Anno 1404 speed up game




















Anno Venice. Very pretty 'n' all, and I've played Anno before which seems much easier. I've started continuous game about 5 times now, and I still seem to get left behind - even though I slow game right down when I'm doing stuff. I try and get a decent Tool production going as soon as I can, then start getting land I'm going to need.

I've tried going for all the land I can early on, but they just settle there if they want to anyway. This is on medium, and I'm hoping to build some warships and have some fun. Like I said though, damned hard. Showing 1 - 15 of 19 comments. Shona vincit omnia veritas View Profile View Posts. Originally posted by Shona vincit omnia veritas :. Moridin View Profile View Posts.

A useful thing to place there are your ships as they will flash red when attacked. You can place them there using the method above, or from the ship display F Ever had a bad feeling that you missed a quest, and are getting tired of hitting F8?

Here's how to expand the "News Bar". To the far left middle of your screen is the News Bar which tells you about past actions above the midway and pending items below it. This info bar can be pulled down, and then the midway adjusted up or down. By default it shows six news items 3 above and 3 below , but it can show 12 in total.

They want new clothing in the form of Jerkins, a concept of property, in the form of Books and Candlesticks. Their faith will require you to build a Church and security in the form of a Debtor's Prison. However, note that to advance to the next level, all the needs need to be taken care of, except for Candlesticks, you do not need to complete that since it is more of an Envoy requirement, but forget that, furfil the needs are required. Bread will be available straight away, you need a chain, and bread is a three tier production chain.

However, you need to have a total population of patricians before you need to satisfy their beer and church requirement. You need a total of patricians before you can start a Jerkins chain. You will need to have a population of patricians before your Patricians start demanding books. And finally, there will be a requirement of having a population of patricians before you can build a debtor's prison.

Satisfy all that, and they will advance to noblemen. The reason why Candlesticks are not originally counted is simply because you need to have a population of NOBLEMEN before you can start building the necessary structures to build candlesticks. They will require 1 Wood, 1 Tool, 3 Stone and 3 Glass resources before they can upgrade their homes, and this will have a total capacity of 40 people, which is rather handy, don't you think?

Their needs get even more refined at this point. They will require new food, in the form of beef. They require new drinks in the form of wine. Clothing gets even more complicated, they will want fur robes as well as brocaid clothing. And finally, to top off their property requirements, they will demand glasses, for some strange reason. Beef is the easiest one to take care off, it will be available to you straight away once the first nobleman moves in. However, you will need a total of nobles before you will need to provide then with fur robes.

A total of nobles are required before they will start to demand wine from you. And finally, you will need a total of nobles before they will need some new brocaid clothes. There are no more levels to advance from here on, so you can tax them a bit more harshly, enough so they new nobles will move in, but not so little that your economy takes a hit for providing their needs.

Generally, tax enough so that they don't leave, and then lessen the tax when there is room for more nobles to move in. They will have their little huts, and they similar to the peasants of your northern islands. However, given the ranking system, you will require different levels of reputation with the Grand Vizier before you can build some of the structures.

The needs will appear after you have reached the building requirements in terms of population, and this happens regardless of whether you have or not met the rank requirements, or reputation requirement of the Grand Vizier, done through purchasing special diplomatic items from Northburgh and giving them as a gift to the Grand Vizier. Your Nomands will start off requiring company, in the form of a Mosque and food, in the form of dates.

However, they will soon demand property in the form of carpets, faith in the form of a Mosque and drink in the form of milk. Company and Food you can satisfy straight away, but milk will require a total population of nomads before you can build a goat farm in which will provide milk.

You will need to satisfy the need for carpets when you have a total of nomads, but you will need to be at the second level with the Grand Vizier before you can purchase it. Finally, you will need to satisfy the need of faith, and you will need nomads before you can build a mosque to gratify that need. However, you need to be a the third level to satisfy that need.

Satisfy all of those needs, and they will advance to the final level, which is also the second level, the envoy. They will require 1 Wood, 1 Tool and 4 Mosaic resource before they can build their houses, which will house a total of 25 envoys. These envoys have very advanced needs. They will need new food in the form of Marzipans, drink in the form of Coffee, property in the form of Perfume and Pearl Necklaces and amusement, which is provided in a Bathhouse.

The first to be fulfilled is the Coffee need. It is available for you without any population requirement at Level 4, so that is easily taken care of.

