Well, it seems easy to suggest but its a little hard to propose something more dependable and ever had do code and implement, its understandable that a 6th region will impact game's performance since the CPU processes every region all the time(production, consumption, population) but GPU processes only one at the time, but if ANNO 1800 taught something, is that it will always have room to optimize something to squeeze more pop or production
The aspects that become neglectable is the fact that when we reach the endgame, we will always be 999,999,999 coin and have vast amount of influence power, research power and will always lack physical space to build more, and become focused in optimize factories and population and do landscaping with ornamental building, until it become boring.
Dawn of Knowledge
What would we do now with 600.000+ scholars between 7 islands generating 300.000+ research per minute in the endgame(my reality)? they could contribute by boosting island wide (larger the island + more affected building = larger the cost and larger scholars needed) buildings by applying their academic knowledge to create specific boost and to remain active as long they stay allocated to their campus, just like farmers, workers and all
- Scholars finally have graduated and now they pursue Masters and Doctorates (Tier 2 and 3 pop House Permit under Research Institute)
- New campus building that uses scholars to gather specific research material if built near specified building. they collect to unlock and apply island wide boosts and futher unlock higher bonuses(masters and doctorate bonuses, would work similar to postboxes collecting from nearby houses)
- Multiple Campuses could be build within islands but each can supply 1 Academic buff per time.
- Schoolars will commute as other pop types to avoid the need to construct overseas housing
- Academic areas:
Agronomy - buffs farms, forests and orchards (Scholar boost = +50% production, Masters Boost = 1/25 generate 1 ton of islands fertility types, Doctors boost = fertiliser lasts longer) or whatever is considered a fair reward
*Aerial Engineering - buffs airships and so on.....
Architecture - buffs housing and public services
Chemistry - buffs Chemmical factories and smelteries
Geology - buffs mines
History - Buffs Museums, botanical gardens and Zoos
*International Commerce - buffs Docklands
*Law - buffs Palace, Local department and Police station
Logistics - buffs Warehouses and Depots
Mechanical Engineering - buffs heavy industries
Medicine - buffs populations, hospital and firestation
Naval Engineering - buffs ships
Production Engineering - buffs industries
*Tourism - buffs Tourists and Monuments
Veterinary - buffs Animal Farms and hunters
*DLCs related
Rise of Bureaucracy
What do we do with 8.000 influence points, 2.5 millions investors and 9 million coin per minute income(my reality), where can we spend this amount of points to balance the fun? could the engineers opt to become investors (+influence and massive coin) or administrators(-influence and "CEO salary") and new responsabilities and office jobs world wide
- Engineers now can evolve 2 ways, "Y" between administrators and investors.
- Administrators will reach Skycrapper tier 4 (if highlife present)
- Specfic work as optimizers and automation of players action (such as rebuild exploded buildings) and they can be used to increase unkeep to avoid riots and explosions or to increase production, aplying electricity to infrasctructure buildings to work faster, remanaging unused storage and whatever seems logical to administrators
- Administrator housing don't generate income and consume 1-5 influence points (to keep interesting) 2,3,4 and 5 due skyscrapper building
- They can work as administrators and buff Skycrappers, public building, production building and infrasctructures
- They cannot produce any type of goods by themselves.
- Their work will consume money and tons of paper and ink (literally a ton)
- Office Towers to be build as workplaces at islands to recieve the buffs with selectable radius(similar to iron tower)
- Final(OW) and Higher Tiers to warehouse and Trading posts
- New Old world paper mill under Production methodology (wood + celluloid?) because Enbesa is limited to river slots
- New Contruction Material Office Desks (Wood Veneers + Lacquer + Steel?)
- New Chemicals Plant Recipe: Ink (coal + ethanol?)
- New Consumer goods: Fancy Food, Pastry, Office suits, inkwell pen
- New Intermediate Product: Ink
- New Farm: Vegetables
Recipes
Fancy Food: vegetables + beef + red pepper
Office Suits: Cotton Fabric + Felt + ink
Inkwell Pen: Glass + Steel + Brass + ink
Pastry: Flour + Jam + Grapes
Warring Dynasties
The last and only culture not currently represented by the best Anno Game and the desire of EVERYONE HERE: the Oriental Region
QUEST background: year 1800, the start of the end of imperial asian and the dawn of westernalization of the orient. Captain tobias told us about some people that he visited and tried to trade that were fighting to preserve their old ways as some want to embrace modernity. will they accept or decline the western goods or stay with their traditions? its to us to choose a side and meedle with other nations afairs(again)? and perhaps profit on the way, where princess qing aligience lies??
