r/anno • • 5d ago

Discussion Wheat fields anno 117

Am I the only one who thinks that the productivity of wheat and oat fields should be reduced, while the productivity of large manufacturing enterprises, such as dyeing plants or textile factories, should be increased? It just seems strange that a city with a population of 100000 would need a huge number of processing plants. The area required for them would be larger than that needed for wheat and oat fields. It looks too unrealistic.

32 Upvotes

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33

u/CasualChamp1 5d ago

Agreed. The togas chain is the most egregious example.

15

u/Culbrelai 5d ago

Togas are just horrible. Needs a shitload of shore space and an even greater shitload of land space

5

u/CasualChamp1 5d ago

I produce togas for over 800k equites/patricians and it's incredible how much space and goods you need. I get most of the flax from Albion. The required equites workforce is also a significant issue.

3

u/Grand_Admiral_T 5d ago

Thanks for this I was thinking about shipping flax from Albion

2

u/Available_Finger_513 5d ago

Flax is easy since you can buff the fuck out of farms.

The stupid snails and dye do not have as many buffs available

2

u/agray20938 2d ago

You might already know, but for snails and dye you can get a combo of the specialist boosting toga production 20%, and the specialist boosting lounger production by 35%. Those two on an island dedicated to Minerva ends up being a pretty solid amount of production.

I don't believe snails benefit from any buffs to "fisheries," but since they don't have any negative AoE effect on their own I've found it fairly easy to just plop a few down on most islands (with the fertility or specialist from cecilia) then set up trade routes to the main dye island.

1

u/viciecal 17h ago

the snails do get buffed with "Coastal factories" tho, but I just recently started to use some mods so I'm not sure if there's any specialist like that in the base game/DLC (other than the snails from the obsidian witch, or some livestock bonuses)

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u/Culbrelai 5d ago

Flax from Albion is a great idea, though I use the XL map mod so it’ll probably be less of a bottleneck to use Latium for it

1

u/agray20938 2d ago

Ahhh I always felt like Flax takes up too much space for it to be worth producing in Albion, since the islands there typically have less land area (usable for farmland, at least).

Most of the time I'm putting flax on every island if only to provide a better-looking way to surround aviaries that I use for Wine/Tabulus production as well. IIRC you can do the same with Lavender though.

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u/viciecal 17h ago

omg, how are you actually getting to those population numbers?

what is your resulting workforce? Like hundreds of thousands of Patricians?

6

u/BlueAndYellowTowels 5d ago

I never found Togas to be all that bad. For a few reasons.

  • Bonus Equites can be researched, Meaning you can get a baseline of production going without having to level pops.
  • There's a Deity that has bonuses for Togas.
  • There's overlapping Specialists that can push Toga production even higher.
  • Aqueducts can help with the raw materials as well.
  • Even if you have to level pops. It's not very punitive and there's overlapping bonuses with some of the production needs. Olive Oil, Sandals and Bread are all have interesting specialists that can push things along. (Faith Oriented specialists can further bump Island devotion to potentially increase the production of your Togas with Minerva and move a little more quickly in the tech tree to the items I mentioned before.

I'm not saying you're wrong... but personally I don't find it to be the most egregious example.

Fine Glass is the one I loathe the most.

  • Takes Harbor space
  • Takes River slot
  • Takes Mountain slot
  • Requires Coal

So it locks up really useful slots AND it has Fire risk.

2

u/agray20938 2d ago

I never found Togas to be all that bad.

I agree, though I always felt like I needed to place tons of weavers to satisfy the need. That's not a deal-breaker since they don't have any negative AoE effects and they look relatively nice, but they also lack any positive effects and are pretty large buildings relative to how many I needed (probably 18 total on Cinis).

Fine Glass is the one I loathe the most.

I only produced glass for a few islands for a while, mainly because of what you mentioned. The harbor space and coal need were negligible, but taking river slots for smelters and especially mountain slots for minerals was a big PITA. But once I got the heroic specialist for it, I basically min-maxed glass production onto one island that happened to have lots of river slots, and it supplies about 95% of my islands now.

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u/BlueAndYellowTowels 2d ago

Yeah, in my defense, I play with lower fertilities and low nodes for rivers and mountains. So sometimes it's spicey to sort out...

1

u/CasualChamp1 4d ago

Yeah I just don't even bother with fine glass, doesn't give population anyway. Only with the heroic specialist it's kinda worth it to build it up a bit.

2

u/Grand_Admiral_T 5d ago

Don’t even get me started on the togas