Dear visitor, welcome to AnnoZone Forum. If this is your first visit here, please read the Help. It explains in detail how this page works. To use all features of this page, you should consider registering. Please use the registration form, to register here or read more information about the registration process. If you are already registered, please login here.
This post has been edited 2 times, last edit by "Dickerbaer" (Sep 23rd 2008, 7:12pm)
Quoted
Original geschrieben von Dickerbaer
Anno 3 Wish List (translation by Günter)
First an introduction for the new readers
As for this wish list, originally I made it up to summarize what was suggested on this board (page 24 Anno3). After some weeks I noticed that the same topics were addressed again and again, in the German thread as well as in the English one. I guess that many users were too lazy to read everything before posting their own suggestions.
Conclusion: Of what avail is it if every 3 weeks there's another user who wants once more the one and only farm which produces all necessary goods at once?
That's why I compiled a list where I entered each and every topic, and that's it.
And thus many individual opinions appear also in the list.
Nevertheless, there were also many real wishes collected in the list all the time, so it's still a wish list and will be continued as this.
Sure that they won't realize everything, but dreams aren't harming anybody, right...
Have fun while reading!
Otherwise:
This list is a purely private initiative and got nothing to do with Sunflowers or Related Designs
1. General game standards
- multiplayer
- editor
- good interface for future plugins
- an enhanced AI adapting itself to the game progress
- "undo" - function
- the typical Anno idea should be maintained
- only one version being released simultaneously for everybody (not a German one in 2006 and the international ones 1 year later)
- a better diplomacy
- new and more interesting music, own tunes can be added
- raise the FIG value
2. Production chains
The existing production chains should be more performing, some new others
are also desired
2.1. Extension of the wood production chain
- production of paper, books, sawmill, carpenter
2.2. Extension of the herb chain
- tea
2.3. Gold mine
- mint, military wages
2.4. Extension of the whaler's chain
- produces also food
2.5. Extension of the leather chain (civil)
- shoemaker
2.6. Creation of a coffee chain
2.7. Food chain
- large farm with more products, milk production; cheese production, perhaps cocoa
- fishers at rivers, ocean fishing with nets
- varying food should be obligatory to the higher civilisation levels ( fruit, bread, meat)
2.8. Horses
- horse farm for cavalry horses, workhorses, brewery horses, horse carts going more quickly (extra costs)
2.9.Military
- gun powder production
3. Trade and sales
- market waggon known from 1602 A.D
- several cities on one island
- "donkey caravan" (scout with several donkeys)
- enhanced economy (cities can specialize on single products to make
trading more interesting)- purchase at the producers should be possible, market sellers search their goods at the main market building
- enhanced trading with the natives
4. Characters
- people in the bathouse, actors (theatre),librarian [library), scholars (university), priest (church),judge(courthouse)
- marked peddlers (like in patrician or emperor),children, seniors, dogs, cats,drunkards, fools, jugglers etc. workmen, traders should also stroll the cities sometimes, sailors. their numbers should grow from one or two (pioneer) to a crowd (aristrocrats)
- robbers, mob in uncertain territories, former rebels
5. Buildings and roads
5.1 useful buildings- vine cellar or another tavern equivalent for the aristocrats coffee house, tea house, monastery, cloister school, houses with round corners (corner tavern), harbor quarter with typical tavernproduction buildings adapted to the environment
5.2. decoration- churchyards, gravestones (1 tile) etc. to increase the service area of a chapel or as decoration; mausoleum, smaller one-field decorations, park bench, flower tubs, flower beds ,keep ruins as decoration, possibility to find abandoned cities,curved roads, round squares
5.3 other suggestions- suppress the collapsing of houses, replace it by vacancy
- different speeds on different roads
- the quantity of actually present production buildings and houses should be listed
- no deluxe tailor in the wilderness but rather an annex to another building over there, houses matching the climate zones
- houses can deteriorate or receive hit points by fires, the houses should fall in ruins and the inhabitants should be less content until repairs are done
- enable preselection of buildings
- development of natives and pirates
6. Palace, king
- the palace or other larger buildings need time to be finished, construction progress can be observed, the cathedral has to be composed of several elements like the palace
- palace can partially integrate a market building
- king with coach
7. Ships
- river warehouses, ships in rivers,
- automatic trading routes: maximum/minimum stock limits can be set in the warehouse, loading and unloading of small quantities of products should be easier, order of warehouse stops can be changed in established trading routes, option for complete unloading, synchronization of ships on same routes
- the turn radius of the ships should be revised, larger turns are more normal
- ship carpenter for repairs if material is supply, crow's nest warning of enemies
- working patrol of battle ships
- ship crew(*)if ship crew is missing, ship can be boarded, even swimming, boarding of all ship types (even pirate ships, whaler, Venetians)
- no sinking of ships by hits of inappropriate arms
(*)no characters moving around the ship, would be too small
8. Natives
- ... you can play also the other cultures ...
