Ever since SimCity virtually invented the god-game genre over ten years ago, gamers have been creating worlds and populating them, and then manipulating the environment to help their charges grow and prosper. Taking its cues from games such as The Settlers, Caesar III, and SimCity, 1602 A.D. combines god-game and real-time-strategy elements to create an interesting blend of real-time and city-building gameplay.
1602 A.D. is the North American release of a game that came out in Europe last year under the title Anno 1602, which was developed by the German firm Sunflowers. However, despite being essentially the original version of the game with a handful of additions (an included expansion pack, a couple of new building structures, supposedly improved artificial intelligence, and a scenario editor), 1602 A.D. is not just an afterthought release of some obscure European game. In fact, Anno 1602 is the best-selling game ever in Germany and has sold more than a million copies worldwide. As such, you might expect a radical new twist in the gameplay, but 1602 A.D. simply takes the tried-and-true real-time god-game formula and applies a bit of European sensibility. That is, the game is slower, less violent, and more cooperative, yet it still inhabits familiar territory.
Despite its historically allusive title, 1602 A.D. is set in a fictitious universe with no direct connection to the colonization of the New World. However, the game has a strong historical flavor, as it opens with the establishment of a small colony on an island that develops much like an early-17th-century town. Adding to the atmosphere is the game's pacing, which is very relaxed. There are several speed settings, but even at faster speeds the game moves along somewhat uneventfully unless you're drastically mismanaging the situation. It's this slow pace that will likely determine whether you like the game or not.
The gameplay proceeds along well-worn lines. You're charged with building and maintaining a colony on a previously unexplored island. The maps consist of approximately fifteen or twenty islands in a vast ocean, and competing players settle, develop, and expand their holdings in the hope of building a prosperous settlement in the New World. You initially have one ship with enough tools, wood, and food to get a foothold on one island. Once there, you must construct buildings such as fishing huts for food, foresters' huts for lumber, and various farms for wool and cattle. The objective is to eventually build as large and prosperous a colony as possible, so you'll need to build homes for your settlers. As the colony expands, the inhabitants will demand such things as schools and taverns to let them keep growing. Settlers progress through various states of development, up to the highest level of "aristocrat." The more advanced the settlers, the more they want. Eventually you'll be building cotton and tobacco plantations, churches, colleges, and theaters, as well as shipyards and armories. The relationships between the colonists and their buildings can become rather complex, and managing them efficiently is the point of the game.
1602 A.D. can be played in several modes, including continuous play, individual scenarios, and multiplayer. Continuous play is the familiar, open-ended mode in which you start with a ship, settle an island, and subsequently develop your colony through various stages to a thriving 18th-century metropolis while protecting yourself from marauding pirates and overly aggressive neighbors. Continuous-play games have no set ending point, and the mode continues essentially until you become tired of the game. On the other hand, scenarios require you to reach a certain goal, such as having a certain number of aristocrats in your colony.At first the scenarios seem as though they would be more limiting (and thus less interesting) than the continuous game. But in fact, it's the continuous-play mode that feels limited because it plays very similarly each time, at least through the opening phases where the nature and order of builds are fairly predictable. The familiar opening game gives the continuous-play mode of 1602 A.D. a sameness that doesn't appear in the scenarios, which place you in a wide variety of situations each with a definite goal to be achieved.
Trade is absolutely crucial in 1602 A.D. It is simply impossible to meet all of your citizens' demands with the resources of a single island, and by the time you find you can expand to another island, the settlers on the first island will be in an advanced state of development and will demand goods the newly settled island cannot hope to provide until much later. Thus, establishing trade routes is vitally important, and managing the routes demands constant attention. If you happen to colonize an island with a native population, you can trade for goods such as spices and tobacco by overland routes using covered wagons. However, it is generally necessary to begin trading with other players from the very early stage of the game. The interface allows for some automation of trading, so that once a good source of a certain item is found, ships can be assigned to ply that route continuously as long as there are goods available for purchase. Even so, the changing demands of your populace will require that you restructure a colony's trading arrangements. Thus, trade is another facet of the game that needs constant monitoring, especially as the inhabitants become more advanced and demand more and more luxuries to keep them satisfied.
While there are military units in the game, combat is not the focus of 1602 A.D. Because it is so difficult to invade and conquer a well-prepared neighbor, military strength becomes a way of ensuring a settlement's security rather than a means of threatening other players. This is where 1602 A.D. resembles a god game far more than a traditional real-time build-and-conquer game. Properly managed, a powerful military might never need to be used. This is not the case in some of the scenarios, where military action is the only way to achieve your objectives, but this is the exception rather than the rule. Those who enjoy building a large invasion fleet and annexing their neighbors won't have a good time trying to do so in 1602 A.D. On the other hand, if you're interested in a slightly more mercantilist depiction of society, you will enjoy the predominance of building and trade.
1602 A.D. has an extensive tutorial that does a decent job of explaining some of the basic game concepts, and the manual is passable, but there is a lot to the game that isn't apparent on first examination. This issue is compounded by the lack of any overall summary screens to organize the vast amount of information that you're faced with. There's some information on the game's web site that should have been included in the documentation. And while the interface makes manipulating game functions fairly easy, it's less effective for information management. Though you'll have the power of an all-knowing deity, you'll be forced to work hard for your omniscience.
While it can't boast innovative design or unusual gameplay, 1602 A.D. has a peculiar charm all its own. The game captures the feel of the historical period very well and carries you along without the extreme highs and lows that characterize more fast-paced and violent games. Those who prefer to play action-packed computer games will be disappointed by 1602 A.D., but if you're looking for a more relaxing game, you'll find a pleasant diversion in this engaging colony builder.
