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Handbuch
Vorabversion - Stand 2006-09-05

COVER

Handbook
Safety Warning

Warning for owners of projection televisions

Still pictures or images may cause permanent picture tube damage or mark the phosphor of the
CRT. Avoid repeated or extended use of video games on large screen projection televisions.

EPILEPSY-WARNING

This note should be read carefully by adults and especially by children before using the game:

Certain individuals may experience epileptic seizures or loss of consciousness when subjected to
strong, flashing lights over longer periods of time. Such individuals may therefore experience a
seizure while operating computer or video games. This can also affect individuals who have no
prior medical record of epilepsy or have never previously experienced a seizure. If you or any
family member has ever experienced epilepsy symptoms (seizures or loss of consciousness) after
exposure to flashing lights, please consult your doctor before playing this game. Parental guid-
ance is always recommended when children are using computer and video games. Should you
or your child experience dizziness, poor eyesight, eye or muscle twitching, loss of conscious-
ness, feelings of disorientation or any type of involuntary movements or cramps while playing
this game, TURN IT OFF IMMEDIATELY AND CONSULT YOUR DOCTOR BEFORE
PLAYING AGAIN.

Precautions during use:

• Do not sit too close to the monitor. Sit as far as comfortably possible.
• Use as small a monitor as possible.
• Do not play when tired or short on sleep.
• Make sure that there is sufficient lighting in the room.
• Be sure to take a 10-15 minutes break every hour.
Installation

MINIMUM SYSTEM REQUIREMENTS

Please ensure that your computer meets the minimum system requirements of this game which
are specified below and on the packaging.

• Operating system: Windows® 2000/XP


• CPU: Intel Pentium 4® 2,2 GHz or equivalent processor
• RAM: 512 MB or better
• Graphics card: Direct 3D-compatible with a minimum of 64 MB Video RAM and at least
compatible with Pixel Shader 1.1
• Hard disk space: at least 3.5 GB free
• DVD-ROM drive 4X speed
• Sound card: DirectX® 9.0c compatible
• DirectX® 9.0c
• Network: TCP/IP compatible
• Internet: ISDN
• Mouse and keyboard

INSTALLATION

1. Start Windows®.
2. Close all programs and applications which are running in the background (including virus
scanners).
3. In order to install ANNO 1701 on your computer, insert the CD/DVD into the CD-
ROM/DVD-ROM disk drive and wait until the Autostart menu appears.
4. Note: If the Autostart menu does not appear automatically, click on the START button in
the Windows® taskbar and select RUN. Enter “D:\anno1701.exe” in the dialog box and
then click on OK. The Autostart menu appears. If your CD-ROM/DVD-ROM disk drive
should have a different drive letter than “D”, please change the letter in the dialog box
accordingly.
5. Then click on INSTALL and subsequently – after you have read the general installation
information – on CONTINUE.
6. Enter the serial number which can be found on the back page of this manual. Then click on
CONTINUE in order to install ANNO 1701.
7. Follow the instructions during installation to replace the CD in the disk drive with further
ANNO 1701-CDs (each CD is numbered accordingly). The installation is then carried out
automatically.
8. If you have not yet installed DirectX® 9.0c, the installation program automatically requests
you to install DirectX® 9.0c. Please hereby follow the instructions on the screen and subse-
quently restart the computer.

WHAT IS DirectX®?

DirectX® is an integral part of Windows® 2000 and XP which enables Windows® to access
certain interfaces of your PC very quickly and thus allows newer games to be run optimally. New
technologies such as the latest 3D-graphic cards are also optimally supported by DirectX®.
Installation

The latest DirectX® version or at least DirectX® 9.0c must be installed on your PC in order to
guarantee the fault-free functioning of ANNO 1701.
You can find further information on DirectX® on the official website at http://www.microsoft.
com/directx.

DEINSTALLATION/REINSTALLATION OF THE GAME

If problems occur during playing, the game was not installed correctly or if you just want to
deinstall ANNO 1701, click on START in the Windows® taskbar and select DEINSTALL in
the ANNO 1701 program directory in order to correctly deinstall the game.

