pokerkeron.blogg.se

Optimal layout for temperate zone residences in anno 2205
Optimal layout for temperate zone residences in anno 2205






optimal layout for temperate zone residences in anno 2205

They will sometimes offer you bribes for voting with them in a council that can affect prices of certain items, but ultimately remain unimportant to your corp’s operations - becoming even less so after you eclipse them in size and profits. They can’t sabotage you or undercut your prices in a certain market, and you are equally impotent to act against them. You’re also pitted against a number of other corporations, but there is no real sense of competition.

Optimal layout for temperate zone residences in anno 2205 how to#

It could have been an interesting, unfolding plot with morally gray choices to make about how to handle the lunar “natives.” Instead, it’s a poorly written comic book with clear “good guys” and “bad guys,” and no real sense of closure. Eventually, you “defeat” him by becoming such a profitable corporation that, I guess, he decides it’s not a good idea to challenge you anymore. Some disgruntled, bald, goateed man descended from an earlier wave of lunar colonization is committing acts of terrorism to lobby for the moon’s independence from Earth’s governments and corporations, so you blow up a lot of his stuff in scripted combat missions.

optimal layout for temperate zone residences in anno 2205

The campaign features a story, but it serves as very little beyond a missed opportunity. Big Bad Bald Moon Man The story is a poorly written comic book with clear "€œgood guys" and "€œbad guys," and no real sense of closure. Anno seems to want to make combat missions and quests optional for city planning purists, but at the same time, it withholds upgrades needed for an optimal business model for doing so. The other way is by running combat missions, a mediocre, watered-down RTS minigame that lets you control a small, upgradeable fleet of ships. One way to do this is through on-map quests involving your personal yacht or lunar rover, which almost all amount to either fetch quests or maintaining a certain level of production of a specific good for a certain amount of time. The only other thing to do is gather necessary commodities, termed “rare” resources, that can only be obtained by actively seeking them out and collecting them. Once my profits hit critical mass and I had more money than I knew what to do with, having far eclipsed all my corporate rivals and finished all the campaign goals, my only expansion options involved placing more identical buildings to rake in even more ridiculous amounts of cash. It would have been nice to have something greater to work towards, such as exporting my wondrous products for the betterment of mankind. The cities themselves aren’t varied enough in their architectural styles to get that, “Look at this cool ant farm I built” feeling like you might with another city builder, so I ended up feeling like seeing bigger numbers on my balance sheet was the only impetus for expansion. It’s just too bad that the ultimate culmination of that interdependence is that my greedy investors could get faster quantum computers on which to play a hundred simultaneous games of holographic scrabble, rather than an achievement I can build and see.

optimal layout for temperate zone residences in anno 2205

Late-game products, like personal androids, require materials and manufactured items from all three areas, but give a correspondingly huge boost to happiness. I hit a point where I felt like I was managing three, interdependent ecosystems that become far more than the sums of their parts by working together. Though I bemoan the neediness of my workforce, the late-game synergies that can be created by transporting raw materials from the Arctic, finished goods from the temperate zone, and massive amounts of fusion power from my moon base made me almost giddy. I also noticed some pretty severe graphical optimization issues in certain camera modes, even at sub-maximum settings and running on a Core i7 and a GeForce GTX 770 that exceeds Ubisoft’s recommended specs and eats games like Total War: Attila for breakfast. The issue is that there isn’t a lot of variety within each zone - every robot factory looks the same, and if you’ve seen one block of temperate megaplex housing, you’ve seen them all. Zooming in allows you to see jet-setting execs swooping around in flying cars, parka-clad fishermen and dockworkers farming the frigid seas, and moon rovers bustling between monolithic mining drills and sprawling power plants.

optimal layout for temperate zone residences in anno 2205

Soaring, clean lines of skyscrapers in the temperate zone contrast with minimalist science outposts in the Arctic, and rugged, utilitarian factories and domiciles on the lunar surface. The visual style of each area is distinct and iconic.








Optimal layout for temperate zone residences in anno 2205