1602 A.D. Cheats
Cheat mode must be on for this code to work. Hit Ctrl + Shift + Alt + W and then type a number from 02 to 24 and hit Enter. What you get will depend on what number you type. There is a complete list below. After that, just select a ship or market and hit a. Every time you hit a you will get 5 tons of that certain item placed in the market or ship. To add a different item, repeat the second paragraph.CheatEffect02Iron-ore03Gold04Wool05Sugar Cane06Tobacco07Cows08Corn09Flour10Iron11Swords12Guns13Cannons14Food15Cigars16Spices17Cocoa18Alcohol19Fabric20Clothing21Jewelry22Tools23Wood24Bricks
Enable cheat modeInput Ctrl+Shift+Alt+W, then type 2061 on underscore cue. Press Enter. Type A without a cue, then press Enter again.CheatEffectShift + MGive MoneyShift + ZGive BricksShift + KGive CannonShift + HGive WoodShift + TGive ToolsgoldGive GoldfastgameAll Buildingscolumbus$10,000 - enter code below and give yourself a yellow flagSHIFT+H+5 WOODSHIFT+T+5 TOOLSSHIFT+MYou will get extra money MONEYSHIFT+Z+5 TOOLS
All CampaignsUse a text editor to edit the "game.dat" file in the game directory. Locate the line "Volume: -750, 0, -5??" and change it to "Volume: -750, 0, -581". Note: This procedure involves editing a game file; create a backup copy of the file before proceeding.
1602 A.D. Game Walkthrough
v1.03, 8 February 2005
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~_~ _ ___ _ __ _~
~_ /| //__ /| | / _~
~_ ^|| || || || // _~
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| Creation of a New World |
Anno 1602 Frequently Asked Questions (FAQ/Strategy Guide)
- 1.1 Notes
- 1.2 Credits and Legal
- 1.3 Version
- 1.4 Most Frequently Asked Questions
- 2.1 What is Anno 1602?
- 2.2 Who developed Anno 1602?
- 2.3 What are the minimum requirements?
- 2.4 "Anno 1602" or "1602 AD"? What are NINA, the Gold Edition and
Konigsedition? How many different versions are there?
- 2.5 Where can I get demos and patches?
- 2.6 What expansions and addons are there?
- 2.7 Can I run the game on Linux?
3.1 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?
- 3.3.1 Where do I get Tools or Ore from? How do I mine?
- 3.3.2 Why does my mine not extract ore from a deposit?
- 3.3.3 Where did my gold or ore deposit go?
- 3.3.4 Where is the gold?
- 3.3.5 Can I have Aristocrats without Gold?
- 3.3.6 What are north and south islands?
- 3.3.7 How do islands vary is in size?
- 3.3.8 Why are my crops dying?
- 3.3.9 Why do wild animals die?
- 3.3.10 Are patchy green/brown areas of land less fertile?
- 3.3.11 Can I clear mountains or rocks?
- 3.3.12 What areas of water provide fish?
3.4 Colony Buildings
- 3.4.1 How do can I build a ...?
- 3.4.2 How do I demolish buildings?
- 3.4.3 What do Gallows do?
- 3.4.4 How do I get a monument?
- 3.4.5 What do Palaces, Arches of Triumph and statues do?
- 3.4.6 Do I need Schools if I have Colleges, Chapels if I have Churches, and
- 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?
- 3.8.1 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
- 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?
- 3.9.1 How can I order soldiers to get into and out of ships?
- 3.9.2 How do you build ground units?
- 3.9.3 Is there a limit on the number of ground units I may have?
- 3.9.4 How do you heal troops?
- 3.9.5 Why don't groups of troops work?
- 3.9.6 How do I retire soldiers?
- 3.9.7 Can I destroy trees?
- 3.9.8 Why don't my towers shoot?
- 3.9.9 How do I conquer enemies?
- 3.9.10 Why can't I delete old roads on an island I have conquered?
- 3.9.11 Why do I lose money when I take over another players' city?
- 3.9.12 How do I invade an enemy that keeps on rebuilding walls?
- 3.9.13 Can I garrison troops?
- 3.9.14 Can city gates be shut?
- 3.10.1 How can I find online games?
- 3.10.2 Can different versions be used by different players in multiplayer
- 3.10.3 How do you load a multiplayer saved game?
- 3.10.4 How do you chat?
- 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
- 4.11.1 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?
- 4.13.1 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
- 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
- 4.18.12 At His Majesty's Service: Veni, vidi, veci: My trade balance is
above 500. Why does the game not end?
- 4.18.13 At His Majesty's Service: At all Costs: How to get started?
- 4.18.14 Delusions of Grandeur: How to get enough Aristocrats?
- 4.18.15 Fireland: How to get Tools?
5.1 Colony Planning and Building
- 5.1.1 Initial colony building
- 5.1.2 City planning
- 5.1.3 Ultimate city designs
5.2 Industry Planning and Building
- 5.2.1 Limited island resources
- 5.2.2 Planning and construction
- 5.2.3 Ultimate industry designs
- 5.2.4 Ore and Stone
- 5.2.5 Food supply
- 5.2.6 Vines or Sugarcane to produce Liquor?
- 5.2.7 Sheep farms or Cotton plantations for Cloth?
5.3 Colony Management
- 5.3.1 Tax
- 5.3.2 Alternative uses for market wagons
- 5.3.3 Fires
5.4 Trade and Diplomacy
- 5.4.1 Trade
- 5.4.2 Trade routes
- 5.4.3 War or peace?
- 5.4.4 Alliances
5.5 Pirates and Natives
- 5.5.1 Dealing with natives
- 5.5.2 Dealing with Pirates
5.6 Military Units
- 5.6.1 Ship choice
- 5.6.2 Ground unit choice
5.7 Military Tactics
- 5.7.1 Economic warfare
- 5.7.2 Defence
- 5.7.3 Invasions
- 5.7.4 Destroying towers
- 5.7.5 Naval battles
6. Cheating, Editing and Custom Scenarios
- 6.1 What are the cheat codes?
- 6.2 How do I access all the scenarios?
- 6.3 Are there other gameplay 'cheats'?
- 6.4 Are there any trainers?
- 6.5 Can I create scenarios and custom maps?
- 6.6 Can I create custom islands?
