, and items, but for the most part is was a flat boost that didn't change the look or loop too much. Also it would be nice if monuments would start right from the beginning and grow with the settlements. In 1800 you tend to build up and then wait until it's down. Often times getting the farmers and workers back is the biggest struggle.
I might be in the minority, but I'd love to see a feature that is akin to the ark from 2070. Being able to bring in resource/ items from previous sessions to give you a boost in the early game was awesome. People abused it with Ark coning, sure, but in a game where the majority of people play single player, who cares.
@@razrskyrim8433 You make it sound like this is a feature. Squared layouts have never been a fauture. It's just a technical limitation that makes cities look unnatural. Games have always struggled with getting this right though which is why it hasn't made it in Anno so far.
I disagree with your phrasing there. The grid isn't something which needs to be "fixed" (I assume you mean removing it) - It would definitely be a negative change for me, and I assume many others.
For me it's the micro managing in end game (which can be frustrating, specially with Crown Falls and Manola being populated to the brim, the amount of goods needed to be provided and trade routes sometimes can be massive, so I spend most time watching them like a hawk instead of going somewhere else) and the AI. Without the mods war feels pretty simple. Build the ships, take them down. When you learn patterns of what each AI likes/dislikes you can even avoid the conflict. I wish the enemies had more random whims making the alliances risky (good example is Alonso who still can be a bit unpredictable at times).
I struggle with the fact that you can't slowly turn on DLC for a save. If you own it you have one chance to turn it on for a save and that's it. Playing with friends who bought complete edition vs me who has slowly purchased season passes over the years is tough since they get hit with all the DLC at once or we would need to have 5 playthroughs where we slowly turn on more DLC each playthrough.
in the opposite. i would even wish for more micromanagement. that i can set up trade routes not from island to island, but from every single mooring. also i wish for them to bring in the roman street system and aqueducts in very much details. would be awesome if you can have several settlements on one island and connect them similar to the trade routes by ship just on their roads and if you want faster trading build better roads. or if you want to move your army faster. improve roads as well. but not sure how good this would still fit into the game later on.
The Pax Romana period was a time of relative peace as the empire had expanded to its fullest extent it ever would and most major enemies had been handled, but there was still a lot of war. Just not on the scale seen in the recent past.
For me its removing the quests from the endless game and placing it in more scenarios and challenges. If i play endless then i just want to build and not have todo the same quests over and over again.
I don't really like "random events" as they can destroy game flow. If you want to create some "disturbance" in the game it should be dictated by players action, not by RNG generator. For example at Factorio enemy attacks are caused by "polution", and players can control amount of polution they produce. At Frostpunk 2 lots of discontent are caused by player's decion in laws. etc.
Ngl I disagree with 13:00 I think having ships on the map actually is an important part that makes Anno so fun, because you need to manage and protect your trade routes. I really dislike how dumbed down Anno 2205 is and I hate the combat system, cause it's just extra busy work.
In regards to performance, you need 32GB of RAM minimum, 64 is best. I checked with Afterburner and my game used 28GB of RAM when I had a few Skyscrapers.
Not really... I definitely want it to be challenging for those that want a challenge still. At the same time, I think it should be easier to understand and approachable for new players without feeling so overwhelming.
Taka, I think you are trying to take people too much by their hand, like they are children... I think, the way they did it, was very good. Maybe more symbols and more graspable statistics interface but that's all. I don't want a constant tutorial voice yapping at me over and over again.
You know how you can have "more guidance" or "less guidance" in Anno 1800 so it doesn't hand hold? I doubt they would force everyone to have their hand held if they don't want it!