- Questline outcome as "Tradition" or "Modernity" will impact on consumer goods of population for the first time! as it will increase population or attractiveness
- Direct trade with third party autonomous with random "docklands style contracts". We will play cpt. tobias' role for the east and trade as they want.
- 3 tiers Pop: artisans, peasents, and Samurais
- Public buildings: Trade house, Zen Garden, Dojo, Castle and tradition center or commerce embassy due Quest outcome
- New construction materials: Bamboo, Stones(mine style)
- New Consumer goods: Tofu, Sushi, Ginseng Tea, Apples, Lamen, Mochi, Sake, Farmer Clothes, Traditional Clothes, Armours, Katana Swords, Pottery, Umbrellas, tools
- New Agricultural goods: FARMS= Soy beans, Rice, Ginseng, jute, silk. COASTAL= Salmon, Algae. ANIMAL= Chicken, ORCHADS= peaches, apples
- New Intermediate goods: High steel, Jute fiber, Gold strings, Silk sheets, Dough, Washi paper)
- Recurring buildings and its goods: Gold mine, Clay pit, Iron mine, Coal mine, Cotton farm, Pig farm, Grain farm, Lumberjack' hut
- New Buildings: Salmon Fishery, Algae farm, Chicken farm, Oriental bakery, Silk weavers, Tea house, Sake distillery, Soy processing house, Jute worker house, bamboo orchard, Stonemason Hut
- New Multi-factories: Blacksmith for Tools, Swords or Armours; Artisanal shop for Umbrellas, Pottery and Paintings; Cook cuisine for Sushi, Lamen and Mochi.
- New Worldly population aspirations for "exotic goods" from other regions to make 4 tabs (Needs, happiness, lifestyle and exotics)
whats is wrong if a worker desires to go to work wearing a poncho? or a tech to use a fur coat in the cold arctic? we are at the begining of the world trade, it would eventually happen..
- Attractiveness come from Traditional building, Farm, Orchads and negative from Modern building and polluition
- Oriental Multifactories can learn OW recipes regardless of Quest outcome or due items at trade union
- New Museum, zoo and botanical garden sets
- QUEST OUTCOME TRADITION - more attractiveness, consumption of traditional goods, Tradition center building
- QUEST OUTCOME TRADITION - bonus population and coin, consumption of western goods, Commerce embassy to export Traditional Goods
Recipes:
Tofu: Soy
Sushi: Rice + Salmon + Algae
Ginseng tea: ginseng
Dough: Grain + Rice
Lamen: Dough + Chicken + Pigs
Mochi: Dough + Peach
Sake: rice
Gold Strings: Gold ore + Coal
Farmer Clothes: jute Fiber
Traditional Clothes: Silk Sheet+ Gold strings
Armors: Silk Sheets + gold Strings + High Steel
Katana Swords, Bamboo Fiber + high steel + Silk Sheets
Tools: High steel + Bamboo
Pottery: Clay + Gold Strings
Umbrellas: Washi paper + bamboo
Paintings: Silk Sheet + Wood + Washi paper
New Itens (50-60 might be good to tie with Enbesa amount of itens)
Mr. Brown, the Drunk Smith exiled - Instead of high Steel, it produces steel. (Trade Union) affects Blacksmith
Winston, the envoy of Brass - Instend of Iron and Coal, it consumes Zinc and Copper and produces Brass.(Trade Union) affects blacksmith
Artisan's Aprendice - 1/4 extra goods (trade Union) affects Oriental Multifactories
and so on
...
...
POP CONSUMPTIONS
Artisans consumes: Tofu, Ginseng Tea, Lamen/canned food, traditional clothes/fur coats and Umbrellas
Peasents consumes: Tofu, Ginseng Tea, Mochis/bread, Sake/beer, farmers clothes/work Clothes and tools
Samurais consumes: Sushi, Sake, Apples, Ginseng Tea/champagne, Armors/tailored Suits, Pottery/spectacles, Katana Swords/steam carriages and Paintings
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