- 6.7 Where can I get custom scenarios and maps? How do I play them?
- 6.8 Can I play custom scenarios without NINA?
- 6.9 Can I create campaigns from scenarios?
- 6.10 What are the editor codes?
- 6.11 Can I open a saved game in the editor?
- 6.12 Can I change the music?
- 6.13 Can I place treasure using the editor?
- 6.14 Can damaged ships or buildings be set in the editor?
- 6.15 How do the editor's passivity and activity settings work?
7. Technical Issues
- 7.1 Why does installation under Windows XP/2000 fail with file name too long
or similar error messages?
- 7.2 Does the game run under Windows XP/2000? Why does it crash during
battles or after an hour of play? Got any troubleshooting tips?
- 7.3 How do I backup the game prior to reinstalling? How do I move savegames
- 7.4 Can I save more than 12 games?
- 7.5 How do you take screenshots?
- 7.6 Why can I not see the cursor in-game?
- 7.7 Have you got any suggestions for dealing with CD-ROM problems?
- 7.8 How do I play across a firewall?
- 7.9 Why do online multiplayer games crash frequently?
8. And Finally...
- 8.1 Don't you hate it when...
- 8.2 That's odd...
- 8.3 Ways you can tell that you play 1602 too much...
- 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
This FAQ is based on the original United Kingdom English version, which was
called "Anno 1602 - Creation of a New World". It does not specifically cover
the new elements in the NINA expansion, which was included in the North
America and Australia version "1602 A.D.", and the Gold/Kings editions. These
later versions are all based on the original, and the core of the game is the
same for all versions. Where possible, I have integrated information relevant
only to the NINA expansion. For a full explanation of the different versions,
see "Anno 1602" or "1602 AD"? What are NINA, the Gold Edition and
Konigsedition? How many different versions are there? below.
Anno 1602 is well documented in German, with many fan sites and a published
strategy guide by Markus Betz. A basic German FAQ was written by stormbringer
in 1998. It was translated into English by Manny and Neferankh, but is no
longer online. This FAQ attempts to take a slightly different approach: To
pool a lot of knowledge found on forums into a single English language
reference document, with a walkthrough, strategy guide, technical support
notes, and lots of data. This FAQ was awarded the title "FAQ of the Month" for
April 2003 by GameFAQs. Cool.
You may notice that some names are used inconsistently. For example "Alcohol"
is interchangable with "Liquor", and there are several different variations on
"Fire Department". Some of these reflect laziness on the part of the author,
some reflect inconsistency between the game and manual, others reflect
translations of words from one language version of the game to another. Common
sense should hopefully be sufficient to determine what names refer to what
1.2 Credits and Legal
This FAQ was written by Tim Howgego (also known as timski), copyright 2003-
2005, unless otherwise stated. Errors and suggestions should be reported to
tim (at) capsu (dot) org. Please put "1602" somewhere in the email subject
field. This FAQ includes ideas and strategies posted on Sunflowers' forum
(both http://forum.sunflowers.de/ and the old Sunflowers' forum), the official
site ( http://www.anno1602.de/ ), and found lurking on fan sites, especially
Manny's (now offline) and http://www.anno-zone.de/Charlie/index.html (archive
of http://www.tat.physik.uni-tuebingen.de/~kaufmann/ANNO1602/ ) - contributors
are noted with the relevant text. Special thanks to prolific forum posters
like FrankB, Budgie, Zomby Woof and Gunter, without whom this FAQ would be
much less detailed than it is, and Manfred for (among other things) posting
these words in December 2000: "There are so many questions and even more
answers on this board, it'll take a life time to re-read all the posts and put
them in a halfway decent order..." This FAQ is in the public domain: You may
copy and repost this FAQ, but the content of the document, including the
credits, must remain unchanged. Informing the author that you are hosting it
is appreciated, but not mandatory. Ensuring you host the most recent version
is also appreciated, but not mandatory. If converting from text to HTML,
please note the use of fixed width text in diagrams and greater/less-than
characters. Trademarks and copyright are owned by their respective trademark
and copyright holders. This is not an official FAQ. It is not endorsed by the
game's developers or publishers.
This is version 1.03, 8 February 2005. City gates, fishing grounds and various
minor changes and URL fixes.
1.4 Most Frequently Asked Questions
The most frequently asked question is "how do I load troops onto my ship?"
This is totally unintuitive because it needs more than a simple mouse click.
The answer: Move the ship next to the coast; select the military unit(s) to
load on the ship; [Ctrl] + click on the ship; the unit(s) will board the ship.
Those purchasing budget versions of the game often ask (or should ask) about
the manual, which is on the CD, but with no indication that it is lurking
there - see Where is the manual? under Gameplay. The most frequently asked
technical issue relates to Windows 2000/XP crashing sometime after play starts
- see Does the game run under Windows XP/2000? Why does it crash during
battles or after an hour of play? Got any troubleshooting tips? under
Technical Issues. Those who are inclined to cheat often either cannot get the
cheat codes to function, or spend hours inputting hoax codes - see What are
the cheat codes? under Cheating, Editing and Custom Scenarios. The most common
strategy questions relate to making money early in the game (read some Initial
colony building strategies, and examine some Tax strategies) and getting Tools
(see Where do I get Tools from? How do I mine? under Gameplay).
2.1 What is Anno 1602?
Anno 1602 is a real time strategy game, set in the Early Modern (around the
17th century) period of history. The game is based around colony building and
resource management on a series of small islands. It includes aspects of
exploration, combat, diplomacy and trade. It is set in the same period as Sid
Meier's Colonization, but involves more detailed colony management, with no
"Old World" politics. Parts, like expansion and movement of resources, are
similar to the early Settlers games. 1602 is an economic, rather than combat,
orientated strategy game. Players are rarely challenged in battle. The game
design is noteworthy for its attempt to implement a 'progressive' AI
(Artificial Intelligence). This should mean that the pace of the game changes
in response to how quickly players act.