Hard disagree with many of the aspects here. “This game is too complex for many players, and it turns them off” OK? So maybe it’s not the game for them. There’s plenty of other games similar with less complexity. This game owes a lot of success to being one of the deepest and most complex games of its type. You may as well play one of the myriad football games and lodge the complaint that There’s too much football in this football game, and it’s turning off some football game players. Additionally, while the impact of multisession does have a complex logistical question to the answer - I don’t think dismantling the distribution component of this management and distribution game is the answer either. I personally felt like a lot of the suggestions here would serve to castrate this masterpiece of a game by selectively excising foundational components of why it’s recipe worked.
What i fear most is that anno 117 will do things like avoid slavery, do a white vs black thing, try to ignore religious difference and cultures, and effectivly ignore europe, spain, alpine or the baltic regions, in favour of north african and oriental factions. Oh, and of course, cleopatra wount br the only woman among rulers. Nor will classes be represented by exclusivly Roman and Males, as it was back then. Cause you know... gotta be progressive and inclusive -.- No-dowside town hall books in 1800 are mainly feminist. New world is mainly female, except working class. Fekong engineers are female instead of the artisans. You know they had to hold back so mich to not make investors female. They couldnt hold back for the third tier of new world class afterall. Scohlars are black, despite back then they were hardly allowed in schools. Etc etc. Its fine-ish in 1800, as that age IS the beginning of where society DID change to become egalitarian and push for equality between sexes, raves and classes. But the late roman times? Only more distant age from equality between raves, sexes and classes are the middle ages or 1900 day muslim countries.
It kinda sounds like you want to dumb the game down so that every idiot can play it. I like that you want to have it a wider reach, but the people who just put the gane down after 2 minutes not getting exactly told what they have to do is just on them. That means they are just lazy and didnt want to play the game bad enough to look some things up or just try it out till they get the hang of it. Meanwhile all people that like a challange are getting the next the settlers (I am talking about he newest) Edit: also the fights in 2205 were awful, and I really hated the seperated map.
As I am concerned it needs to be multiplayer friendly meaning , a game should not take more than 6 hours 1800 takes 8 days to finish its ridiculous... it is too slow and why does it need 30 min real time for each step of wonder, and for boat to take so long between maps ... all designed to mislead you into massive content when all they do is stretch actions , You can finish Anno the Venice in 6 hours , yet 1800 one takes 10 days... none has that time! For me 1800 is at the same time the best and the worst Anno game up to date depending on what feature you are talking about ! Also I really wanted in 1800 goals to focus on exploration and cultural achievement in zoo, botanical, and museum area ... winning the game by completing collections, shame they never thought of that because for my friends and myself that was the best part of the game!
While I'm sure once 117 rolls out you'll create good content that's good for the game. I'm just not interested in another 'age of sail' anno game. So I'm just going to unsubscribe.
No just no. Sounds like dumbing the game down nothing else.. Hive new players a good tutorial and make the late game more complex. Removing micromanaging sounds like removing the soul of the game. It’s always been what it’s all about lategame if you know what your doing. Change any systems to fundamentally and watch your core player base, the guys that buy the game first, turn on it. Bad reviews and a flop will follow.
I personaly didn't enjoy the combat in 2205 but getting your main island destroyed wasn't fun either. I could imagine a seperate map where you can conquer existing island and build there but others can attack your island there with land combat
Just more of the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same
we had land battles in the earlier anno games and THEY SUCKED - they had like age of empires 4 SUCKS SO BAD, its grouped units play. earlier anno games if any played them the land combat was grouped units style which is why it sucked for combat play, still liked the building stuff parts but for combat if they go age of empires route the game is doomed. 1800 is mostly sea battles but at least its not grouped play can build and do each unit separately which is the best way for adding rts into the sub systems. earlier versions of anno it was grouped land battles which is why most hated that part of it.
Love Anno 1800 and will definitely get Anno 117. Wish we could see a more functional statistics manager menu. Might it be possible to increase or decrease production from a remote island or region right in the manager menu? This might help with the monotonous management late game. Can’t wait to play the new one when it comes out. Thanks for creating content!
Meanwhile, I'm just out here hoping we get paved/grass/dirt options for ALL ornaments.