Proceed according to the instructions in the Installation section in order to reinstall the game
after it has been deinstalled.

PLAYING

1. Close down all open programs and background applications (including virus scanners).
2. Insert the ANNO 1701 game CD/DVD in your CD-ROM-/DVD-ROM
drive. The Autostart menu should appear. Click here on PLAY and set sail.
NOTE: If the Autostart menu does not start automatically, you can access ANNO 1701
either via the Windows® taskbar (default is: START/Programs/Sunflowers/ANNO 1701),
or by pressing START in the Windows® taskbar and subsequently selecting RUN and then
entering “D:\anno1701.exe” in the window. If your CD-ROM/DVD-ROM disk drive
should have a different drive letter than “D”, please change the letter in the dialog box
accordingly.

NOTE: The original game CD/DVD must be inserted in your CD-ROM-/DVD-ROM disk
drive whilst you are playing ANNO 1701.
Contents

1 . INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2. QUICKSTART . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3. THE MENUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.1 Creating a profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.2 Start menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.3 Profile administration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.4 Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Sound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Keyboard layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Highscore list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Contributors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

4. GAME MODES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.2 Single player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Continuous play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Game world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Computer opponent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Victory conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Playground . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.3 Multi-player mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

5. OPERATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
5.1 Operating conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
5.2 Game screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
5.3 Central button area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Minimap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Construction menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Diplomacy menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Strategic map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Research menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Special actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Game menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Demolition mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Check through ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Check through warehouses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Align map to the North . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Pipette mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Logbook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5.4 Preview window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5.5 Object menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5.6 Info bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Contents

5.7 News system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22


5.7 Portrait window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
5.7 Direct help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
5.8 Keyboard layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Changeable key commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Permanent key commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

6 . DISCOVERING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
6.1 Discovering islands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
6.2 Evaluating islands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

7. POPULATING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
7.1 First steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
7.2 Population level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
7.3 Inhabitants’ requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
7.4 Civilisation levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Civilisation level 1: Pioneers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Civilisation level 2: Settlers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Civilisation level 3: Citizens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Civilisation level 4: Merchants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Civilisation level 5: Aristocrats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
7.5 Taxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

8. BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
8.1 Constructing buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Effective area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Building costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Operating costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Hit points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Enhancing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Demolishing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Closing down . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Workload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
8.2 Building types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Roads and paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Public buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Market buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Production buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Research buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Further building types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

9 . SHIPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
9.1 Building and repairing ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Contents

9.2 Ship’s actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36


Moving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Loading or unloading of goods or troops . . . . . . . . . . . . . . . . . . . . 36
Grouping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Battle positions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Patrolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Escorting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
9.3 Ship types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Discovery ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Trading ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Battleships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

1 0. TRADING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
10.1 Discovering trade partners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
10.2 Passive trading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
10.3 Active trading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
10.4 Trading routes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
10.5 The free trader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
10.6 Trading with pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
10.7 The courier ship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
10.8 Balance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

1 1. DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
11.1 Diplomacy screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
11.2 Contracts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Peace Treaty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Trade agreement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Alliance pact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Declaration of war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
11.3 Tribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
11.4 Foreign cultures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
11.5 Fraternisation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
11.6 The pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
11.7 Secret diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Special actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

1 2. RESERCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
12.1 School research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Research area Economy 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Research area Lodge activities 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Research area Economy 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Research area Military 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
12.2 University research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Research area Lodge activities 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Research area Military 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

Contents

Research area Navy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55


Research area Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

1 3. BATTLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
13.1 Controlling troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Training troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Moving troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Starting an attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Battle positions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Patrolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Selecting and grouping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
13.2 Military buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Barracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Fortifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
13.3 Military units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

1 4. EVENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
14.1 Guests of honour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
14.2 Catastrophes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

PPENDIX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
A
Computer player profiles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Problem solutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Introduction

ANNO 1701
It was a glorious time for discoverers and conquerors in the days when the
power of a nation was dependant on a mighty fleet of ships and the glory
of a queen was proportionate to the extent and continuous expansion
of her sovereign territory. Back then, a handful of brave seamen raised
anchor and set sail – underway to transcend the boundaries or their
known horizons and discover new worlds. Irrespective of all fears and
dangers, they confronted these adventures a long way away from their
familiar surroundings in order to find a new home.