2.2 Who developed Anno 1602?
The game was developed by Sunflowers Interactive Entertainment Software (
http://www.sunflowers.de/ ) subsidiary, Max Design. Programming was by Albert
Lasser and Wilfried Reiter, animation and artwork by Ulli Koller and Martin
Lasser, music by Marcus Pitzer, and production by Juergen Reusswig. The game
was published variously by Bomico (first in Germany), Infogrames, GT
Interactive Software, Infogrames again, and Electronic Arts. It sold more than
1.7 million copies worldwide. Albert Lasser and Wilfried Reiter originally
wrote "1869", a 1992 DOS/Amiga game set in a similar historic period, but with
more emphasis on a trading from a single ship. Anno 1602 has a sequel, Anno
1503/1503 AD, released in 2002/2003.
2.3 What are the minimum requirements?
Windows 95/98 (can normally be made to work with Windows 2000 or XP - see
Technical Issues below for tweaks and fixes), Pentium 100, 16MB RAM, 2MB PCI
graphics card, 4-speed CD-ROM drive, 85 MB hard drive space, SoundBlaster or
compatible with DirectX support, and mouse. The game requires DirectX 6 or
2.4 "Anno 1602" or "1602 AD"? What are NINA, the Gold Edition and
Konigsedition? How many different versions are there?
Anno 1602 was first released as a German title in 1997. In 1998 Anno 1602 was
released in Europe and Japan, with versions in English (United Kingdom),
French, Dutch, Spanish, Italian, Polish and Japanese. This second release is
sometimes referred to as the 'International' edition.
An expansion set "Neue Inseln, Neue Abenteuer" (NINA - New Islands, New
Adventures) was released for the German version in the same year. Shark_Dus
lists NINA's features as: "Map editor, Watermill, Option to release unused
military, Option to sink unused ships, Subdirectory 'own scenarios',
Additional videos, Additional music, Extended limit of 33 ships, Extended
limit of production facilities (in total and per island), A frame showing the
current screen on the survey map [this appears in some of the International
versions too], Warehouse/market opens with a double click, More activity on
the ocean (whales, dolphins, octopus), More activity on the streets (children
running, a gambler in front of every market), Volcano eruptions from time to
time, Better AI, 20 additional scenarios in 6 campaigns, 7 new singleplayer
scenarios, 30 additional multiplayer-scenarios."
In 2000 the game was released in North America and Australia as "1602 A.D.", a
version that included the original game, expansion and patches. An
'International' (primarily United Kingdom and Dutch) "Anno 1602 - Gold
Edition" was released in 2000/2001, which similarly contained the expansion
and patches. This version almost wasn't produced at all (Infogrames rather
lost interest...), and it was not widely distributed.
From Shark_Dus: "[Germany] also had an additional mission pack, 9 months
later, 'In the name of the king' ('Im Namen des Konigs') from a different
publisher (but authorized by Sunflowers): 27 scenarios in 6 additional
campaigns, 8 single-player scenarios, 5 multi-player scenarios." The final
German version was the Konigsedition (Kings Edition), released in 1999. It
included the original game, *both* expansions, and patches.
2.5 Where can I get demos and patches?
Demos and current patches are available from Sunflowers,
From Jochen Bauer: "Do not use the patches with the US version of 1602.
- Patch 5 for Anno 1602: Download Patch 5 and follow the instructions of the
installation-assistant. This patch is for all players who have installed Anno
1602 without the expansion set 'New Islands, New Adventures'. This patch is
only for German versions of Anno 1602.
- Patch 5 for the expansion set 'New Islands, New Adventures': Download Patch
5 and follow the instructions of the installation-assistant. This patch is for
all players who have installed Anno 1602 and the expansion set 'New Islands,
New Adventures'. This patch is only for German versions of the expansion pack
'New Islands, New Adventures'.
- Patch 1.04 for the Dutch version of Anno 1602: Download Patch 1.04 and
follow the instructions of the installation-assistant. This patch is for all
players who have installed Anno 1602 - Dutch version.
- Patch 5 for all countries except Japan and Netherlands: Download the
soundpatch and follow the instructions of the installation-assistant. This is
a patch for all international versions except the Japanese version of 'Anno
1602 - Creation of a New World', which fixes the double sound problem with
some PCI sound cards running under Windows 98.
- Patch 2 for the Japanese version: Download the Soundpatch and follow the
instructions of the installation-assistant. This is a patch for the Japanese
version of 'Anno 1602 - Creation of a New World', which fixes the double sound
problem with some PCI sound cards running under Windows 98."
2.6 What expansions and addons are there?
The only Sunflowers expansion is NINA (Neue Inseln, Neue Abenteuer/New
Islands, New Adventures), which is included within 1602 A.D. and Gold/Kings
editions by default. NINA was only released as a stand-alone expansion in
German. A second expansion, Im Namen des Konigs (In the name of the king), was
also released only in German, and is also included in the Konigsedition.
Unofficial addons have appeared, including "Pirate's Isle" and "A.D. - The
Conquest Continues". Various custom scenarios are also available for download
and use by those with NINA based versions - see Where can I get custom
scenarios and maps? How do I play them? below.
2.7 Can I run the game on Linux?
Officially no, however - from cipher: "This game almost works on Linux
completely. Only thing that I haven't been able to get working is the
Multiplayer feature. The single player works fine because when you hit the
single player button it loads it within the same screen. Multiplayer, however,
loads a new screen from what I've been told and that causes it to freeze
(using 100% CPU, and due to Dxgrab, mouse is stuck in the window). I've been
using Winex to try this game."
This section contains short answers to specific commonly asked questions.
Associated Strategies are contained in a later section. For gameplay related
'exploits', see Are there other gameplay 'cheats'? below. This section assumes
one has at least skimmed through the manual, attempted to play the game and/or
completed the tutorials: It does not cover absolutely everything, just topics
which have confused new player enough for them to ask the question.