- natives and pirates with growing settlements
- better random generator for repartition of natives
- Venetians as bank
- embassies on foreign territories, missionaries
- Products demanded by the natives should be those which they can't produce themselves.
9. Military forces
- a character representing yourself, with all associated problems
- some military forces should be required from each civilisation level to the next
- several units can be discarded simultaneously, larger troop parts can form up automatically, let units "alive" when discarded
- horse and horsemen can be separated, like mortar and crew
- influence of terrain on range of arms, castle moat, palisades as protection (pioneers), range of defense towers should be raised
- experience points for the scout
- attacks caused by dirty water and other reasons etc.
- some types of arms like mortars should become more expensive
10. Monuments etc.
- monument video can be turned off or switched over to an acoustical message
- various monuments, save monuments when not built immediately
- activation of special capabilities after a certain amount of monuments
11. Other catastrophes
- hail, heavy rain, flood
- catastrophes can also be enabled or disabled later on (as well as pirates)
12. Terrain
- enhanced altitudinal view, terrain can be levelled for planning (like in Sim City or Stronghold), enable smaller terrain changes, ponds
- inhabited zones should run back to seed normally
- possibility to plant also a cactus sometimes, free choice of trees matching the climate zone
13. Statistics - suggestions by Annabelle and Admiral Drake
- Please read the messages by Annabelle and Admiral Drake page 31, Anno3 german
13.a. more statistics
- Please read the message by LadyH page 35, Anno3 german
- simplier statistics, and an information about the quantity of each
production building
14.Workshops and production
- a maximum production limit can be set in the workshop, for example 10 tons of axes are produced and then the workshop stops working automatically until there are less than 10 tons again
- all workshops of the same sort of production can be stopped simultaneously with one button
15.Mills.
- water mill, and an animal driven mill, wind mills should be rare !(please read BaldJims threat anno3- english page 4)
16. Main market buildings
- quote: EstadiOlimpic
I think there should be also separate buildings for the aristocrats and merchants levels. The citizens' building should have 3 market waggons, the merchants' 4, and the aristo's also 4.
17. City pattern should be more composite, for example aristocrat houses next to a settler with merchants and citizens nearby...
Two related suggestions
- advancement blockade configurable per house, resulting in a more natural view of the city (to be set by hand)
- basic income variable per house where the advancement has also to be purchased; the basic income increases with the presence of important buildings, resulting in some wealthier inhabitants and some poorer ones (set by the game engine)
18. Discover opponents
- settlements should not be visible via lack of plants, alternative "fog of war", islands are covered by fog before being explored
19. Research and school
- please, read the suggestions by The Monk page 41 Anno 3 German, too long for the list
20.The computer opponents
- should help each other also with military forces, should also assist the human player in fights
- become also more aggressive instead of waiting to be provoked,
- can hand parts of their territory over also peacefully, sell market buildings, exchange etc.
