Saturday, November 8, 2008

Guests of Honor

A visit from Guests of honor has a positive effect on events in the game. On every Civilization level it is possible to receive a visit from a Guest of honor. They stay in the Island's Village center for a while and, with their Special skills, are at the service of the player.

The more satisfied the Population, the greater the likelihood of a visit. The Free trader must also have the Island on his Trading route, as he has the Guest of board and picks him up when he passes by again on business.

The following Guests of honor can visit an Island:
• The Smith
• The Beer wagon
• The Captain
• The Inventor
• The Commander
• The Bishop
• The Company of entertainers
• The Itinerant preacher
• The Queen
Guests of honor can only come to your Island during peacetime; if fighting breaks out there, they will prefer to stay away.

Wednesday, October 29, 2008

Settlers

Once they reach the "Settler" level of civilization the Inhabitants have - as is the case in all further increases in level - new needs and demands.

Pioneers can become Settlers once the required Settler needs have been satisfied. This goes hand in hand with an Upgrade in the Houses. Provided that their Needs remain adequately fulfilled, the Population will live in the Settlement and remain satisfied.

When the number of Settlers has increased to a certain level, the Settlers can progress to become Citizens.

Increases in level can also be clearly seen by casting a glance at the village center: the pond-like water source has suddenly become a pretty little well, and the first vendors have opened their market stands. Wait until you see how the village center develops with each additional increase in the level of civilization…

Saturday, October 25, 2008

Foreign Cultures

There are four foreign cultures waiting to be discovered in the world of ANNO. And Pirates infest the sea and the southern islands, too!
The foreign cultures inhabit small and often isolated islands which they never leave. Still, they are willing to enter into diplomatic relations and to trade with the other Inhabitants of the archipelago. Those who prove reliable soon win their trust and are then offered an alliance. These always result in special trade advantages - such as the chance to buy Colonial goods, for example - and allow access to that culture's special ability. Yet those who throw away the chance and instead start a war with one of these cultures will soon get experience first-hand how powerful their curses can be.

The archipelago is home to the following foreign cultures:

  • The Asians
  • The Aztecs
  • The Indians
  • The Iroquois

And the Pirates are very special...

Wednesday, October 22, 2008

Pioneer

Pioneers are the first Inhabitants to settle a new Island. Once several Houses have been built on an Island, they gradually attract the first Pioneers. They go about their daily happily, provided that their Pioneer needs are satisfied.

The Pioneers are relatively simple souls who live in close touch with nature. Therefore their demands are relatively few, and easily satisfied. Players need only provide them with food and a place to gather together as a community. They then proceed to cheerfully and industriously build their houses around the village centre.

New Needs arise once the Population has reached a certain level. Pioneers can also progress to become Settlers when they are satisfied to a sufficiently high level.

Saturday, October 18, 2008

Disasters in ANNO 1701

The tranquility of Island life is occasionally shattered by a Disaster. Disasters are purely random, but have a devastating effect on an Island's Population and Buildings.
The Disasters that may strike the Island world are:

  • Earthquakes
  • Fire
  • Plague
  • Plague of Rats
  • Volcano eruptions
  • Tornadoes

This area will be updated regularly, letting you gradually discover ever more natural catastrophes.

Wednesday, October 15, 2008

Fertilities

An Island's Fertility level determines which crops can be cultivated and which products can be produced there.

All Islands have Fertility levels particularly suited to particular plants. The types of plant that can be grown depend both on the Climatic zone where the Island is located and on the size of the Island.

While small Islands usually only have one specific Fertility level, large Islands may have up to three.

If the Fertility level is suitable, Farms and Plantations can be built on any level ground on an Island. Although some of this land is covered with trees, shrubs and flowers, this does not restrict building in any way.

Monday, October 13, 2008

Animals

The world of ANNO is inhabited not only by farm Animals such as Sheep, Cattle and Horses, but by all sorts of other Animals too.

In the Oceans, dolphins, sharks and blue whales swim alongside shoals of Fish, which can be used to produce Food. In the colder waters of the North, you can also hunt Whales. On land, uninhabited areas are teeming with wild Animals.

Depending on the Climatic zone, you will find bears, deer, tigers, zebras and many other species of Animals roaming around. These too can be hunted and processed to make Food. Gulls and other birds soar above the Islands, adler circle the mountains, while bees and butterflies buzz and flit among the flowers in the meadows. The Inhabitants of the Settlements keep domestic Animals such as cats and dogs.

At the start of play almost all islands play home to an incredible variety of animals. Yet once a player has landed and begun their first settlement, the animals populating the ANNO world exhibit a type of flight reflex, leading them to leave the area around the settlement for new pastures and territories.

We will be using this area to gradually introduce you to the animals living in the archipelago.

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