3.1 Essential Concepts
3.1.1 How are resources revealed?
Sail your ship to close to each island. Once stopped, selected the 'eye' icon,
which explores the island. You must let the red bar around the eye fill to
complete exploration. Exploration will determine what special crops can be
grown, and what ores (if any) can be mined. Special crop are Cocoa, Cotton,
Spices, Sugarcane, Tobacco and Vines. Grain and trees do not require specific
soils, and can be grown wherever there is room. The same applies to the
grazing of livestock. Once explored, suitability is shown by moving the cursor
over the island: It will display something like "Cocoa 100%, Cotton 50%,
Spices 100%", meaning these three crops can be grown here, but if Cotton is
grown, half the crop fields will fail. Iron ore deposits are shown as a pair
of hammers over the mountain. Gold deposits appear in a similar way. Islands
without mountains do not contain ore deposits.
Lord Khang has a warning about exploration: "I prematurely ended my
'scouting'. When I came back to finish scouting it did not give me the scout
out island button again. Later in the game, after the computer had settled
that same island, I went and looked at it and bingo, the computer had dropped
a gold mine in one of the mountainsides... I needed the gold, so I whacked
him, but it would not let me build a Gold mine in the same mountain."
3.1.2 How is territory gained?
You may only build in territory within the service area of your Warehouses and
Market places. Initial colonization requires a Warehouse to be built. The
Warehouse is the only buildings that you build from a ship moored next to the
island. The ship needs to have the required materials (6 Wood, 3 Tools) and
you also need 100 coins available. For further expansion into new areas of the
island, you must build Market places. Build these at the limit of your
existing territory and if the territory was unclaimed, your territory will be
expanded. If the territory is already claimed by another player, you'll need
to destroy their Market places, Warehouses, and any military towers using your
3.1.3 What limits how I develop colonies?
Individual buildings require different volumes of raw materials - coins, Wood,
Bricks, Tools and/or Cannon. Most buildings are only available to build once
you have met or exceeded specific population requirements. These requirements
involve having a minimum number of people at a certain civilization level.
There are five levels, starting from Pioneer, which is what you get when you
build new housing. A list is contained within the Building and Industry Data
in the appendices. All housing requires Food. In order to develop, housing
must be supplied with different goods, and provided with access to different
facilities. For example, to develop from Pioneer to Settler, the population
must be supplied with Cloth, and have access to a Chapel and Market place, in
addition to being fed and not being over-taxed. Basic demands can normally be
met from one island, but the higher civilization levels require many goods,
some of which must come from other colonies.
3.1.4 How does cashflow work? What costs are there?
Taxation is the main source of revenue. Civilization level is the primarily
determinant of taxation. The most advanced (Aristocrat) housing can house 20
times as many people as the basic (Pioneer) housing. More people means more
potential tax revenue. Buildings require coin to build, in addition to
construction materials. Buildings, except houses, have an operating cost,
which needs to be met. In some cases this can be reduced by de-activating the
building. Ships and ground units require coin to build/train (in addition to
construction materials. Military units require upkeep to be paid in coins.
Ships may need repairs if they become damaged, which requires repair materials
(Cloth and Wood). From Robitoby: "Tax collection and taking away the
production-costs from your money, happens all together within 60 seconds at
speed F5. Means if one of your inhabitant-groups says you get 500 gold it
would mean you'll have these within 60 seconds." Trade with other players,
Free Traders and pirates is based on exchange of coin for cargo. Trade with
natives does not require coin - one exchanges cargoes. All coin expenditure
and revenue is shown on the Player Status screen. Military upkeep is included
with Military Cost, not Operating Cost. Certain expenditure, like trade, is
only partly averaged out over time. This can lead to temporary oddities and
extreme values, notably when reloading a game. Shark_Dus writes: "The
financial data is updated constantly. The irritating thing is, that the AI of
the game splits your trading volume (sales and purchases) in 10 pieces and
spreads this volume over 10 consecutive cycles (1 cycle = approximately 1
minute). Then it averages the last 10 cycles, so that the financial data shows
some purchase even when you did not purchase anything within the last 9
minutes." Coin is pooled across all islands - there is only one treasury per
player. This varies from commodities/production, which are island-specific.
3.1.5 Must I keep my people happy?
Ensure that they don't become unhappy for long. Unhappy residents will leave
and cause housing to decay. Mildly annoyed residents will not develop their
houses. Happier residents may allow taxes to be increased, and will eventually
fill available housing space. It is important to differentiate between demands
and needs. Demands are those things the population want to upgrade their
houses. You do not have to meet those demands for the current population to
remain happy. For example, Settlers would like a Tavern, because it is one of
the things that will allow them to upgrade to Citizens; however Settlers do
not need a Tavern to remain happy Settlers. Needs are more critical: For
example, deprive the population of food and they will become unhappy because
they are starving.
3.1.6 Is territory important?
In order to develop many facilities, you will need a lot of space. Cities need
as much space on one island as possible, in order to fit in all the public
buildings needed by advanced civilisation levels. Some or all of the city's
demands can be produced on other islands, and then shipped to your main city
island. Sometimes you will not be able to control all the territory you need
to produce everything, and will be forced to trade with other players.
Although multiple players can settle the same island, this leads to tension
and war, and the relatively small size of most islands means it is common for
one player to wholly own each of the islands they have colonies on.
3.1.7 How do service areas work?
Buildings that produce things need to have access to the raw materials they
need within their service area. For example, for a Weaver's hut to function,
it needs to have sources of Wool (Sheep farms or Cotton plantations) in its
service area. Alternatively, both industries need access to a Market place or
Warehouse on the same island. The overall transport requirement tends to be
lower when industries can find the raw materials they need without using
Market places, although with clever colony design, Market place based supply
can be the most efficient. The service area is the highlighted area you see
around the buildings when you build or click on it. The same logic applies to
public buildings, but in reverse. For example, only housing in the service
area of a Fire department will be protected when fires start.
