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  Anno 1602

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
______________________________________________________________________________


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 have one colony, so both should be 
the same.

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______________________________________________________________________________

4.3 One Lone Settlement
______________________________________________________________________________


4.3.1 Objectives

- 120 Inhabitants, 100 of which are Settlers. 
- Positive account balance.

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4.3.2 Resources

- Coins: 20,000. 
- Ship: 1x Small Trading Ship, with 50t Tools. 
- Competitors: None. 

- Colony: "Florinz" ([F] on map below): 
- - Buildings: Warehouse, Fisher's hut. 
- - Population: 49, all Pioneers. 
- - Stock: 29t Tools, 24t Wood. 
- - Geography: Tobacco 50%, Vines 50%, Sugarcane 50%, Stone.

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4.2.3 Map

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\,--------------------------./
||                          ||
||  [?]    [?]              ||
||                 [?]  [ ] ||
||[!]           [?]         ||
||                    [?]   ||
||       [ ] [F]            ||
||     [?]    @       [!]   ||
|| [?]        [?]           ||
||                          ||
/'--------------------------'\
* @ = Starting position. 
* F = Florinz (starting colony). 
* ! = Probably large enough to sustain primary colony. 
* ? = Probably large enough for secondary colonies or resource gathering 
colonies.

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4.3.4 Strategy overview

Develop an initial colony of Pioneers into Settlers by providing food, Cloth, 
market place and Chapel, as before. The catch is, space is very tight on the 
starting colony. It is probably just about possible to develop using only the 
starting island, but it will be easier to start a secondary production colony 
to produce certain things, and then ship them across. It is tempting just to 
settle an entirely new colony and build the population up there, but that will 
take longer and is not required. Again, keep focused only on what is needed to 
complete the objective: You do not need to meet every demand your population 
ask of, just those related to keeping Settlers happy.

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4.3.5 New concepts

New in this scenario: 
- Secondary production colonies: Often one colony cannot produce everything it 
needs on the same island. Secondary islands need to be settled with the 
purpose only of producing goods, which are then shipped to the main colony. 
Secondary colonies do not need any population supporting facilities, such as 
housing. 
- Automated trade routes: Select your ship. Click set automatic trade route. 
Click one the first "?" next to 'select target'. Click on the starting 
island's Warehouse. Select one or two cargoes to load or unload. Swap between 
loading and unloading by clicking on the arrow to the left of the cargo. Right 
pointing arrows mean load, left pointing, unload. Repeat for at least one 
other island's Warehouse (the destination). Once the trade route is set up, 
return to the main ship information screen, and activate the route. 
- Regulate population's use of construction materials: You can stop the 
population from using construction materials to upgrade their houses by 
selecting the Warehouse, and clicking on the 'construction materials to 
people' icon. Toggle this back by clicking again. 
- Trading with Free Traders (partial reminder from earlier): In this scenario 
you will be able to trade only after you have settled a second colony. Also, 
since there are no other players, don't expect to be able to buy anything of 
use except Tools. 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. 
- Demands: You will start to hear and read things like "your people want a 
Tavern". Don't panic and give in - they want more than they need. Taverns, 
Schools and goods such as Liquor, are not required to keep Settlers happy, 
they are only needed for Citizen and higher. There is no requirement for 
Citizens in this scenario, so do not try to meet these demands.

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4.3.6 Secondary colony

There is little that you can achieve on the original colony without Cloth and 
Wood. Wood can only be harvested inefficiently on the first island, and there 
is a lack of space for efficient grazing of sheep. Load some Wood (all you 
have) and Tools (12t) into your ship, and find an island nearby with plenty of 
space. Set out a pair of Forester's huts, a Sheep farm and Weaver's hut. Set 
up a trade route for your ship between the new colony and Florinz, taking 
Cloth and Wood from one to the other, and nothing in return.