Oh, and curved roads.
And while we are at it, buildings that are not a rectangle.
Good to see a new video from you, Taka!
So excited for Anno 117, was a huge fan of 1800.
What could make trade routes easier to understand is when youre creating a route between islands/ regions they can add the option to see how long that route takes a ship to travel by hovering over the route lines. That would make it easier to manage supply and demand of different islands
The problem with doing it that way, at least if they stick with how trade routes/ships work in Anno 1800, are the many variables outside of player control such as wind speed, wait times at a pier if there is a backup of ships trying to load/unload, etc.
Exactly!
The time doesnt even have to be exact.
Just an estimation.
Like, is it 5, 15, 30, 45minutes of 60 minutes?
There needs to be at least something to make it easier to determine how many goods and ships you need, though it might be easier using a measure of items per minute. So for example, you would deliver 5t of stone per minute using 3 ships, or whatever resources are going to be in Anno 117, making it way easier to determine how much is needed to either satisfy needs for consumer goods or for factories.
@@TakaRUclips Not a problem, because it's just an average.
People in the 1700s also had a problem with the fact wind speed varied and docks could be congested, yet they still managed to build supply routes that span tens of thousands of kilometers. It doesn't have to be 100% accurate, an indication is good enough....
@@xoziy Yeah exactly, I don't like the Anno 2205 system of delivering goods, it simply wouldn't make sense for a game set in the bloody Ancient Times to not have goods be transported by physically. At least in 2205 there is the argument of "Space Elevator" that can explain why you don't have to send ships to transport, but if they do the same in Anno 117 it just removes one of the core parts that has been in Anno since forever and that's trading between Islands in regions.
Anno 1800 was such a great game, because they went back to the core of Anno, 2205 failed because they diverged too much and especially just dumbed stuff down way too much. Building supply chains in Anno 2205 is boring AF because it's just plop shit down and it magically gets across the entire map and it simply feels like you are playing a spreadsheet simulator(Cause you kinda are) but how Anno 1404, 2070 and 1800 did it at least made it more immersive and fun, wars actually could disrupt supply chains and you could make your enemies bleed money without having to fight their fleets.
117AD is a great timeframe for an anno game. So many biomes available for expansions, great trading requirements due to empire and different cultures, and the vast variety of production goods.
I really didn't like the move to non generated landmasses like Crown Falls. It's always the same. Same goes for fixed starting isles like in Enbesa. I hope they find a better solution for this. Also while we're at it, please give me an option to flatten the ground please. I really hate seeing my crooked palace and other buildings.
A map maker mode would be wonderful.
One thing I can't imagine is going to a pre-industrial world after experiencing the complexity of the industrial world. How will Anno 117 be able to satisfy those that want a complex game?
No one can really answer that question without a lot of speculation right now.... However, we've seen them do various settings before and it worked out fine.
@@TakaRUclips I believe the main reason anno 1800 is the biggest hit of the franchise is the industrial revolution theme. At my opinion the only future anno that has potential to surpass anno 1800 is anno 1900.
@@TakaRUclips imagine the potential of a anno 1900 content: cosmetic dlcs like English, Germanic, french, American architecture... given the 20 century conflicts they could add super aggressive AIs like a German, Italian, Sovietic (💀). This time not only the new world, artic and Africa but also would be the perfect opportunity to launch an Asian DLC. Featuring the far east (Japan/China/Corea).... Imagine how many production chains in the second industrial revolution......
@@TakaRUclipsonce anno 1800 is the most popular game of the franchise the best way to target the largest part of the fan base would be launching an anno 1900 r?
We already have Anno 1900 though with all of the DLC... Hell basically we're in the 1920s by the end of all of the content. What more do you want? It sounds like you want a more military focus type of game and that's just not what the developers have said that they want to do... They want to focus on the city building aspect. A World War II game is not something that they want to do.