3.1.8 How do roads and carts work?
Most buildings need to be linked with roads. Roads need to touch at least one
square of one side of each building. Buildings do not need to be aligned to
roads. Road connections make buildings accessible to carts and fire trolleys.
Buildings that produce items will store them in the building after production.
Production buildings have limited storage capacity. If storage capacity is
filled, production will stop. If a road connection is available, a cart will
eventually run out from a nearby Warehouse or Market place, pick up the stock
and return. Once the stock has arrived at the Warehouse or Market place, it is
available for other uses on the same island, or shipment elsewhere. Each
market place adds two carts. Travel speeds can be increased by paving the
roads (cobbles and squares). Having good road networks and enough carts to
service all your buildings is essential.
There are two exceptions to cart transport, both involving industries that
source their raw materials by using donkeys or walking to the supply of raw
materials: (1) Stonemasons will walk to the Quarry, mine stone, and then bring
it back to the Stonemason's hut. In this case, carts will never take stone
from the Quarry - they will only transport Bricks created at the Stonemason's
hut. (2) In certain other cases, such as Sheep farms, Weavers will walk to the
farm to fetch the Wool, so roads are not required. However, any excess Wool
that needs to be moved into your warehouse does require road access. Not
placing roads in the last case prevents large excess amounts of production
from being stored. The second case applies to most basic farm types, Ore
smelting, and shipyards.
3.1.9 How does production work?
Primary production involves growing and harvesting crops or livestock, or
mining. Secondary production is often needed to process these into useful
goods. Most production is a simple case of taking one raw material to a
processing industry, and returning with the finished product. In a few cases,
two items need to be used for production to occur. For example, Ore smelters
require Ore and Wood to produce Iron. Sometimes more than one production
process is needed. For example, after Iron is produced it is made into Tools
or weapons before it has any proper use. End products are consumed by your
population, or used by your military (ships, troop training, etc). Appendix B
shows Production Links, appendix D shows Production Efficiency.
3.2 Setup and Interface
3.2.1 Where is the manual?
Earlier versions shipped with a printed manual. Later versions (including the
US version) have a manual as 1602manu.pdf on the CD, which opens in Acrobat
Reader. [This is asked quite a lot.]
3.2.2 What are the differences between continuous play difficulty settings?
Based on the observations of Charlie, when comparing the Easy and Difficult
settings: 20,000 starting coins on Easy, 10,000 at harder settings; 30-50%
less chance of finding suitable land for crops at the hardest setting; 75%
less chance of finding large (endless?) ore deposits at the hardest setting;
less chance of finding treasure at harder settings; pirates in all except the
easiest, with increased pirate activity at harder settings. You cannot opt to
have fewer AI player opponents in the continuous game.
3.2.3 How do I pause?
Press the Pause key. From Helen: "Or press [alt]+[tab] to pause, the game
minimizes. Or you can press the question mark, the statistics comes up, and
pauses the game aswell." MWHC has a method that allows one to pause and view
the map (may not work on all versions): "Shift+P will bring up the screenshot
window. Move it aside to gain a view over your island. When you are done, just
move back your window and cancel the 'save'-window."
3.2.4 How does the game end?
Scenarios have specific objectives which you must meet - often related to
population. Continuous play mode has no fixed objectives, and it is up to the
player to decide when to finish. This can confuse some players, who defeat all
the other players and expect the game to end. Games may be played to maximise
Final Score, details of which are given in the appendices.
3.2.5 Can you change the names of colonies and ships?
Yes. Manfred writes: "Click on your City or Ship name tag and use 'backspace'
to erase the old name. Now type the name of your choosing (for example,
'Cottonville' for your cotton producing island) and hit 'enter'."
3.2.6 Is there an undo button?
No. Reload a save game if the problem you wish to undo is dire.
3.2.7 How do I meet a 'balance' objective?
Shark_Dus writes: "There are two different types of balance: (1) total balance
= tax income+trade income - production costs+military+purchasing goods; (2)
trade balance = only traded goods count (sales and purchases)."
3.2.8 Can I see the objectives during play?
Yes. Nemo writes: "Select the options screen. Above the floppy disk icon for
loading/saving games, click on the capital 'A' (A = Assignment)."
3.3.1 Where do I get Tools or Ore from? How do I mine?
Initially, buy Tools from Free Traders or Pirates, or buy Ore from traders,
smelt it and then make Tools. Tools can initially be brought for 71 coins (or
just above), more later in the game. Robitoby writes: "The free traders have
inexhaustible tool-stock as long as no one started to produce them. Once
someone produced the first tools, their stock gets down until they have to buy
from someone who sells them." Remember that your initial ship normally carries
a large number of Tools. Budgie adds: "In case you buy Ore from the Free
Traders - pay no more than 45 coins per ton." Manfred writes: "As soon as
someone on the map has a mine, even if it's you, the traders will sell ore."
Dread Pirate Terry writes: "To get more tools you have to have settled on an
island with an ore deposit (hammers circling above an ore nugget above a
mountain). After you have 120 settlers you will be able to build a small ore
mine in the side of the mountain. Next you build an ore smelter (ore plus wood
goes in, iron comes out). When you build a tool maker, every ton of iron is
turned into two tons of tools. For efficiency, it's good to have a marketplace
close to the ore mine, along with the smelter and tool maker for speedier
transport between the different parts of the production chain." Budgie adds:
"The first one to start working is the smelter. He needs ore and wood. When
you have it in your marketplace, he sends a mule to get it automatically. As
soon as your smelter produced his first iron, the toolmaker will take it to
work it up."
On stone quarries, Budgie writes: "You can place a quarry only at the bottom
of medium or large mountains. Make sure the place is within the influence area
of your marketplace or warehouse. When you got a suitable place (must be a
straight line of rocks) you will see a flashing quarry silhouette."
3.3.2 Why does my mine not extract ore from a deposit?
From the official FAQ: "You probably built a normal iron mine, whose supply is
eventually exhausted. Now you have to build a deep iron mine to get at the
rest of the ore."