- can go bankrupt
- have also aristocrats, own larger cities, palace
- after loss of their spice island, for example, really settle also a
new one.... (at present he doesn't or only accidentally)
21. Water
- irrigation by using rivers, sewerage, aqueducts, drainage and
exhaustion of marshland, no desert city without aqueduct- supply of drinking water by wells obligatory, bringing up cholera if not supplied...wells should be required for population
growth- war for clean water
22. grain produktion by Bald Jim
1.Grain grown by farm, converted to flour at home
2. Grain grown on several farms convertet to flour at community mill
3.Excess production for cash exchange
23.Anno variants
- Different Anno variants should be enabled to make it run also on weaker
machines! (certain features can be switched on or off)
Please, read for this the suggestions by Solagon, EstadiOlimpic, und
Annabelle on pages 29 and 30, Anno3 German (it's too long for the list)
24. Multiplayer in general
- A beta test should be conducted prior to the release to find asyncs etc. in time.
- The game should enable "cross-entering" for players who want to join later on. Abandoned parts of players can be continued by others. Like this the others won't lack opponents.
- The presence of computer opponents is still discussed, but they should at least be possible to cancel before starting. The natives should always be present.
- Minimum 4 players, more is still discussed.
- Possibility to knock down an opponent, with view into his books and tributes, the city staying in his possession
(better only the AI otherwise there's pouting)
Quote by Annokrat (Anno1503-Zone)- (.......) in total it would be sufficient for Anno 3 if all functions planned for 1503 would be offered, faultless of course, and if the AI would be improved in a manner that you can really call him intelligent.
25. Multiplayer military
- Admiral Drake's suggestions for military in multiplayer
Anno is too complicated to enable single players to build, fight and trade simultaneously. Alliances can help when the war doesn't involve everybody.
Other suggestions to make things less complicated:
a) cancelation of rebellions and crashing of houses. It's already disastrous enough when the population decreases due to lack of supply and treasure gets empty.
b) simple production workshops like the large farm which can produce several goods simultaneously.
c) better defense buildings which can really resist, for example walls which can't be demolished by a ship in 3 seconds (cannons weren't very performing in 1503 ...)
d) powerful defense units like cannon towers, units on walls are advantaged etc.
War must be limited to certain points, otherwise chaos can't be handled (imagine an opponent attacking each production island and firing on your coastal buildings ...)
26. Multiplayer for teams
* By Admiral Drake- (........) Thus we should seek more suggestions for a constructive MP game, like:
extension of the trade facilities,
diplomatic additions,
team missions with team questlogs, ...
Team extensions could be
a) fix teams (can't be dissolved in a game, if one player goes broken the whole team loses),
b) team budget (each team member can dispose of the entire budget of the team, thus division of labor is enabled and weaker players are supported)
c) team settlement (if several team members settle on one island their warehouses are merged, meaning that their goods and materials add up)
27. Admiral Drake's questionnaire for Anno3 multiplayer:
- 1. normal economy mode in MP - or how much construction is needed before you can start a reasonable war
- 2. how can different player strengths be compensated
- 3. how do alliances work (fix, variable)
- 4. options to make it easier
- 5. which role do the AI or the Venetian play in MP
- 6. how do MP scenarios and maps look like
- 7. trade MP - one game assured without war
I like to hear your opinions first, the list can always be extended (....)
Quote Admiral Drake
And also:
- Bridges that can reach from one Island to another nearby Island, that ships can travel under, and with the ability to place cannonry, or other military enhancements upon them.
- a historical background of the campaign, nice suggestion, page 41 Anno3 The Monk
- alternatives for the pavilion (satisfaction of the Aristocrats) , satisfaction by entertainment (dramatics, festivals etc.)
