Anno 1602
v1.02, 16 February 2004
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| Creation of a New World |
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Anno 1602 Frequently Asked Questions (FAQ/Strategy Guide)
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CONTENTS
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1. Preface
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- 1.1 Notes
- 1.2 Credits and Legal
- 1.3 Version
- 1.4 Most Frequently Asked Questions
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2. Introduction
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- 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?
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3. Gameplay
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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?
3.4 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?
3.10 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?
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4. Scenarios
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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?
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5. Strategies
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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
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6. Cheating, Editing and Custom Scenarios
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- 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?
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7. Technical Issues
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- 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?
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8. And Finally...
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- 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...
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Appendices
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- 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
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1. PREFACE
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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, and can be
found here, http://1602.2y.net/ . 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.
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1.2 Credits and Legal
This FAQ was written by Tim Howgego (also known as timski), copyright 2003-
2004, 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 (
http://www.sunflowers.de/cgi-bin/ubb/Ultimate.cgi ), the official site (
http://www.anno1602.de/ ), and found lurking on fan sites, especially
http://1602.2y.net/ 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. 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.
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1.3 Version
This is version 1.02, 16 February 2004. Added extra editor notes, Spice
Monopoly, and a myriad of other changes and additions reflecting discussions
over the last 8 months.
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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).
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2. INTRODUCTION
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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.
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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.
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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.
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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.
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2.5 Where can I get demos and patches?
Demos and current patches are available from Sunflowers,
http://www.sunflowers.de/english/downloads/anno1602.shtml 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."
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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.
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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."
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==============================================================================
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.
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______________________________________________________________________________
3.1 Essential Concepts
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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."
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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______________________________________________________________________________
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. Most of the manual text is also available here, http://1602.2y.net/ .
[This is asked quite a lot.]
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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.
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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."
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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.
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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'."
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3.2.6 Is there an undo button?
No. Reload a save game if the problem you wish to undo is dire.
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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)."
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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)."
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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."
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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."
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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."
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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."
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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.
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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.
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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."
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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:
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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 - -
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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."
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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."
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3.3.11 Can I clear mountains or rocks?
No.
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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).
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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.
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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."
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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.
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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."
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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."
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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."
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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."
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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."
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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."
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______________________________________________________________________________
3.5 Colony Development and Events
______________________________________________________________________________
Colony Planning and Building strategies are given in a later section.
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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."
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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.
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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."
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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://1602.2y.net/ . A table of
Population per Industry can be found in the appendices.
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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.
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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."
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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."
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3.5.8 How much is buried treasure worth?
1000 coins. Treasure can be uncovered occasionally whilst you are building
your colony.
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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."
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3.6 Trade and Diplomacy
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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."
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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."
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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.
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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."
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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."
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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."
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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:
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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
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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."
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______________________________________________________________________________
3.7 Pirates and Natives
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Strategies for dealing with Pirates and Natives and given in a later section.
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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."
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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).
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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."
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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."
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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."
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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."
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______________________________________________________________________________
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)]
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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.
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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."
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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."
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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.
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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."
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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 ;-) ).
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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."
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3.8.9 Can ships be sunk by sea-life?
No. Whales, dolphins and octopus are for decoration only.
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3.8.10 Can I attack Free Traders?
No. [This is a very negative section, huh?]
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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."
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______________________________________________________________________________
3.9 Combat
______________________________________________________________________________
Military Tactics are discussed in the Strategies section.
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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... ;-) ]
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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."
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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.
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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]."
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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.
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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."
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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."
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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.
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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."
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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.anno-zone.de/annopool/ under utilities. Use of this
utility may corrupt saved games completely, so it is recommended you make a
copy of the saved game file.
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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."
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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."
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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.
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3.10 Multiplayer
______________________________________________________________________________
3.10.1 How can I find online games?
Look for lists of players in the Multiplayer forum here,
http://www.sunflowers.de/cgi-bin/ubb/Ultimate.cgi and/or register here,
http://www.silverinterloc.ineedhosting.net/anno1602/ . 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/ .
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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.
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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."
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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.
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==============================================================================
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.
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______________________________________________________________________________
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.
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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.
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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.
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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.
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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.
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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.
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______________________________________________________________________________
4.2 The End of a Long Trip
______________________________________________________________________________
4.2.1 Objectives
- 60 Inhabitants, 40 of which are Settlers.
- Positive account balance.
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4.2.2 Resources
- Coins: 20,000.
- Ship: 1x Small Trading Ship, with 50t Tools, 30t Wood and 2t Food.
- Competitors: 3.
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4.2.3 Map
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\,--------------------------./
|| [?] ||
|| [?] [?] ||
|| @ [!] ||
|| [?] [!] [ ] ||
|| [?] ||
||[?] [ ] [!] [ ] ||
|| ||
|| [!] [ ] [?]||
|| [?] ||
/'--------------------------'\
* @ = Starting position.
* ! = Probably large enough to sustain primary colony.
* ? = Probably large enough for secondary colonies or resource gathering
colonies (not needed for this scenario).
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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.
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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 hav