Also at level 4 is the Pearl Necklace need, but you will need a total of envoys before you will be able to take care of that need.

The Bathhouse and the Perfume need will be taken care of both at Level 5, and you will need a total of envoys before you can build structures to fulfil both of those needs. Finally, the Marzipan need, which is quite complicated, and will require a total of envoys before you will be forced to provide that need AND you need to reach Level 6 with the Grand Vizier.

Again, they are the same as the noblemen, they are the final level in the forms of population, and as such, you should do the same in terms of taxing them. Tax them enough so that they will pay as much as they can without leaving the town, and adjust it when there is room for more envoys, and then change it back when they are fully occupied. They are not citizens that they will pay tax.

However, they are immigrants from a different land. A ship will arrive at your docks during the Citizen phase of your city, and in it will be a bunch of beggars. They will ask you if they can stay in your city, and it is up to you whether you make that choice.

If you say yes, they will take up your city streets and beg for money, and this will cost you money. However, say no, and they will leave, and they will return as pirates, attacking your ships, and that is something you don't want, or perhaps want as target practice. If you do let them stay in your city, you can, at the Citizen level, build an Alm house. It is similar to Peasant hut, they will require company in the form of a Marketplace, Cider, Fish and Faith.

However, a Alm House will house a total of beggars. What the whole point of letting beggars stay in your city is that it will allow for your peasants to move up.

With beggars being at the bottom of the social scale, they will increase the amount of peasants allowed to turn into citizens. Don't understand? You see, the advancement system is a percentage scale. Only a percentage of your northern island population can be noblemen, the others patricians, citizens and peasants. With beggars, you are bumping up the number of people living in your northern cities, and as such, more peasants can advance.

Basically, an island, be it occidential or oriential, will have a maximum of 3 pre-determined crops that you can grow on the island, and there should normally be a single slot which you can determine by a special item, but more on that later.

Basically, the fertilities that are shown on right where the island name is are the crops that will grow. Any other fertility that can be grown but not listed will not grow.

Therefore, this more or less forces you to expand your chain of islands. For a fully functioning island chain, you will need to have, ideally, 2 islands for the Occidential fertilities, and 2 islands for the Oriential fertilities, but more often than not, you will need 3. Now, the mysterious? Basically, this allows you to purchase a seed from Lord Northburgh that allows you to grow a fertility of your choice. Which makes it a lot easier, so you get choose a nice island to cover the fertilities that you will need first, using the mysterious slot to boost the number, giving you time to settle down and resources to expand.

Also, fertilities are specific to the northern or southern islands. Therefore, you cannot take spice seeds from the Orient and then grow them in the northern Occidential islands. That isn't allowed. Now, for the list of fertilities. I'll list them in the order that they are needed by your citizens. Also, whilst the Occidential islands can have farms all over their islands due to the lush green fields, it is completely different in the Oriential islands, farms can only be built on land that is green.

Since that is not a lot, you will need to build norias, they will irrigrate the land around the noria, allowing you to build your farms there. Deposits are all over the island, though they are typically found near mountain ranges.

Basically, it looks like a mine, and depending on the resource, you can either build a building on it or right next to it. Again, the deposits available largely depend on what islands you are playing on, there are Occidential and Oriential differences, except for 2 resources, iron and coal. They are available on both sort of islands. Deposits are distributed differently, unlike the fertilies where you can have a limit, it is not uncommon that you can have all the deposits you need on a single island.

However, the amount of deposits for each resource maybe a bit different. Basically, the more valuable the resource is, the less of it there will be. Below are a list of deposits found on the islands, and I'll list them in from the most common to the rarest. Even though you may not completely need all the deposits to make a fully functioning production chain, you can sell of the excess for good bucks.

And as a side note, it is possible to refill the amount of available resources on a deposit. If it looks like one of your mines is running low on whatever they are gathering, for a small price on gold, you will be able to completely refill it back to of that resource. As you can see, having a whole bunch of hemp sitting around will do basically nothing, but having the correct buildings will transform that useless resource into something more useful, like rope.

This section will outline all the different resources that you can acquire in the game, and how to obtain it. Not all resources are produced in one to one ratios, sometimes you will need for one unit of a resource will require multiple varying amounts of lesser resources. And here are the ratios. So for a chain for tools, I will write down what buildings you will need.