- food can spoil on ships
- animals chasing the hunter, production fails if too many wolves are around, relief by military means or scout. (more agressive animals)
- campaign or scenario savegames can be enabled to become endless games (it's a pity for some cities which I had to abandon in the campaign)
- scenario name is given in the highscore list
- the new function for automatic planting is needless, would be better
if plants come together with the plantation (except small farm)- more scenarios like Scavenger Hunt
- seasons, storage of crop for winter
- time, calendar (like in the mobile game)
- expansion of the own territory also by building houses, not only by markets
- difference of public and private life, the state as owner of
production means which he can lease to private companies, for example to save production costs- The laborers should also be integrated into the gameplay. They should live somewhere, have to be supplied, can get ill etc. Cf. Stronghold
- Would be nice to have a notepad in the main warehouse/market where you could pin todo-lists, hints, remarks, notes etc.
- Scout name can be changed....
Same applies to the market waggon known from 1602 A.D. which some people wanted back for Anno 3/1701
and another edit..... (impossible wishes)
ego - perspective
- a button to enable the ego perspective while the game stops
temporarily- corresponding missions during this perspective (spying etc.)
Discussion, suggestions and other news please in the Anno 3 thread .
Quoted
Original geschrieben von Admiral Drake
Wo ich gerade mal wieder auf rekordjagd bin:
Ich wünsche mir von Anno 1701 viele Verbesserungen im Handling:
Funktionen zum Abreissen ganzer Stadtteile ("alles löschen" per Maus-Zoom, natürlich mit einer UNDO-Funktion)
Funktionen zum Auffinden bestimmter Gebäude (die dann z.B. alle hell erleuchtet werden, funktioniert heute sehr gut bei MHH oder Medicus, aber nicht mit Siedlerhaus)
konkreten Hinweis auf das Haus, wo ein Aufstand erfolgt, bisher leider nur Zoom auf Ausschnitt - und dann muss man händisch suchen
Funktion zum "Verfolgen" eines Bewohners, damit man mal sieht, wo der so lang läuft.
Automatisches Scrollen, wenn man z.B. ein Schiff angeklickt hat und dieses den Zoom-Bereich verläßt. Sehr wichtig beim Kampf mit Schiffen.
Einblendung von Schiffsnamen auf Wunsch, damit man die in der Karte direkt identifizieren kann und nicht jedes fahrende Schiff anklicken muss.
Gruppierung von mehr als neun Einheiten / Schiffen, wesentlich mehr Gruppenkommandos (z.B. weisse Flagge, Entern, ...)
Option für "alles abladen" sowohl in der Autoroute wie auch im Lademenü.
Beibehaltung des letzten ausgewählten Gutes im Auto-Routen-Menu, damit man mehrere Ladeluken mit dem selben Gut markieren kann, ohne dieses jedesmal auszuwählen, alternativ eine Taste (z.B. Tab) damit belegen, die markierte Luke zu duplizieren.
Optionale Warnung, wenn auf einer Insel ein Lagerbestand zu Ende geht (für jede Siedlung einzeln ein-/ausschaltbar).
Liste der letzten Warnungen und Hinweise, damit man diese auch einige Zeit nach Auftreten noch bearbeiten kann, am besten nach Meldungsart sortiert (Feuer/Pest/Kampf/Katastrophen/Bedarf/...).
Ein- und Ausschalten von Katastrophen, Piraten etc. auch während des Spiels.
Auto-Save einstellbar, ebenso Anzahl der Generationen, also nicht nur alle 20 Minuten LASTGAME, sondern z.B. alle 5 Minuten LASTGAME-01 .. 10 (10 Generationen im Abstand von 5 Minuten, die dabei auftretende Umbenennung dürfte kein Problem sein, ansonsten LASTGAME + Uhrzeit und die jeweils älteste Generation automatisch löschen).
Sorry, falls einiges davon schon auf der Wunschliste stehen sollte, ich habe das jetzt nicht extra abgeglichen.
:viking:
Quoted
Original geschrieben von Tommy_Jumper
Es steht zwar in der Wunschliste „verbesserte Diplomatie“, aber wirklich konkrete Vorschläge habe ich nur wenige gefunden. Ich fass mal zusammen, was mir zum Thema [B]"Diplomatie" einfällt:
1.OFFENSIVERE GEGNER
Die Kontrahenten sollten mir auch selbst diplomatische Nachrichten überbringen, aber nicht nur als Antwort auf meine Fragen und als Audiomeldungen, sondern es sollte sich ein Fenster öffnen, Sprecher sagt: „Diplomatische Nachricht erhalten“ (s. KoH).
