u/jeffer_2

▲ 35 r/anno

Harbour Ideas / DLC idea

I would love to see some updates to harbours and ships. What just started a few quick updates, quickly grew. I think enough that they could be incorporated into a middle of the road DLC (think Prophecy of Ashes, more than a building, but less than a new session). These are a mix of some of my favourite features or mods from Anno 1800, and a few new ideas.

It would introduce some base changes to the game.

  • Ships are slower at night.
  • Increase tendency of raiders to attack at night.

These are some new ideas to the pack

Quays Upgrades

  • Harbour Quays as roads (research item), this was one of my favourite mods from Anno 1800, made the quays feel functional and looked great! May need some balance interns of cost, but I think could do a lot of the aesthetics of the harbour. (Could be part of free update).
  • Certain productions buildings on the Quay (research item)
    • Ropemaker and Sailmaker
    • Garum Works
    • Fish Gutter
  • Then perhaps you could research a bonus for when they are built on the harbour.
    • Example reduce the happiness loss from the garam works (perhaps could be cleaner from the access to sea water)

Horrea

  • This replaces the depots
  • Research them as usual, but then add a new research item to be able to upgrade them to a second level (increasing their storage)
  • Another research project to add a fire safety bonus to them

Seaport Specification

  • Second level of research that gives a x% increase in trade prices for the specified item.

Harbourmaster office

  • Time to bring back the harbourmaster from Anno 1800, a building that specifically houses specialist for harbour buildings.
  • Some specialist from the base game would be changes (i.e. those that affect productivity of harbour production changes such as sardines and garam, and those that add fertility of resources like mackerel, oysters, etc)
  • New specialist for increased building speed of ships or reduced cost, increase range of lighthouses (see below!)

New Trader

  • New neutral trader, focuses more on ships and seafaring, with a small storyline associated with it, perhaps to unlock the new larger trading ship (Corbita)
  • His island would have a larger number of ship yards, sail makers, rope makers, lumber camps.
  • Would sell new specialist for the harbour master office
  • Would be the only trader to sell the new larger ships
  • Would sell things like rope, sails, weapons

New God

  • Portunus - The roman god of ports and harbours
    • Local Effects
      • Increase production of lumber, ropes, sails, weapons
      • All port buildings provide additional money, and reduced upkeep
    • Global Effects
      • Shrine - +1 Income, and +1 Prestige
      • Veneration - Unlocks a new feature (either harbour cranes or ship figureheads)
      • Exaltation - All harbour defences buildings get an increase in the damage done, and a decrease in upkeep and workforce costs

Harbour cranes

  • Act to increase loading and unloading times of Trading post and Trading pairs within its radium
    • One level of research to increase the percentage

New ships

  • Corbita
    • A merchant only ship, would have 2-3 cargo slots, but could hold a larger amount per slot (e.g. 100-150 tons)
  • Quadrireme
    • A new level of ship 5 slots, modified features inbetween the trireme and Quinquireme
  • Hexareme
    • A new larger warship, 8 slots up to five military slots (including 3 archers)

Ship Figureheads

  • Would see physical implementation on the ship
  • Two ideas of how to implement
    • New module type for ships, in a separate category from the current options, that does not take up a Module Spot
    • Item slot like captains (you could find these items after sinking ships, or buy from the new neutral trader)
  • Multiple different types with different effects
    • Increase speed, increase favourable wind angle, increase damage done etc

Shipyard upgrades

  • Perhaps an upgrade to the building to allow for building the larger ships with a upgrade (either a new basic model that levels up to the current one)?
  • Research upgrade to increase speed of building, and reduce cost of building)

Harbour defences

  • A new harbour catapult, similar to the ones on the trading post
    • Researchable upgrade to increase firing speed and damage
  • Harbour Booms and Chains (late research build)
    • Historic iron chain that could be pulled up to block a harbour
    • Build it like walls currently, but in the water
    • Could be raised when needed for defensive, preventing ships from landing on your shores, then lowered for trade.

Basic Lighthouse

  • Add income to harbour buildings.
  • Negates the speed loss of ships at night in a certain proximity of the island.

Lighthouse of Alexandria (presuming this isn't the monument in the Dawn of the Delta DLC)

  • This is the multistep monument
  • Would have a variant for Albion in terms of looks and building materials to construct, but would have same positive effects. It would be the same building or similar for the session in Dawn of the Delta.
  • This would add prestige and income (maybe research?) to the island
  • If it is the first built in the session, it gives a nighttime speed boost to all ships in the session.
  • If there is one built in each session, it increases the speed of ships between then sessions at night.

Would love to hear what people think of this idea.

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u/jeffer_2 — 2 days ago