I would love to see more historical factions. Rome, Carthage, Greece, and Egypt would be the major ones. Even with similar gameplay but different architectures would be super awesome. We can also have smaller NPC factions that act as traders, partners, and quest-givers like Numedia, Baeloria, Israel, Britain, etc...
With the logistics of trading I do wish on the demand/supply graph they’d go from whole numbers to numbers that go to the tenth decimal. It’s ok as is though.
I’d like them to also add an addition color to indicate how much is being traded into a city. If I have a ship taking 200t rum to the old world from the new world and taking 40 minutes round trip I’d like to be able to see something that says I have 5t/min going into it. Without having to hop to another tab and do some mental math.
Best anno content creator , thank you !
I like your points. Personally id like to highlight just fixing the trade to see what island needs what and how much I must deliver per minuite to satisfy that on the same screen would help massivly(aka fix trade routes) and then second would just be fix the AI so it doesnt need to cheat.
I havn't been able to fully enjoy 1800 with the dlc because my pc really starts to chug once all 5 religions are unlocked. I'm definitely going to come back after my next PC build
I'd like to see a Trade Route Logistician or AI helper being optional. Similar to how the newspaper works.
The logistician alerts you to an under productivity of a resource on one island and creates a trade route to an island that is over producing. You then can decide if you want to do the trade route and which ship you want to send.
Have it available as an option on easier difficulty or as an unlock for later game when things get really complicated.
For military use, i think that should be how you unlock new regions. They must be gained through military conquest. Have a quest line to gain intelligence on the opposing force, quests to reduce the opposition (propoganda, sabatoge, etc. Simple send X supply to region type stuff or aiding a coup), then that determines how much military you need to conquer the region.
My only gripe is that it's basically impossible to both fight and build at the same time. Especially acorss multiple maps.
Game completely falls apart if a war breaks out late game when you have dozens of trade routes going all over the world.
Would like to see a way to still include combat, but with less micro and more strategic gameplay elements. Like using fleets to blockade or attack islands being more of a strategic layer that perhaps like you said takes the combat off map somehow?
An auto mode option on some production islands while you are busy on some other edge of the map or making a city would be fine. Toggle in setting when starting a new game to let a dumb ai take care of some of your islands. That will give some challenge and fun, I believe, may be sit around and watch how it does certain things to learn stuff may be.
Love Anno 1800 and will definitely get Anno 117. Wish we could see a more functional statistics manager menu. Might it be possible to increase or decrease production from a remote island or region right in the manager menu? This might help with the monotonous management late game. Can’t wait to play the new one when it comes out. Thanks for creating content!
I disagree on the random events. Those have been infuriating and repetitive and annoying too in other games. I can see it if its done well.
Or they are done in a way that you can mostly profit from them rather than "alarm, do something or bad things happen". Especially if it scales, the more islands you have the more often they trigger etc.
I can see them perhaps as some quest-like event chains, but not as "every 15 minutes, you have to react to something, distracting you from city building etc"
I didn't think to mention it but the developers have actually talked about random events like this in the past.. It's a feature that if they added it to future games it would be optional and you can turn it off in settings if you don't like it.
Sounds like wanting to take the events of Caesar III and bring them into Anno 1800, and I am all for that. Celtic army marching on your city? Well you got 3 months to get those Legions ready XD
Hey Taka! Love your content (especially Anno). Could you maybe do a video with your personal Tier ranking of all the city builder games you played? Always looking for a great city builder bit don't have to time to test every single one, so I thought a tier list might help me and probably some others too!
I really wanted in Anno 1800 the Victory condition of the game to include zoo, botanical garden and museum ... and focus on exploration and cultural achievement in by completing collections, shame they never thought of that because for my friends and myself that was the best part of the game!
The combat system of anno 2070 is what i feel should be used as an example for combat in the anno series.
Before, it was quite a bad system with bow rts units were used.
And anno 1800, while a good steam/sailing ship balance, has 0 land combat, and loosing 1 building means you loose an island. Which is dumb.
