![]() ![]() This will save you a lot in maintenance costs in the long run, since you have to produce less energy and energy production will be cheaper. Use them on your upgrade factories (especially accumulator on production buildings/calculator on energy buildings). In addition to production modules you can add 5 additional workforce/logistics/energy (or maintenance reduction on energy buildings) modules. This way you will have good control over your balance and production and you won't kill the balance as you can by rash expansion. If you have spare goods - either sell them via World Market (if it is profitable) or add more residences, till your consumption goes back to zero/+1/+2.Įxpand slowly, but constantly. ![]() Take note how much area an production module need and plan accordingly (you can see maximum amount of production modules you can add by hovering your mouse over button, prompting you to place the module).ĭo not over-produce goods. If you need to expand your production - add production modules instead of placing another production buildings. A 10-20 minutes of forward planning can save you 2 hours of moving stuff around later. Pre-plan your building layouts, especially residential blocks. These provide you with sidequests during the mission, which can increase your rewards and experience. ![]() However, far-away houses draw more information than close-by ones.ĥ) During combat missions, look out for the double-arrows on the minimap. This means that you can build it almost everywhere and it will still provide information (or security, maintenance etc.). You can speed up the game with +, and in the options you can set a right-click menu that's very handy as well.Ĥ) Provision centres such as the infodrome work the same as logistic centres. You can move around buildings freely with M, you can copy them with C. They require less roads, cost less to upgrade, provide a bit more revenue (see video for examples).ģ) Be aware of some 'advanced' features of the game. Factories far away cost way more logistics than those close by to your transport centres.Ģ) Residence complexes seem to be much more efficient than normal residences. Thierry lagache bnp, Evergreen shrubs zone 8 shade, 600ha lexmark, Smart business woman. The distance of your factories from the transport centres matters. Cazar con liga, Usb 2.0 to 3.0 converter hub, Gun port design. So I made both a video as well as a written list (in case you don't like video formats), in order to explain these mechanics.ġ) Logistics are not just a statistic for you to manage. The tax income for a Residential Complex is slightly higher than a Residence. There is a larger version, the Residential Complex, unlocked at 50 Workers. r/SimCity - For the SimCity franchise and related city builder gamesĪnno 2205 has some mechanics that differ from the previous installments, which are not necessarily well explained in the game itself. Game: Anno 2205 See also Population The Residence is the first available Residential Building available to the player, and it can only be constructed in the temperate region and is the foundation for a city. r/tycoon - For tycoon/business simulation and city building games r/impressionsgames - Older similar city-building and economy games r/anno1404 - Previous Anno title set in the year 1404 r/anno2070 - Previous Anno title also set in a futuristic environment More information here.Īlso check out the game's Wikipedia article.įor game help about things like the production line, building order, combat, check out the Anno 2205 Wikiaįor technical help check out the official Ubisoft Forums Tundra DLC - FebruOfficial Website What is this game?Īnno 2205 is a city-building and economy simulation game. The game was released November 3rd, 2015. The game is similar to SimCity or Caesar III, gameplay-wise somewhere in between the two. ![]() It is set in a futuristic setting, where the player is the head of a corporation building cities on Earth, space stations and moon bases. Stock Trade Floor represented by a block of ornaments.This subreddit is for the sixth city-builder economy-simulation game from the Anno series. Modular design, can be build in a large grid of identical city blocks.Ħ Corporation modules represented by ornaments. Late game city block, expensive but fulfills all service needs. The layout (176x157) consist on:Ĭorporation HQ Housing Layouts HQ Layout I There are ± 486 unused squares with ornaments (orange & bright green). This city layout is an conceptual example of an big city. Special thanks go out to arbogli for providing this layout There are only 14 unused squares with ornaments. This city layout is an modification of the previous "City Layout III" maximizing the public buildings range and the space used for housing. So place your public buildings centrally so as to extend their reach in all directions. This city layout is an perfect example of how you can fit an Infodrome into your starting city.The further away a house is from a public building, the more of its supply it will consume. ![]()
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