


- OPTIMAL LAYOUT FOR TEMPERATE ZONE RESIDENCES IN ANNO 2205 DRIVERS
- OPTIMAL LAYOUT FOR TEMPERATE ZONE RESIDENCES IN ANNO 2205 UPGRADE
I'm around eight hours in, so I feel I can probably give my impressions (which I should preface by saying that I haven't played Anno 2070 in a year or two, so forgive me if my memory fails on some of the comparisons). Now runs really really smooth even with ~200.000 people.įor Performance and graphics comparison just take a look at this site:
OPTIMAL LAYOUT FOR TEMPERATE ZONE RESIDENCES IN ANNO 2205 DRIVERS
The new nVidia drivers boosted performance on my GTX 970 for a fair amount. + the mix up of the perfect formular from previous games is great, it's kind of a fun minigame to get your arctic settlement look great etc. On the other hand the modular system is really a perfect addition and makes managing single factories so much easier. I am satisfied by this grade of complexicity but I can see that as a hardcore fan who loves to manage every aspect and optimize routes etc.
OPTIMAL LAYOUT FOR TEMPERATE ZONE RESIDENCES IN ANNO 2205 UPGRADE
Certainly it is not THAT complex to get stuff right again, to break it down it's a simple "Do I have enough space? -> build producing unit for x -> build for y -> build for z." "Go to arctic and repeat" "make new trade routes to get stuff where it needs to be" "Go to moon and repeat" "Build new homes and upgrade them to get the balance right".Ĭerainly it lacks the part with managing ressources but as I said, in my opinion they can easily add limited ressources with a patch. It's a constant back and forth with the ressources and income. I just got to the part where I have to produce Androids. Similarly if you played the game modes I didn't play (multiplayer!) that's also a big loss.

I utterly hated it and thought it a completely pointless system that never worked in any of the Anno games, so obviously I welcome the removal, but if you did like it then that's definitely a downer. (And the module upgrade system would make this a nightmare of unfun complexity).Įdit: if you enjoyed the combat on maps then I would definitely agree that the game is lesser for you. Which is great because I never have to alt tab now! The actual system is the same, but presentation wise it's far easier to understand your systems and balance them now. This makes it a lot easier to identify flaws in your supply chain and work out the correct ratio of buildings without alt tabbing to the wiki. It is exactly the same as previous games, but instead of showing you the amount you have and an arrow indicating supply growing or shrinking, it now gives you the increase / decrease figure and hides the amount you actually have (you have to mouse over). The other change is simply a presentational one but it seems to have caught a lot of people out - how item production and storage works. When you're running supply chains between three maps it definitely feels just as Anno as previous games. However, once you unlock the Arctic and lunar maps the complexity comes back - only now the biome differences are quite significant. You don't have multiple settler types on a single map and you don't have to stress about shipping lanes. This layout is repeatable (to the left and right), allowing for the creation of a long service corridor flanked on each side (up and down) by several rows of residences.I'll write something more coherent when not rushing between meetings, but I think a lot of the concerns about complexity relate to the fact that the game is absolutely simpler on a single map.
The layout below is one example of how you can provide all four service buildings for the temperate region in one compact form. That's why it's important to maintan effecient road networks an minimize routes that run "out and around" lots of buildings. Note that distance is calculated by road length and not direct proxcimity. When a service resource has a negative supply, it's the residences furtherst from any building that provides that survice that are the first to suffer. It appears that service coverage works in much the same was as logistics coverage in that each resident will draw a certain amount of a given service "resource" based on how close they are to the closest building of that service type. Cheats and secrets guide gives you the inside scoop into every cheat, hidden code, helpful glitch, exploit, and secret in ANNO 2205.Ĭheats and Secrets Section: Temperate Service Building Layout OptimizATIOn:
