1. #21
    Transporter ships are not on my blacklist btw.
    It could be a more expensive solution then buildign a new town.

    OR this would create you will only build additional towns on larger island and use ferrys to small production islands.
    Yet small production islands should be satisfied with a fishing yard and 5-10 houses.
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  2. #22
    iruet's Avatar Member
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    You can always make cities if u want them

    I don't want a city on all islands ^^

    Use a ferry instead,t hat keeps me happy
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  3. #23
    ps there is a diffrence if the island sizes are incalculated with the need for extra cities or not...
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  4. #24
    I actually like the idea that you have to build a small town on each Island to house the workers. There should, of course, be a good balance in this since nobody wants to waste time on building a (big) town on every Island. Moreover, it could also add more interesting military gameplay, because controlling the town/village/city/etc. essentially cuts of the workforce from the fields or factories and prevents lenghty campaigns to clean sweep the whole island.
    You could also solve the problem of workforce on 'farm' islands by saying that all farmers live in the farm building. Which prevents you from building towns, but it does not give farmers basic needs, (food and drinks) thought you could assume they are self-sufficient in these matters (a well on the farm and some land to grow crops for self-use).
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  5. #25
    Your farm argument works for some things, but you would have to stretch your imagination for other situations, like mines and factories. Its a good start of an idea though, maybe having something like them just needing fish (or some other guaranteed-easy-to-produce good, although fish is probably the only one that would work on all islands), would be a start. It would make it bit more of a venture, and a little more expensive to set up a new island.

    I am on the "definitely-not-towns-on-every-island" side of the discussion, so the idea above that I have explored would still be annoying for me.

    I feel that balancing could be very difficult, unless there was somehow some differentiation between houses in the city and houses on a production island. Obviously on the production island (for balancing purposes, not realism) you would want slightly higher population density, in order to avoid having to build large cities on such islands. Maybe having some kind of rural houses, of which there is a limit for per-island. This would mean that you couldn't build full cities out of them, but they could help supplement the workforce on production islands. You then run into the same problem of balancing what that limit should be, however.

    Considering the points above I think its just a balancing nightmare, and, although I think it could be done, I think it would be incredibly hard to pull-off effectively, with the right balance, and to do so without feeling annoying or pointless to at least some of the playerbase. Additionally, although I know some people would enjoy the feature (I think I would as well if it was executed perfectly), there will always be a certain number of people that would hate it, so why take the risk when the current system that is in place works fine and pleases many?
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  6. #26
    because it adds realism and if they implement a theme (workers vs capitalists) then diffrent towns could have major impact on that (ow the small towns are on strike again).
    IT also adds complexity and you speak of a balncing nightmare but i disagree.
    For another clerification you would not need large towns on every island, just small ones. And it's completly up to you in how much you supply them with.

    If we take an example from 1404 where you want to go to patricians as a workforce (wich are already quite advanced most town citizens would do).
    One small trading ship from their could supply this town with their basic needs (fish, cider, linnen, they don't need the patrician goods cuz you don't want them to advance to nobleman).
    Based that a few goods can be produced on their island takes those alsoa lready away.
    It adds complexity and custimization.

    for example when you are overproducing on bread you can sell it, but bringin it to another town can maybe give you a bigger tax bonus rather then just selling it.
    perhaps an island is only producing one interesting good but your warehouse can passivly buy some consumer goods because the tax bonus from them would be bigger then what you had to pay to buy the goods.
    This would suddenly add that alot of players will for a change not only sell goods but also starting to buy goods thus increasing player interaction with one another.
    Also since 1404 we have know the ascension rights system where you needed more lower class people to be able to have higher once advance higher.
    The people from other islands cound easily be counted in this (just like haveing envoys gave more citizens right to advance to patricians)

    I completly understand your fear of some things becomming to annoying but i think a market with 10-15 houses and a church/bar is a limited amount of work.
    i am also for ferry networks to supply workers to smaller outposts.
    The idea of olinater to have farms inhabti the workers as will is quite a great idea.
    Perhaps instead of building a new town they could have a system to hire foreign workers wich doesn't need you to build a town but increased the maintenance (building a town would be cheaper tough and provides extra tax income).
    If you then see what possibilities the game would open it is really worth taking the risk.
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  7. #27
    I don't get most of the concerns either. Adding workforce as sort of an island wide resource is pretty similar to power or Eco Balance in 2070. It adds to the complexity while being a very intuitive mechanic. Given that the two mentioned features from 2070 won't be around any more (well, maybe power is already a thing in the 19th century?) it feels like a nice replacement. And even though I haven't played much of 2205 I was never bothered by the requirement to build small towns for workers.

    Anno isn't a realistic game, so I don't care whether the actual numbers make sense in the real world. If it was necessary to build giant cities on your production islands simply reduce the number of workers per farm to balance the game. With larger islands in Anno 1800, space should not be that much of an issue anyways.
    Add to this a ferry system for those players who really don't want to build cities everywhere or for small islands with just a few production buildings and everyone is fine.

    As I see it, the game can profit immensely from this. For instance if advanced processing buildings at the end of a production chain needed skilled workers from the 3rd or 4th population level you would have to think more about where to place such buildings.
    It would also lead to "nice" looking industrial cities with large factory districts on the outskirts.

    In Anno 1404 I used to build small towns on most of my islands anyways. It was an effective way to farm lots of honor as the game rewarded you every time your city grew in size or reached a new population level.
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  8. #28
    Did not even ttought about skilled workers nice one!
    I always found it a bit odd that in the real world raw resources get carried across the world to their factories, rather then having factories where the raw resources grow. Thsi would be a nice add-on!
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  9. #29
    morzy23, even in your answer you've talked about stuff that would need balancing , which is the main basis of my concern. I'll repeat, if it was done well, I'd be absolutely to fine with it, there's just the question of whether its worth tackling such a problem.

    Just an example of a small section of a production island (for me at least) from 2070. Most of the time I need more space than this to supply my single city of Ecos (Health Foods take up a lot of space!!).

    Tea Production



    Also, in anno 2205, the Workforce was sector-wide (I think), so you just needed one main island with a town, not a small town on every island.

    Skilled workers is an interesting idea though, maybe socketable items that get bonuses the longer they are socketed? Specialisation giving bonuses to production or some other metric, maybe an item that increases production eventually results in some form of maintenance reduction as well.
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  10. #30
    iruet's Avatar Member
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    I like the idea of the skilled workers, but I am against a (small) town on every island. I prefer to only make cities on some islands, and maybe use those citizens on different islands via a ferry system, but I don't wanne build a city/town on all islands, that just spoils the fun for me...

    I like the idea of the skilled workers though

    Maybe something they can add in that event building, as "buff": specialisation for the workforce ^^
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