Anno 2070 used aircrafts for inland conquest.
Add to that stealth units like submarines.
While this is hard to translate to non-modern or fyture themes, i still feel thats where they got combat worked out best by far.
Yay! A Taka video!
A PAUSE Function.. how hard is that ?
Not sorry to say this but Anno was never for the dumb. :D I do not want everything explained to me. I want to find things out myself and learn myself how different mechanics work. What I would REALLY REALLY appreciate, is, if this new Anno came with a Material and Digital Character Book, like they did for Anno 1701.
As a long-time veteran of the series since 1998 I do understand where you're coming from for sure! However I think that we have to accept that gaming has moved in a direction where accessibility and approachable gameplay also has its place now. Luckily settings are a thing and I can totally see having a very hand holding tutorial mode for players that need a lot of help as well as a more hardcore setting for those of us that are looking for that!
@@TakaRUclips Yes, that's probably a good thing. It already exists in some form but the help mode needs to be more helpful, I guess.
I agree, for me the only issue was the length of the game, We were able to play in 6 hours multiplayer with any previous versions, but Anno 1800 takes like min 10 days , none can make themselves available for that long, it is impossible to arrange it with friends... So I'd like a separate multiplayer version that is faster , that does not take 30 min for each step of wonder and does not take 15 min to travel between maps ... it is a waste of precious time and more goals , we would like to see the victory condition for completing zoo, museum and botanical collections hence have a focus on exploration and cultural development !
@@Berndr True, it would be nice, if they made an RTS-mode. That would be very cool. I actually think, it'd sell like crazy, if they have really good ideas. Items could be developments, that need to be activated, effects could be that your enemie's economy is debuffed by 10% or so etc. One special effect could be "conjuring" a pirate fleet at your opponent's harbour. So many good and reasily realizable ideas for a studio team like the Anno Developers.
We need Ground forces and battles that take place on the buildable islands! Just like in the old ANNOs! This feature is such a core in the old games and it needs to return!
I hope they don't remove the logistics and micromanagement requirements of the game. It's what makes Anno what it is. If people don't like it I guess they could do creative mode, but it's the essence of the game.
We don't remove monsters from Doom.
No they're not going to remove those because they are part of what makes Anno... Anno! But there is a lot of consensus amongst players that some streamlining and balancing is really needed as well.
Hey! I Thank you so much for the guides. Without your vids, I'd probably drop the game after a couple of bad runs. And now I almost finished the base game run. Which leads me to a question I wanted to ask. Which DLC you recommend for a second/third run for a new player in 2024?
A thing i really dislike about anno 1800 is the amount of content locked behind DLCs, it really shortens the playtime you can have with only one monument to build. I just can't afford to pay so much for them, and I'd rather pay more for a full game than seeing a Taka's video and just sighing at the same game, which just doesn't feel the same on my screen. (Great vid btw)
I waited until a sale and got them half price, all but the newest which don't go on sale typically. Maybe like 80 dollars worth of fantastic content and 100% worth for the time I've played
the game is complete without dlc's, the dlc's are just additional content if want, it's not like the devlopers make the dlc's before releasing the game,
Btw on cdkeys you can get the Gold edition year 5 which has all dlc for 51 right now
You are one hundred percent right. Probably never going to change though as the publishers are money hungry and unfortunately the dlc model seems to work in making them extra money. Though there are dlc unlockers available, Google is your friend buddy
@@mohamed_alaa- yea but they add so much more dimension, skyscrapers, football stadiums, 2 new continents with entirely new mechanics and airships, all of that locked behind another paywall, and all of them are sold separately
adapt some factorio stuff would be interesting, some computing optimization when you have big cities, and improve the jUser interface a lot .
Trade route time should have an estimation on the "create trade route" menu.
Doesnt have to be exact.
