![]() ![]() It also adds a lot of dynamics and meta-narrative to your games, allowing you to react to aggressive moves by an AI opponent or the unpredictable actions for your human multiplayer opponents. With this kind if freedom, it is also crucial that players never feel punished for making “the wrong choice”. Think of it as an investment: If for example your trade fleet is not delivering results as hoped, you can remove some of the influence used by it and instead allocate it in another area such as harbor defenses. Unlike gold, influence as a currency does not deplete it is instead a pool of available points that you can allocate freely in the various categories. So whether it is growing your main island or expanding across the world, the growth of your empire will provide you will additional influence that you can invest. A familiar system for many Anno players, the company level is a representation of the players overall success, determined by the total population of residents on your islands. When you start a new match, you will have a set amount of influence that will slowly grow over time as your company level increases. The goal here is clear: the system should feel empowering to the player, asking them to make interesting gameplay decisions without feeling too restricted. That is why you will be able to dabble on all areas of the game a little bit it is only after you reach a certain threshold that you will need to invest influence points. ![]() It is important that you as the player should never feel too restricted, even if you chose to invest all of your influence in just one area. When setting the initial construction limits for buildings and units, we take the community feedback we have seen on the Anno Union and our forums into account. Do you have ambitions of becoming a feared warmonger, fielding the largest fleet of mighty dreadnaughts the world has ever seen? You can- just be prepared that you will not be as successful a trader as another player will who instead choses to focus his influence in that area. This allows players to go all in on certain aspects of the game. ![]() Influence is a new global resource, which you can invest depending on your playstyle, for example by raising the production limits on certain buildings or units. Influence: A resource that defines your playstyle It also encourages and incentivizes players to experiment with different gameplay styles, adding to the game’s overall replayability (which is a high priority for the team). With this feature, we want to both challenge grizzled veterans who are looking for interesting new ways to play, while helping to ease new players into the complex gameplay systems of the age of industrialization. Tying into this freedom of choosing your own playstyle and what challenges you want to tackle is the Influence system. What goals will you set for yourselves? Will you attract more residents than anyone else? Do you plan to exploit your workers and production lines to their fullest? Or maybe you will reach just one more company level before it is time to go to bed? And if all else is too easy for you, you can of course always stack the deck against yourself with a crazy challenging map and game setup. Anno is many things to many different players: it’s a city builder, an economic simulation, tense naval engagements against both human and AI opponents- and that is only scratching the surface in terms of Anno’s unique gameplay mix.Īnno players love to tinker around with all these features, creating their own strategies, tactics and setting their own challenges for themselves through various handicaps. ![]()
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