I use all the mods that you showed, the most I use this "Pirate Invasion, Attack waves end Black flag inspired release El Impoluto", it is a quite challenging mod, as it forces you to reinforce your islands and trade routes.
Cats and Dogs is such a cute mod. It's always good to use the same resource in multiple ways, not just "Get huskies to build husky sleds, which are not that useful after all..." . Fish / Sausages for Investors or a wider fish variety... Personally, I don't know. It seems close to existing Restaurant mechanics, when you make your game harder by adding more restaurants and cafes. I think instead of removing Fish from Investor Tier, they could have replaced Fish with Calamari from the New World as something more high-class-ish from the same category. But it's harder to justify the necessity for Work Clothes for Investors.
Personally I imagine the investors are buying uniforms for their dozens of domestic employees. The idea of the mod was to keep it consistent with how previous games worked, not be too creative. Since at least before the announcement of season 3 I've been tinkering a mod with a completely revamped table of consumption for all tiers which is more complicated and expansive, to be more believable and challenging. But I shelved the mod, as the devs kept on adding more goods with season 3 restaurants, department stores, and new needs with skyscraper levels, and then more with lifestyle needs in season 4, doing themselves some of the ideas I previously had in mind...
@@ehohackner Well, yeah. If we dive deeper, we would ask ourselves, wait, how come Investors don't require any clothes, while literally all other types of population -- do. So Investors having work clothes is mostly the same as them having an empty wardrobe in the vanilla game. Hm. It's not that the mod is bad, or Cafes are good (Tourist Season DLC is kinda weird in my opinion, and I only use mod for Small Hotels because I hate those clumsy buildings), but having more needs rarely makes the game more challenging. There's not much incentive to provide your Investors with fish/bread/work clothes, since most money and population comes from high-tier goods. So it's clear why the game developers simply removed low tier goods from the high population tiers. It's like making a game harder by adding more needs of the population in Arctic (giving +3 or +5 coins for each). And then Taka makes a video of "Now I DON'T supply my technicians not only with parkas, but with 10 more goods!" :)
P.S. Well, no, that would be a challenge to produce more Canned Food for the investors! Not that the chain is hard, but for the money it gets it's such a pain in the. It's interesting to see this spiral of increased consumption. You build Canned Food chain for the Investors. And now you need more Artisans workforce that also eat those nasty Canned Foods.
@@TakaTH-cam so true. I keep a few running only to tell myself "I can live without you, Docklands!". Still hate the Pepper Farm design and it casts a long shadow of "meh" to the entire venture.
I think lower tier goods phasing out with higher population tiers makes more sense to keep, because you won't upgrade every building in your city now, because of workforce. You'll always need a number of farmers and workers and artisans, and they will still consume their good.
That's if you keep those lower residential tiers on the same island as your higher residential tiers. It's common for a lot of people to only have investors or engineers together on an island and then lower tiers on Islands by themselves. This mod isn't made with the thought process you have in mind... It's simply to increase the overall logistical challenge of supplying residents because you need everything now at all times.
As an Anno Boomer, I somehow feel that the Hackner's mod might just be the best mod for me. I never liked how higher citizens use more goods than they did when they were one tier lower
On a per residence base they actually never did consume more. The reason why a Worker home consume 2x more then a Farmer home isent becouse each person now eats more, its becouse now each house is occupied by 2x the amount of ppl so the total consumption would also go up.
Technically on a per person basis they do... farmers consume 0.0004166667 fish per person and workers consume 0.0008333334 per worker. Though as you said, it is because consumption is based on the maximum base residents per house (minus those from lifestyle needs).
@@Shiftry87but from workers to artisan the population increase is 50%, from artisan to engineer is 33.3%, investor residences have 20% more people. But the consumption always doubles. Of course this probably to compensate the fact some need vanish entirely
I love Kurila's stuff, his anno coding skill is very advanced and detailed. And I love his ideas for complexifying things. Im just not a fan of the sandwhich and liquer icons xD. They pop too much from the anno style. anyway, the guy is a beast as he knows advanced coding And modeling.
