Anno 1404 Production Chains

Complete production chains for 2 Schnapps and 2 Work Clothes with 1 tile transportation paths. 94% space efficiency with road access to all production modules for Fire Stations. Author: InigoIVIontoya Size: 16x21 − Production: 4 /min, 4 /min − Tiles: 315 Source. Here's an overview of the amount of buildings needed for complete production chains at 100%. Charcoal Burner's Hut requires wood in order to produce coal., T: Resources must be bought by trading. Anno-online Wiki is a FANDOM Games Community. View Mobile Site.

Frogboy and the devs.Take a serious look at Anno 1404/Dawn of Discovery for inspiration on how to really do a great campaign that also acts as a tutorial. There is an 8 chapter campaign, took me about 20-25 hours to complete (I took my time a bit).

It had a great story and had definable goals in each chapter. But it also acted as a great tutorial.You always got advice on what you needed to build or do to reach the goal. For example, in one chapter you have to build some warships. You need rope to make ships.

So then you get stepped thru the process that you need to build hemp farms to feed your rope factory. It doesn't cover all the aspects of the game but really gives you a good idea of how to manage your city and trade building.Look to something like this for inspiration for Elemental. That is a good question. I've seen other games that would do the first couple chapters as a tutorial and then you're on your own. I would think it would be easy enough to have a setting to turn off 'hints' or 'tutorial mode' in a campaign.

I just know that a lot of Stardock games get dinged sometimes for not having a tutorial and this might be a good opportunity to break that trend.Yeah, it's true. When a game is really complicated, a tutorial is a huge help to get people into it. Tetris effect price. Just throwing them into the deep end is a good way to scare people off. At the same time, they can also look at it for an example of what.NOT. to do with DRM!I hear you there. I didn't know about the DRM until I played the demo and fell in love with the game. The 3 activation limit doesn't bother me too much since I don't rebuild my computer every 6 months or something and the fact that most publishers have caved so far and at least offered a way to deactivate an install so you don't run out.But the fact is that especially since it's on Impulse and Steam that those versions don't need the DRM on it at the least.

Yeah, it's true. When a game is really complicated, a tutorial is a huge help to get people into it. Just throwing them into the deep end is a good way to scare people off.Yep. With Anno 1404 I could have done without the tutorial after about chapter 3 or so as by then I understood things like production chains and trade routes but it wasn't too annoying because they integrated the tutorial type hints into the story line so it was actually important to hear them tell you whats going on and with it you'd get the suggestion to setup a quartz mine to supply your glass factory for example.

That is a good question. I've seen other games that would do the first couple chapters as a tutorial and then you're on your own. I would think it would be easy enough to have a setting to turn off 'hints' or 'tutorial mode' in a campaign. I just know that a lot of Stardock games get dinged sometimes for not having a tutorial and this might be a good opportunity to break that trend.Really, I don't suppose it matters much whether the tutorial is a skippable part of the standard campieghn, or seperate and reachable from the main menu. Doesn't sound like a good tutorial. I think you should be able to learn the basics of a game in less than an hour before moving on to playing the real deal.It's not the place of a tutorial to introduce every single unit, tech, race, building and spell in the game. Just the basic concepts please, leave the rest to discovery.It's not a true tutorial in a way.

It's a true fully fleshed out campaign that goes across 8 chapters and includes things as some peaceful city building and quests to massive island invasion and naval battles. The tutorial part is that your main ally for the chapter will prompt you to build certain things if you aren't already. Like you need glass to build a cathedral or something, your ally will prompt you to build the factories and resources in the production chain to make glass. Thus it also acts as a tutorial.

And after all that It probably only covered half of what is available to you. It is a pretty massive game.Quests themselves also act as sort of a tutorial. So for example an ally may request you to build 3 large warships for them in trade.

Ok, so how exactly do I get the materials together to build these warships? If you spend too much time your ally will give you hints on what factories or building to build to get those materials. So it acts as a tutorial in a way.It's very hard to explain because it's not an explicit tutorial like is included in say Sins. It's craftly (in my mind) integrated right into the game play of the campaign and senarios.If I played the campaign again I could probably finish in 10 hours or so if I rushed it.

But there is no manual for this game and I had no idea what I was doing at first. After the first 2 chapters I had the UI down and I just took my time exploring all my options, even those not needed to finish the chapter.

Also remember this is a city builder/RTS type game so with some things you just have to wait to build things until enough resources come in.Currently I'm playing one of the easy level senarios which is simply to accumulate 150,000 gold, 5000 population with 2000 of them being nobles. My 'benefactor' is there and still offers hints from time to time. But with each hint you gain various achievements, honor (with which you can buy things) and so forth so it's nice.So there are 3 'modes' for this game:1) Campaign. The main story behind what's going on. 8 chapters and can be played at various difficulty levels. You get hints from your allies so it acts as sort of a tutorial.2) Senarios.

There are 6 senarios of various difficulty. Basically they are open ended games with a specific goal in mind.3) Continous Turn. This is where there is no goal. Very much like Sim City games or Tropico. You're just building up your city.

Production Chains are an integral part of Anno 2070, so we here at the Anno 2070 Wiki have created a definitive guide to all of the production chains in the game. Can't remember how many buildings you need for a chain? Look no further.See for an overview of all production chains, all buildings and all needs in Anno 2070 - Deep Ocean by.Note: This page shows only templates, transcluded from. If you want to edit one of the chains, please go to that page or suggest the changes in the comments below.

General Production Chains FishFish125 -5 -1 -1 21 @ 100%ToolsTools2600 -95 -12 -1518 302 @ 100%2 @ 100%4 @ 100%1 @ 100%. Instead of the Coal Mine, you can also use two Rotary Excavators running at 100% capacity.WeaponsWeapons2600 -115 -10 -1114 242 @ 100%2 @ 100%2 @ 100%1 @ 100%.

Instead of the Coal Mine, you can also use two Rotary Excavators running at 100% capacity.WeaponsUsing Rotary Excavator2050 -60 -16 -149 171 @ 100%1 @ 100%1 @ 100%1 @ 100%Eco Faction Production Chains Building Modules (Eco).