3.3.3 Where did my gold or ore deposit go?
Ore deposits may eventually be exhausted due to mining. From FrankB: "If you
don't have a mountain with endless ore, your deep iron ore mine will run out
after 240t of ore (that includes the first 80t you already mined with the
small one). Generally, there are three ore deposits possible: small (80t), big
(240t), and endless." Robitoby comments: "The deep ore-mine has 2
possibilities, but you will only know which one is the case after you built it
and let it work for a while: (1) Deep ore-mine runs out after 240 tons have
been delivered. (2) Deep ore-mine is inexhaustible." All big ore mines on the
same map will be the same type - all either finite or all inexhaustible (from
Sir Henry). In later versions, volcanic eruptions will make any deposits in
volcanoes impossible to mine.
Gold deposits are not exhausted by mining. However, destroying natives on the
same island may remove any Gold deposit. Guardian suggests this only occurs in
later versions of the game, not in the original. From robbie47: "When the
natives have explored the goldmine [and you then destroy the natives], the
gold will be gone and the headman's curse will prevent you from getting any
gold. However, when the gold is within their territory but they don't have a
mine, it's yours after you conquer their land. The headman will curse you, but
that does not make a difference to the gold."
Sir Henry explains the game design logic behind Iron being exhuastible and
Gold generally being inexhuastible: "Iron ore is only needed as long as you
build. Once you have built everything you do not need any ore/iron/tools any
more. That's why ore deposits may be exhaustible. On the contrary, gold is
needed even after building is finished, that is why gold deposits are
3.3.4 Where is the gold?
Gold deposits tend to be in short supply on most maps, however there is
normally at least one deposit. However, as Gunter notes: "In some of the
continuous maps there's no gold, it's one of the few bugs of the game. I
suggest that you restart with another map."
3.3.5 Can I have Aristocrats without Gold?
From FrankB: "To be exact, your people needs one ton of it to upgrade -
provided you have for at least a short time full supplies of all goods. After
the first house upgraded, you can stop delivering jewelleries - lower the
taxes a bit, and your people will be happy (they will demand jewellery, but
even without it you can get monuments)." From Dread Pirate Terry: "Aristocrats
with jewellery pay 35% taxes, those without pay 31-32%." For a slightly under-
hand method of creating small volumes of Gold, see Are there other gameplay
3.3.6 What are north and south islands?
Islands in the north of the map tend to be suitable for farming Tobacco, Vines
and Sugarcane. Islands in the south tend to be suitable for farming Cocoa,
Cotton and Spices. From anto: "Islands with palm trees are the southern, and
the ones with pine trees are the northern." Grain, Wood and livestock will
grow fully any island.
3.3.7 How do islands vary is in size?
Manfred writes: "There are five size categories for islands in 1602: (1)
large, size 100x90, file name laryy.scp; (2) big, size 70x60, file name
bigyy.scp; (3) medium, size 50x52, file name medyy.scp; (4) small, size 40x40,
file name mityy.scp; (5) little, size 30x30, file name lityy.scp." Guardian
adds: "The large type came with NINA."
3.3.8 Why are my crops dying?
During droughts all crops will die - there is nothing you can do about this,
except wait. You do not need to replant drought-afflicted crops. A proportion
of special crop (Tobacco, Vines, Sugarcane, Cocoa, Cotton and Spice) fields
planted on islands with less than 100% suitability, will die. Neferankh
writes: "No matter how many times you replant, the crop will not grow on all
squares unless your island has the crop at 100%." Charlie discovered a pattern
for which fields dry up and which do not on 50% suitable islands. The pattern,
three blocks of which are shown below, repeats across the island. "F" shows
fields which will not dry up, "-" indicates a field that will dry up:
F - F F F - F F F - F F
F - - F F - - F F - - F
- F F - - F F - - F F -
F - F - F - F - F - F -
F F - - F F - - F F - -
F - F F F - F F F - F F
- - F - - - F - - - F -
- F - - - F - - - F - -
3.3.9 Why do wild animals die?
Deer require a mixture of trees and open land to survive. Eric Lorah writes:
"Apparently even too many trees will kill them." Robitoby writes: "Deer/elks
die when they eat Tobacco/Spices/Cotton/Sugarcrane, no matter if the balance
of wood-free fields still is good for them. Strangely they survive eating
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
3.3.11 Can I clear mountains or rocks?
3.3.12 What areas of water provide fish?
Mamayourpeoplearehungry, translating AnnoPhil: "The transition from the
country to deep lake goes over the following stages: (1) Country - no fish.
(2) Embankment - no fish. (3) Beach - no fish. (4) Shallow water - no fish.
(5) Shallow/middle water - fishing area. (6) Middle water - fishing area. (7)
Middle/deep water - fishing area. (8) Deep water - no fish. Fishing is not
possible either directly on the bank nor in the open sea."
3.4 Colony Buildings
3.4.1 How do can I build a ...?
Buildings require construction materials, coin, flat land, and certain
population requirements to be met. For requirements, see the Building and
Industry Data in the appendices. Construction materials must be available on
the island you are trying to build, meaning in your Warehouse on that island;
not in your ship's hold (except for the first Warehouse on an island), or on
another island. You can only build within your territory (see How is territory
3.4.2 How do I demolish buildings?
Use the demolition (hammer) tool on the build menu. Llgrzzy adds "...also you
can delete an area by left clicking where you want to start and drag the mouse
to the spot you want to stop." Helen notes: "If you want to delete your
warehouse, you have to demolish all buildings first on the island." Also, take
care when deleting market places - you can give up settled territory.
