There's non pattern, it's completely random. In the first case, it doesn't matter how far the 'factories' are located. For others, such a connection isn't necessary, but you have to build a 'processing plant' nearby instead. Let me explain this a little: Some buildings have to be connected to the roads to have their goods taken away. Only if your economic abilities are bad and let it become one. I'll say it bluntly: It sounds well thought-out in theory, but unfortunately, it's a complete mess. Furthermore, you have to build additional ships to establish trade routes which deliver goods to the cities. That is why you have to be careful about enemies snatching all islands on which a certain raw material can be grown. Once many citizens have reached higher classes like merchants or aristocrats, it gradually gets more complicated to ensure the supply of all goods, of course. When all criteria are actually met, you still need enough construction material (wood, tools, stone). Ěnd that's the cause for not all citizens being promoted at the same time if a needed good is available on the island. Only residence buildings which are in this area have the chance of promotion, so you sometimes have to build several of the same time on each island. Such buildings always have an 'area of influence'. Additionally, you have to provide public places like churches, schools and doctors. Promoting citizens isn't just a question of available goods, though. Only by exporting unneeded goods, you can earn something in addition. Almost everything has to be financed by them. Ěnd more citizens also mean more income via taxes. Once you cross certain population limits, you can create additional buildings which are again needed for even more growth. The point of getting citizens to higher levels is obvious: higher population density and therefore a larger overall population.
#Anno 1602 creation of a new world free#
Ět this point, the asked for goods have to be imported either from a competitor or a free merchant, or you can found a second settlement on an island on which these respective crops can be grown. In my very first game, it caused great frustration that exactly THE one single good which was needed (alcohol) couldn't be produced on my island either by growing sugar or wine. The order of these needs is fixed, but on the first try with the game, it's totally unforeseeable. Once they arrive at a storage, they're automatically delivered to the citizens all over the island. Spreading the goods isn't up to the player. Other raw materials don't have to be processed any further: spice and cocoa. Apart from building these roads, there's nothing you can do about the internal logistics. Buildings which produce something have to be connected to a market place by a system of roads to have their goods delivered. For cloth, that would for example be sheep farms which deliver wool to weavers. There's a basic distinction between buildings which produce raw materials and those which process these. You now have to take care of providing these additional goods. If that's delivered to the citizens, they are promoted to a higher class. Ěnd completely by chance, these are the three 'raw materials' which are required for the first few steps: wood to build, food to survive and wool is the first 'luxury good' which the citizens demand for. Others can be grown on all of the islands: grain, wood and wool. Ěll islands are fertile for three specific crops (plus sometimes ore and gold). A completely independent economy can't be established on any of them, because something's always missing. Right from the start, you have to deliver basic goods to your people. At the beginning, you choose a appropriate island to found your first settlement. In mission mode, you have to fulfill single tasks, but in free play, it's your final goal to beat your opponents from the surrounding cities to achieve sovereign rule over the islands. You're founding a settlement in a world of islands, and develop it by providing space to live and necessary goods to the citizens. Anno 1602 is a classic city building sim. Views: 65990 Screenshots Review by Mr Creosote, Tapuak () Theme: Business / Multiplayer / Nautical / Pirates / Politics / War Alternate Titles: 1602 A.D., Anno 1602: Creation of a New World