Some may have branded the brave seamen who set out to extend
the boundaries of the known world at that time as fools, but they
confounded all sceptics: they set sail with noble plans and bold dreams
of freedom, prosperity and immortality with just a ship and the blessing
of their queen. They followed the westerly winds and sailed with the
dolphins until they finally reached fertile land. Many busy hands set to
work immediately and founded a profitable and large settlement – from
almost nothing. They never gave up and never let their doubts prevail.
They dedicated all their commitments and hopes to the founding of new
colonies, confounding all adversities and set-backs in order to create a
new home in far-away lands and to prove all doubters wrong.

The adventurers created a new and influential colony in the New World
via both careful and profitable trade, wise diplomatic manoeuvring and
continual attention to the needs of the people.

And today? Today trade is flourishing and the empire of the latter-day
seafarers and one-time contentious gamblers is blooming.

This is their story …

10
Quickstart
2. QUICKSTART

This is a short overview of the main elements of the game screen for those of you who can’t wait.
You can also reference the ANNOpedia online help function for more information in addition
to this handbook. This can be accessed at all times via the game menu (open with the Esc key)
or even quicker via the F1 key.

The Info bar The Fertility display The Direct help function The other players can
informs you about your tells you which plants and shows you an introduc- interact with you via the
account, the number of raw materials you can tion to the functions Portrait window.
inhabitants and the stocks harvest on this island. currently being used.
in the settlement’s stores.

The News bar reports on The Central button area The Object menu shows The Preview window
current developments in contains the minimap information on selected informs you on the
the ANNO game world. and the access to the objects. Here you can currently selected object.
Building and Diplomacy start actions such as You can also control
menus, Strategic map, building and passive troops here.
Research menu, Special trading.
actions, Options menu
and Logbook.

11
The Menus
3. THE MENUS

Before you start your adventure in the ANNO world, you should
take the opportunity to adapt the game to your desired graphic
display and to configure the operation.

Note: Your PC will be analysed when the game is first started and a
corresponding graphic profile will be created automatically by the
program.

3.1 Creating a profile


When you play ANNO 1701 for the first time, you will be asked to
create a player profile. To do this, please select the portrait and colour
with which you want to appear in the game and enter your player
name. From now on the Start menu will be shown first whenever
you start the game.

3.2 Start menu


Once this menu is displayed you can Start the introduction in order to
familiarise yourself with the game or start a game straight away in Single
player or Multiplayer mode. More information on this can be found in
the Game modes chapter.

In addition to this, you can also continue a game you have saved via the
Load game dialog and create a new player profile via Profile administra-
tion. The menu option Leave game brings you back to your Windows®
desktop.

3.3 Profile administration


You can create a new game character and give it
a player portrait in Profile administration. Your
actions will be announced to the other player in the
multi-player mode via this portrait.

The ANNOholic profile is the default setting.


Click on the Create profile button and enter a new
name. Eight different player colours are available
with which your settlements and units are depicted
in the game. You confirm your selection with a
click on Create profile. You can also Delete a Profile here.

Tip: The Self-description function for your profile is new in ANNO 1701. Other players in the Multi-
player mode can read this text in the diplomacy menu.

12
The Menus

BONUS THALERS
You can win bonus Thalers in the „Anno 1701 Mobile“ mobile game version which can be exchanged
for goods in the Continuous play mode of the PC version of „Anno 1701“. In order to be able to
exchange these goods, take a look in Profile administration before you begin the game. The „Bonus
Thaler“ button located there brings you to the respective submenu.

You can pick up your won bonus Thalers here using your mobile code from „Anno 1701 Mobile“
and an existing Internet connection. In order to do this, please enter your mobile code and press the
„Collect Bonus Thalers“ button. The display for your available bonus Thalers should now visibly fill up.

