For real. That’s why I haven’t played in a while. I gotta be in the right mood, the “all-hands-on-deck” brainytime to be able to tackle Anno 1800.

I like 2205 for my pure no brain logistics.

One thing they’ve added (at least I don’t remember it earlier) is a half-speed setting. It’s been crucial for me during the war.

The other thing about 1800 is that the frenetic pacing is a bit of a facade. Other than combat and island-settling races with the 2+ star AI (and explicitly timed quests, I guess), there’s really nothing in the game that won’t wait. You’ll lose if you run out of money, but other than a few key points in the progression (depending on the difficulty setting) that’s not a big danger.

New update, includes:

Those are the two things I complained about above. Hopefully it works now…

Indeed, the issue seems to be resolved. I still have a minor bug where I have one of the Enbesa quests hanging on, even though I’ve completed the whole questline, but that’s easy enough to ignore.

I finally hit my goals of (1) building each of the monuments and (2) getting all of the museum sets. The latter was a pretty dumb goal, to be honest, but I was curious what all the bonuses were. It wasn’t too bad to pull off; I just constantly ran World’s Fairs (I suppose I could have set it up on another island to double the throughput, but ugh what a pain that would have been) and bought up all the diving bell maps from Nate, while having the research institute chugging away on the stragglers. (The Anno Asset Viewer was helpful in tracking down specifically where to get them, though it turns out they added a tab in the statistics page that lists most of the same info.)

I thought there was an achievement for it, but turns out there isn’t. However, earlier I said

…and it turns out I did get the achievement! I must have missed the announcement.

So that’s a wrap for Anno 1800 for me (for now, at least).

My review of the tourism and high life DLCs is that they’re pretty good. If you like Anno 1800 and want more stuff then go for it. They add a fairly unique mechanic: restaurants/department stores consume resources and produce no output (kind of like power plants, but they’re normal resources) and instead reduce consumption for residential buildings in their radius. It’s unfortunate (from a UX perspective) that they several different ranges–one range for warehouse pickup, one for fulfilling the department store need, and one for their reduction effect (the latter is like a town hall / labor union radius, the former are street-based like typical residential amenities), but they’re a neat tool for changing up the game balance. They also make skyscrapers a lot more practical, because they can be consumption behemoths.

Skyscrapers are also interesting in that they require a pretty large monetary upkeep, so I found myself in the red in the late game for the first time. That was fun! Also, the “Panorama Effect” is a great way to incentivize building diversity–I really needed it on some of my skyscrapers to make the whole enterprise profitable.

Oh, and pro tip for the Skyline Tower monument (tiny spoiler about the quest surrounding it): have 75 level 5 skyscrapers before you start the quest, because there’s a semi-hidden timer for completing it that’s impractical to hit if you don’t already have them, IMHO, though there’s not a real penalty (AFAICT) for missing it.

And now, on to the pictures.


Here’s my (more or less) final Crown Falls with the UI on:


And at night! (There’s a new “spotlight” ornament in High Life which shines lights around your towers–in the center-right of the picture you can see a few of them, though they’re better in motion. Also, in far upper left, beyond the research institute district with the scholar residences, you can see my “archival” museum where I just dumped all my extra/duplicate epic & legendary artifacts).


Slightly closer in view, featuring the also-new hot air balloon ornaments:


Here’s my dumb docklands. I spent forever shuffling the bits around to get them all linked up in a satisfying way:


Finally a reverse view, with the scholars in the foreground, heavy industry in the top left, agriculture on the right, and dock at the top.

Excellent pictures!

Thanks! One thing this game does really well is make a good-looking city out of anything that I throw down on the map.

Beautiful.

Anno 1800 never ceases to look absolutely wonderful.

That’s some nice Annopr0n!

-Tom

That’s the thing which makes it tempting for me to play again. It looks so great and I don’t even need to pay attention too much to how I lay things out. I just try and optimize from a game play perspective.

Wow, that’s an amazing look.

Do you plan what you want as the end result right from the beginning or do you tend to deconstruct a substantial portion of what you build and change direction pretty often? I haven’t yet gotten back to Anno 1800, even though I own it and all DLC, but some of this looks pretty daunting.

Thanks for the kind words, folks!

Absolutely true. Every so often I think, “Hey, I should throw some of those ornaments around” and I kind of haphazardly place some in those odd spaces out, and it still looks great.

Absolutely the latter, aesthetically speaking, at least. I have only vague plans when I start out on any island: put the town center here with the fire station + pub/church/music court next to it, and then put down some city blocks; then whatever industry I need either goes near the docks or around a warehouse in another roomy part of the island; and so on. In the late game, if I decide I need a new island, I’ll lay out all the civic buildings (e.g. pub, church, school, theater, college; fire station, hospital) around the town hall and then throw down ten 5x2 housing blocks, and fill them in as needed.

There are a couple key quality of life changes (compared to 1404 and 2070, at least) that really make it: blueprints are great for (1) building a new island, late game, from scratch as above, and (2) when you know you need to get the next production chain up but you’re not quite ready for it; e.g. I need to expand the pig farms to make soap, but I don’t have the steel yet.

But the real improvement is moving things. I must have spent hours over the course of that game with that tool open, from getting the docklands just right (mostly aesthetic) to cramming the skyscrapers (and skyline tower) into the town hall and department store ranges, to getting as many sand mines within range of the harbormaster, trade union, and electricity at once. (That last one is peculiar in that a sand mine can be boosted by both a harbormaster and a trade union, and thus twice by the palace, and together with a certain Stephen makes them into gold-generating beasts.)

So, no, I don’t plan it out, but I do rework things quite a bit.

In my game, I never settled on a panorama effect pattern that I felt was fully optimal. I think that is actually a good thing–I kept guessing and trying new things. (Part of this is that I didn’t really have the mental energy to sit down and try to figure out an optimal pattern, but even if I did I don’t know that I would have cracked it in the time my patience would have allowed.)

That said, I was hoping for a ~2-5 minute video; I still don’t have the patience for a 28-min one. ;)

Interesting. I may need to sink another 50 hours into this. Hello winter.

They’ve gotten really good at designing things with the Anno games so your puzzle pieces never quite fit together right so you can’t just get locked into a single perfect pattern. I know people still end up essentially solving a lot of their placements but for a casual player like myself layouts always remain something that requires thought.

Moar cosmetic DLC.

But the big news recently was the announcement of Season 4 focusing on improving the new world

Thanks for the link. This is basically all the detail there:

I’m pretty burned out on Anno 1800; I probably have a few hundred hours in. (Maybe a thousand? Who knows!) Am I going to get this? Undoubtedly.