3.4.3 What do Gallows do?
From Eric Lorah: "There is a thug/robber that goes after the cartmen. The
gallows is supposed to keep him away." Zomby Woof comments: "The thief only
appears on islands with houses on it." FrankB comments: "I do not build the
gallows anymore; I could not see any effect of it, I do not like it, and it
costs me money. The robber appears with and without gallows." Carl's
experience: "I put a hangman [Gallows] at a busy intersection near the
warehouse. The little green mugger dude came out of the house right there on
that corner and thumped the cart guy and took his goodies. Right in front of
3.4.4 How do I get a monument?
Mircea writes: "You get a monument (Arch of Triumph) every time you defeat an
enemy and one when pirates are defeated [if the scenario specifies them as
enemies]. You get a Gold Statue after playing the game for 30 minutes on
normal speed, with your people 'happy'." Your population need to be at least
Citizens. FrankB adds: "Have a look in your build menu, public buildings.
There you will find the triumphal arches [and other monuments], provided you
really defeated the AI." Normally there are no more than three opponents.
However, Charlie reports that if sufficiently large empty islands remain after
defeating the original opponents, new competitors will emerge. This may allow
many more Arches of Triumph to be built. Palaces and Cathedrals can only be
built once per game.
3.4.5 What do Palaces, Arches of Triumph and statues do?
They look great :-) . On Palaces, Robbie47 adds: "And you can increase the
taxes for a while." Charlie suggests this effect lasts no more than 30
minutes. Zomby Woof adds: "Same effect with the cathedral." You can only have
one Palace and one Cathedral, but you may have many statues. From Eric Lorah:
"You get one statue for each 'satisfaction' point." Dread Pirate Terry writes:
"I only build statues and monuments on palace islands when I'm feeling
particularly vain. ... Monuments just take up space that can be better used
for something productive."
3.4.6 Do I need Schools if I have Colleges, Chapels if I have Churches, and
No. So long as the higher-level building covers the houses covered by the
earlier building, you do not need to retain the earlier public building.
Manfred writes: "As soon as you can build the church, you can destroy the
chapels within the influence area of the church. Same goes for
cathedral/church and college/school."
3.4.7 What are the advantages of stone roads and squares?
Carts move along them quicker. Stone bridges cannot burn, like wooden ones.
The game's readme file says: "Dirt roads are slowest and squares are fastest."
Charlie, citing Gamestar July 1998, suggests carts move 30% quicker along
paved roads. Stormbringer comments that Squares allow market carts to run
diagonally, thereby reducing the time taken to move along a diagonals and to
turn corners. From Robitoby: "It seems like the cart-drivers are moving even
faster on squares than on stone-roads ... [but] the mule will be slow as hell
always. ... Square 3 is fastest. I checked it. On squares the cart driver is
even faster than on roads and on square 3 he moves fastest." Dread Pirate
Terry notes: "The added speed on squares doesn't matter much in the case of
the cart-pushers BUT, it can make a difference to the fire-fighters and
doctors." Manny adds: "Squares have another advantage over dirt and
cobblestone roads: they don't get destroyed during volcano eruptions."
3.4.8 Why can I not build across a river?
Rivers can only be bridged at straight sections of the river, not on corners.
AnnoDan1602 notes: "I put 10 bridges next to each other over a river. Then one
of my wagons started going up river on the bridges, using them like a normal
road." City walls cannot be built over rivers except by the coast. From
chrishillcoat: "You can build walls over the mouth of a river... but you don't
need to build them over rivers, because they stop soldiers getting through
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
3.4.10 What do docks do?
You do not need docks to dock ships, as Lord Khang comments: "I deleted the
piers and completely surrounded my warehouse with stone defence towers. ALL
ships (my own, free traders, computer AI) still managed to 'dock' at it and
conduct trade as usual." Shark_Dus adds: "The docks don't increase the
influence area of your warehouse. The influence area (lighted area if you
click on the warehouse one time) is fixed." Zomby Woof writes: "You can use
them as a road, for example to reach a mine which you can't reach with normal
roads because the mountain is standing too close to the shore. Or you use
docks to reach your fisher huts so you can save some squares of room to build
other things." BigTiny adds: "By your warehouse, they will allow soldiers to
go around the corner."
3.5 Colony Development and Events
Colony Planning and Building strategies are given in a later section.
3.5.1 What does a question mark above a building mean?
It means production is currently not occurring even though the building is
turned on. From Manfred: "The reason can be: (1) The resources necessary for
production do not exist or are not in reach. (2) The resources have to grow,
i.e. forester/trees or cattle farm/cattle. (3) The building was placed in an
unfavourable spot (fisher hut with too few fishing grounds within service
area), or the plants for a plantation have not been planted at all. (4) A mine
is completely exhausted. (5) An often appearing question mark requires a
thorough investigation of the efficiency of your building and possibly
3.5.2 Why aren't my houses developing?
You are not meeting enough of the requirements (click on them with the
information ("?") menu showing to see what they need, or whether they are
unhappy), or construction materials for upgrading houses are not available. If
you have such materials in stock on the island, check that you are allowing
your residents to access them. Do this by ensuring the 'materials to
population' icon, seen when clicking the Warehouse, is not crossed out.
3.5.3 Do I need housing on production islands?
Zomby Woof answers: "No, you don't need inhabitants on production islands.
There is no effect on production efficiency if you build houses there."
Workers count towards your total population, regardless of whether there are
houses for them. Folgra writes: "When you build a building, it comes with its
own labor. This lets you settle feeder islands without having to make housing
or supply food." Shark_Dus adds: "Production efficiency depends on fertility,
influence area, distance to a marketplace... but there is no dependency from
the size of the population."
3.5.4 How much of ... will my population need?
A utility called 'Milan's 1602 Calculator' can be used to calculate these
requirements - it is available from http://www.annopool.de/index.php?subcat=9
. A table of Population per Industry can be found in the appendices.
3.5.5 What can I do about plague?
Neferankh writes: "When a house is infected with the Plague, a skeletal figure
with a scythe appears above the house swinging the scythe back and forth." The
solution is to build Doctors, and ensure all of your houses have access to the
Doctor(s). Road access is not always required, but they must be in a Doctor's
service area. Doctors require 50 or more Citizens. If you are unlucky, it is
possible this level of development will not have been reached before plague
strikes. There is another method, see Are there other gamepl