/r/anno1404
A subreddit for Anno 1404, a city-building and economic simulation game with real-time strategy elements
This is a subreddit for the city-builder economy-simulation game, Anno 1404.
/r/anno1404
72.8k population
Could've been a few more houses, but I will probably need all the brine(3), coal(2), and bear caves(4) later on so there are market buildings in place for the ones that aren't in range of HM offices.
TIP for max global population: Now that this island is finished I can deny Spices, Books, Leather and Candlesticks, but keep the production of those goods going to supply my next island and repeat when that one's finished and move on to the next. I will thus never need more of those goods than I already have because all the other islands I'm going to develop are smaller than this one. This means that in very late game I can, for example, stop production of candlesticks completely and just buy them in for promotion purposes only, thus enabling me to use all my copper for spectacles. My "Oriental" population is finished and was achieved in similar fashion by only giving each complete island just enough to persuade them to stay... for example no one has Milk or Marzipan, some have Necklaces and some have Carpets but no one has both.
Not my biggest Envoy island in terms of population, but as close to 100% efficient as I'm ever likely to get. It may even be 100% efficient depending on how you define that.
There are exactly 1200 fully occupied Envoy houses. Every Envoy house is in range of a supermosque, so no need for any small mosques and bath houses. Every house that is in range of a supermosque is an Envoy house, so all the supermosque influence areas are fully utilized. All ascension rights are used and no more can be added as I've already used 3x10% ascension boost items. Every market building is in a space once occupied by a Nomad house, so no Envoy houses have been lost. Pearl fisheries are connected to harbour offices rather than inland market buildings to maximize house building space. I've minimized the space used by road tiles by having long straight roads with as few junctions as possible, and separated the supermosques by distances calculated to fit a whole number of houses on every street. Every resource that I will ever need from this island is being used... Except for the furriers, which I don't need yet... I will have to knock down one Envoy house for a market building when the furriers become operational. Normally I would have left that house at Nomad level but there's no other house that I could promote instead because all the Nomad houses are out of range of the supermosques. All three warehouse upgrade slots are available for furs productivity items. There is no buildable space left anywhere on the island. There's the inevitable odd tiles near the coasts and rivers etc, but no space big enough to actually build anything.
I'm declaring this island forever finished because I'm convinced that even if I were to knock it all down and start again I could not improve it. Please forgive me if I'm feeling a tiny bit smug right now. 😁
So I mainly play against the three hard NPCs. I like to not wipe them out but if I don't they will always turn to war again eventually with me or each other....until now.
Please tell me if I am wrong or an outlier but it seems the AI never build a second Keep even if you destroy the first.
Destroy the Keep of any AI player and they can't fight outside their borders ever again.
Edit: you must obviously defeat any existing ground forces after destroying the keep but usually they bring all/most of their forces to their main island to defeat you.
I'm a new player so apologies if these are tired, old questions.
The textures for squares (ie. Magnificent, Oriental, Princely) do not align with the grid. The texture files (eg. s_place_01_diff_0.dds) are a 4x4 grid of the pattern but this covers a 6.66x6.66 area in game. It only gets back to whole numbers once you cover a 10x10 area. Can the textures be edited or can a texture pack (to use the Minecraft term) be applied?
Edit: There is another Engine.ini file inside AppData\Roaming\Ubisoft\Anno1404Addon\Config which I also edited so now the game starts properly fullscreen.
My second question is about the Engine.ini file. My game defaults to starting with a 1536x864 resolution, rather than 1920x1080, probably because I use 125% screen scaling (Windows 10). Rather than change the setting every time I load the game, I thought editing the Engine.ini file would fix it but my changes to the file, including these changes, are ignored. Any ideas?
Hi!
I love this game, and I play it alot. But Anytime I play with friends, we can't even get to noblemen before getting an unrecoverable desynchronization problem. Even restarting the game does`t help.