After this, start an „Anno 1701“ continuous play game and open the account menu. The Bonus Thaler
button has now been added to the bottom bar. Click on it and subsequently select your desired goods.
Each click on a goods button will set aside several tons of this good for you. You can confirm your
selection via the „Pick up goods“ button and the goods will be stored in your warehouse.

Please note:
- The more bonus Thalers you have won, the better the selection of goods later available to you.
- You get more wood than colonial goods for a bonus Thaler.
- You can only store goods in a warehouse if there is enough room for them.

3.4 Options
You can adjust the game using many settings to match the power and specific features of your
computer via Options. In addition to this you can adapt the control of the building process
and the behaviour of the camera.

Graphics
The game graphics can be set to the levels Low, Medium, High and Very High. You can also
individually adjust the various graphic options. The following settings can also be made here:
Resolution – Various
Aspect ratio – 4:3, 5:4, 16:9, 16:10
Anti-Aliasing – Dependent on the graphic card used
Brightness – Continuously adjustable – dark-bright
Anisotropic filter – Dependent on the graphic card used
Texture quality – Low, medium, high
Effect quality – Low, medium, high
Terrain quality – Low, medium, high, very high
Shadows – Low, medium, high
Water effects – Low, medium, high
Object quality – Low, medium, high
Shadow filtering – On-Off
Water reflection – On-Off
Normal mapping – On-Off
Post effects – On-Off
Water refraction – On-Off
Grass – On-Off
Bloom – On-Off

13
The Menus
Please confirm your selection with OK.

Note: The setting options available can vary from this table depending on the system config-
uration of your PC.

Sound
Here you can influence the volume in general and continuously adjust the sound settings for
the following subsections of the overall sound backdrop:
Overall volume Speech volume
Sound effects volume Music volume
Environment volume News volume

Interface
You can adjust the displays and the operation to match your personal preferences in this area.
You can switch the following options on or off:
Extended tool tips Simplified building Minimap rotation
Right-click menu Close-up camera Wide angle
Road construction

Here you can additionally


switch on or off (or reset) the Direct help function,
continuously adjust the Scroll speed and
set the Autosave interval so automatic saving happens every 60 or 30 minutes or not at all.

Tip: If you prefer the traditional control for building, as was used in both previous versions, switch the
Simplified Building option off.

Tip: Activating the right-click menu makes an effective method of accessing the most important menus
and building options in ANNO1701 available to you.

Keyboard layout
Here you can adapt the changeable keyboard layouts to suit your personal preferences. An
overview of the changeable and non-changeable keyboard layouts can be found in Chapter 5
Operation.

Highscore list
The highscore list contains all the points that you have scored with your profile up to date. All
medals already won are also displayed next to the players’ names.

Note: Medals are rewards which you get when you reach certain game targets. You can win bronze,
silver or gold medals according to the level of difficulty of the game.

Contributors
This menu displays the names of the people who were involved in developing this game.

14
Game Modes
4. GAME MODES
ANNO 1701 features a single player mode with a number of variations. Additionally you
can explore the ANNO world together with other ANNO 1701 players and measure yourself
against them in the multi-player mode via a LAN.

4.1 Introduction
The four introductory games get you used to the game principle, the operation and the most
important game elements.

• Introduction I introduces you to the first steps in the world of ANNO 1701.
• You build a small pioneer settlement in Introduction II and lead the population to the
next level of civilization.
• Introduction III shows you how you can expand your settlement.
• Introduction IV explains how you can populate other islands and set up a trading route.

Text messages and spoken instructions contain explanations that will help you as you take your
first steps in the ANNO world.

When you have completed the introduction, you can select the Practice game option in the
following menu. The introductory map is kept open for you in a Practice game. The goals of the
introduction are defined as game goals and you can try any way you like to reach these goals.

Note: In addition to the introductory game, ANNO 1701 also features the DIRECT HELP
feature in the normal game. A corresponding icon appears at the top of the screen for every
new action and a text window is opened when this icon is left-clicked. You can activate or
deactivate Direct Help in the Interface options.

