Hi r/anno, welcome to our Weekly Questions thread!

This is a place for you to ask questions and seek advice from other players. Additionally, if you'd like to share your knowledge and give tips to your fellow players, go ahead!

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  • I will be keeping an eye on Steam/Ubisoft Christmas sales and if 1800 and 117 goes on sale, which one would be best to pick up? I know 1800 is the more complete game with the literally tonnes of dlc for it, but I prefer the era and the look of 117.

    For context with 1800 I will be looking to pick up the Annoversay edition, so I have all of the dlc with it.

    It’s unlikely 117 will see a significant sale so soon after release. I wouldn’t be surprised to see Anno 1800 bundles at 1/2 price however. Absolutely worth it even if your heart is set on 117.

    In terms of the setting, I think 117 is more my bag. But if I see 1800 Annoversary Edition half price, I will definitely pick it up, Im just not paying full price for it, even with that much content.

  • [deleted]

    Mkae sure you're acutally providing enough food for the increased houses you're building.

    As the other coment said, pause all non-food production buildings until workforce stablises.

    Also, try downgrowding residences to Waders if necessary.

    When you build a new house does your wader workforce increase at all? Or is there absoulutely no change?

    If it's increasing, then you just need that many more houses. If it isn't, look for other problems like not being connected to your trading post.

    [deleted]

    Death spiral! Usually caused by running out of some vital food resource. Population bonus from that food disappears, not enough workers to generate more food, vital production chains start breaking down.

    Shift + P will pause every building of that type on your island. Start by pausing stuff like mines/smelters. This can recover a good chunk of workforce.

    If you’re short on food or some other specific need, select that good in the warehouse and set it to buy more when below a threshold. Passively trading can help top you back up.

    Start pausing production buildings, especially non essential ones.

    If you have any military forces disband them, they take a lot of workers to maintain.

    At some point you should be able to produce just the goods you need to supply the people on your island, and then your workforce will start climbing again. Once you have enough you can start to re enable your non-required buildings.

    If you have another stable island you might be able to use trade to stabilize this one by injecting any missing goods into the economy. Later, after you've stabilized you can look for effects that increase population to help out with your workforce.

  • Trying again to see if anyone know if you can play without AI opponents in Pax Romana on PS5. Someone said you there should be a trashcan symbol next to governors to remove them in the setup screen but I`m unable to see this symbol on the PS5.

  • Question for Ubisoft? Why are buildings different sizes in non-diagonal and in diagonal? Was there ever consideration of making diagonal buildings 1.5x bigger than normal buildings(scalable buildings)? For example 3x3 is in diagonal 4.5x4.5, road 1 is in diagonal 1.5, 6x5 is in diagonal 9x7.5.

    At the moment 3x3 is 4x4, 6x5 is 8x7, 9x7 is 13x10. And that leads to this that you can not rotate multiple buildings at same time. Square grid is scalable and that is not used and using some weird sizes in buildings.

    https://preview.redd.it/qmzcdqc5kl5g1.jpeg?width=7057&format=pjpg&auto=webp&s=a05723bc8b9b120a6cb54083f907735bee2ab4d8

    Just making buildings on the diagonal grid a fixed factor bigger would make the diagonal grid unusable. Some buildings would be too big to make them usable (say a 12x12 Building on the normal grid would be 18x18 using your 1.5 factor, simply taking too much space and we'd all be using onpy the normal grid and not build diagonal, making the whole feature moot). The way it works now they are adjusted on a case by case basis, aiming to keep the two versions close in scale, so it looks and feels nice. Plus with a fixed factor you'd still not be able to rotate blocks by 45deg in any sensible way, simply because then they'd suddenly be a lot bigger and wouldn't fit into that nice corner that they absolutely do fit in in the normal grid

    Plus with a fixed factor you'd still not be able to rotate blocks by 45deg in any sensible way

    Could you explain why?

    With every building tweaked to diagonal grid is preventing at the moment rotating multiple buildings. 1.5x looked visually very very close to what is in game now. You can use 1x factor but this makes buildings look smaller. 1-to-1 scale would be ideal, but there is also visual aspect. Actually current system in game is more wasteful, lots of unnecessary empty spaces.

    With current system you can not move/copy diagonal layout and paste it to normal layout or wise versa, making move/copy tool useless for such task.

    It is not just buildings that are affected but also aqueducts, ornaments, marsh drainage etc.

    Would like to hear from Ubisoft? As they made this big deal but not really covering what it can not do, with some info what it can do? No in-game info also for limitations!

  • Anno 117 question

    My games have all been fine until yesterday/last night. Now all my AI competitors are completely still - they don't build ships, don't explore around the map (unless I spawn the game with no starting island, then they settle and go dormant), and their ships just sit next to their light house forever. I'm in a game thats 9 hours deep and no other competitors have even settled a second island in either of the sectors. The only thing that's different from my other games was I started with Caeso dormant for the first time.

    I tried activating him, didn't change anything. I created a whole new game with standard settings, they're still dormant. I started a game in Albion and they're still dormant.

    just wondering if anyone else has started running into this?

    9 hours in this might just be regular behavior without a pirate depending on your difficulty settings. They can take quite a while to settle other islands in lower difficulties in particular.

    Play a few more hours and see if something changes?

  • Why the happiness is always negative on my islands? When I click that, it opens a window but it shows the negativity is because effects and specialists. When I click that too there is no further information. What is causing this? Anno 117.

    Like the other person said, generally in Anno more scale and productivity = less manageable. Happiness goes down the further you progress your city.

    Your best tools to manage it are theaters, amphitheaters, custodes, sanctuaries, and specialists - generally in that order. Progressing to amphitheater generally gets happiness manageable in my experience.

    As to seeing effects, you need to go to the governance tab and look at happiness, it will break down contribution by building / specialist.

    As your city grows, it reaches new milestone levels. They are displayed on the top, to the right in Roman numerals. It starts from level 1 and the maximum level is 30. Each level is reached once you hit a population milestone on that island.

    The city levels have both positive and negative effects.

    The positive ones give you + Belief, Knowledge and Faith per residence. The Negative ones have a malus per residence - Happiness, Health and Fire safety. This is due to overcrowding, hygiene issues and more as you have higher population.

    You will need to offset these negative effects with public service buildings, specialists and strategic building placement.