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4.3.7 Florinz

Stop the population using construction materials - you don't want them to 
start developing before you have everything they will need in place. 100 
Settlers will need at least 17 houses, so you have enough houses on the island 
already. One Fisher hut will only sustain about 60 people, so build another 
one. Add in a Market place by deleting a section of road on the northern east 
side of the island - you should be able to position the Market place so that 
is covers all the houses. Add a Chapel at the end of the road leading from the 
original Fisher's hut towards the mountain - you should be able to cover all 
but two houses with one Chapel. Don't worry about the last two houses, the 15 
houses covered by the Chapel will be plenty. Start buying small volumes of 
Tools from the Free Trader. Allow your people to access construction materials 
again, and sit back and watch them develop their houses.

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______________________________________________________________________________

4.4 The Search for Ore Deposits
______________________________________________________________________________


4.4.1 Objectives

- Iron mine. 
- 10x Iron in warehouse. 
- Positive account balance.

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4.4.2 Resources

- Coins: 20,000. 
- Ship: 1x Small Trading Ship, with 50t Tools, 30t Wood and 10t Food. 
- Competitors: 3, already settled.

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4.4.3 Map

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\,--------------------------./
||[O] [B]  [?O]     [ ]     ||
||      [O]       [ ]   [ ] ||
||    [?]                   ||
||[C]          @      [ ]   ||
||     [?] [O]     [!O] [?O]||
||[ ]       [!]             ||
||   [?O]             [?]   ||
||   [A] [ ]     [O]        ||
||[ ]               [?O]    ||
/'--------------------------'\
* @ = Starting position. 
* O = Island with ore deposit. 
* ! = Probably large enough to sustain primary colony. 
* ? = Probably large enough for secondary colonies or resource gathering 
colonies (not needed for this scenario). 
* A = Uhlburg. Player A colony. 
* B = Puerto Pablo. Player B colony. 
* C = Ubleck. Player C colony.

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4.4.4 Strategy overview

Find an island with an ore deposit that is also large enough to sustain a 
primary colony (perhaps the large island just to the south east of your 
starting position). The criteria for an Iron mine is 120 Settlers, so you'll 
need to repeat much of what you have done in earlier scenarios. Slightly more 
Settlers than this is recommended, to help generate enough tax revenue to 
operate a mine. Iron mines also require Bricks, which you will need to make 
first. Stay focused on the objective: Don't make things with the Iron you 
create, just let it stock up in your Warehouse. If, at the end, you find 
making the account balance hard, turn off non-essential buildings like the 
Iron mine and Ore smelter.

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4.4.5 New concepts

New in this scenario: 
- Quarry: Quarries and Stonemasons are required to make Bricks. Quarries must 
be positioned at the base of mountains and large rock formations. Two 
Stonemasons can work the same Quarry without efficiency loss. For best effect, 
place the Stonemasons right in front of the Quarry, so the Stonemasons do not 
have far to walk. Stonemasons need road access to a Market place or Warehouse. 
Quarries do not need road access, just a clear walk path between them and the 
Stonemason(s). 
- Paved roads: You can improve the efficiency of your carts by using bricks to 
pave commonly used stretches of road. 
- Iron mine: Iron mines are built in the same way as Quarries, except that the 
mine must be placed in a mountain containing an ore deposit. The Iron mine 
does not specifically need road access, just a clear walk route to the mine 
from an Ore smelter. However, road access will allow excess stock to be taken 
from the mine and stored. 
- Ore smelter: Place this with a source of Ore (probably your mine) and Wood 
(probably a Market place) within its service area. You will see a man with a 
donkey go and fetch the required items to make Iron. 
- Fire department: Probably not essential to this level, but it will become an 
increasingly important building. Fire departments put out fires that occur 
within their service area. Without them, all you can do is demolish buildings 
that catch fire. Try to place Fire departments with good road access to the 
buildings they protect. Fire only occurs in housing and due to volcanoes, so 
there is no need to protect absolutely every building.

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4.4.6 The mission does not finish when using the Dutch version. Why?

The mission description is bugged: You need 10t of Iron in your Warehouse, not 
the 10t of Ore stated in the description.

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______________________________________________________________________________

4.5 Peaceful Reign
______________________________________________________________________________


4.5.1 Objectives

- 200 Citizens. 
- Positive balance sheet.

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4.5.2 Resources

- Coins: 20,000. 
- Ship: 1x Small Trading Ship, with 50t Tools, 30t Woo