Anno 2205 - Discussion: How good work the radical innovations
Factories as antifreeze
So it takes less than 30 minutes until the first small town is and our islanders reach the next Zvilisationsstufe, which manifests itself as usual in increased demands. Rich in workers still water, health food and information to Happiness, calling administrators additionally vitamin drinks, rejuvenation, security and neural implants.
The latter already can no longer be produced in the starting region is. So it's expanding, not as usual on a second island, but the same in a completely new area. For the first time allowed in the series history, and we must settle in Anno 2205 several regions simultaneously, which require fundamentally different approaches.
The typical Anno Arctic settlement is a shambles of residential tents and factories. The former must namely circle of influence of the latter are to be able to use their waste heat.
For the neuroimplants we need about the metal molybdenum, which can degrade exclusively in the new polar zone. Anno 2205 camouflages start of the game in the first 30 to 60 minutes or as though entertaining, but unpretentious Aufbauspielchen, the complexity screw moves now to tidy.
Because in the ice heat naturally plays a greater role than in temperate starting area, so we can no longer be separated neatly from residential areas factories, but they need to clean-set in the middle so that they protect through their heat our Polar workers from freezing. What is easier said in the face of various building sizes and fundamentally necessary road connections than done.
Tetris in the Arctic
At least now we have to juggle sent with the three basic resources of Anno 2205: labor, energy and logistics. The former we get through more houses, but also increases the need for supplies. Zweiteres by wind turbines, water and gas power plants or even geothermal turbines. The latter we navigate through the shortest possible production methods or the construction of freight forwarders.
From the second level of civilization in addition, the new modules come into play, we can dock at factories and farms to increase production or to lower energy, manpower and logistics needs. Especially the production modules's doing in a variety of shapes and sizes, which makes especially on the small Arctic islands, the optimum use of space for fun-tüfteligen Tetris science.
Schick animated tracked vehicles collect a rare earth on the lunar surface. Each track is a single production module that we have to build separately and pay." data-lbx-number ="1">
The last construction on our spaceport: an energy transmitter to the moon. While driving many ships on the sea all around, but these are only atmospheric cosmetics." data-lbx-number ="2">
Our Orange Island has arisen as to the start island was no longer enough room for the expansive farm businesses. The new island, we have opened via bridge." data-lbx-number ="3">
See screenshots - Anno 2205
We also need to prioritize clever, because we need so-called Rare resources for the construction of modules that we can not produce itself, but either buy or the free traders by population growth, typical Anno side quests (deliver this, looking for that) and combat missions deserve. In contrast to our pre-trial, this is now balanced reasonable. Especially in rank climbs there's now a lot more Ressoucen, making progress and peace-loving clients as fast as militants.
No matter how we play: We have always enough Ressoucen for a few major construction projects, but too little to pave over everything just no rhyme or reason. and thereby the modular concept actually works dazzled. It is ideal for the larger scale of Anno 2205, because although we manage fewer farms, but these have to manage intensive regular.
Trade route to the moon
After four to six hours of play, the third region finally comes with the moon into play. Here we can build and one exclusively in craters have to build on the other hand all the buildings in the circle of influence of shields to protect them from the regular Meteroitenschauern. Needless to say, the maintenance of a functional lunar base goes right into the money. But the effort is worth it, because when are the first fusion reactors after about eight to ten hours, so the energy reserves knock us sense that we can tear down all power plants on the earth in principle and otherwise exploit the valuable space.
The three regions: 1. Temperate Zone2. Arctic3. moon4. Strategy Map&# 8203;
In the temperate zone we build our cities that can take gigantic proportions. Main focus of production chains are naturally foods with which we must also provide the Polar workers in the Arctic. But androids are completed here and then shipped toward lunar colony.
Sprawling factories and mining determine the picture in the Arctic. In the tent settlements a few thousand workers only live. Only here can we, among other things reduce the metal molybdenum and processed into neural implants already but we need the second stage of civilization for our spoiled urbanites in the temperate zone.
The moon is by far the most expensive region. For that we can rid ourselves here with the construction outrageously expensive fusion reactors of all energy problems on Earth. So that the current transfer function, however, we need to upgrade energy transmitters, both here and in the target regions our spaceports.
On the strategy map all the threads, or trade routes converge. Good to see from the cash flow statistics. In order to finance the production in the Arctic and especially on the moon, we have to generate an enormous fiscal surplus in the cities of the temperate zone.
But this fusion reactors work at all, they need the hydrogen isotope that we in turn can only win in the Arctic deuterium. To get current to earth and Arctic and vice versa deuterium to the moon, we have to plan efficient trade routes by now. No longer there's lack of computer competition but within the island worlds, but certainly between regions. In our test game we have created more than 20 routes in order to adequately supply the end, both the temperate zone and the Arctic and moon.
Between main settlement, Arctic and the Moon we switch by strategy map, on which we also set up trade routes and roll many helpful statistics. Managing and optimizing multiple and then such different regions raises the endless game of Anno 2205 actually to a new level. We rule just not like it used "only" about a larger town with a few island outpost, but a gigantic empire with hundreds of thousands of employees and hundreds of production plants. This feels really good, even though up to 20 seconds long load times when changing the region, our fantasies of omnipotence regularly a little slow down.
The fascination of silicon
Those who understand the way in terms such as molybdenum or deuterium only the station, do not fret. Went us initially as well. But although the future vision of Anno 2205 is 130 years further away than the predecessor Anno 2070, it will be much better given us. This is partly due to less futuristic production chains to batch start (about rice organic food or oranges for vitamin drinks) whose relationships are clear mediated by model menus and statistics.
Technical checks to Anno 2205: Thus the Inselbau running on your PC
But to others, bears the splendid appearance their part in the traceability of Anno 2205th Each of the 70 companies was animated with such lavish attention to detail that alone watching the competition is fun - thanks to the optional free camera for the first time in really every angle and with a switchable, very atmospheric day-night shift. And who for 60 seconds fascinated stares out how massive crawler excavators puffing the mountain wall of a Silicon Mine up scrambling, who knows halt sometime automatically mean that you need this silicon for the production of neural circuits.
Anno 2205 - Technical check: New standard for building games