Best posts made by banan1996.1996
Yes, this is a correct place to post such a question. You could have also posted it in Player Support section but General Discussion is also fine, I think.
The workforce you got is an influence bonus which you get from investing enough influence points into one category, in this case Expansion, which consists of investing into islands, shares and commuter piers. You probably got it after settling on Crown Falls since the island is very big and has value of 103 influence points. By settling it, you invested over 50 influence points into expansion category thus gaining its lowest bonus which gives +50 workforce of each basic tier in Old World (and Cape Trelawney) and New World regions.
If you have further questions regarding influence, I suggest clicking on your influence amount in the top left corner of the screen, there you should inspect the influence menu, including its second tab where there is information about the bonuses like this workforce one. You can also refer to the wiki article about influence: https://anno1800.fandom.com/wiki/Influence: (https://anno1800.fandom.com/wiki/Influence)
Thank you very much for posting the screenshots.
As far as I am aware, this issue is already known so your save files might not be needed. But keep an eye on this thread in case someone directly from Ubisoft Support contacts you and would require more information.
Latest posts made by banan1996.1996
I don't see anything being bugged here. Let me explain:
Zoos and museums have a limit of 10 modules each, which can be built free from influence cost. Every next module costs 10 influence.
The palace has policies which give you +10 influence points from either zoo modules or museum modules. When you have less than 10 modules built, building a new one while an appropriate policy is active would give you +10 influence. However when you already have 10 or more modules, building a new one won't do anything to your influence if the palace policy is active. That's because you spend 10 influence on the module, and the palace policy adds 10 influence per module, so in the end your available influence shouldn't change. While appropriate policy is active and you have over 10 modules already built, building or destroying a module won't change how many influence points you have.
If you change the policy you no longer gain 10 influence per module. Then you lose all influence gained from 10 free modules, and all additional modules start costing you 10 influence each, as they normally would. Hence your influence decreases when you get rid of the policy which used to give you influence from culture modules.
I hope it is clear now. However, if you think something is happening differently than how I just described it, please let us know.
To get the achievement with goats, try clicking on them and then deselecting them by clicking on an empty space somewhere. Click on the first goat, click on empty space, then the second goat, then empty space again etc.
Yesterday I was discussing season 4 with Aestris during his stream on twitch which created some ideas in my mind.
1. Third tier of population in New World, the name I came up with is kinda simple and familiar for English-speaking people: administradores.
They have a knack for administration and management and the idea is that their workforce could be used on already existing buildings in order to improve their functionality. For example adding administradores workforce to coffee roasters could improve their productivity, lower obreros workforce etc. Of course the new tier should come with some new needs and buildings (including electricity feature being available in New World now).
They could also be used as workforce at upgraded harbour buildings. For example a depot upgrade which would provide much more storage if supplied with administradores workforce.
2. Just like in 2205, the New World would have an alternative housing of bigger size, something like 5x5. They would be like favelas, higher density of jornalero and obrero population. But with a positive Anno spin on the real favelas, such residences would provide more population and more workforce from the same space, but instead of the favelas being poor like in reality, they would have some additional need/needs to compensate for higher population density.
You need to be a bit more specific, what is the stage of the game, which AIs are not fighting with which pirates?
In the beginning of the game pirates don't even have warships yet, so they're not fighting with anyone initially, unless someone gets close to their base which has defences. Moreover, particular AIs have friendly relations with some of the pirates, for example Lady Margaret Hunt and Anne Harlow are friendly to each other since they're family and they start the game while being at peace with each other.
but what I see in the list of products that is needed to bring happiness and one stands out that is 'Chew Gum' but there is no list of chew gum on what the rich eat & drink menu at that time
I don't think I fully understand what you meant here. Is it about chewing gum not being consumed by rich people during that period in history? According to wikipedia: (https://en.wikipedia.org/wiki/Chewing_gum#History), first commercial chewing gum was sold in 1848, so it definitely fits the setting of the game overall. Whether it was a luxurious thing available only to the richest people, that I don't know. But if it was available to lower classes too, it wouldn't be the first good in Anno which doesn't exactly fit the history. Remember the game doesn't aim to be historically accurate, it is only loosely based on the history.
I do hope that the hearts icon over the building gets taken out or have a option to disable them in settings as they look stilly IMO, what is seen so far is colouring on the buildings colour code was good ideal.
As SallyBanno already said, the devblog explains that the image with hearts represents some of the initial ideas that were later replaced by adjusting the colours of skyscrapers which contribute to panorama. So you definitely won't see those heart icons in the final version of the DLC, nothing to worry about there.
You must have checked the Docklands Main Wharf, and not the Trading Post.
See this screenshot below, it's a Large Trading Post, there's a clock on its side. Unless something changed in one of the updates, it should display the real time.
Given that you've made another thread where you post some suggestions regarding mods, I assume you're using mods already. There's a mod called Improved Lodlevels, which is known to cause exactly the issue that you've described. So if you use that mod, I suggest removing/disabling it and that should get rid of your problem.
This is the same company that still can't fix directx 12 in 1800.
Part of the problem is that many people talk about those issues but few people actually submit bug reports which would include all the information and files necessary to investigate those issues. Some issues are tricky to figure out and more reports are required. If those reports don't come in, it's not easy for them to fix the issues.
Also remember that people who are responsible for Anno 1800 and people who are responsible for the forums are two different groups of people, despite being a part of one company.
Plus how long will they leave the old forum up till they close it.
That I don't know. But given that they did announce the forum change in advance, I would expect that they would also announce it in advance, if they intended to fully delete the old forums
One other thing is the old forum really didn't get a lot of traffic. The last thread was like 3 months ago. So do you think the change is going to make the Anno History forum any better I hope?
I don't think that it has anything to do with the forum itself. The history editions of older games might have brought some new players to those older titles, but it's not going to be as many players as are currently interested in Anno 1800, for example. Despite being refreshed as history editions, those are older games, and with time it's inevitable that the interest is going to decrease. I don't think that forum change is what would be needed to get more people to be active regarding the history editions of Anno games. Whoever is new to the series is more likely to play newer titles anyway, like Anno 1800. That's why there's not much traffic in the forum, not because of the forum itself, but because people being more interested in the newer titles.