v1.03, 8 February 2005 ___________________________________ ~_ ' _ _~ ~_ /| |\ | |\ | / \ _~ ~_ /^| | \| | \| \_/ _~ ~_~ _ ___ _ __ _~ ~_ /| //__ /| |\ / \\ _~ ~_ ^|| || \\ || || // _~ ~_ _||_ \|_|/ \|_|/ _/__| _~ ~____o__________________________o____~ '____O__________________________O____ | Creation of a New World | '------------------------------------' ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ Anno 1602 Frequently Asked Questions (FAQ/Strategy Guide) ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ============================================================================== CONTENTS ============================================================================== ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 1. Preface ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ - 1.1 Notes - 1.2 Credits and Legal - 1.3 Version - 1.4 Most Frequently Asked Questions ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 2. Introduction ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ - 2.1 What is Anno 1602? - 2.2 Who developed Anno 1602? - 2.3 What are the minimum requirements? - 2.4 "Anno 1602" or "1602 AD"? What are NINA, the Gold Edition and Konigsedition? How many different versions are there? - 2.5 Where can I get demos and patches? - 2.6 What expansions and addons are there? - 2.7 Can I run the game on Linux? ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3. Gameplay ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.1 Essential Concepts - 3.1.1 How are resources revealed? - 3.1.2 How is territory gained? - 3.1.3 What limits how I develop colonies? - 3.1.4 How does cashflow work? What costs are there? - 3.1.5 Must I keep my people happy? - 3.1.6 Is territory important? - 3.1.7 How do service areas work? - 3.1.8 How do roads and carts work? - 3.1.9 How does production work? 3.2 Setup and Interface - 3.2.1 Where is the manual? - 3.2.2 What are the differences between continuous play difficulty settings? - 3.2.3 How do I pause? - 3.2.4 How does the game end? - 3.2.5 Can you change the names of colonies and ships? - 3.2.6 Is there an undo button? - 3.2.7 How do I meet a 'balance' objective? - 3.2.8 Can I see the objectives during play? 3.3 Resources - 3.3.1 Where do I get Tools or Ore from? How do I mine? - 3.3.2 Why does my mine not extract ore from a deposit? - 3.3.3 Where did my gold or ore deposit go? - 3.3.4 Where is the gold? - 3.3.5 Can I have Aristocrats without Gold? - 3.3.6 What are north and south islands? - 3.3.7 How do islands vary is in size? - 3.3.8 Why are my crops dying? - 3.3.9 Why do wild animals die? - 3.3.10 Are patchy green/brown areas of land less fertile? - 3.3.11 Can I clear mountains or rocks? - 3.3.12 What areas of water provide fish? 3.4 Colony Buildings - 3.4.1 How do can I build a ...? - 3.4.2 How do I demolish buildings? - 3.4.3 What do Gallows do? - 3.4.4 How do I get a monument? - 3.4.5 What do Palaces, Arches of Triumph and statues do? - 3.4.6 Do I need Schools if I have Colleges, Chapels if I have Churches, and similar? - 3.4.7 What are the advantages of stone roads and squares? - 3.4.8 Why can I not build across a river? - 3.4.9 How do I build Warehouses? - 3.4.10 What do docks do? 3.5 Colony Development and Events - 3.5.1 What does a question mark above a building mean? - 3.5.2 Why aren't my houses developing? - 3.5.3 Do I need housing on production islands? - 3.5.4 How much of ... will my population need? - 3.5.5 What can I do about plague? - 3.5.6 Why do fire carts not come to put out fires? - 3.5.7 Why do opponents not advance? - 3.5.8 How much is buried treasure worth? - 3.5.9 What triggers bankruptcy? 3.6 Trade and Diplomacy - 3.6.1 How to set transport routes? - 3.6.2 What does the 'check your trade routes' message mean? - 3.6.3 What are wagons for? - 3.6.4 How many market wagons can I have? - 3.6.5 How do I trade with Free Traders? - 3.6.6 What do Free Traders sell? - 3.6.7 Can I trade more from a larger Warehouse? - 3.6.8 Why are am I being attacked? 3.7 Pirates and Natives - 3.7.1 Where do pirates come from? - 3.7.2 How do you bribe pirates? - 3.7.3 Can pirates steal ground units? - 3.7.4 What do native curses do? - 3.7.5 How do I trade with natives? - 3.7.6 Is it normal for natives to walk around my town? 3.8 Ships - 3.8.1 How can I order soldiers to get into and out of ships? - 3.8.2 How do I build ships and supply shipyards? - 3.8.3 Can I buy ships from other players? - 3.8.4 Why does nobody buy the ships I sell? - 3.8.5 How can I get more than 33 ships? - 3.8.6 How do I repair ships? - 3.8.7 How do I mount guns? - 3.8.8 Can cargo be retrieved from sunken ships? Can I pirate or capture ships? - 3.8.9 Can ships be sunk by sea-life? - 3.8.10 Can I attack Free Traders? - 3.8.11 How can I set a patrol around an island? Can I escort ships? 3.9 Combat - 3.9.1 How can I order soldiers to get into and out of ships? - 3.9.2 How do you build ground units? - 3.9.3 Is there a limit on the number of ground units I may have? - 3.9.4 How do you heal troops? - 3.9.5 Why don't groups of troops work? - 3.9.6 How do I retire soldiers? - 3.9.7 Can I destroy trees? - 3.9.8 Why don't my towers shoot? - 3.9.9 How do I conquer enemies? - 3.9.10 Why can't I delete old roads on an island I have conquered? - 3.9.11 Why do I lose money when I take over another players' city? - 3.9.12 How do I invade an enemy that keeps on rebuilding walls? - 3.9.13 Can I garrison troops? - 3.9.14 Can city gates be shut? 3.10 Multiplayer - 3.10.1 How can I find online games? - 3.10.2 Can different versions be used by different players in multiplayer games? - 3.10.3 How do you load a multiplayer saved game? - 3.10.4 How do you chat? ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4. Scenarios ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.1 Tutorials - 4.1.1 Overview - 4.1.2 Explore - 4.1.3 Settle - 4.1.4 Trade and Diplomacy - 4.1.5 Naval battle - 4.1.6 Land battle 4.2 The End of a Long Trip - 4.2.1 Objectives - 4.2.2 Resources - 4.2.3 Map - 4.2.4 Strategy overview - 4.2.5 New concepts 4.3 One Lone Settlement - 4.3.1 Objectives - 4.3.2 Resources - 4.3.3 Map - 4.3.4 Strategy overview - 4.3.5 New concepts - 4.3.6 Secondary colony - 4.3.7 Florinz 4.4 The Search for Ore Deposits - 4.4.1 Objectives - 4.4.2 Resources - 4.4.3 Map - 4.4.4 Strategy overview - 4.4.5 New concepts - 4.4.6 The mission does not finish when using the Dutch version. Why? 4.5 Peaceful Reign - 4.5.1 Objectives - 4.5.2 Resources - 4.5.3 Map - 4.5.4 Strategy overview - 4.5.5 New concepts - 4.5.6 Mixed trading and colonization strategy - 4.5.7 Minimal trading strategy 4.6 The Test (The Trial) - 4.6.1 Objectives - 4.6.2 Resources - 4.6.3 Map - 4.6.4 Strategy overview - 4.6.5 New concepts 4.7 Little Land - 4.7.1 Objectives - 4.7.2 Resources - 4.7.3 Map - 4.7.4 Strategy overview - 4.7.5 New concepts 4.8 New Discoveries - 4.8.1 Objectives - 4.8.2 Resources - 4.8.3 Map - 4.8.4 Strategy overview - 4.8.5 New concepts - 4.8.6 Land grab - 4.8.7 How do I get a 500 trade balance? - 4.8.8 One AI player does not settle. What happened? 4.9 Good Neigbors - 4.9.1 Objectives - 4.9.2 Resources - 4.9.3 Map - 4.9.4 Strategy overview - 4.9.5 New concepts - 4.9.6 I have enough money, goods and the right people, but the largest other island is stuck at 9xx inhabitants. What did I forget? - 4.9.7 Does it matter which neighbour I help? 4.10 Dark Clouds on the Horizon - 4.10.1 Objectives - 4.10.2 Resources - 4.10.3 Map - 4.10.4 Strategy overview - 4.10.5 Colony development - 4.10.6 Early combat strategy - 4.10.7 Trading strategy 4.11 Competition - 4.11.1 Objectives - 4.11.2 Resources - 4.11.3 Map - 4.11.4 Strategy overview 4.12 The Monopoly - 4.12.1 Objectives - 4.12.2 Resources - 4.12.3 Map - 4.12.4 Strategy overview - 4.12.5 What is a trade balance? - 4.12.6 Can I share an island with another player? - 4.12.7 Why did I get deposed? 4.13 Cooperation - 4.13.1 Objectives - 4.13.2 Resources - 4.13.3 Map - 4.13.4 Strategy overview 4.14 The Alliance - 4.14.1 Objectives - 4.14.2 Resources - 4.14.3 Map - 4.14.4 Strategy overview 4.15 A Plague of Pirates - 4.15.1 Objectives - 4.15.2 Resources - 4.15.3 Map - 4.15.4 Strategy overview - 4.15.5 Pirates - 4.15.6 Economy 4.16 The Intruder - 4.16.1 Objectives - 4.16.2 Resources - 4.16.3 Map - 4.16.4 Strategy overview 4.17 The Fortress - 4.17.1 Objectives - 4.17.2 Resources - 4.17.3 Map - 4.17.4 Strategy overview 4.18 NINA Campaigns and Scenarios - 4.18.1 What is the order of the NINA campaigns and scenarios? - 4.18.2 New Horizons: Halfway There: How do I get started? - 4.18.3 New Horizons: To Each His Own Island: Why can't I build an Iron mine? Why can't I get tools? - 4.18.4 New Horizons: To Each His Own Island: Why does the game not finish? - 4.18.5 New Horizons: Appearance can be Deceiving: How do I finish? - 4.18.6 Trust No One: Humility Is a Virtue: How do I keep the other players friendly? - 4.18.7 Trust No One: Humility Is a Virtue: How do I find the Gold needed to create 1200 Aristocrats? - 4.18.8 Trust No One: The Thief: How to get started? - 4.18.9 The Magnate: Gold Rush: How to finish? - 4.18.10 The Magnate: Spice Monopoly: What's the objective? - 4.18.11 Unfriendly Neighbors: Break the Spice Monopoly: What's the objective? - 4.18.12 At His Majesty's Service: Veni, vidi, veci: My trade balance is above 500. Why does the game not end? - 4.18.13 At His Majesty's Service: At all Costs: How to get started? - 4.18.14 Delusions of Grandeur: How to get enough Aristocrats? - 4.18.15 Fireland: How to get Tools? ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 5. Strategies ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 5.1 Colony Planning and Building - 5.1.1 Initial colony building - 5.1.2 City planning - 5.1.3 Ultimate city designs 5.2 Industry Planning and Building - 5.2.1 Limited island resources - 5.2.2 Planning and construction - 5.2.3 Ultimate industry designs - 5.2.4 Ore and Stone - 5.2.5 Food supply - 5.2.6 Vines or Sugarcane to produce Liquor? - 5.2.7 Sheep farms or Cotton plantations for Cloth? 5.3 Colony Management - 5.3.1 Tax - 5.3.2 Alternative uses for market wagons - 5.3.3 Fires 5.4 Trade and Diplomacy - 5.4.1 Trade - 5.4.2 Trade routes - 5.4.3 War or peace? - 5.4.4 Alliances 5.5 Pirates and Natives - 5.5.1 Dealing with natives - 5.5.2 Dealing with Pirates 5.6 Military Units - 5.6.1 Ship choice - 5.6.2 Ground unit choice 5.7 Military Tactics - 5.7.1 Economic warfare - 5.7.2 Defence - 5.7.3 Invasions - 5.7.4 Destroying towers - 5.7.5 Naval battles ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 6. Cheating, Editing and Custom Scenarios ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ - 6.1 What are the cheat codes? - 6.2 How do I access all the scenarios? - 6.3 Are there other gameplay 'cheats'? - 6.4 Are there any trainers? - 6.5 Can I create scenarios and custom maps? - 6.6 Can I create custom islands? - 6.7 Where can I get custom scenarios and maps? How do I play them? - 6.8 Can I play custom scenarios without NINA? - 6.9 Can I create campaigns from scenarios? - 6.10 What are the editor codes? - 6.11 Can I open a saved game in the editor? - 6.12 Can I change the music? - 6.13 Can I place treasure using the editor? - 6.14 Can damaged ships or buildings be set in the editor? - 6.15 How do the editor's passivity and activity settings work? ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 7. Technical Issues ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ - 7.1 Why does installation under Windows XP/2000 fail with file name too long or similar error messages? - 7.2 Does the game run under Windows XP/2000? Why does it crash during battles or after an hour of play? Got any troubleshooting tips? - 7.3 How do I backup the game prior to reinstalling? How do I move savegames between machines? - 7.4 Can I save more than 12 games? - 7.5 How do you take screenshots? - 7.6 Why can I not see the cursor in-game? - 7.7 Have you got any suggestions for dealing with CD-ROM problems? - 7.8 How do I play across a firewall? - 7.9 Why do online multiplayer games crash frequently? ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 8. And Finally... ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ - 8.1 Don't you hate it when... - 8.2 That's odd... - 8.3 Ways you can tell that you play 1602 too much... ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ Appendices ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ - A. Building and Industry Data - B. Production Links - C. Population per Industry - D. Production Efficiency - E. Military Data - F. Final Score - G. AI Trade Prices - H. Keyboard Shortcuts ============================================================================== 1. PREFACE ============================================================================== 1.1 Notes This FAQ is based on the original United Kingdom English version, which was called "Anno 1602 - Creation of a New World". It does not specifically cover the new elements in the NINA expansion, which was included in the North America and Australia version "1602 A.D.", and the Gold/Kings editions. These later versions are all based on the original, and the core of the game is the same for all versions. Where possible, I have integrated information relevant only to the NINA expansion. For a full explanation of the different versions, see "Anno 1602" or "1602 AD"? What are NINA, the Gold Edition and Konigsedition? How many different versions are there? below. Anno 1602 is well documented in German, with many fan sites and a published strategy guide by Markus Betz. A basic German FAQ was written by stormbringer in 1998. It was translated into English by Manny and Neferankh, but is no longer online. This FAQ attempts to take a slightly different approach: To pool a lot of knowledge found on forums into a single English language reference document, with a walkthrough, strategy guide, technical support notes, and lots of data. This FAQ was awarded the title "FAQ of the Month" for April 2003 by GameFAQs. Cool. You may notice that some names are used inconsistently. For example "Alcohol" is interchangable with "Liquor", and there are several different variations on "Fire Department". Some of these reflect laziness on the part of the author, some reflect inconsistency between the game and manual, others reflect translations of words from one language version of the game to another. Common sense should hopefully be sufficient to determine what names refer to what things. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 1.2 Credits and Legal This FAQ was written by Tim Howgego (also known as timski), copyright 2003- 2005, unless otherwise stated. Errors and suggestions should be reported to tim (at) capsu (dot) org. Please put "1602" somewhere in the email subject field. This FAQ includes ideas and strategies posted on Sunflowers' forum (both http://forum.sunflowers.de/ and the old Sunflowers' forum), the official site ( http://www.anno1602.de/ ), and found lurking on fan sites, especially Manny's (now offline) and http://www.anno-zone.de/Charlie/index.html (archive of http://www.tat.physik.uni-tuebingen.de/~kaufmann/ANNO1602/ ) - contributors are noted with the relevant text. Special thanks to prolific forum posters like FrankB, Budgie, Zomby Woof and Gunter, without whom this FAQ would be much less detailed than it is, and Manfred for (among other things) posting these words in December 2000: "There are so many questions and even more answers on this board, it'll take a life time to re-read all the posts and put them in a halfway decent order..." This FAQ is in the public domain: You may copy and repost this FAQ, but the content of the document, including the credits, must remain unchanged. Informing the author that you are hosting it is appreciated, but not mandatory. Ensuring you host the most recent version is also appreciated, but not mandatory. If converting from text to HTML, please note the use of fixed width text in diagrams and greater/less-than characters. Trademarks and copyright are owned by their respective trademark and copyright holders. This is not an official FAQ. It is not endorsed by the game's developers or publishers. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 1.3 Version This is version 1.03, 8 February 2005. City gates, fishing grounds and various minor changes and URL fixes. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 1.4 Most Frequently Asked Questions The most frequently asked question is "how do I load troops onto my ship?" This is totally unintuitive because it needs more than a simple mouse click. The answer: Move the ship next to the coast; select the military unit(s) to load on the ship; [Ctrl] + click on the ship; the unit(s) will board the ship. Those purchasing budget versions of the game often ask (or should ask) about the manual, which is on the CD, but with no indication that it is lurking there - see Where is the manual? under Gameplay. The most frequently asked technical issue relates to Windows 2000/XP crashing sometime after play starts - see Does the game run under Windows XP/2000? Why does it crash during battles or after an hour of play? Got any troubleshooting tips? under Technical Issues. Those who are inclined to cheat often either cannot get the cheat codes to function, or spend hours inputting hoax codes - see What are the cheat codes? under Cheating, Editing and Custom Scenarios. The most common strategy questions relate to making money early in the game (read some Initial colony building strategies, and examine some Tax strategies) and getting Tools (see Where do I get Tools from? How do I mine? under Gameplay). ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ============================================================================== 2. INTRODUCTION ============================================================================== 2.1 What is Anno 1602? Anno 1602 is a real time strategy game, set in the Early Modern (around the 17th century) period of history. The game is based around colony building and resource management on a series of small islands. It includes aspects of exploration, combat, diplomacy and trade. It is set in the same period as Sid Meier's Colonization, but involves more detailed colony management, with no "Old World" politics. Parts, like expansion and movement of resources, are similar to the early Settlers games. 1602 is an economic, rather than combat, orientated strategy game. Players are rarely challenged in battle. The game design is noteworthy for its attempt to implement a 'progressive' AI (Artificial Intelligence). This should mean that the pace of the game changes in response to how quickly players act. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 2.2 Who developed Anno 1602? The game was developed by Sunflowers Interactive Entertainment Software ( http://www.sunflowers.de/ ) subsidiary, Max Design. Programming was by Albert Lasser and Wilfried Reiter, animation and artwork by Ulli Koller and Martin Lasser, music by Marcus Pitzer, and production by Juergen Reusswig. The game was published variously by Bomico (first in Germany), Infogrames, GT Interactive Software, Infogrames again, and Electronic Arts. It sold more than 1.7 million copies worldwide. Albert Lasser and Wilfried Reiter originally wrote "1869", a 1992 DOS/Amiga game set in a similar historic period, but with more emphasis on a trading from a single ship. Anno 1602 has a sequel, Anno 1503/1503 AD, released in 2002/2003. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 2.3 What are the minimum requirements? Windows 95/98 (can normally be made to work with Windows 2000 or XP - see Technical Issues below for tweaks and fixes), Pentium 100, 16MB RAM, 2MB PCI graphics card, 4-speed CD-ROM drive, 85 MB hard drive space, SoundBlaster or compatible with DirectX support, and mouse. The game requires DirectX 6 or later. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 2.4 "Anno 1602" or "1602 AD"? What are NINA, the Gold Edition and Konigsedition? How many different versions are there? Anno 1602 was first released as a German title in 1997. In 1998 Anno 1602 was released in Europe and Japan, with versions in English (United Kingdom), French, Dutch, Spanish, Italian, Polish and Japanese. This second release is sometimes referred to as the 'International' edition. An expansion set "Neue Inseln, Neue Abenteuer" (NINA - New Islands, New Adventures) was released for the German version in the same year. Shark_Dus lists NINA's features as: "Map editor, Watermill, Option to release unused military, Option to sink unused ships, Subdirectory 'own scenarios', Additional videos, Additional music, Extended limit of 33 ships, Extended limit of production facilities (in total and per island), A frame showing the current screen on the survey map [this appears in some of the International versions too], Warehouse/market opens with a double click, More activity on the ocean (whales, dolphins, octopus), More activity on the streets (children running, a gambler in front of every market), Volcano eruptions from time to time, Better AI, 20 additional scenarios in 6 campaigns, 7 new singleplayer scenarios, 30 additional multiplayer-scenarios." In 2000 the game was released in North America and Australia as "1602 A.D.", a version that included the original game, expansion and patches. An 'International' (primarily United Kingdom and Dutch) "Anno 1602 - Gold Edition" was released in 2000/2001, which similarly contained the expansion and patches. This version almost wasn't produced at all (Infogrames rather lost interest...), and it was not widely distributed. From Shark_Dus: "[Germany] also had an additional mission pack, 9 months later, 'In the name of the king' ('Im Namen des Konigs') from a different publisher (but authorized by Sunflowers): 27 scenarios in 6 additional campaigns, 8 single-player scenarios, 5 multi-player scenarios." The final German version was the Konigsedition (Kings Edition), released in 1999. It included the original game, *both* expansions, and patches. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 2.5 Where can I get demos and patches? Demos and current patches are available from Sunflowers, http://www.sunflowers.de/english/support/downloads.php and http://www.anno1602.de/ . From Jochen Bauer: "Do not use the patches with the US version of 1602. - Patch 5 for Anno 1602: Download Patch 5 and follow the instructions of the installation-assistant. This patch is for all players who have installed Anno 1602 without the expansion set 'New Islands, New Adventures'. This patch is only for German versions of Anno 1602. - Patch 5 for the expansion set 'New Islands, New Adventures': Download Patch 5 and follow the instructions of the installation-assistant. This patch is for all players who have installed Anno 1602 and the expansion set 'New Islands, New Adventures'. This patch is only for German versions of the expansion pack 'New Islands, New Adventures'. - Patch 1.04 for the Dutch version of Anno 1602: Download Patch 1.04 and follow the instructions of the installation-assistant. This patch is for all players who have installed Anno 1602 - Dutch version. - Patch 5 for all countries except Japan and Netherlands: Download the soundpatch and follow the instructions of the installation-assistant. This is a patch for all international versions except the Japanese version of 'Anno 1602 - Creation of a New World', which fixes the double sound problem with some PCI sound cards running under Windows 98. - Patch 2 for the Japanese version: Download the Soundpatch and follow the instructions of the installation-assistant. This is a patch for the Japanese version of 'Anno 1602 - Creation of a New World', which fixes the double sound problem with some PCI sound cards running under Windows 98." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 2.6 What expansions and addons are there? The only Sunflowers expansion is NINA (Neue Inseln, Neue Abenteuer/New Islands, New Adventures), which is included within 1602 A.D. and Gold/Kings editions by default. NINA was only released as a stand-alone expansion in German. A second expansion, Im Namen des Konigs (In the name of the king), was also released only in German, and is also included in the Konigsedition. Unofficial addons have appeared, including "Pirate's Isle" and "A.D. - The Conquest Continues". Various custom scenarios are also available for download and use by those with NINA based versions - see Where can I get custom scenarios and maps? How do I play them? below. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 2.7 Can I run the game on Linux? Officially no, however - from cipher: "This game almost works on Linux completely. Only thing that I haven't been able to get working is the Multiplayer feature. The single player works fine because when you hit the single player button it loads it within the same screen. Multiplayer, however, loads a new screen from what I've been told and that causes it to freeze (using 100% CPU, and due to Dxgrab, mouse is stuck in the window). I've been using Winex to try this game." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ============================================================================== 3. GAMEPLAY ============================================================================== This section contains short answers to specific commonly asked questions. Associated Strategies are contained in a later section. For gameplay related 'exploits', see Are there other gameplay 'cheats'? below. This section assumes one has at least skimmed through the manual, attempted to play the game and/or completed the tutorials: It does not cover absolutely everything, just topics which have confused new player enough for them to ask the question. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.1 Essential Concepts ______________________________________________________________________________ 3.1.1 How are resources revealed? Sail your ship to close to each island. Once stopped, selected the 'eye' icon, which explores the island. You must let the red bar around the eye fill to complete exploration. Exploration will determine what special crops can be grown, and what ores (if any) can be mined. Special crop are Cocoa, Cotton, Spices, Sugarcane, Tobacco and Vines. Grain and trees do not require specific soils, and can be grown wherever there is room. The same applies to the grazing of livestock. Once explored, suitability is shown by moving the cursor over the island: It will display something like "Cocoa 100%, Cotton 50%, Spices 100%", meaning these three crops can be grown here, but if Cotton is grown, half the crop fields will fail. Iron ore deposits are shown as a pair of hammers over the mountain. Gold deposits appear in a similar way. Islands without mountains do not contain ore deposits. Lord Khang has a warning about exploration: "I prematurely ended my 'scouting'. When I came back to finish scouting it did not give me the scout out island button again. Later in the game, after the computer had settled that same island, I went and looked at it and bingo, the computer had dropped a gold mine in one of the mountainsides... I needed the gold, so I whacked him, but it would not let me build a Gold mine in the same mountain." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.1.2 How is territory gained? You may only build in territory within the service area of your Warehouses and Market places. Initial colonization requires a Warehouse to be built. The Warehouse is the only buildings that you build from a ship moored next to the island. The ship needs to have the required materials (6 Wood, 3 Tools) and you also need 100 coins available. For further expansion into new areas of the island, you must build Market places. Build these at the limit of your existing territory and if the territory was unclaimed, your territory will be expanded. If the territory is already claimed by another player, you'll need to destroy their Market places, Warehouses, and any military towers using your military. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.1.3 What limits how I develop colonies? Individual buildings require different volumes of raw materials - coins, Wood, Bricks, Tools and/or Cannon. Most buildings are only available to build once you have met or exceeded specific population requirements. These requirements involve having a minimum number of people at a certain civilization level. There are five levels, starting from Pioneer, which is what you get when you build new housing. A list is contained within the Building and Industry Data in the appendices. All housing requires Food. In order to develop, housing must be supplied with different goods, and provided with access to different facilities. For example, to develop from Pioneer to Settler, the population must be supplied with Cloth, and have access to a Chapel and Market place, in addition to being fed and not being over-taxed. Basic demands can normally be met from one island, but the higher civilization levels require many goods, some of which must come from other colonies. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.1.4 How does cashflow work? What costs are there? Taxation is the main source of revenue. Civilization level is the primarily determinant of taxation. The most advanced (Aristocrat) housing can house 20 times as many people as the basic (Pioneer) housing. More people means more potential tax revenue. Buildings require coin to build, in addition to construction materials. Buildings, except houses, have an operating cost, which needs to be met. In some cases this can be reduced by de-activating the building. Ships and ground units require coin to build/train (in addition to construction materials. Military units require upkeep to be paid in coins. Ships may need repairs if they become damaged, which requires repair materials (Cloth and Wood). From Robitoby: "Tax collection and taking away the production-costs from your money, happens all together within 60 seconds at speed F5. Means if one of your inhabitant-groups says you get 500 gold it would mean you'll have these within 60 seconds." Trade with other players, Free Traders and pirates is based on exchange of coin for cargo. Trade with natives does not require coin - one exchanges cargoes. All coin expenditure and revenue is shown on the Player Status screen. Military upkeep is included with Military Cost, not Operating Cost. Certain expenditure, like trade, is only partly averaged out over time. This can lead to temporary oddities and extreme values, notably when reloading a game. Shark_Dus writes: "The financial data is updated constantly. The irritating thing is, that the AI of the game splits your trading volume (sales and purchases) in 10 pieces and spreads this volume over 10 consecutive cycles (1 cycle = approximately 1 minute). Then it averages the last 10 cycles, so that the financial data shows some purchase even when you did not purchase anything within the last 9 minutes." Coin is pooled across all islands - there is only one treasury per player. This varies from commodities/production, which are island-specific. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.1.5 Must I keep my people happy? Ensure that they don't become unhappy for long. Unhappy residents will leave and cause housing to decay. Mildly annoyed residents will not develop their houses. Happier residents may allow taxes to be increased, and will eventually fill available housing space. It is important to differentiate between demands and needs. Demands are those things the population want to upgrade their houses. You do not have to meet those demands for the current population to remain happy. For example, Settlers would like a Tavern, because it is one of the things that will allow them to upgrade to Citizens; however Settlers do not need a Tavern to remain happy Settlers. Needs are more critical: For example, deprive the population of food and they will become unhappy because they are starving. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.1.6 Is territory important? In order to develop many facilities, you will need a lot of space. Cities need as much space on one island as possible, in order to fit in all the public buildings needed by advanced civilisation levels. Some or all of the city's demands can be produced on other islands, and then shipped to your main city island. Sometimes you will not be able to control all the territory you need to produce everything, and will be forced to trade with other players. Although multiple players can settle the same island, this leads to tension and war, and the relatively small size of most islands means it is common for one player to wholly own each of the islands they have colonies on. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.1.7 How do service areas work? Buildings that produce things need to have access to the raw materials they need within their service area. For example, for a Weaver's hut to function, it needs to have sources of Wool (Sheep farms or Cotton plantations) in its service area. Alternatively, both industries need access to a Market place or Warehouse on the same island. The overall transport requirement tends to be lower when industries can find the raw materials they need without using Market places, although with clever colony design, Market place based supply can be the most efficient. The service area is the highlighted area you see around the buildings when you build or click on it. The same logic applies to public buildings, but in reverse. For example, only housing in the service area of a Fire department will be protected when fires start. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.1.8 How do roads and carts work? Most buildings need to be linked with roads. Roads need to touch at least one square of one side of each building. Buildings do not need to be aligned to roads. Road connections make buildings accessible to carts and fire trolleys. Buildings that produce items will store them in the building after production. Production buildings have limited storage capacity. If storage capacity is filled, production will stop. If a road connection is available, a cart will eventually run out from a nearby Warehouse or Market place, pick up the stock and return. Once the stock has arrived at the Warehouse or Market place, it is available for other uses on the same island, or shipment elsewhere. Each market place adds two carts. Travel speeds can be increased by paving the roads (cobbles and squares). Having good road networks and enough carts to service all your buildings is essential. There are two exceptions to cart transport, both involving industries that source their raw materials by using donkeys or walking to the supply of raw materials: (1) Stonemasons will walk to the Quarry, mine stone, and then bring it back to the Stonemason's hut. In this case, carts will never take stone from the Quarry - they will only transport Bricks created at the Stonemason's hut. (2) In certain other cases, such as Sheep farms, Weavers will walk to the farm to fetch the Wool, so roads are not required. However, any excess Wool that needs to be moved into your warehouse does require road access. Not placing roads in the last case prevents large excess amounts of production from being stored. The second case applies to most basic farm types, Ore smelting, and shipyards. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.1.9 How does production work? Primary production involves growing and harvesting crops or livestock, or mining. Secondary production is often needed to process these into useful goods. Most production is a simple case of taking one raw material to a processing industry, and returning with the finished product. In a few cases, two items need to be used for production to occur. For example, Ore smelters require Ore and Wood to produce Iron. Sometimes more than one production process is needed. For example, after Iron is produced it is made into Tools or weapons before it has any proper use. End products are consumed by your population, or used by your military (ships, troop training, etc). Appendix B shows Production Links, appendix D shows Production Efficiency. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.2 Setup and Interface ______________________________________________________________________________ 3.2.1 Where is the manual? Earlier versions shipped with a printed manual. Later versions (including the US version) have a manual as 1602manu.pdf on the CD, which opens in Acrobat Reader. [This is asked quite a lot.] ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.2.2 What are the differences between continuous play difficulty settings? Based on the observations of Charlie, when comparing the Easy and Difficult settings: 20,000 starting coins on Easy, 10,000 at harder settings; 30-50% less chance of finding suitable land for crops at the hardest setting; 75% less chance of finding large (endless?) ore deposits at the hardest setting; less chance of finding treasure at harder settings; pirates in all except the easiest, with increased pirate activity at harder settings. You cannot opt to have fewer AI player opponents in the continuous game. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.2.3 How do I pause? Press the Pause key. From Helen: "Or press [alt]+[tab] to pause, the game minimizes. Or you can press the question mark, the statistics comes up, and pauses the game aswell." MWHC has a method that allows one to pause and view the map (may not work on all versions): "Shift+P will bring up the screenshot window. Move it aside to gain a view over your island. When you are done, just move back your window and cancel the 'save'-window." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.2.4 How does the game end? Scenarios have specific objectives which you must meet - often related to population. Continuous play mode has no fixed objectives, and it is up to the player to decide when to finish. This can confuse some players, who defeat all the other players and expect the game to end. Games may be played to maximise Final Score, details of which are given in the appendices. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.2.5 Can you change the names of colonies and ships? Yes. Manfred writes: "Click on your City or Ship name tag and use 'backspace' to erase the old name. Now type the name of your choosing (for example, 'Cottonville' for your cotton producing island) and hit 'enter'." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.2.6 Is there an undo button? No. Reload a save game if the problem you wish to undo is dire. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.2.7 How do I meet a 'balance' objective? Shark_Dus writes: "There are two different types of balance: (1) total balance = tax income+trade income - production costs+military+purchasing goods; (2) trade balance = only traded goods count (sales and purchases)." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.2.8 Can I see the objectives during play? Yes. Nemo writes: "Select the options screen. Above the floppy disk icon for loading/saving games, click on the capital 'A' (A = Assignment)." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.3 Resources ______________________________________________________________________________ 3.3.1 Where do I get Tools or Ore from? How do I mine? Initially, buy Tools from Free Traders or Pirates, or buy Ore from traders, smelt it and then make Tools. Tools can initially be brought for 71 coins (or just above), more later in the game. Robitoby writes: "The free traders have inexhaustible tool-stock as long as no one started to produce them. Once someone produced the first tools, their stock gets down until they have to buy from someone who sells them." Remember that your initial ship normally carries a large number of Tools. Budgie adds: "In case you buy Ore from the Free Traders - pay no more than 45 coins per ton." Manfred writes: "As soon as someone on the map has a mine, even if it's you, the traders will sell ore." Dread Pirate Terry writes: "To get more tools you have to have settled on an island with an ore deposit (hammers circling above an ore nugget above a mountain). After you have 120 settlers you will be able to build a small ore mine in the side of the mountain. Next you build an ore smelter (ore plus wood goes in, iron comes out). When you build a tool maker, every ton of iron is turned into two tons of tools. For efficiency, it's good to have a marketplace close to the ore mine, along with the smelter and tool maker for speedier transport between the different parts of the production chain." Budgie adds: "The first one to start working is the smelter. He needs ore and wood. When you have it in your marketplace, he sends a mule to get it automatically. As soon as your smelter produced his first iron, the toolmaker will take it to work it up." On stone quarries, Budgie writes: "You can place a quarry only at the bottom of medium or large mountains. Make sure the place is within the influence area of your marketplace or warehouse. When you got a suitable place (must be a straight line of rocks) you will see a flashing quarry silhouette." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.2 Why does my mine not extract ore from a deposit? From the official FAQ: "You probably built a normal iron mine, whose supply is eventually exhausted. Now you have to build a deep iron mine to get at the rest of the ore." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.3 Where did my gold or ore deposit go? Ore deposits may eventually be exhausted due to mining. From FrankB: "If you don't have a mountain with endless ore, your deep iron ore mine will run out after 240t of ore (that includes the first 80t you already mined with the small one). Generally, there are three ore deposits possible: small (80t), big (240t), and endless." Robitoby comments: "The deep ore-mine has 2 possibilities, but you will only know which one is the case after you built it and let it work for a while: (1) Deep ore-mine runs out after 240 tons have been delivered. (2) Deep ore-mine is inexhaustible." All big ore mines on the same map will be the same type - all either finite or all inexhaustible (from Sir Henry). In later versions, volcanic eruptions will make any deposits in volcanoes impossible to mine. Gold deposits are not exhausted by mining. However, destroying natives on the same island may remove any Gold deposit. Guardian suggests this only occurs in later versions of the game, not in the original. From robbie47: "When the natives have explored the goldmine [and you then destroy the natives], the gold will be gone and the headman's curse will prevent you from getting any gold. However, when the gold is within their territory but they don't have a mine, it's yours after you conquer their land. The headman will curse you, but that does not make a difference to the gold." Sir Henry explains the game design logic behind Iron being exhuastible and Gold generally being inexhuastible: "Iron ore is only needed as long as you build. Once you have built everything you do not need any ore/iron/tools any more. That's why ore deposits may be exhaustible. On the contrary, gold is needed even after building is finished, that is why gold deposits are inexhaustible." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.4 Where is the gold? Gold deposits tend to be in short supply on most maps, however there is normally at least one deposit. However, as Gunter notes: "In some of the continuous maps there's no gold, it's one of the few bugs of the game. I suggest that you restart with another map." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.5 Can I have Aristocrats without Gold? From FrankB: "To be exact, your people needs one ton of it to upgrade - provided you have for at least a short time full supplies of all goods. After the first house upgraded, you can stop delivering jewelleries - lower the taxes a bit, and your people will be happy (they will demand jewellery, but even without it you can get monuments)." From Dread Pirate Terry: "Aristocrats with jewellery pay 35% taxes, those without pay 31-32%." For a slightly under- hand method of creating small volumes of Gold, see Are there other gameplay 'cheats'? below. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.6 What are north and south islands? Islands in the north of the map tend to be suitable for farming Tobacco, Vines and Sugarcane. Islands in the south tend to be suitable for farming Cocoa, Cotton and Spices. From anto: "Islands with palm trees are the southern, and the ones with pine trees are the northern." Grain, Wood and livestock will grow fully any island. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.7 How do islands vary is in size? Manfred writes: "There are five size categories for islands in 1602: (1) large, size 100x90, file name laryy.scp; (2) big, size 70x60, file name bigyy.scp; (3) medium, size 50x52, file name medyy.scp; (4) small, size 40x40, file name mityy.scp; (5) little, size 30x30, file name lityy.scp." Guardian adds: "The large type came with NINA." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.8 Why are my crops dying? During droughts all crops will die - there is nothing you can do about this, except wait. You do not need to replant drought-afflicted crops. A proportion of special crop (Tobacco, Vines, Sugarcane, Cocoa, Cotton and Spice) fields planted on islands with less than 100% suitability, will die. Neferankh writes: "No matter how many times you replant, the crop will not grow on all squares unless your island has the crop at 100%." Charlie discovered a pattern for which fields dry up and which do not on 50% suitable islands. The pattern, three blocks of which are shown below, repeats across the island. "F" shows fields which will not dry up, "-" indicates a field that will dry up: ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ F - F F F - F F F - F F F - - F F - - F F - - F - F F - - F F - - F F - F - F - F - F - F - F - F F - - F F - - F F - - F - F F F - F F F - F F - - F - - - F - - - F - - F - - - F - - - F - - ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.9 Why do wild animals die? Deer require a mixture of trees and open land to survive. Eric Lorah writes: "Apparently even too many trees will kill them." Robitoby writes: "Deer/elks die when they eat Tobacco/Spices/Cotton/Sugarcrane, no matter if the balance of wood-free fields still is good for them. Strangely they survive eating wine." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.10 Are patchy green/brown areas of land less fertile? From the game's readme file: "Some islands not only have fertile topsoil, but also desert and steppes. If you plant crops in one of these areas they will grow more slowly." From robbie47: "It is less fertile soil, the agricultural production is supposed to be lower there. I actually never noticed a difference though." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.11 Can I clear mountains or rocks? No. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.3.12 What areas of water provide fish? Mamayourpeoplearehungry, translating AnnoPhil: "The transition from the country to deep lake goes over the following stages: (1) Country - no fish. (2) Embankment - no fish. (3) Beach - no fish. (4) Shallow water - no fish. (5) Shallow/middle water - fishing area. (6) Middle water - fishing area. (7) Middle/deep water - fishing area. (8) Deep water - no fish. Fishing is not possible either directly on the bank nor in the open sea." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.4 Colony Buildings ______________________________________________________________________________ 3.4.1 How do can I build a ...? Buildings require construction materials, coin, flat land, and certain population requirements to be met. For requirements, see the Building and Industry Data in the appendices. Construction materials must be available on the island you are trying to build, meaning in your Warehouse on that island; not in your ship's hold (except for the first Warehouse on an island), or on another island. You can only build within your territory (see How is territory gained? above). ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.4.2 How do I demolish buildings? Use the demolition (hammer) tool on the build menu. Llgrzzy adds "...also you can delete an area by left clicking where you want to start and drag the mouse to the spot you want to stop." Helen notes: "If you want to delete your warehouse, you have to demolish all buildings first on the island." Also, take care when deleting market places - you can give up settled territory. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.4.3 What do Gallows do? From Eric Lorah: "There is a thug/robber that goes after the cartmen. The gallows is supposed to keep him away." Zomby Woof comments: "The thief only appears on islands with houses on it." FrankB comments: "I do not build the gallows anymore; I could not see any effect of it, I do not like it, and it costs me money. The robber appears with and without gallows." Carl's experience: "I put a hangman [Gallows] at a busy intersection near the warehouse. The little green mugger dude came out of the house right there on that corner and thumped the cart guy and took his goodies. Right in front of the Hangman." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.4.4 How do I get a monument? Mircea writes: "You get a monument (Arch of Triumph) every time you defeat an enemy and one when pirates are defeated [if the scenario specifies them as enemies]. You get a Gold Statue after playing the game for 30 minutes on normal speed, with your people 'happy'." Your population need to be at least Citizens. FrankB adds: "Have a look in your build menu, public buildings. There you will find the triumphal arches [and other monuments], provided you really defeated the AI." Normally there are no more than three opponents. However, Charlie reports that if sufficiently large empty islands remain after defeating the original opponents, new competitors will emerge. This may allow many more Arches of Triumph to be built. Palaces and Cathedrals can only be built once per game. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.4.5 What do Palaces, Arches of Triumph and statues do? They look great :-) . On Palaces, Robbie47 adds: "And you can increase the taxes for a while." Charlie suggests this effect lasts no more than 30 minutes. Zomby Woof adds: "Same effect with the cathedral." You can only have one Palace and one Cathedral, but you may have many statues. From Eric Lorah: "You get one statue for each 'satisfaction' point." Dread Pirate Terry writes: "I only build statues and monuments on palace islands when I'm feeling particularly vain. ... Monuments just take up space that can be better used for something productive." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.4.6 Do I need Schools if I have Colleges, Chapels if I have Churches, and similar? No. So long as the higher-level building covers the houses covered by the earlier building, you do not need to retain the earlier public building. Manfred writes: "As soon as you can build the church, you can destroy the chapels within the influence area of the church. Same goes for cathedral/church and college/school." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.4.7 What are the advantages of stone roads and squares? Carts move along them quicker. Stone bridges cannot burn, like wooden ones. The game's readme file says: "Dirt roads are slowest and squares are fastest." Charlie, citing Gamestar July 1998, suggests carts move 30% quicker along paved roads. Stormbringer comments that Squares allow market carts to run diagonally, thereby reducing the time taken to move along a diagonals and to turn corners. From Robitoby: "It seems like the cart-drivers are moving even faster on squares than on stone-roads ... [but] the mule will be slow as hell always. ... Square 3 is fastest. I checked it. On squares the cart driver is even faster than on roads and on square 3 he moves fastest." Dread Pirate Terry notes: "The added speed on squares doesn't matter much in the case of the cart-pushers BUT, it can make a difference to the fire-fighters and doctors." Manny adds: "Squares have another advantage over dirt and cobblestone roads: they don't get destroyed during volcano eruptions." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.4.8 Why can I not build across a river? Rivers can only be bridged at straight sections of the river, not on corners. AnnoDan1602 notes: "I put 10 bridges next to each other over a river. Then one of my wagons started going up river on the bridges, using them like a normal road." City walls cannot be built over rivers except by the coast. From chrishillcoat: "You can build walls over the mouth of a river... but you don't need to build them over rivers, because they stop soldiers getting through anyway." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.4.9 How do I build Warehouses? The first warehouse on an island is built from a ship moored on the coast - the ship must have the required construction materials onboard. From Robitoby: "You only can build warehouse II, III and IV above an already existing warehouse." Under normal circumstances, you can only have one Warehouse per island. FrankB notes: "There is a limit for the number of players (i.e. human and AI player, pirates and natives) settling on one island - and I think it was seven." Sandmonkey adds: "When you build a warehouse, 1T of food is automatically placed there. ... But they also never eat that 1T of food, no matter how long it sits there." An exception to the one Warehouse rule, from joe_44850: "After defeating one of the Pirate's docks (they had 2 on one island), I was able to place a warehouse on it. Then, on the other side of the island, I destroyed the Pirates hideout, and was able to place a second warehouse on the same island." Gunter, "...found that there seem to be 2 sorts of pirates' warehouses which behave differently when you delete them (provided that you deleted also all his towers before): Either all the pirates' nest is deleted immediately when the warehouse falls in ruins (which happened to me all the time until now) or you can replace the pirates' warehouse by an own one. ... I found out now why sometimes a pirates' warehouse doesn't disappear as soon as it falls in ruins: it depends if there's still a food supply (hunters, fishers) with it. When you have shot these as well (and there are no more towers in the nest), the warehouse disappears immediately and all the other pirates' houses, too. This means that you can always replace the warehouse with your own one, as long as you don't destroy its food supply." In normal play, two pirate bases on one island is unusual, but this situation can be created using a custom scenario. Nemo has another possible method (unconfirmed): "The marketplace was directly on the coastline. When I sailed next to the marketplace the ship's 'cargo crate' icon appeared. It was then possible to 'trade' directly with the marketplace." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.4.10 What do docks do? You do not need docks to dock ships, as Lord Khang comments: "I deleted the piers and completely surrounded my warehouse with stone defence towers. ALL ships (my own, free traders, computer AI) still managed to 'dock' at it and conduct trade as usual." Shark_Dus adds: "The docks don't increase the influence area of your warehouse. The influence area (lighted area if you click on the warehouse one time) is fixed." Zomby Woof writes: "You can use them as a road, for example to reach a mine which you can't reach with normal roads because the mountain is standing too close to the shore. Or you use docks to reach your fisher huts so you can save some squares of room to build other things." BigTiny adds: "By your warehouse, they will allow soldiers to go around the corner." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.5 Colony Development and Events ______________________________________________________________________________ Colony Planning and Building strategies are given in a later section. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.5.1 What does a question mark above a building mean? It means production is currently not occurring even though the building is turned on. From Manfred: "The reason can be: (1) The resources necessary for production do not exist or are not in reach. (2) The resources have to grow, i.e. forester/trees or cattle farm/cattle. (3) The building was placed in an unfavourable spot (fisher hut with too few fishing grounds within service area), or the plants for a plantation have not been planted at all. (4) A mine is completely exhausted. (5) An often appearing question mark requires a thorough investigation of the efficiency of your building and possibly corrections." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.5.2 Why aren't my houses developing? You are not meeting enough of the requirements (click on them with the information ("?") menu showing to see what they need, or whether they are unhappy), or construction materials for upgrading houses are not available. If you have such materials in stock on the island, check that you are allowing your residents to access them. Do this by ensuring the 'materials to population' icon, seen when clicking the Warehouse, is not crossed out. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.5.3 Do I need housing on production islands? Zomby Woof answers: "No, you don't need inhabitants on production islands. There is no effect on production efficiency if you build houses there." Workers count towards your total population, regardless of whether there are houses for them. Folgra writes: "When you build a building, it comes with its own labor. This lets you settle feeder islands without having to make housing or supply food." Shark_Dus adds: "Production efficiency depends on fertility, influence area, distance to a marketplace... but there is no dependency from the size of the population." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.5.4 How much of ... will my population need? A utility called 'Milan's 1602 Calculator' can be used to calculate these requirements - it is available from http://www.annopool.de/index.php?subcat=9 . A table of Population per Industry can be found in the appendices. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.5.5 What can I do about plague? Neferankh writes: "When a house is infected with the Plague, a skeletal figure with a scythe appears above the house swinging the scythe back and forth." The solution is to build Doctors, and ensure all of your houses have access to the Doctor(s). Road access is not always required, but they must be in a Doctor's service area. Doctors require 50 or more Citizens. If you are unlucky, it is possible this level of development will not have been reached before plague strikes. There is another method, see Are there other gameplay 'cheats'? below. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.5.6 Why do fire carts not come to put out fires? The building needs to be in the service area of a Fire department, with a road link between the two. There is an occasional bug that prevents fire carts appearing. FrankB writes: "All you need to do is not to build your fire brigade right beside a house or a market place." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.5.7 Why do opponents not advance? Neferankh writes: "In most cases, the reason your Opponent isn't expanding is because he doesn't have enough of the right islands. Sometimes these islands don't have to be large, either. Check your Opponent's island. What can he produce at 100%? Does he have islands available to settle which give him the products that he doesn't have? If these islands aren't available, make them available by deserting some of the ones you have settled and let your Opponent settle them." From vipris: "The opponents normally chose an island with iron ore, they build some markets and when the mountain is too far from this markets they don't advance. I don't know why they don't build more markets, I guess the AI doesn't want to spend more money." Gunter theorises: "Just remember what the manual says about it: The AI is programmed to follow the development of the Human Player. This means that if the AI has an advanced settlement but the HP [Human Player] hasn't, the AI will try to fall back to the level of the HP and therefore has to destroy everything which is more advanced." To which FrankB responds: "The AI is not willing to destroy its aristocrat buildings. The AI adapts itself to the Human Player (I wouldn't say it follows him), but I think that is more related to the speed of its development and to the actions of the Human Player (for instance, if you build a new ship, the AI will also try to build one)." Rendell writes: "I started a scenario, saved the game looked around the map and then reloaded. About 15 minutes later I realized that one of the computer players hadn't formed a town. I looked and their ship was still sitting at the starting location. Finally after several hours of play the other computer player expanded to a new island and then the 'stuck' computer player immediately also built a warehouse on that island, but then only had room for a foresters hut since they were choked out by the one that had expanded there." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.5.8 How much is buried treasure worth? 1000 coins. Treasure can be uncovered occasionally whilst you are building your colony. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.5.9 What triggers bankruptcy? From muke09: "I think its time based. My debit was -10,000 and I climbed to - 1, then, the cool little jail scene showed up." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.6 Trade and Diplomacy ______________________________________________________________________________ 3.6.1 How to set transport routes? Stefanus Franzosus answers: "(1) Select the ship you want to send to your other island. (2) Click the auto-trade icon on your sidebar. (3) Click one of the bars with two blue areas beneath it. (4) Click on the island you want to trade with. (5) Click on one ore more of the panels, then select the goods you want to trade. [The arrow pointing right indicates loading, the left, unloading.] (6) Select your home-island at the second bar, as described by 3 and 4. (7) Select the same goods as you've selected before, but now click the arrow beside, so that it's pointing the other way. (8) Click the 'start auto- trade' button on bottom of your screen." Budgie adds: "When you've made your settings, you return to the ship menu. There you find a ship icon with a red cross. Click the cross, and the ship immediately starts its route. To pause the route, you can click that icon again or stop the ship manually." FrankB notes: "Your ship will not transport more than 100t of one good: Even if you set up a trading route to pick up 100t food on one island and another 100t on a second one, your ship will only load a total of 100t of food. But if you load, for instance, 100t food on one island and 100t spices on another one (or even on the same island), the auto-route will work fine." Neferankh writes: "The main thing to remember when setting auto-trade routes is that the ship, basically, does not know what it is picking up. Say, in your 1st destination, you load Good 'A' and Good 'B' into holds 1 and 2. At your 2nd destination, if you want to load more of Good 'A', you have to load it into hold 3 and then Good 'C' into hold 4. It is when you are unloading that the problem occurs. If Destination 3 is your unload island, the ship will unload by hold. If you ask it to unload Good 'A' and Good 'C', it will unload from hold 1 and hold 4. It will not look for more of Good 'A' in hold 3 unless there is none to start with in Hold 1. I generally try to unload in the same order as loading to make sure the Goods are removed. The above may be a little confusing because a ship will fill a hold from 2 islands under some conditions. If the 1st island has none of Good 'A' to pick up and Hold 1 is empty, I believe the ship will load Good 'A' from the 2nd destination into hold 1. I have had problems with ships when this occurs. If too many of the Goods are the same, it confuses the ship." PacificSeaMonger adds: "You can have 3 loads/1 unloads. For example, let's say you control three small islands, and they each produce spices. You set one ship to load up to 50 spice from each of the three islands, then unload the spices to the fourth." Neferankh agrees, but notes: "The problem occurs when you are producing heavy on any of your 3 loading islands. It will fill the holds but not unload them." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.6.2 What does the 'check your trade routes' message mean? It may mean there is a logic flaw in one of your trade routes. From Robbie47: "When you check your routes look for the following: (A) Wrong arrows (like loading everywhere and not unloading anywhere). (B) The warehouse you try to unload at is full. (C) When trading, your customer may not be buying right now. (D) The warehouse you try to load at is presently out of stock. (E) When trading, your supplier may be unwilling to sell right now." You may not find any problems. From Manfred: "The message starts the first and the third time one of your ships tries to load/unload without success, either because the warehouse at destination is full or the origin warehouse does not have enough goods available." Lord Khang writes: "Solution: Program Files/1602ad/speech8/610.wav. Deleted it, and it never bothered me again." WGaryB writes: "I took this [any] .wav file, renamed it 610.wav and replaced that annoying 'Check your trade routes' message in the game. I renamed the original 610junk.wav (SPEECH8 directory) first of course." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.6.3 What are wagons for? From Gunter: "The wagon can be used only for trading with other players on the same island, like the natives or an opponent. It works like trading with your ships. Another possibility is also to use it for some extra storage." Wagons (or teamsters) differ from carts, which are used to automatically transport goods within your own colonies. Wagons are operated in a similar way to ships. Market wagons cannot be removed once placed, however they can be put to a creative use if not needed for trading - see Alternative uses for market wagons below. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.6.4 How many market wagons can I have? One per Warehouse. Gunter's method of creating multiple market wagons on the same island, is to build a Warehouse, create a teamster with market wagon, destroy the Warehouse, build a new Warehouse, and so on. He adds: "It depends on the size of the island how many teamsters you might get like that, since it seems that each new warehouse has be outside the range of the former one." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.6.5 How do I trade with Free Traders? To trade, set buy and sell levels at your Warehouse. There may not be any Free Traders initially, but Budgie notes: "As soon as you build a second warehouse, the traders will appear." FrankB adds: "If there are Free Traders, they will appear on the map as soon as you build your first warehouse. They will come to your warehouse, but will not move as long as there is no second one (AI warehouses also count)." In some scenarios Free Traders will never appear, but this a specific condition set in the scenario, and is not normal. BigTiny writes: "That black line indicates how much you are selling or buying. Those products should have an arrow pointing either in or out (buying or selling) in the upper left corner of their box. The color of that arrow matches with your selling or buying price line." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.6.6 What do Free Traders sell? From Shark_Dus: "The free traders only sell goods, which are produced by one of the players (iron ore excluded, they have a unlimited deposit of it somewhere outside the map." FrankB adds: "Tools and ore (after the first player started mining it) are always for sale. All other goods will be sold only if someone sells them to the Free Traders." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.6.7 Can I trade more from a larger Warehouse? Yes. The table below shows Warehouse trading capacity and the number of different sales and purchases that may be set at one time for different Warehouses: ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ Type Capacity (t) Purchases Sales ---------------------------------------------- Warehouse I 30 4 3 Warehouse II 50 7 4 Warehouse III 75 8 6 Warehouse IV 100 11 8 ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.6.8 Why are am I being attacked? Others players are rarely hostile without good reason. Pirates are the exception, since they are hostile unless tamed. FrankB writes: "Maybe you settled on the AI island (the same if the AI settles on your island), or there is a soldier on an AI island (even if the island is settled by two AI players), or the AI needs an island as their population is too big. Maybe you accidentally clicked on an AI battleship in battle mode... Or the scenario is set up so that the AI will declare war on you if you reach a certain level (for example, aristocrats) and/or the AI sinks below a certain level. ... If the AI does not find a suitable island (i.e. one with 100% of a missing good), it may settle on your island. As soon as the AI settles on your island, it will declare war on you - the AI just does not like you to be on its island." Guardian adds: "Be sure not to blockade their warehouse. Keep 3 tiles away, otherwise he will declare war to you." Folga comments: "I believe if your ship isn't armed and it's trying to load, you won't be attacked by the AI, assuming of course that you aren't blocking all access to its dock." Neferankh explains envy/pacifism levels (this is partly relevant to the editor, but the behaviour can also be seen in the standard game): "The left slider is 'Pacifism' and determines when, in the Computer's development, he becomes aggressive towards you. If you set it as high as it will go, the computer becomes aggressive as soon as his population drops below Aristocrat. If you are in a 'start from scratch' Scenario, he is aggressive towards you right from the start. If you leave it right at the bottom, he will not be aggressive towards you at all once he advances some houses to Settler. The right slider is 'Envy'. The higher the slider the longer it takes the computer to become envious of you. Basically, the more red showing on the slider the more aggressive the computer player is. When you make soldiers, you are exhibiting a sign of aggression. This production must add a factor to Pacifism/Envy to increase the amount of red. Similarly, settling on an island already occupied by a computer player is a sign of aggression. As well as landing a soldier on a computer's island." Natives rarely attack, and normally only because you have provoked them, specifically by moving military units into their settlement. Wars can be started accidentally, as FrankB notes: "You might have accidentally fired on their huts, trees or people." Eric Lorah writes: "I have found that it is possible to have the market wagon in 'combat mode'. If you accidentally have the wagon in combat mode and you click to close to the native chief's hut while trading, then you will be at war with the natives." Wargamerit notes: "If you shoot at trees in native's country, they take your shooting like an attack, and never trade with you." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.7 Pirates and Natives ______________________________________________________________________________ Strategies for dealing with Pirates and Natives and given in a later section. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.7.1 Where do pirates come from? Frieden answers: "There are three kinds of games: (1) games with no pirates; (2) games with pirates and you can defeat them so that they will appear never more (ships AND town must be defeated); (3) games with pirates and you can NOT defeat them. They will always appear from 'nowhere'. If there is a nice island free, they will settle. Maybe." Shark_Dus adds: "The pirates do not always have a nest. At the beginning of the game they come from outside the map and leave the map the same way." Neferankh writes: "If I recall correctly, a competitor's ships will turn into Pirate ships if they do not have enough materials on board to build a Warehouse or if there is not a suitable place for them to settle." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.7.2 How do you bribe pirates? Answer from Dread Pirate Terry (appropriately enough): "Go to the pirates' warehouse, with an unarmed ship [else they will shoot at you], click on the pirate and you have the choice of buying protection from the pirates or bribing them to harass one of the other players." Later in the game, the pirates' Warehouse can be found on one of the islands. At the start of a game they may not have a Warehouse. Disarm your ship by putting Cannon into the hold (or offloading them completely). Frieden adds: "Tribute is not forever; only for a while." Bribes will not work of you have settled the same island as the pirates (from FrankB). ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.7.3 Can pirates steal ground units? Yes, they are not restricted to regular cargo. Gunter clarifies: "Pirates definitely don't steal cannons on deck." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.7.4 What do native curses do? These occur when you destroy a native settlement. From Zomby Woof: "They mean you will get droughts, fires and plagues more often. Also, you can't trade anymore with the natives, and gold deposits which are under control of the natives will be destroyed." Also see Where did my gold or ore deposit go? above. Joe Cool adds: "Curses don't last forever. Maybe about 15-20 minutes of game play or so." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.7.5 How do I trade with natives? From FrankB: "Click on the chief's hut to see the goods the natives are interested in. If the highlighted area covers a bit of the sea, you can sail your ship there and trade. Otherwise, you have to build a warehouse at the island, clear the path to the natives, and send a teamster to them." Trade with natives is based on exchanging goods. Robbie47 warns: "Don't attack the natives: If you attack one tribe nobody on the map will trade with you again." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.7.6 Is it normal for natives to walk around my town? Yes. Don't assume they are invading you. From Zomby Woof: "They walk through your streets if your city is near enough to their village." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.8 Ships ______________________________________________________________________________ 3.8.1 How can I order soldiers to get into and out of ships? Move the ship next to the coast. Select the military unit(s) to load on the ship. [Ctrl] + click on the ship. The unit(s) will board the ship. To disembark, click in the ship's hold when you are adjacent to an island. [This is the most commonly asked question of all. "The soldier loading question comes up every few days since 1998." (from Manfred)] ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.2 How do I build ships and supply shipyards? From Dread Pirate Terry: "As soon as you have 120 settlers you can build a small shipbuilder (see the build menu). After you have your shipbuilder, and enough cloth and wood, you can build new ships and repair damaged ones. Its production is much faster if your shipyard is as close as possible to your warehouse or a marketplace." Wood and Cloth will be collected by donkey as required. The shipyard must have a marketplace within *its* radius. Ships need to be ordered at the shipyard, but once ordered, materials will be transported automatically. Large shipyards build smaller ships almost twice as quick as Small shipyards, but require 500 Merchants. FrankB writes: "To build big battleships with a small shipyard, you need a big shipyard, too. Select the big battleship from the build menu, but do not click on the build button. Then, go to the small shipyard, select it, and click on the build button - the big battleship will be built there. It takes a bit longer than on the big shipyard." Sometimes other players will sell ships, so you do not always need to build them yourself. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.3 Can I buy ships from other players? Yes. Alaskan writes: "When the game says 'a rival is selling a ship' just click the alert mark at the bottom left of the screen and you will be at the ship that is for sale. If you have the money and want it, just click on it and your flag will be flying on it. If you happen to be at war with the player you are purchasing it from, I would advise you to make all haste away from his walls and ships or else they will sink you." From FrankB: "The AI will sell ships only if it has enough wood and nothing else to do with it." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.4 Why does nobody buy the ships I sell? From Eric Lorah: "If you are playing against the computer 'AI' player(s), it is unlikely that they will buy any ships." Falke writes: "When the AI has no ship and no Ship-Yard he will buy your ship." Robbie47 puts it more directly: "Sink his last ship, destroy his yard, build a ship and put it up for sale... Then, when the AI buys the ship, which he will, shoot it. And then sell him another ship." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.5 How can I get more than 33 ships? Eric Lorah writes: "You can only build 33 ships, but apparently you can buy ships from other players to exceed this number." Worker72 writes: "Every time I received another Arch [of Triumph] I could make another ship even though I already had 33." Zomby Woof adds: "If you conquer a ship yard just when a ship is built there the ship will be yours. So you can 'expand' the ship limit." AnnoDan1602 notes: "You only get 20 ships on our [United Kingdom] version." The 20 limit also applies to the original German version. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.6 How do I repair ships? From Render: "Travel to your shipyard, and click on the repair-button. If the repair is in progress, the repair-button has a yellow edge. You can only repair one ship at the time. Remember that you need Wood and Cloth to repair you ships. It saves a lot of time if you place a marketplace directly next to the shipyard." Wood and Cloth will be fetched from the Market place by the shipyard mule, as required. Dread Pirate Terry adds: "Be ready in case you have to click the white flag icon to save yourself from the pirates. Also when repairing a ship you can have the white flag flying the whole time your ship is in 'drydocks'." Worker72 has some ship repair troubleshooting tips: "(1) Make sure your shipyard has a clear path to the market or warehouse. (2) Make sure your ships can access the shipyards area of influence. (3) Make sure you have enough wood and cloth stockpiled on your island." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.7 How do I mount guns? Transfer Cannon to the ship as cargo from your Warehouse. Select the ship, with the combat menu selected. Click on the Cannon in the ship's hold to mount them. To unmount Cannon, click on the larger Cannon icon in the upper part of the ship menu. Cannon will not be equipped automatically when you build a new ship (only the AI players can do this, and then only with a single Cannon - they cheat ;-) ). ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.8 Can cargo be retrieved from sunken ships? Can I pirate or capture ships? No. Jochen Bauer writes: "The floating cargo is for your information only. If you click on it you'll know the ship's name, the cargo and the route. It's easier to replace the ship if you have this information." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.9 Can ships be sunk by sea-life? No. Whales, dolphins and octopus are for decoration only. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.10 Can I attack Free Traders? No. [This is a very negative section, huh?] ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.8.11 How can I set a patrol around an island? Can I escort ships? From Zomby Woof: "Enemy ships can circle around their islands, you cannot." Patrols can only be set between two points: (1) the location of the ship when you set a patrol, and (2) the point you set for the patrol. There is no automated feature to escort ships. Since cargo and battleships generally move at different speeds, setting a pair of similar trade routes will fail. Robitoby's solution: "Produce a fleet that only exists out of big battle-ships." Battleships make quite effective cargo ships, and can defend themselves against most attackers. Sir Henry writes: "The best way to deal with the problem is to sink those enemy ships first before you start attacking their island. You also might want to park one or two of your ships in front of your enemy's shipyard to sink the new ships they build." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.9 Combat ______________________________________________________________________________ Military Tactics are discussed in the Strategies section. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.1 How can I order soldiers to get into and out of ships? Move the ship next to the coast. Select the military unit(s) to load on the ship. [Ctrl] + click on the ship. The unit(s) will board the ship. To disembark, click in the ship's hold when you are adjacent to an island. [Yes, I know this question is repeated, but it is asked a lot. Regular forum newbie- helpers run a competition to see who can answer this question the most times... ;-) ] ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.2 How do you build ground units? From Robbie47: "You can start building up an army when you have 200 settlers. Then you can build a Sword smith as well as a Small castle, where you can train your troops. When you have Swords, you can get infantrymen and cavalrymen. Quite a bit later in the game you can get to make cannons, you need 400 citizens to build a cannonmaker. Then you can also train cannoneers." FrankB adds: "You need weapons to train soldiers, and you should have a clear path (not necessarily a road, but there should be no trees) to the next market place/warehouse." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.3 Is there a limit on the number of ground units I may have? Yes. No more than 99 at one time (from BigTiny). However, Joe Cool has a method to exceed this unit limit on troops: "Send about the amount of soldiers your castle holds to a hospital [doctor's] for healing. When they are in there, click your castle and recruit soldiers. When they come out of, say of the medium castle, you'll be 5 soldiers up." This method can be repeated multiple times. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.4 How do you heal troops? Waywardsoul writes: "Move them to the doctor's place, then click on the troop, and [Ctrl + click] on the doctor's office. They will go in and get healed then come back better." Helen writes: "Actually, you don't need to hold down the [ctrl]-button, they march to the hospital perfectly fine." Zomby Woof adds: "Don't save the game when soldiers are getting healed, they will disappear and you'll never see them again." It's a bug. Michael adds: "While the soldiers are in the doctor, you don't pay them, military expenses go down." Robitoby warns: "The Symbol with the doctor-symbol [when selecting troops] means you just select the most wounded soldiers of the already selected troops [it does not heal them]." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.5 Why don't groups of troops work? This refers to grouping units using CTRL + 1-9, and then recalling then using 1-9. FrankB writes: "The numbers from your num pad will not work (at least they don't on my PC). If it works, you will see a small number at the green line above your ship(s) or soldier(s) when you zoom in. The group numbers will be lost when you restart your game. ... It works with the AI, and with human players in multiplayer, too." You can assign group numbers to opponent's uints, to find them quickly. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.6 How do I retire soldiers? Later versions have a button to do this. Earlier version does not. Frieden suggests: "(1) [For ships] place the ship in front of a pirates' tower, (2) let the soldiers attack pirates or natives... one by one, (3) send them to a doctor, save the game quickly, load, bye bye soldiers, (4) place the soldiers at the coast where pirates come along." Warren1954 adds a method of avoiding payments for retiring soldiers: "Instead of disbanding them (and paying the $s) build a small trading ship load them on it and sink them." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.7 Can I destroy trees? On your enemies' islands, instruct your units to attack trees by pressing [Ctrl] and click (from Gunter). Dread Pirate Terry notes: "If you haven't been able to land troops the ship can clear trees from the shore. Hold down control and fire away." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.8 Why don't my towers shoot? FrankB answers: "You are not at war with the other party, or the enemy is not in range of the tower (8 fields - click on the tower to see the area it can defend). ... If you build more [than 255] towers, they will not shoot at the enemy anymore." It is not possible to build towers without a pair of cannon, and the cannon will remain until the tower is destroyed. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.9 How do I conquer enemies? Robitoby writes: "After you destroyed him and he sure has NO completely intact market-place and warehouse [or towers] on that island, you have either two ways to give him the final push: (1) Load one of your ships with enough material to build a warehouse and just place it exactly on his warehouse. You now will take over all still standing buildings and have all the goods in store that he had. Yet, you still have to 'repair' the market-places to prevent them from decaying. (2) Wait and watch him getting smaller and smaller. Always he rebuilds his warehouse or any market-place, destroy it, until the island is 'free' again." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.10 Why can't I delete old roads on an island I have conquered? Zach82 replies: "It's impossible to delete them, it's a bug." FrankB adds: "If you conquer an island, try to expand with market places very fast, then you can delete the tiles often. Last time, when I re-installed the game, I even could delete tiles which were not possible to delete before..." Koemi writes: "They can be destroy when you have not build your warehouse or the land is still your enemy. Select some troops and press Crtl when order them to destroy the tiles." Michael writes: "It appears it is actually possible to delete squares. After taking over yellow's island, it was possible for me to delete some of the squares there. I might have found the solution: It appears that the towers has an action radius, that the AI can build in, even though it is out of reach from the marketplaces. If the squares are not covered by marketplaces, but only towers, and you take it over, it is possible the delete the squares." Sir Henry has written an "Anno 1602 Tile Softener" utility. It is available at http://www.annopool.de/ under utilities. Use of this utility may corrupt saved games completely, so it is recommended you make a copy of the saved game file. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.11 Why do I lose money when I take over another players' city? Budgie answers: "Look at the balance of the AI city. You will see that it's deeply in the red. Shut or tear down everything that you don't need." From Governor Benji: "Also stop buying unnecessary materials that the AI was buying because you keep their buying list." Eric Lorah writes: "Also, if a lot of houses were destroyed in the war, then there are few if any taxpayers. If you plan to settle the island, then start building some houses as soon as you can. Don't forget to give the people food." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.12 How do I invade an enemy that keeps on rebuilding walls? Gunter writes: "Shoot, shoot, shoot: One of these days he MUST run out of building material." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.13 Can I garrison troops? Joe Cool answers: "There is no way to garrison soldiers in a castle, unless you keep them in there, which means you can't produce any more within that castle." Troops may be safely garrisoned inland, out of range of passing shipping. There is a slightly unusual method of hiding troops completely - see FrankB's comment under Are there other gameplay 'cheats'? below. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.9.14 Can city gates be shut? No. Try buildings towers, or thwarting advancing enemy with towers or trees... ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 3.10 Multiplayer ______________________________________________________________________________ 3.10.1 How can I find online games? Look for lists of players in the Multiplayer thread here, http://forum.sunflowers.de/forumdisplay.php?f=22 or here, http://anno1602.silverinterlocution.org/ . There is no multiplayer network known to host the game, and no persistent servers. Instead players exchange IP addresses via online messaging services (ICQ, AIM, etc). IP addresses can be revealed by running winipcfg.exe (Win9x) or ipconfig.exe (Win2000/XP) from the command prompt, or by using services such as http://checkip.dyndns.org/ or http://www.dslreports.com/ip/ . ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.10.2 Can different versions be used by different players in multiplayer games? No, all players need the same version: The US version is not compatible with United Kingdom or German version; original versions are incompatible with those that include NINA. Marc Huppke also suggests using the same version of DirectX on both computers. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.10.3 How do you load a multiplayer saved game? Gunter writes: "It's possible for everybody to load a multiplayer savegame in single player mode, but you can only continue to play with the host's game. The AI players will still go on, but the other human players will stay at the saved status, can't develop anymore and will finally retrograde due to lack of supply. If you want to continue the savegame in a new multiplayer session, it must be on the host's PC. He will then reload it for everybody instead of selecting a new game. Depending on your line capacities and the size of the savegame, this may take several minutes during which nobody must take any action. Multiplayer savegames can be recognized in the savegame listing by the grey icon with a number inscribed at the right side of the list." ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 3.10.4 How do you chat? - Alt + 1 = Chat to red player, - Alt + 2 = Chat to blue player, - Alt + 3 = Chat to yellow player, - Alt + 4 = Chat to white player, - Alt + 5 = Chat to all players. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ============================================================================== 4. SCENARIOS ============================================================================== This 'walkthrough' is based on the original Anno 1602, without the NINA expansion. NINA adds additional scenarios, which are not described here in any detail. The original scenarios start with "The End of a Long Trip". Once you have completed each scenario, a new one will be added to the list. Many comment that the scenarios provide a more gentle introduction to the game than the campaigns. The initial scenarios are effectively extended tutorials, albeit without in-game help. The later scenarios are much more free-form, with objectives that can be met by a variety of methods. For this reason, as the scenarios develop you will find the suggested strategies become less specific, and far more conceptual. I have attempted to introduce the new concepts that you are most likely to need in each scenario. In some cases you will be able to build items and do things before they are mentioned. However, I suspect you will not need those buildings and techniques to complete the scenario in question. In other cases you may not need a specific building or technique until a much later scenario. The objectives, starting resources, limitations, and basic map layout of each scenario will be the same for most scenarios each time you play. In a few cases the map layout is truly random (although one needs to shutdown and restart the game for the full randomness to become apparent - if one simply replays the scenario, the same map layout will appear). Precise island shape, rivers, resources, existing inhabitants, and AI player actions are more likely to change. Again, this varies by scenario. I cannot always be sure precisely what you will be facing. Basic ASCII maps are provided for scenarios with fixed maps, with islands shown in square brackets. The top of the map is the North side. Where relevant, the starting location is shown with an "@". Islands large enough to sustain primary colonies and vacant at the start, are shown "!", those likely to be better suited to secondary colonies or set up in order to gain specific resources are shown "?", those with no code are unlikely to be large enough to consider any settlement at all, or are already occupied. Use these as an indication of size only. There are always exceptions and times when an island is worth settling, even if one can only fit one farm and a Warehouse on it. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 4.1 Tutorials ______________________________________________________________________________ 4.1.1 Overview The tutorials are fairly self explanatory, and hence so is the guide covering them. Simply follow the text, voice and arrow instructions in-game. The concepts introduced during the tutorials are assumed to be known in subsequent scenarios. Take some time to get familiar with the basics. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.1.2 Explore New Concepts: - Sailing ship: Click on ship, then click at the destination. - Exploration: Sail close to an island. Stop. Click the eye icon and wait for the red bars to fill. - Resources: Move mouse over an explored island to display suitability for crops in the bottom text bar. Small 'twin hammers with nugget of ore' icon above mountain shows an ore deposit. The island on the far left of the map has the ore deposit. - Building Warehouse: Select ship. Click warehouse icon. Select a location on the coastline, so that the docks are on the beach and the main building is on the land. - Unloading cargo: Move the ship next to the Warehouse. Click on the ship, then the wooden door icon. Use the arrows to move cargoes between ship and Warehouse. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.1.3 Settle New Concepts: - Building: Select construction menu, then submenu, then item you wish to build. You may change the orientation of the building, but in many case it does not matter which way the building faces. The dotted line (highlighted area after building) around the building is its service area. You can only build within your territory (initially close to your Warehouse). - Forester's hut: Needs to be placed with trees in its service area. Plant additional trees if required. - Fisher's hut: Needs to be placed on the coast, with the largest possible area of mid-blue sea - if you move the mouse over the mid-blue sea, the bottom text bar will read 'Fishing grounds'. - Roads: Roads are needed to move goods between most buildings: In this case, to move Wood and Food from the Forester's hut and Fisher's hut to the Warehouse. Roads only need touch one square on one side of each building to connect. Once roads are built, you will see a man with a cart run out to pick up goods. Once the goods arrive at the Warehouse, the are available for use in the colony. Cart transport will stop once the Warehouse is full. - Houses: Houses all start as basic 'Pioneer' housing. Road access is optional, but recommended so that later in the game services such as the Fire department can reach them during emergencies. - Information menu: This mode retrieves information about buildings. For houses, it allows tax to be set for all houses of the same type on the same island. One can also see demands and population happiness. - Sheep farm: Needs to be placed surrounded by open ground for grazing. Road connection is optional - the weaver will collect Wool on foot, however a road will allow excess Wool to be collected by cart and stored for later use. - Weaver's hut: Place with the Sheep farm (or later Cotton plantations) in its service area for optimum efficiency. Weaver's hut can have access only to a Warehouse or Market place, but Wool will first need to be transported by cart from the Sheep farm(s) to a nearby Warehouse/Market place. Road access is essential. - Market place: These expand the territory in which you can build, and also provide two extra carts for transporting goods about the island. Market places do not need to be connected by roads to one another, although this will help distribute carts across your island, which improves overall transport efficiency. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.1.4 Trade and Diplomacy New Concepts: - Diplomacy: The diplomacy menu allows trade agreements to be signed, peace treaties to be signed (in all scenarios you will start at peace), and tribute to be offered. - Trading: Trade with other players works in a similar way to using your own warehouse, except demands and supplies are limited by what the other player wishes to sell and buy. They may not, for example, be willing to buy all the Cloth you have for sale immediately. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.1.5 Naval battle New Concepts: - Arming Cannon: Select your ship. Click on the cannon in the hold to arm them. Cannon can be de-armed by clicking the larger cannon icon at the top of the ship menu. - Attacking: Select your ship. Select combat menu. Click on the ship you which to engage. Multiple ships can be selected by drawing a marquee around them. - Unit damage: The health of the unit is shown as a small red/green bar, displayed above the unit when selected. Damaged ships move slower. Obviously, when fully damaged they sink. - Patrols: The area to be patrolled is that between the starting location and the location you select with the patrol button. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.1.6 Land battle New Concept: - Unloading troops: Select the ship carrying soldiers. Sail to the coast. Click once on each cargo hold containing soldiers. Since you are wondering, you can load troops by moving the ship near, selecting the troops, and CRTL + clicking on the ship. If you unload troops in a wooded area, you can clear trees by selecting a unit, and CTRL + clicking each square of trees to make them attack the trees. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 4.2 The End of a Long Trip ______________________________________________________________________________ 4.2.1 Objectives - 60 Inhabitants, 40 of which are Settlers. - Positive account balance. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.2.2 Resources - Coins: 20,000. - Ship: 1x Small Trading Ship, with 50t Tools, 30t Wood and 2t Food. - Competitors: 3. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.2.3 Map ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ \,--------------------------./ || [?] || || [?] [?] || || @ [!] || || [?] [!] [ ] || || [?] || ||[?] [ ] [!] [ ] || || || || [!] [ ] [?]|| || [?] || /'--------------------------'\ * @ = Starting position. * ! = Probably large enough to sustain primary colony. * ? = Probably large enough for secondary colonies or resource gathering colonies (not needed for this scenario). ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.2.4 Strategy overview Settlers require feeding, Cloth, and access to a Chapel and Market place. You will need 7-10 houses, and an adequate supply of construction materials to upgrade those houses from Pioneer to Settler. Colony building is similar to the Settle tutorial, but you will need more houses and a Chapel. Positive balance means not just having money, but on balance earning money. Initially you will lose money, but so long as you restrict your building to what is really needed, it should not be hard to make the colony pay by the end. Stay focused on the objective, and don't simply build everything you can: You don't need everything, and everything will cost you a lot of money to maintain. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.2.5 New concepts New in this scenario: - Selecting islands: If in doubt, try to settle the island with the largest buildable area of land for your first colony. In longer running games, having enough space on your starting colony is more important than what resources are available there. Avoid settling islands that have already been settled by another player - this reduces the scope for expansion, and can lead to tension. In this scenario, neither resources or space will be particularly important - just avoid the tiny islands. - Trees: You may need to clear trees to create open spaces on which to graze sheep. You should plant additional trees around your Forester's hut to increase production efficiency. - Multiple production facilities: You can have more than one of any production building. In this scenario you should consider more than one Forester's hut (to increase the rate at which Wood is produced), and possibly a second Fisher's hut (to increase food supply). Alternatively consider other food options, such as Hunting lodges. - Operating costs: Most production buildings have an operating cost associated with them, so do not build more than you need, or you will not be able to sustain a positive balance sheet. You can toggle buildings on and off, by selecting the building, and clicking the "Z" type icon at the bottom of the menu. This may save some or all of the operating cost, depending on the building. - Tax: Pioneers can support 47+% taxation so long as they are supplied with food. Increase taxes on Pioneers by selecting a Pioneer house with the Info menu showing, and adjust the tax slider. - Civilisation development: All houses start as Pioneers. All Pioneers need is food and they will remain happy. To develop Settlers you need to supply Pioneers with certain services and products - in this case Chapel and Market place access, and Cloth. Cloth will be delivered automatically, so long as it is in stock in your Warehouse. Houses need to be in the service area of Chapels and Market places to benefit from them. - Trading with Free Traders: You may be able to complete this scenario without trading. However, if you run short on Tools, encourage Free Traders to supply them. Click on your Warehouse, click Buy, click and empty cargo space, select Tools, and a price and the maximum stock you wish to buy to. Early in the game, you should be able to buy Tools for 71-75 coins each. - Balance sheet: You can view your finances by clicking on the Info menu ("?") with nothing else selected. To view a specific colony, do this with the Warehouse selected. At this stage you only have one colony, so both should be the same. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 4.3 One Lone Settlement ______________________________________________________________________________ 4.3.1 Objectives - 120 Inhabitants, 100 of which are Settlers. - Positive account balance. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.3.2 Resources - Coins: 20,000. - Ship: 1x Small Trading Ship, with 50t Tools. - Competitors: None. - Colony: "Florinz" ([F] on map below): - - Buildings: Warehouse, Fisher's hut. - - Population: 49, all Pioneers. - - Stock: 29t Tools, 24t Wood. - - Geography: Tobacco 50%, Vines 50%, Sugarcane 50%, Stone. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.2.3 Map ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ \,--------------------------./ || || || [?] [?] || || [?] [ ] || ||[!] [?] || || [?] || || [ ] [F] || || [?] @ [!] || || [?] [?] || || || /'--------------------------'\ * @ = Starting position. * F = Florinz (starting colony). * ! = Probably large enough to sustain primary colony. * ? = Probably large enough for secondary colonies or resource gathering colonies. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.3.4 Strategy overview Develop an initial colony of Pioneers into Settlers by providing food, Cloth, market place and Chapel, as before. The catch is, space is very tight on the starting colony. It is probably just about possible to develop using only the starting island, but it will be easier to start a secondary production colony to produce certain things, and then ship them across. It is tempting just to settle an entirely new colony and build the population up there, but that will take longer and is not required. Again, keep focused only on what is needed to complete the objective: You do not need to meet every demand your population ask of, just those related to keeping Settlers happy. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.3.5 New concepts New in this scenario: - Secondary production colonies: Often one colony cannot produce everything it needs on the same island. Secondary islands need to be settled with the purpose only of producing goods, which are then shipped to the main colony. Secondary colonies do not need any population supporting facilities, such as housing. - Automated trade routes: Select your ship. Click set automatic trade route. Click one the first "?" next to 'select target'. Click on the starting island's Warehouse. Select one or two cargoes to load or unload. Swap between loading and unloading by clicking on the arrow to the left of the cargo. Right pointing arrows mean load, left pointing, unload. Repeat for at least one other island's Warehouse (the destination). Once the trade route is set up, return to the main ship information screen, and activate the route. - Regulate population's use of construction materials: You can stop the population from using construction materials to upgrade their houses by selecting the Warehouse, and clicking on the 'construction materials to people' icon. Toggle this back by clicking again. - Trading with Free Traders (partial reminder from earlier): In this scenario you will be able to trade only after you have settled a second colony. Also, since there are no other players, don't expect to be able to buy anything of use except Tools. You may be able to complete this scenario without trading. However, if you run short on Tools, encourage Free Traders to supply them. Click on your Warehouse, click Buy, click and empty cargo space, select Tools, and a price and the maximum stock you wish to buy to. Early in the game, you should be able to buy Tools for 71-75 coins. - Demands: You will start to hear and read things like "your people want a Tavern". Don't panic and give in - they want more than they need. Taverns, Schools and goods such as Liquor, are not required to keep Settlers happy, they are only needed for Citizen and higher. There is no requirement for Citizens in this scenario, so do not try to meet these demands. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.3.6 Secondary colony There is little that you can achieve on the original colony without Cloth and Wood. Wood can only be harvested inefficiently on the first island, and there is a lack of space for efficient grazing of sheep. Load some Wood (all you have) and Tools (12t) into your ship, and find an island nearby with plenty of space. Set out a pair of Forester's huts, a Sheep farm and Weaver's hut. Set up a trade route for your ship between the new colony and Florinz, taking Cloth and Wood from one to the other, and nothing in return. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.3.7 Florinz Stop the population using construction materials - you don't want them to start developing before you have everything they will need in place. 100 Settlers will need at least 17 houses, so you have enough houses on the island already. One Fisher hut will only sustain about 60 people, so build another one. Add in a Market place by deleting a section of road on the northern east side of the island - you should be able to position the Market place so that is covers all the houses. Add a Chapel at the end of the road leading from the original Fisher's hut towards the mountain - you should be able to cover all but two houses with one Chapel. Don't worry about the last two houses, the 15 houses covered by the Chapel will be plenty. Start buying small volumes of Tools from the Free Trader. Allow your people to access construction materials again, and sit back and watch them develop their houses. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 4.4 The Search for Ore Deposits ______________________________________________________________________________ 4.4.1 Objectives - Iron mine. - 10x Iron in warehouse. - Positive account balance. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.4.2 Resources - Coins: 20,000. - Ship: 1x Small Trading Ship, with 50t Tools, 30t Wood and 10t Food. - Competitors: 3, already settled. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.4.3 Map ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ \,--------------------------./ ||[O] [B] [?O] [ ] || || [O] [ ] [ ] || || [?] || ||[C] @ [ ] || || [?] [O] [!O] [?O]|| ||[ ] [!] || || [?O] [?] || || [A] [ ] [O] || ||[ ] [?O] || /'--------------------------'\ * @ = Starting position. * O = Island with ore deposit. * ! = Probably large enough to sustain primary colony. * ? = Probably large enough for secondary colonies or resource gathering colonies (not needed for this scenario). * A = Uhlburg. Player A colony. * B = Puerto Pablo. Player B colony. * C = Ubleck. Player C colony. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.4.4 Strategy overview Find an island with an ore deposit that is also large enough to sustain a primary colony (perhaps the large island just to the south east of your starting position). The criteria for an Iron mine is 120 Settlers, so you'll need to repeat much of what you have done in earlier scenarios. Slightly more Settlers than this is recommended, to help generate enough tax revenue to operate a mine. Iron mines also require Bricks, which you will need to make first. Stay focused on the objective: Don't make things with the Iron you create, just let it stock up in your Warehouse. If, at the end, you find making the account balance hard, turn off non-essential buildings like the Iron mine and Ore smelter. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.4.5 New concepts New in this scenario: - Quarry: Quarries and Stonemasons are required to make Bricks. Quarries must be positioned at the base of mountains and large rock formations. Two Stonemasons can work the same Quarry without efficiency loss. For best effect, place the Stonemasons right in front of the Quarry, so the Stonemasons do not have far to walk. Stonemasons need road access to a Market place or Warehouse. Quarries do not need road access, just a clear walk path between them and the Stonemason(s). - Paved roads: You can improve the efficiency of your carts by using bricks to pave commonly used stretches of road. - Iron mine: Iron mines are built in the same way as Quarries, except that the mine must be placed in a mountain containing an ore deposit. The Iron mine does not specifically need road access, just a clear walk route to the mine from an Ore smelter. However, road access will allow excess stock to be taken from the mine and stored. - Ore smelter: Place this with a source of Ore (probably your mine) and Wood (probably a Market place) within its service area. You will see a man with a donkey go and fetch the required items to make Iron. - Fire department: Probably not essential to this level, but it will become an increasingly important building. Fire departments put out fires that occur within their service area. Without them, all you can do is demolish buildings that catch fire. Try to place Fire departments with good road access to the buildings they protect. Fire only occurs in housing and due to volcanoes, so there is no need to protect absolutely every building. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.4.6 The mission does not finish when using the Dutch version. Why? The mission description is bugged: You need 10t of Iron in your Warehouse, not the 10t of Ore stated in the description. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 4.5 Peaceful Reign ______________________________________________________________________________ 4.5.1 Objectives - 200 Citizens. - Positive balance sheet. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.5.2 Resources - Coins: 20,000. - Ship: 1x Small Trading Ship, with 50t Tools, 30t Wood and 10t Food. - Competitors: 3, already settled. - Colony: "Offenpach" ([O] on map below): - - Buildings: Warehouse, Fisher's hut, Forester's hut, 2x Sheep farm, Weaver's hut, Market place, Chapel. - - Population: 67, mix of Pioneers and Settlers. - - Stock: 2t Food, 28t Cloth, 17t Tools, 18t Wood. - - Geography: Tobacco 50%, Vines 50%, Sugarcane 50%. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.5.3 Map ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ \,--------------------------./ || [B1] || || [A1] || || [B2] || || [C1] || || [O]@ || ||[B3] [V] || || [C2] || || [A2] [C3]|| || [A3] || /'--------------------------'\ * @ = Starting position. * O = Offenpach (starting colony). Tobacco 50%, Vines 50%, Sugarcane 50%. * A1 = Bramen. Player A town. May supply Tobacco. * A2 = Falkenstain. Player A city. * A3 = Celw. Player A colony. May supply Cocoa and Cotton. * B1 = Fraiburg. Player B city. may supply Tools. * B2 = Cembridge. Player B colony. May supply Tobacco. Tobacco 100%, Vines 50%, Sugarcane 100%. * B3 = Cebourg. Player B colony. May supply Cocoa and Spices. * C1 = Florinz. Player C city. May supply Liquor. * C2 = Chamnitz. Player C colony. May supply Spices. * C3 = Callina. Player C colony. May supply Cocoa and Cloth. Cocoa 100%, Cotton 100%, Spices 50%. * V = Vacant island. Cocoa 50%, Cotton 50%, Spices 100%, Stone. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.5.4 Strategy overview Citizens require everything needed by Settlers, plus Tobacco *or* Spices, Alcohol, a Tavern and a School. Your starting island is fairly small, and all but one of the other islands has already been settled. You'll only need 14 houses to complete, and you start with more than that. The most obvious strategy involves colonization of the one vacant island, and then trade for remaining goods you need. It is also possible to win without a significant amount of trading. There is no military option: The three existing players are far better developed, and you have no easily way of building military units. So long as you are not hostile to the other players, they won't attack you, so don't be frightened by the size of their colonies compared to your own. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.5.5 New concepts New in this scenario: - Combines: Combine is a phrase used to describe pairing raw material supplies to processors, specifically when dealing with farms. For example, a sheep combine, would be 2 Sheep farms and 1 Weaver's hut. Combines balance numbers of different buildings to one another in order to (near) optimise production. This is the first scenario is which you start with a sheep combine, and is the first scenario is which you will certainly need the level of Cloth production a sheep combine offers. - Plantations: For optimum efficiency, plantations should be built on islands which are 100% suitable for the crop being grown. 50% suitable islands can still grow the crop, but will work at about 50% efficiency. Plantations should be surrounded by fields of the relevant crop. Sugarcane, Tobacco and Cotton plantations also need processing buildings to convert the crop into something consumable. - Pirates: This is the first scenario to include pirate ships. There is relatively little you can do to counter them in this scenario - they don't have a base, and you don't have any firepower. Try to avoid them, and if caught, raise the white flag by selecting the ship, and clicking the white flag icon on the combat menu. - Citizens: Citizens require everything needed by Settlers, plus Tobacco *or* Spices, Alcohol, a Tavern and a School. Each Citizen house contains up to 15 people. - Warehouse expansion: During this scenario, you may find it useful to expand the size of your Warehouse. This can be done by building a larger warehouse version on top of the original warehouse. This will increase storage capacity on the island, and give you more trading options. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.5.6 Mixed trading and colonization strategy Address some of your colony's (Offenpach's) starting problems - impending lack of Food (add a Fisher's hut or two), Wood supply (plant trees to cover the full catchment of the Forester's hut, and re-route the road slightly). Set your Warehouse to buy in Tools at low prices and sell excess (everything above about 10t) Cloth. Now move your ship across to the vacant island ([V] on the map). Settle the island, building your warehouse on the western side (facing Offenpach). Build a Quarry and two Stonemasons nearby - two Stonemasons will happily work in one Quarry. Plant out Spice fields for one or two Spice farms, and when you have enough spare Bricks, build the farms. You only need one Spice farm, but a second one will allow Spice to be traded. Planting crops before the farms are built means that the farms are not idle whilst the crops are growing. Start shipping Bricks from the new colony on the Vacant island to Offenpach. Watch out for pirates, who may engage your ship: Surrender if you need to - you don't have the firepower or repair facilities to attack pirates yet, and you cannot afford for your ship to be sunk. Initially, use newly delivered Bricks to build a Tavern and a School. Get a trade agreement with Player C (via Diplomacy screen). Now set up a trade route from C1 to Offenpach with Liquor, and Vacant (new colony) to Offenpach with Spices and Bricks. Consider automating the trade route - you may only need a few runs if shipping full loads. If one of the other players puts a cheap ship up for sale, consider buying it, and using it to run the same routes. Stop selling Cloth. Gradually the number of Citizens will increase. Whilst you are waiting, you should be able to increase the tax rate paid by the remaining Settlers. You don't need any new housing - every Citizen house holds 15, so you only need 14 houses to reach 200 Citizens. Additional housing might be desirable for tax revenue, but it will put additional pressure on supplies of Food and Cloth, which you can do without. You may need a Fire department, to put out fires, although the probability of having to deal with a fire on this scenario is quite low. The main weakness with this strategy is Liquor can be in short supply - you are at the mercy of the AI players and ships to sell it to you. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.5.7 Minimal trading strategy This strategy makes a similar start to the Mixed trading and colonization strategy above - deal with a few starting colony issues, and colonize the vacant island. In addition, place a second Market place on the north tip of Offenpach, which opens up the whole of the island for development. Destroy the existing southern-most Sheep farm, and build a replacement in the newly opened area on the northern tip (clear the forest around it). In the space between the Weaver's hut and the Forester's hut, you will be able to build two Wineries. A third Winery can be placed to the west of the housing. Three Wineries should be sufficient to meet the Liquor demand. The island only supports 50% Vines, so half the Vine squares will die and the Wineries will operate at less than 50% capacity. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ ______________________________________________________________________________ 4.6 The Test (The Trial) ______________________________________________________________________________ In the US version this scenario is called "The Trial". ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~ 4.6.1 Objectives - 500 Citizens. - Balance of 250 coin. ~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~~^~