But do tell if its 5min, 15min, 30 min or 45 min
I think the complexity of Anno 1800 is in a really good spot. I'm a bit concerned Ubisoft will simply cut out a lot of complexity, like they did in Settler, Starwars and Rainbow Six Siege, but make it more accessable. Because this makes the game more blend and repetitive earlier. I think Anno 1800 only get's repetitive if you are too good in playing Anno games.
The statistics and some basic logic in trading are so important. It just gives you control over what is happening. I wish you could work towards a minimum and maximum stock in each area and a trader that keeps loading and unloading accordingly.
Performance wise loading upfront with a nice loading screen would be perfect. You could even combine it with some statistics, tech tree and animations, so it feels less like a loading screen. Being able to switch regions fast is the right way in my opinion.
What i would love to see is a stronger mix of residential and industrial area. Like having farms in open unprotected land, a slaughterhouse in the industry zone, but the butcher in the residential area. A less boxy building system would be awesome. Roman theaters, baths and city walls for example were build in circles. Even more connecting buildings would look great. Like when we build farms next to each other the farmland connects to one. It would also be interesting to have multiple ways of upgrading a production with different drawbacks. Like just building more, upgrade an existing building or research new technology. We had this with electricity, trade union, and items, but for the most part is was a flat boost that didn't change the look or loop too much.
Also it would be nice if monuments would start right from the beginning and grow with the settlements. In 1800 you tend to build up and then wait until it's down. Often times getting the farmers and workers back is the biggest struggle.
I just want Willie Wibblesock's ancestor to be in the game.
I might be in the minority, but I'd love to see a feature that is akin to the ark from 2070. Being able to bring in resource/ items from previous sessions to give you a boost in the early game was awesome. People abused it with Ark coning, sure, but in a game where the majority of people play single player, who cares.
Fixing squared layouts is no 1 for me. Games like Manor Lords have shown how much more natural cities look without them.
Squared layouts is in the anno DNA. Don’t like that? Go play something else. Quite a few good city builder out there :)
@@razrskyrim8433 You make it sound like this is a feature. Squared layouts have never been a fauture. It's just a technical limitation that makes cities look unnatural. Games have always struggled with getting this right though which is why it hasn't made it in Anno so far.
I disagree with your phrasing there. The grid isn't something which needs to be "fixed" (I assume you mean removing it) - It would definitely be a negative change for me, and I assume many others.
@@badimus Check games like City Skylines 2, you don't have to remove grids to design naturally looking cities.
@@Drrolfski I don't doubt that. I just prefer having a grid based system.
For me it's the micro managing in end game (which can be frustrating, specially with Crown Falls and Manola being populated to the brim, the amount of goods needed to be provided and trade routes sometimes can be massive, so I spend most time watching them like a hawk instead of going somewhere else) and the AI. Without the mods war feels pretty simple. Build the ships, take them down. When you learn patterns of what each AI likes/dislikes you can even avoid the conflict. I wish the enemies had more random whims making the alliances risky (good example is Alonso who still can be a bit unpredictable at times).
Anno 1800 was pretty much close to a masterpiece. The likelihood they will do better is really low.
When I started playing Anno 1800 I had no idea what to do. And then I found your channel. Thank you :)
Interesting, just question sir about ANNO 1800, is it's DLCs quite useful anyway/worth it?
He has a whole video on that topic :)
I struggle with the fact that you can't slowly turn on DLC for a save. If you own it you have one chance to turn it on for a save and that's it. Playing with friends who bought complete edition vs me who has slowly purchased season passes over the years is tough since they get hit with all the DLC at once or we would need to have 5 playthroughs where we slowly turn on more DLC each playthrough.
Hopefully Ubisofts other...issues...won't delay this or affect its development.
Invasions !!! 🎉
Yes, ground battles with legions and city walls!
in the opposite. i would even wish for more micromanagement. that i can set up trade routes not from island to island, but from every single mooring.
also i wish for them to bring in the roman street system and aqueducts in very much details. would be awesome if you can have several settlements on one island and connect them similar to the trade routes by ship just on their roads and if you want faster trading build better roads. or if you want to move your army faster. improve roads as well. but not sure how good this would still fit into the game later on.
