![anno 2070 tycoon housing layout anno 2070 tycoon housing layout](https://static.wikia.nocookie.net/anno2070/images/7/7f/Tech.City.192h.Foundation.png)
- #Anno 2070 tycoon housing layout full
- #Anno 2070 tycoon housing layout trial
- #Anno 2070 tycoon housing layout series
![anno 2070 tycoon housing layout anno 2070 tycoon housing layout](https://delipowerful.weebly.com/uploads/1/2/3/7/123761443/184475111.jpg)
Got a boring mechanic? Take it out! We don't want that here! Every time you get the player to stop doing something that's boring, the player will have more time and more intellect available for things that are interesting. They decided that counting buildings manually was boring. I'm going to pause here, because that last line is the crux of this entire entry. Apparently they decided that counting buildings manually was boring. First, the very first buildings you can construct in Anno 2070 give you access to an easy building-counting station.
#Anno 2070 tycoon housing layout trial
The early tutorial gives you some of the basic ratios – "you will need two hemp plantations for every weaver's hut" – but the complicated stuff has to be determined either by trial and error or by looking it up on a wiki.Īnno 2070's solution to this is. The answer is "I have no bloody idea, let me alt-tab out to check my Excel spreadsheet".Įven worse than that, however, is the fact that the game doesn't tell you these ratios.
![anno 2070 tycoon housing layout anno 2070 tycoon housing layout](https://static.wikia.nocookie.net/anno2070/images/8/8f/StartCornrow_Universal.png)
Now: If you want four wine presses, five optician's workshops, and three redsmith's workshops, what buildings do you need? A Redsmith's Workshop requires 1.5 candlemaker's workshops, 2 apiaries, 1.5 hemp plantations, 3/4 of a copper smelter, 3/4 of a copper mine, and 2 charcoal burner's huts.
#Anno 2070 tycoon housing layout full
An Optician's Workshop at full capacity requires 3/4 of a quartz quarry, 3/4 of a copper smelter, 3/4 of a copper mine, and half a charcoal burner's hut. To make matters worse, Anno 1404's tech trees can be complicated and interdependent, and figuring out the proper building quantities requires that the player either do a lot of math by hand or use tools.įor example: To run a a wine press at full capacity requires three vineyards, one barrel cooperage, 2/3 of a lumberjack hut, half an iron smelter, half an ore mine, and half a charcoal burner's hut. In fact, until midway through the game, the only way to count your buildings is to do it manually. You get used to it.)įor a game that's all about production quantities and production chains, Anno 1404 provides very few tools to keep an overview on your industry. This makes perfect sense when talking about wood, coal, or oil, less sense when talking about pasta or glass, and very little sense when talking about diamonds, lobster, or marzipan. And you're the one in charge of the pasta. Playing Anno isn't about balancing Residential, Commercial, and Industrial zones, then watching people move in, it's about building a ton of houses and then trying to keep them fed when they start demanding eighty tons of pasta every minute. Third, they consume the output of those aforementioned production buildings. Second, they give you money in taxes, which is needed to keep your cashflow positive and your production functional. First, they unlock new technologies and new buildings, based on your population type and your population count. Houses, meanwhile, do only three important things. Production buildings work whether or not you have people, but they cost money to run. Now, in most games, you'd expect that a city would need a lot of workers in order to run factories and farms. There's combat in it, but very little – the core game mechanic is about building a really big city with a whole lot of people and industry.
#Anno 2070 tycoon housing layout series
So, instead of talking about the Anno series as a whole, I'm going to talk about the changes between Anno 1404 (known in the US as Dawn of Discovery) and Anno 2070.Īnno is a citybuilding game. I'm sure I could say a lot of fascinating things about the entire series of five games, and maybe someday I will, but that's not today. Unfortunately, I've only played the most recent two games. Despite this 13-year history, the core game mechanics are unchanged since the very beginning, which makes it absolutely perfect for this discussion. Anno 1602 was released way back in 1998, and it's been followed by four major sequels, two spinoffs, and an expansion pack. The surviving franchises are either mutated out of recognition within a few years or exploited beyond all sanity. Franchises appear out of nowhere, make it big, and instantly fall on their own sword, only to be resurrected in a sort of grisly undead state years later when some publisher realizes they still own the rights. I've also been spending a lot of time playing Anno 2070. I've been spending a lot of time thinking about complexity.