Canned Food & Sewing Machines & Fur Coats.Now additionally needed by Engineers and Investors. Consumption and Income remains on artisans level. Now additionally needed by Artisans, Engineers and Investors. Consumption and Income reduced to farmers level, as otherwise advanced games suffer. Consumption and Income remains on workers level. Now additionally needed by Artisans, Engineers and Investors. Admittedly, the latter does probably not come into effect anymore if you heavily optimize work force through items and palace. On top, this mod prevents "Investor Ghettos" to some extend, as you do need way more farmers, workers and artisans to keep your population happy and in the highest possible size. Additionally, the item system in Anno 1800 is built as if the Needs would not vanish, as there are many legendary ones which affect production chains or give you extra goods you no longer need once you got to these items. The fact that some (or most) of them simply vanish through the game gives you less possibilities to optimize and makes the end game somewhat boring. You may ask, why should I play with that mod: Anno 1800 is complex enough, I do not need any aggravating adaptions? From my perspective, the core of Anno games are the production chains and their optimization. In sum, the difficulty will thus not change significantly. The game gets overall more complex but you can achieve a higher income per house and greater happiness values. This small mod aims to somewhat imitate that system for Anno 1800, while maintaining the vanilla population mechanics as far as possible and keep it balanced. In Anno 1404 for example, Needs persisted, although consumption levels varied a bit per house through the tiers. Warning: !! This mod is not compatible with the submod "Royal Taxes Removed" from Spice It Up !!Īs Anno 1800 was released I wondered why Needs vanish in higher population tiers.
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