In regard to performance, get a x3d chip.
My late game frame rate went from 25 to over 100.
6. Not be made by Ubisoft
I think the Anno games need to learn a bit from paradox games like stellaris. Handling war and building and trade is what makes it interesting
I want to know why it crashes to a black screen waaaaaay too often. I play with mods but have them all off, and it still crashes. High end PC.
Here is an idea Roman legions can be used as builders in peace time
Do you have any new information about Anno 1800 New Horizon mod?
Afraid not
Anno 117 mentioned.
Uses the word "beat" in title.
Beat rearranged spells BETA!
Anno 117 beta confirmed!
no wars in 117 roman periode
it's named PAX romana
the scenarii are a good way to change the game play I like them
The Pax Romana period was a time of relative peace as the empire had expanded to its fullest extent it ever would and most major enemies had been handled, but there was still a lot of war. Just not on the scale seen in the recent past.
For me its removing the quests from the endless game and placing it in more scenarios and challenges. If i play endless then i just want to build and not have todo the same quests over and over again.
I don't really like "random events" as they can destroy game flow. If you want to create some "disturbance" in the game it should be dictated by players action, not by RNG generator. For example at Factorio enemy attacks are caused by "polution", and players can control amount of polution they produce. At Frostpunk 2 lots of discontent are caused by player's decion in laws. etc.
Ngl I disagree with 13:00
I think having ships on the map actually is an important part that makes Anno so fun, because you need to manage and protect your trade routes.
I really dislike how dumbed down Anno 2205 is and I hate the combat system, cause it's just extra busy work.
Why would I be supporting ubisucks?
In regards to performance, you need 32GB of RAM minimum, 64 is best. I checked with Afterburner and my game used 28GB of RAM when I had a few Skyscrapers.
I have 64 gigs of RAM... It's still chugs and that's just common for a lot of people.
So you want it dumbed down? Crazy.
Not really... I definitely want it to be challenging for those that want a challenge still. At the same time, I think it should be easier to understand and approachable for new players without feeling so overwhelming.
I would like ability to build and do other stuff while the game is paused.
Active Pause would be a #6 on a list for sure!
Really scared for anno 117 seein as how Ubisoft is crashing and burning right now. I hope they dont fuck it up.
Luckily Ubisoft Mainz is mostly free to do their own thing and have their own money! If anything, another parent company will buy the dev team.
Taka, I think you are trying to take people too much by their hand, like they are children... I think, the way they did it, was very good. Maybe more symbols and more graspable statistics interface but that's all. I don't want a constant tutorial voice yapping at me over and over again.
You know how you can have "more guidance" or "less guidance" in Anno 1800 so it doesn't hand hold? I doubt they would force everyone to have their hand held if they don't want it!
@@TakaRUclips I hope so. :D
The many regions were done well.
Way WAY better than 2205. Which did it terrably.
But This Many regions, especially once we went past 2, is to much.
They did start it, but we need better/balanced items.
Yeah that is something I think the devs are very aware of!
Hard disagree with many of the aspects here.
“This game is too complex for many players, and it turns them off”
OK? So maybe it’s not the game for them. There’s plenty of other games similar with less complexity. This game owes a lot of success to being one of the deepest and most complex games of its type. You may as well play one of the myriad football games and lodge the complaint that There’s too much football in this football game, and it’s turning off some football game players.
Additionally, while the impact of multisession does have a complex logistical question to the answer - I don’t think dismantling the distribution component of this management and distribution game is the answer either.
I personally felt like a lot of the suggestions here would serve to castrate this masterpiece of a game by selectively excising foundational components of why it’s recipe worked.
It will be difficult to make the right version for everyone that he wants.
Very true!