I read that the History edition fixed this problem, so it must be something else the the ram running out of space, but even after days of googling I couldn`t find an answer, pls help
I play Anno 1404 on easy difficulty, as if it were a city-building simulator. And I have a question: how do you usually organize the delivery of resources for construction (stone, wood, tools, mosaic, glass)? I have three islands for the extraction of these resources, then these resources are brought to the main islands of Oriental and Occidental, where the population is located. From the main islands, I launch two large ships that go around all the other islands in turn and drop materials if necessary. In general, I am happy with how it works, but sometimes I get the feeling that I am using resources as inefficiently as possible. With large volumes of construction on different islands, the main island quickly runs out of materials. How do you manage the delivery of building materials?
Can you play the game with 12 players?
For example 4 teams with 3 players each?
Hi all. I've been playing this for a few days now and starting to love it. I am playing History edition if that matters.
I have come up against an issue though, and would appreciate some help. Apologies if this is covered elsewhere and I've missed it, but I have read the wiki which suggests things should work as I want them to, but not as they actually are.
I'll use beer production as an example. There are two islands close to my home base. One is fertile for herbs (Island A), the other for wheat (Island B). So I set up herb gardens on Island A: and wheat farms and a brewery on Island B. I ship herbs from Island A to Island B. I was expecting that the herbs would then be transferred from the Island B warehouse to the breweries so that beer can be produced. But that isn't happening. The herbs are just piling up in the Island B warehouse and no beer is being made.
Is there something I have done wrong here? Or is it the case that stuff you ship to a warehouse on an island is never used in production chains carried out on that island? surely not...
Any guidance much appreciated
EDIT: pics added as requested. Apologies for the terrible quality.
ISLAND A
ISLAND B
So basically I am playing Anno 1404 on my steam deck. As long as I'm online, steam seems to skip the launcher.
But when I'm offline, im prompted to type in user name and password, but the login button doesn't work. It just resets my username and asks again.
Is there any way to deal with this?
"Oh cool! It'll be interesting seeing how efficient and minimalist I gotta be with my stuff..."
Some hours later: *So much fucking money from the absolute hike in sale prices*
Excuse me? It's almost easier than a regular game. And you only want 1404 nobleman with this? Who marked this scenario as hard?
Bummer.
I even moved stuff like coals and plantations to use any spot without norias to reduce that but it's just so annoying.
Im new to anno 1404
Do I need to wait those long times to take over enemies marketplace/market house or can I somehow just destroy them?
I've been trying to build an island with a contiguous road system, i.e. everything is connected, and had to abandon the idea - actually forgot why I stopped doing it ages ago - because when you give the market carts a choice, they always collect goods from as far away as possible, even if there's another warehouse closer to the target building, and they always take the longest possible route.
In the screenshot below, I've had to delete roads to prevent the cart for the bakery warehouse going to the linen shops, another to prevent the cart for the cider farms going to the trapper's lodge and vice versa, and even had to break a ring road to prevent the cart going all the way round to reach a hemp farm that's right next to the warehouse!
I can only conclude that whoever coded that particular mechanic had a really spiteful sense of humour?
This lagoon or atoll or whatever you want to call it may look like several islands but as far as the game is concerned it's one island. It makes the 'teleport' aspect of the game really obvious because you look at it and think "Hang on, that island has no port, how does it transport goods?" Yes I can put HM offices on some of them to make it a bit more realistic, but one of them has no beach so it's just going to look silly when I build mines there.
Bridges, even if they were purely cosmetic, would make the whole thing look more plausible. And let's face it, this is the Venice addon and real-life Venice is all about bridges.
(Oh, and in case you were wondering, the ones without a harbour are buildable because they are within market building influence range of each other so it's just the same way you expand territory on land.)
Thoughts anyone?
Anyone knows any methods to increase the limit of 8 selling/buying slots in harbour?
If you're planning on creating maximum population density, something you can do right at the start is figure out where your first Cathedral will be, put in the roads, then build around the site in such a way that when the cathedral is built there will be no need for extensive re-modelling, just demolish the superfluous service buildings and fill in the gaps with houses. (Remember to leave a space on one side of the marketplace because it takes up the area of nearly-but-not-quite 4 houses.)
Unfortunately there's no blueprint mode in 1404, so in order to plan this you need to know that the Cathedral building area is 18x11 tiles, and its influence range is 27 tiles from the short side and 30 tiles from the long side.