Of course, some will not be practical, like salt mines, iron mines, coal, etc. What you need to do in order to interact with them is that you need to settle on the island and then build a path, connecting your marketplaces with the building site. Note that you need to settle on the island relatively early on, if you do not act on it, islands with neutral powers, their buildings will turn into ruins and once they are gone, they are gone.

There are neutral powers for the Occidential and Oriential regions. You will note that there are three levels of provisions you may provide, the more you provide initially, the better your item that you will get in the end.

After you have their encampment, you will be able to use them in battle. If you do, you will be able to get some items from him in which they will reduce the effects of the plague on your people. This is again useful if you need the resources in a pinch. Good if you have plenty of excess goods that you don't seem to need. Because the main way of obtaining money in this game is through tax income, and if your opponent has patricians and noblemen, you will be able to effectively strangle your opponent.

Because the upper class citizens will want some exotic goods, they want items like spice. If you build up a strong enough navy, you will be able to blockade your enemy's ships from the Orient and the Occident, and as such, you will be able to take out their tax money.

Basically, a normal enemy will have 2 islands with residents, one for the Orient, and one for the Occident. Those are the two islands that you will want to concentrate your navy on. If you manage to blockade their ports on those islands, you will be able to deny them the goods necessary to make their population happy, and as such, they will suffer a massive drop in tax money, and you will slowly kill them as they run out of money. Ships are used in both their military and trading roles. Most ships have a trade role, they can carry cargo back and forth, for trading in between ports, selling and purchasing from Northburgh and the Grand Vizier, resupplying the ports.

But you'll figure that out in game. The method of strangling your opponent isn't a quick one, but it is effective and brute force isn't required. Except this is different. You can only build the encampments, the bases for the units.

From there, you can control what they do. Basically, there are several encampments that you can build. From the encampment, you can gain control of an army group, and you can send them around the island, or send them onto a ship and transport them to the islands of your enemies. When they land, they will establish a castle, where you can defend your position with your troops until you can establish a front and spearhead an attack.

Also, when you capture a market, you will take over all the buildings inside the market's control, which gives you an upper hand. Otherwise, your armies can only attack enemy armies and defensive structures, though cannons, sappers and trebuchets will be able to target all enemy buildings, which is far more useful. Sappers are different, they will tunnel through an enemy's wall, allowing you to send in units to take out the enemy within those walls.

Finally, this is where the effects of provisions come in handy. If a nearby market has access to provisions, the army within the range of the market will heal twice as quickly with provisions on hand.

Ultimately, armies can do a lot of damage on the ground, but it is a costly exercise to send in troops, when your navy can do a much better job. Basically, do something for them, and they will reward you. Basically, do the job they want you to do, and they will pay you in money, and in honour, with special items on the line as well. Basically, it is in your best interests to do these quests.

They normally pay well, and the quests are generally easy. And if you have a strong navy to play with, these quests are quite easy. They come in a variety of flavours, and I'll list down on how you will complete them.

These are the easiest missions, as long as you have the necessary goods to deliver it. However, the time limit that you are given will be more than enough time to set up production to complete the quest. This is another easy mission, sort of like the delivery mission, but you generally need to deliver them to several islands.

This is one mainly on luck, you need to carry provisions to search 3 islands, but you might get lucky and get the item or person on your first try, which saves you some cargo. The game will mark out for you the items that you need to collect and what area they are found in. This requires no real input from you, you just need to tell your ship where to collect the cargo the quest requires.

Then you deliver it to the quest giver. You need to sink the fleeing ship and from there, collect the evidence that you sink the ship and deliver the item back to the quest giver for the reward. You need to sink all the ships, and collect the evidence to present back to the quest giver. This is often harder, because you will lose a few ships. Often, you need to retreat some ships that are taking fire in order not to lose them. This is the same as sinking an enemy armada, but the problem is that they are stationary, but the good thing is that they are often weaker and they are easier to sink, somewhat.

And you can plan your attack more effectively. You will need to assign a ship, or two, to protect the ship. The good thing here is that the enemy will normally attack the ship, they will ignore the ship that is attacking them, so you can use this to your advantage, bit remember that the ship you are meant to be protecting cannot take too much punishment before it is sunk. These people are required by the quest giver, so you need to find them, and from there, you need to click on them to send them to your warehouse.

Then send them on a ship and deliver them to the quest giver. This is a hard mission because you need to comb the area outside the housing on your island, and look for them.



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