HELP🫣...Hey Taka, im up the wall in Campain, Ditchwater is a mess lol, trying to get my head around re-modeling, supply and demand im doing manualy amongst my islands, smith has cut my trade rights with him😂 lvl 45 , net current worth 600 million...i bought up most of Smiths shares ! Income 330 - 370k depending on goods sales, im on PS5, only get old world Ditchwater ect and New world la isla... Both Campain and Sandbox,have all add ons ( latest is Steampunk), no DLCs on Console so far....any idea if Ubisoft might do DLCs for Console or is it going to be basic only ??, love your video's, very indepth and useful, any suggestions !
Im a massive fan of anno 2070 and 1404 but never really got into 1800 like i think i should of done, are there any mods that might appeal more to someone like me?
Starting islands (those are the ones with 3-5 oil deposits on them that you should settle first if starting without a trading post) will always have potatoes so no worries on that one. Red Peppers he has added as a guaranteed spawn on starting islands as well. I tested about 10 starts on all fertility difficulties (plenty to sparse) and red pepper showed up every single time.
Hiow do you get mods to work. I tried to use one. I downloaded it but it didn't work. It was just the mod that put the crowns falls island on the original old world map.
I really prefer the revival of low tier goods, the Hackner mod is uninspired in comparison, no offense to the creator. Might be more challenging though, but just by sheer amount of production chains of the same type. Not my thing. But combining lower tier productions into something new, that's neat. Give me a sandwich.
Mods triple the game content wise! Realy happy, that dev embrace them.
I use all the mods that you showed, the most I use this "Pirate Invasion, Attack waves end Black flag inspired release El Impoluto", it is a quite challenging mod, as it forces you to reinforce your islands and trade routes.
Imagine supplying everyone with huskies - noise in the city would be unbearable
Complete and utter chaos
Interesting selection. Thanks for showcasing.
aha! Im so proud to be featured! And very well written summary of it!
Your mods are awesome and bring so much to the game!
Cats and Dogs is such a cute mod. It's always good to use the same resource in multiple ways, not just "Get huskies to build husky sleds, which are not that useful after all..." .
Fish / Sausages for Investors or a wider fish variety... Personally, I don't know. It seems close to existing Restaurant mechanics, when you make your game harder by adding more restaurants and cafes. I think instead of removing Fish from Investor Tier, they could have replaced Fish with Calamari from the New World as something more high-class-ish from the same category. But it's harder to justify the necessity for Work Clothes for Investors.
Personally I imagine the investors are buying uniforms for their dozens of domestic employees.
The idea of the mod was to keep it consistent with how previous games worked, not be too creative.
Since at least before the announcement of season 3 I've been tinkering a mod with a completely revamped table of consumption for all tiers which is more complicated and expansive, to be more believable and challenging. But I shelved the mod, as the devs kept on adding more goods with season 3 restaurants, department stores, and new needs with skyscraper levels, and then more with lifestyle needs in season 4, doing themselves some of the ideas I previously had in mind...
@@ehohackner Well, yeah. If we dive deeper, we would ask ourselves, wait, how come Investors don't require any clothes, while literally all other types of population -- do. So Investors having work clothes is mostly the same as them having an empty wardrobe in the vanilla game. Hm.
It's not that the mod is bad, or Cafes are good (Tourist Season DLC is kinda weird in my opinion, and I only use mod for Small Hotels because I hate those clumsy buildings), but having more needs rarely makes the game more challenging. There's not much incentive to provide your Investors with fish/bread/work clothes, since most money and population comes from high-tier goods. So it's clear why the game developers simply removed low tier goods from the high population tiers. It's like making a game harder by adding more needs of the population in Arctic (giving +3 or +5 coins for each). And then Taka makes a video of "Now I DON'T supply my technicians not only with parkas, but with 10 more goods!" :)
P.S. Well, no, that would be a challenge to produce more Canned Food for the investors! Not that the chain is hard, but for the money it gets it's such a pain in the.