(I don't bother to do this with the Sultan's Mosque because 'moving' the Envoys once it's built is relatively easy, but if you want to do it, the only difference is the size of the building itself... 15x10)
Housing around future cathedral site
If it helps you to visualize, you can make fake blueprints like this:
Venice History Edition using UAP Combined Patch:
In late game I've been getting a catastrophic volcano eruption...
It never stops and slows the game down to the point where it's unplayable.
I backed up and removed my saves and profile, reinstalled the game, ran verification, and started again. Thought it was solved but as soon as I started mining the volcano island it happened again.
I have reloaded the unmodded patch and installed the mods from the combined patch minus the infinite resources mod.
I'm a hundred hours in using my backed up profile and it has not (yet?) recurred, so it looks like the mod could be interfering with the volcano mechanic - maybe some confusion arising from the fact that volcano resources are already infinite?
I haven't tested my old saves to see whether they just ignore the now-absent mod, because if there is a bug and it's embedded in the save files I don't want to have to go through the whole reloading procedure again.
If anyone else has had this issue and can either confirm or refute my suggested cause, please let me know. Cheers.
I don't remember where but I once read on the internet that when you need many aristocrats (like in the master builder scenario) that it is beneficial to grow a second town on another island and then you can basically erase all the citizen and patrician buildings on your first island and only have aristocrats there. This is supposed to save resources.
Does anybody know what I mean? How exactly does that work?
I’m on chapter 5 “a storm breaks out and I just finished the first quest where I give grand vizier al zahir 8 letter jerkins but the game is not giving me any more quests after that. Plz help
Seems like I dont need to connect my graphs (if you know graph theory) of production layouts to my graphs of houses at all right satisfy the need of resources. So my question is, is there at all any benefit from doing so?
if you are interested just send me DM, Im average player.
I expect many of you already know about this, but I only just discovered it so thought I'd share it for those who don't know about it yet:
The Large Warship has only one upgrade slot. All three in the screenshot below have the same Captain "Rasul the Dreadful" item socketed and the one highlighted has another Rasul in the cargo hold. The three ships started together and only socketed items should be effective, but as you can see the ship with the additional unsocketed item is faster. I presume it has also doubled up on the other properties of the item although I can't say for certain because it hasn't been in a battle since I noticed this effect.
Since the ship has two cargo holds I'm going to put another Captain on and see if it triples the powers! I'll let you know.
Incidentally this is Venice History Edition with UAP, no mods. I'd be interested to know if this is a version specific feature or happens generally.
Edit: OK there seems to be a bug... the ship with the additional item reads firepower 20 and its companions are at 18. However, I have several other ships with the same item and some of them show 20 and some show 18 even though they all have just the one socketed item and no unsocketed items. The ones that read 20 firepower are faster, and after a fight they repair themselves more quickly too. It looks like some ships are behaving as if they have two socketed items regardless of how many items they actually have on board. Maybe putting that item in cargo on one ship has somehow overpowered not only itself but random other ships too?
This is actually detrimental to my battle tactics because when I send a group of ships to a fight I want them to stay together so they all arrive at the same time, but now if there's a faster ship it arrives early and has to fight alone until its mates get there, so I have to stop it short now and wait for the others to catch up before engaging the enemy.
So I'm replaying anno 1404 HE venice scenarios. I'm now playing the di mercante case or what it's called but I have a problem with the unknown cargo side quest. Every time i start the scenario I get the quest a couple minutes after starting the scenario. I go and pick up the first crate and Garibaldi says I should keep the secret to me. Then Mercante talks to me again and gives me a second mission to get a create floating in the ocean. If I hover over the quest it tells me to collect the cargo and highlights the port of mercante but if I go there with my ship and try to fulfill the quest nothing ever happens - anyone knows what's broken or is this normal? (sry for my bad English :) )
It keeps building Large Trading Ships without my ordering one.
Has anyone experienced this?
?
I've settled an Oriental Island and I have a boulder in my way for Dates. Is there anyway to get rid of it? I remember in Dawn of Discovery that there was a way to do it.
Thanks!
Bought this on summer sale, played it as a kid and playing again now.
Already 9 hours in lol, is 1800 worth a try?