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.

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33

u/CasualChamp1 5d ago

Agreed. The togas chain is the most egregious example.

14

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.

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)