It's interesting to see this spiral of increased consumption. You build Canned Food chain for the Investors. And now you need more Artisans workforce that also eat those nasty Canned Foods.
This is why you just import it via Docklands and never build a stupid cannery.
@@TakaTH-cam so true. I keep a few running only to tell myself "I can live without you, Docklands!". Still hate the Pepper Farm design and it casts a long shadow of "meh" to the entire venture.
I think lower tier goods phasing out with higher population tiers makes more sense to keep, because you won't upgrade every building in your city now, because of workforce. You'll always need a number of farmers and workers and artisans, and they will still consume their good.
That's if you keep those lower residential tiers on the same island as your higher residential tiers. It's common for a lot of people to only have investors or engineers together on an island and then lower tiers on Islands by themselves. This mod isn't made with the thought process you have in mind... It's simply to increase the overall logistical challenge of supplying residents because you need everything now at all times.
As an Anno Boomer, I somehow feel that the Hackner's mod might just be the best mod for me. I never liked how higher citizens use more goods than they did when they were one tier lower
On a per residence base they actually never did consume more. The reason why a Worker home consume 2x more then a Farmer home isent becouse each person now eats more, its becouse now each house is occupied by 2x the amount of ppl so the total consumption would also go up.
Technically on a per person basis they do... farmers consume 0.0004166667 fish per person and workers consume 0.0008333334 per worker. Though as you said, it is because consumption is based on the maximum base residents per house (minus those from lifestyle needs).
@@Shiftry87but from workers to artisan the population increase is 50%, from artisan to engineer is 33.3%, investor residences have 20% more people. But the consumption always doubles. Of course this probably to compensate the fact some need vanish entirely
I love Kurila's stuff, his anno coding skill is very advanced and detailed. And I love his ideas for complexifying things. Im just not a fan of the sandwhich and liquer icons xD. They pop too much from the anno style. anyway, the guy is a beast as he knows advanced coding And modeling.
59secs! i was fast! love your videos!
HELP🫣...Hey Taka, im up the wall in Campain, Ditchwater is a mess lol, trying to get my head around re-modeling, supply and demand im doing manualy amongst my islands, smith has cut my trade rights with him😂 lvl 45 , net current worth 600 million...i bought up most of Smiths shares ! Income 330 - 370k depending on goods sales, im on PS5, only get old world Ditchwater ect and New world la isla... Both Campain and Sandbox,have all add ons ( latest is Steampunk), no DLCs on Console so far....any idea if Ubisoft might do DLCs for Console or is it going to be basic only ??, love your video's, very indepth and useful, any suggestions !
Dziękujemy.
Im a massive fan of anno 2070 and 1404 but never really got into 1800 like i think i should of done, are there any mods that might appeal more to someone like me?
That depends on what aspects of 2070/1404 you liked more than 1800.
So with the Early Game mod enabled if your starting island doesn’t have both Potato and Red Pepper fertility you can’t ever get past farmers?
Starting islands (those are the ones with 3-5 oil deposits on them that you should settle first if starting without a trading post) will always have potatoes so no worries on that one. Red Peppers he has added as a guaranteed spawn on starting islands as well. I tested about 10 starts on all fertility difficulties (plenty to sparse) and red pepper showed up every single time.
for the all goods to each tier, do you get more money ?
Yes, the new need generate tax income
I use them all for a while
Hiow do you get mods to work. I tried to use one. I downloaded it but it didn't work. It was just the mod that put the crowns falls island on the original old world map.
Just get mods from the Mod Browser on the main menu in game. Find what you want, click Subscribe, and done.
combat overhaul is so bad. especially invisible landmine thing is extremely stupid.
I really prefer the revival of low tier goods, the Hackner mod is uninspired in comparison, no offense to the creator. Might be more challenging though, but just by sheer amount of production chains of the same type. Not my thing. But combining lower tier productions into something new, that's neat. Give me a sandwich.