View Full Version : Warehouse to Warehouse transportation

09-09-2017, 09:41 AM
My only major dislike with the Anno franchise is how all gods that are stored in one warehouse magically become available in every warehouse on the entire island.

Warehouse -> invisible magic -> Warehouse

I want it to work like the harbors do from island to island.

Harbor -> visible transportation -> Harbor

I've seen trains in the trailers, so it looks like this might actually happen! :)

But really add the details.

Visible transportation throughout the entire logistics chain.

The traffic grows as the city grows. :)

09-09-2017, 10:40 AM
This might add a lot of overhead to an already complex game, it could mean comprimises elsewhere, such as higher minimum requirements to run. It would probably be very difficult to implement as it would require a lot of lower level changes.

Plus, without the "magical warehouses", I don't think it would feel like an anno game.

09-09-2017, 10:57 AM
I see the technical challenge.

But as technology keeps advancing I'd really like to see developers aim for more than "bigger maps, prettier".
Add some fracking details to the gameplay!

But I completely disagree on your last point.
Its the logistic challenge that makes the Anno feel, magic warehouses killed that feel for me.

For me theres no need to implement manual trade routes between warehouses like they do between harbors though.

They do show people moving goods between production buildings. (People automatically carrying grain to windmill)
Just let me see that between the warehouses as well.
Better roads = better throughput etc.

09-09-2017, 12:19 PM
Yes, the logistics are obviously a huge part of anno, visible logistical networks is what put me off Anno 2205, but having each warehouse have their own local storage provides a lot of problems, and a performance hit.

If we assume for a second that the UI stays similar to other anno games, so that when you are positioned over an island you can see the amount of key resources that you have available, if the system described above is implemented, what is displayed on the UI?

The nearest warehouse's goods?
Total goods, adding up all warehouses on the island?
What if some area of your island runs out of a particular resource? How will the player be notified?
Also what about distribution of goods to the population? For people that like to build huge cities, having to figuring out an optimal road network seems a bit more skylines/sim city rather than Anno.

My final point is that each warehouse would have to have its own local storage and tracking of goods, which would have a significantly higher impact on performance than an island-wide storage. Also, how are the goods balanced amongst warehouses, and what if one-side of your island needs more charcoal than the other? A warehouse would have to recognise - - I am getting more requests for charcoal and have ran out, the warehouse over there has charcoal, I will request some charcoal -- then multiply that by all the warehouses on one island, plus around 100 separate goods (you probably wouldn't have an island that required ALL goods in the game), and then you start to see the performance impact.

09-09-2017, 01:22 PM
I'll ignore the performance issues since I'd rather see them tune down the visuals in favor of this system.

Gameplay > Graphics

I do consider the UI challenge a valid concern though.

The answer depends on how advanced you want to make this system.
And like I said, I'd gladly see them automate it.
Global storage, no player interaction needed, but still with visible traffic between warehouses.
Traffic that increases as your production increases.

(Personally I'd love to see Anno move a little closer to skyline/sim city, might be alone on that one though.)

But what do you think the train will be used for?


09-09-2017, 02:00 PM
Traffic between warehouses, increasing as your production increases would be a good idea, I thought you meant something slightly different in your original post.

I hadn't seen the pre-alpha footage you pictured above. You make a good point about the train. Maybe instead of warehouses, there is a separate building that has some form of local storage for a specialised type of good?