Sie sollten auf mich zutreten mit Vertragsvorschlägen. Weiters sollten sie einen Tribut selbst anbieten, wenn es für sie brenzlig wird.
2.BEZIEHUNGEN UNTEREINANDER
Sie sollten untereinander Bündnisse schließen können und wenn ich einen Gegner vernichte, könnten andere böse werden, weil sie mit dem befreundet waren.
Außerdem sollte er mich bestechen (zB: „Ihr erhaltet X Goldstücke, wenn ihr Gegner X angreift“ und die Piraten auf mich hetzen.
Oder auch andere bezahlen, damit sie mir nicht handeln bzw. Verträge abschließen!
3."INSELHANDEL"
Man sollte Inseln (MHHs auf der Insel) verkaufen können bzw. sie sollten sie selbst fordern (zB er besitzt keine Gewürzinsel und will meine); dabei könnte er unterschiedlich vorgehen, ist er freundlich, will er sie mir abkaufen, ist er aggressiv, droht er mit Krieg.
4.UNTERSTÜTZUNG IM KRIEG
Wenn man ein Bündnis hat, sollte der zumindest in 50% der Fälle (kommt auf den Charakter an) mich unterstützen. Er könnte mir zB auch nur einige Soldaten bzw. Schiffe „leihen“ bis der Krieg vorbei ist, oder ich kann ihm welche abkaufen.
Untereinander in Krieg gehen sollten sie schon, denn sonst ist das Bündnis ja nur auf eigenen Vorteil aufgebaut. Weiters sollte man zwischen Offensiv- und Defensivbündnis unterscheiden.
5.WEITERS…
…finde ich den Vorschlag super, unentdeckte Inseln in Nebel erscheinen zu lassen.
Und ich wünsche mir wirklich, dass auf die Diplomatie mehr wert gelegt wird! Sie kann das Spiel angenehmer gestalten, als man vielleicht denkt! [/B]
This post has been edited 1 times, last edit by "Dickerbaer" (Jul 7th 2007, 7:02pm)
Quoted
Original geschrieben von robbie47
Da Dickerbaers Thread leider geschlossen ist muss ich wohl einen neuen Aufmachen. Die Liste ist sehr gut und ausführlich, aber man könnte ihr schon noch etwas hinzufügen:
[list]Als allerwichtigstes: man sollte das Spiel mit einen zB dreistufig einstellbaren Schwierigkeidsgrad ausstatten, damit Anfänger oder Kinder es auch spielen können ohne sich um lange Produktionsketten kümmern zu müssen, die gerade eingefleischten Annoisten aber gerne noch erweiter würden, wie in Dickerbaers Liste!
[/list]
[list]Was IMHO geändert werden müsste, ist die Tatsache das Ware die in eins der Markthäuser eingestellt wird sofort überall verfügbar ist. Man kann es von mir aus so lassen aber ich wünsche mir zumindest für die Optik Pferdekarren, die die Waren zwischen den Markthäuser auf einer Insel transportieren. [/list]
[list]Was mir auch fehlt sind die Eseltreiber aus Anno 1602, die für die Werft Material und für die Burg die Waffen holen, auch der Medikus müsste seine Kräuter am MHH abholen.[/list]
[list]Wenn es wie in Anno 1503 zwei Kapellen (Holzkapelle und Steinkirche) und zwei Schulen (Grundschule und Gymnasium) gibt, dann müsste man selbst wählen können welche man nutzt.[/list]
[list]Zwei Kathedralen sollte man schon bauen können wenn man zwei Großstädte hat... [/list]
[list]Der kleine Fischer müsste ersätzt werden können durch einen großen Fischer, so ähnlich wie der Walfänger.[/list]
Weitere Ideen gibt es aber bestimmt noch...