1800 had no scenarios with stock mechanics all the dlc had whacky mechanics
What i fear most is that anno 117 will do things like avoid slavery, do a white vs black thing, try to ignore religious difference and cultures, and effectivly ignore europe, spain, alpine or the baltic regions, in favour of north african and oriental factions.
Oh, and of course, cleopatra wount br the only woman among rulers. Nor will classes be represented by exclusivly Roman and Males, as it was back then.
Cause you know... gotta be progressive and inclusive -.-
No-dowside town hall books in 1800 are mainly feminist.
New world is mainly female, except working class.
Fekong engineers are female instead of the artisans. You know they had to hold back so mich to not make investors female. They couldnt hold back for the third tier of new world class afterall.
Scohlars are black, despite back then they were hardly allowed in schools.
Etc etc.
Its fine-ish in 1800, as that age IS the beginning of where society DID change to become egalitarian and push for equality between sexes, raves and classes.
But the late roman times?
Only more distant age from equality between raves, sexes and classes are the middle ages or 1900 day muslim countries.
It kinda sounds like you want to dumb the game down so that every idiot can play it. I like that you want to have it a wider reach, but the people who just put the gane down after 2 minutes not getting exactly told what they have to do is just on them. That means they are just lazy and didnt want to play the game bad enough to look some things up or just try it out till they get the hang of it. Meanwhile all people that like a challange are getting the next the settlers (I am talking about he newest)
Edit: also the fights in 2205 were awful, and I really hated the seperated map.
As I am concerned it needs to be multiplayer friendly meaning , a game should not take more than 6 hours 1800 takes 8 days to finish its ridiculous... it is too slow and why does it need 30 min real time for each step of wonder, and for boat to take so long between maps ... all designed to mislead you into massive content when all they do is stretch actions , You can finish Anno the Venice in 6 hours , yet 1800 one takes 10 days... none has that time! For me 1800 is at the same time the best and the worst Anno game up to date depending on what feature you are talking about ! Also I really wanted in 1800 goals to focus on exploration and cultural achievement in zoo, botanical, and museum area ... winning the game by completing collections, shame they never thought of that because for my friends and myself that was the best part of the game!
No items
You're an item
While I'm sure once 117 rolls out you'll create good content that's good for the game. I'm just not interested in another 'age of sail' anno game.
So I'm just going to unsubscribe.
What Anno game would you be interested in otherwise?
No just no. Sounds like dumbing the game down nothing else.. Hive new players a good tutorial and make the late game more complex. Removing micromanaging sounds like removing the soul of the game. It’s always been what it’s all about lategame if you know what your doing. Change any systems to fundamentally and watch your core player base, the guys that buy the game first, turn on it. Bad reviews and a flop will follow.
I personaly didn't enjoy the combat in 2205 but getting your main island destroyed wasn't fun either. I could imagine a seperate map where you can conquer existing island and build there but others can attack your island there with land combat
This feature need to return to the base game, not on a different map! Just like the old ANNOs. This was a core feature! Make Anno Great Again!
Just more of the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same the same
we had land battles in the earlier anno games and THEY SUCKED - they had like age of empires 4 SUCKS SO BAD, its grouped units play. earlier anno games if any played them the land combat was grouped units style which is why it sucked for combat play, still liked the building stuff parts but for combat if they go age of empires route the game is doomed. 1800 is mostly sea battles but at least its not grouped play can build and do each unit separately which is the best way for adding rts into the sub systems.
earlier versions of anno it was grouped land battles which is why most hated that part of it.
Oh no, ground battles was the bast part of the old ANNO games! We need them back! Its super crucial!
Well, hey there!
Love Anno 1800 and will definitely get Anno 117. Wish we could see a more functional statistics manager menu. Might it be possible to increase or decrease production from a remote island or region right in the manager menu? This might help with the monotonous management late game. Can’t wait to play the new one when it comes out. Thanks for creating content!