![]() Honestly letting them carry anything more than 10t is grossly excessive in my view. Even the most advanced rigid airships with modern technology can't carry the kinds of weight the game has them carry when acting as trade ships. The airships portrayed in the game really are more of a 1900's thing than an 1800's one.īut perhaps the most immersion breaking part of it for me comes down to the carry weight. But again with more plentiful supply, it's possible they might have developed them sooner, though I find it a bit immersion breaking nonetheless. It's still a bit of a stretch, because historically aluminum wasn't used in airships until the very very late 1800's and helium wasn't used until the 1920's. I suppose in an alternate world where helium was as plentiful as it appears to be in this anno world then airships could have developed sooner. It appears that the majority of the DLCs just add new ways to make even more money. Money is way easy to come by and the AI were never a threat. Seeds of Change vs New World Rising If the Arctic/Enbesa are not as mechanically impactful as a new region would seem, do either SOC or NWR add a meaningful difference that made you more invested in managing/building up your NW presence?Īre there any DLCs (or tips / ideas) not mentioned that you think make a big impact to difficulty/strategy? My play-through was with all the 3 star AI and hardest settings (with a few exceptions like island/world size). Are the Arctic/Enbesa regions different enough gameplay wise that they wont just feel like a visual difference from the NW? ![]() Once I had resources produced and trading back to the Old World, I pretty much ignored the NW. A third region seems like it would be fun, but I already felt the New World was a bit shallow. Since the airship is major point/purpose of existing in the arctic, does EOTS not impose on the benefits of going through the arctic? If it does, that seems like a lot of work to manage a new area for an easier power plant. Empire of the Skies looks solid, but the mechanics from The Passage look appealing too. I have a few questions that might help me clear up which would make the most sense for me: There seems to be a lot of debate on which are best I assume thats due to varying play styles (strategists vs creative builders, of which I am more the former). ![]() I'm new to Anno just about having finished my first full play-through.Now that I know just how many hours you can sink into a single game, I was thinking about which DLCs to pickup for next play-through. ![]()
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