Anno 1503 megaupload fr




















Konto und Website. Infos GOG. Deutschsprachiges Forum. Hilfe Technische Probleme mit Spielen. Einloggen Einloggen Konto erstellen Einloggen.

Die besten Spiele — handverlesen. Eine Auswahl grandioser Spiele, von aktuellen Hits bis zu zeitlosen Klassikern, die man auf keinen Fall verpassen sollte. Bei uns im Mittelpunkt: Du. Dein Spiel, deine Entscheidung.

Du solltest die Dinge die du kaufst auch wirklich besitzen. Dein Profil. Deine Benachrichtigungen. Deine Freunde. Friends list is currently empty. Bleib mit Freunden in Kontakt. Tausch dich mit deinen Freunden aus und starte Spiel mit oder gegen sie. Lade doch ein paar Leute in deinen Freundeskreis ein! Enjoy yourself, I'm sure that you can easily outdo this simple starting exercise. Good luck. A Simple Guide to Easy Money All you need to do is sail around until you find Eldorado — then you'll have so much gold that you won't know what to do with it all.

But if you can't find that, then sell Eggs — they fetch huge prices and people will buy any amount of them. Well, OK, that's rubbish — but it's the sort of tip most new players seem to want to find. Alas, economic management is a central part of and it isn't as simple as some players would like. I actually love that aspect of the game and find it an enjoyable and rewarding challenge Oh, bully for me, eh Here's a rough draft for you to all pull to pieces, correct, edit and add to.

Or better still, suggest what to subtract from it — I'm knocking on a bit born in the first half of last century and I tend to waffle on a bit. For the 'attention challenged' ,here's the short version. The longer one follows in the next post. It takes MUCH longer than you first expect for the effects to flow through, so don't build 4 Farms when 2 would have worked if you had just waited.

Build plenty of houses. Your own people are your best and easiest customers. Use an efficient layout, with 30 —50 houses serviced by each Tavern, Stall, etc Cluster houses round a shops and services centre.

Don't build things just because you can. Salt mines will almost certainly LOSE money for you unless you already have inhabitants or more to sell it to. Your first experience should go something like this: Open the Continuous game at the basic Citizen level.

Running at a loss already, and we haven't so much as eaten an apple yet! There must be some lazy swine of a store man in that warehouse who we're paying to sit on his bum doing nothing.

Never mind, we've got some supplies that we can build with and some food to sell. So: First priority — customers 1. Build 10 or 12 Houses and put a few roads in. Look and see if that did anything. Build a Food stall. Build a Forester [In the woods of course.

We need to rebuild the woodpile] 6. But, WOW, look at that debt! Check that everything is within the required practical range of the relevant buildings i. LOOK at each building to see what it tells you. Watch the figures, but WAIT until they almost stop changing. This should tell you that the Weaver would be more efficient with 2 Sheep farms and that the Tannery could handle another Hunter.

You should also conclude that you could build more houses. You might also find that you've built something in the wrong place. And add another Forester. Build another 15 houses to make 27 Use some of the wood still in the ship [Nothing magic about 27, it's just a handy figure for now] Now STOP and look again.

What do you see? Probably a howling debt still, and not much clue where to go next. So go and get a coffee or something and leave the game running, or take your scout for a walk down the mountains. Not a fortune, but not too bad for a brand new landlord.

The above can be done in 20 minutes, from arrival to profit. Why did it work? Is there a catch? Not really. We should already be seeing our wood pile starting to recover, but if we plan to do more quick building soon we should add another Forester. Maybe even right from the start if we are not the patient type. We are still slowly accumulating Leather, Cloth and Food, which tells us we are still at or below optimum population numbers.

Wow, we're an economic genius after all. Look out Bill Gates. Part 2 So what next? We could explore a bit and let the bank total build up again. Or get the road gang out and start making tracks towards the Salt. Or go into the bootlegging business and supply them with some rotgut spirits. The salt looks a long way off and therefore expensive in building Markets to get there, so for now let's go for the booze. If you put down 3 Small Farms growing potatoes, plus a Tavern, that will keep them happy.

You can either put them all down at once or go into debt again for a short while until the word gets round and you've started making money from the Tavern. Let's leave the town there for a while as the next step is to put down a chapel, and that will unleash an almighty rush to Settler level, and will soak up some of your tools, plus over tons of wood if you have it.

Now is the time to step back and have a long hard look at your town, which almost certainly looks a bit of a mess, and probably has a few spots that don't work as well as you'd like. Maybe some Carters seem to have too far to walk, Foresters are in bad spots, or it just takes forever for everyone to discover you've got new goods on sale.

But, now you know that you can make it work, it would be a good time to consider either deleting it and working out a more efficient town layout if you really hate it , or just demolishing bits and reshaping. Basically, variations on the theme of a service center surrounded by houses works OK if you leave room for later needs in the middle. NOTE: If you had used something like the plan at this link, you could actually put 25 houses in the middle and at least that many again around the outside.

Either way, you now have access to a whole new set of goodies to build — and a whole new opportunity to run up a howling great debt again. But you also have a stack more customers to sell to which means adding a few more of some of those basics you just built.

You will almost certainly go into debt again for a while unless you are ultra-cautious and VERY patient but now you know the style that works so you don't need a step by step guide from now on. Just build steadily — always looking, checking and consolidating as you go, and soon the cash will be rolling in by the thousands.

There are nasty interface foibles like buildings disconnecting themselves from roads, and merchant ships taking ridiculously long routes to reach their trade destination. Deciphering land elevation is also tricky, and even running a road down a hill can be a nightmare.

Creating an army is no easier. Armouries, gunsmiths and other production facilities need to be built, which take time and resources. But as the other civilisations in the game tend not to attack unless attacked, amassing a deadly fighting force, is no guarantee of ever using it. Yet, if you can overcome these problems, Anno emerges as an extremely deep, thoughtful and addictive empire builder. That feeling of quiet satisfaction you get after constructing the perfect city, surrounded by little farms, breweries and mines, is something that only happens in particularly good examples of this genre.

In fact, towards the end of my ten-day exile it became impossible to stop playing. New islands had been colonised, cigars and silk shirts were being manufactured, and new civilisations such as Eskimos and Moors had been discovered. My toil and hard work had even given my citizens the opportunity to use the public baths. With rewards and goals like this, what more could you want? As the world around you begins to make sense, so your empire begins to flourish.

In fact, Anno is probably the most complex and thoughtful of the lot. Browse games Game Portals. Anno The New World. Different natural resources become important as the game continues, since the fruits of technological advance often require new kinds of raw materials. Players may encounter as many as nine other civilizations as they explore the globe, each with its own disposition and practices.

In addition to the single-player campaign, various "open-ended" and multi-player modes are also supported. The New World. Those familiar with A. Some needed modifications to the design were made, but overall, this is the same idea with slightly better graphics and tweaked gameplay.

The game contains many single-player missions to keep you busy in the form of a linear yet highly challenging mission campaign, several single-player scenarios, and an open-ended mode where you can simply sit back and build your empire until your heart's content.

Oddly enough, multiplayer support which was planned from the start did not make it into the final release. A patch is in the works which should add multiplayer, but as of this writing, A.

Most missions start out by providing you with a single ship packed with goods with which you can drop anchor and found your new empire. From that humble start, you need to build a flourishing culture by trading with other nations, taking care of your people, and building structures such as fishing huts, churches, taverns, farms, and so on. In other words, it's the same idea as before and one that you'll find in nearly every other city builder on the market.



0コメント

  • 1000 / 1000