4.2 Single player


The single player mode in ANNO 1701 features the continuous play
mode which really is at the core of ANNO 1701. Whilst the adven-
ture comes to an end sometime in the other game modes, the contin-
uous play mode offers unlimited playing fun. Alternatively ANNO
1701 offers you ready-made scenarios in which you can experience
a story and face various challenges in order to give the adventure a
happy end.

Continuous play
You can create games that suit your taste in the start menu of the
continuous play mode. From the size of the game map to the level of
start capital and the degree of difficulty to the conditions for victory
– here you can determine in detail how you want to experience your
ANN0-1701 game.

15
Game Modes
The options include the following individual items:

Game world
You can adjust the following settings via the
Game world menu option:

Island world – You can determine the


size of the map here: Large, Medium or
Small.
Island difficulty – Do you prefer large
building spaces or are you looking for a
challenge of populating difficult terrain?
This setting gives you the choice between
Easy, Normal and Difficult with regard to
the topography of the island.
Map composition – Here you can choose between Large, Medium or Small islands.
Raw material availability – The availability of raw materials can be determined with this
setting. Select either Many, Normal or Few.
Start with warehouse – If you choose this option you already start the game with a warehouse
on an island. You thus do not need to discover an island suitable for building a settlement but
you don’t get a ship until later in the game.
Map number – Each island world has a map number. You can enter a known map number
here and thus play on this island world again.
Open map – If this option is activated, all islands can already be seen at the beginning of the
game.

Computer opponent – The options for the Computer opponent allow you to select which
and how many computer opponents you would like to face up to in your game. Computer
players will be automatically selected whose playing strategy and aggressiveness depends on
the degree of difficulty. You can choose your favourite opponent yourself by selecting from the
various characters via the arrow keys underneath the respective portraits.

You can choose up to three computer opponents for a continuous play game and in addition
the queen, the free trader, the pirate Ramirez and foreign tribes can be activated or deactivated.
Place a tick underneath the characters you would like to meet and remove it for the characters
you don’t want to meet. The respective degrees of difficulty for each individual computer oppo-
nent are noted underneath each portrait.

General
In addition to the three degrees of difficulty Easy, Normal and Difficult, you can adjust the
following settings in General:

Start capital – You can start the game with a High, Normal or Low level of start capital.
Reimbursement in case of demolition – Determine whether you are reimbursed the Full
price, the Half price or NO building costs when you demolish a building.

16
Game Modes
Pirates – You can set the battle strength and aggressiveness of the pirates to Weak, Normal
or Strong.
Trade assignments – If this option is activated, the free trader allocates various assignments
which, when fulfilled, are rewarded in the form of goods and gold.
Guests of honour – This option activates or deactivates visits by guests of honour.
Fire – If you activate this option, you run the danger that fires can break out in your houses.
Plague – If this option is switched on, there is a danger that the plague may break out in your
settlement if the population figures rise.
Catastrophes – This option activates whirlwinds, volcanic eruptions and earthquakes which
threaten the island world.

Victory conditions
This menu allows you to specify differing victory conditions for your continuous play game.
You can combine the individual conditions as you wish and thus raise or lower the level of
difficulty.

Largest accumulated wealth – The game is won when 500,000, 150,000 und 75,000 gold
pieces have been collected in the till.
Largest settlement – You win when you can offer 20,000, 10,000 or 2,000 inhabitants a
home.
Trade assignments – Victory is yours after 30, 10 or 3 successfully completed trade assign-
ments. The trade assignments must be activated for this.
Build a castle – Enthusiastic builders win by building 30, 10 or even just 3 castle part.
Populate islands – Populate your island world to the extent of 90 %, 60 % or 30 %, in order
to win.
Collect colonial goods – Collect 150 tons, 75 tons or 25 tons of colonial goods and victory
is yours.
Gain independence – Free spirits can mark this game target with a tick. Whether you buy
yourself free with tribute payments or impress the queen with the obliteration of the royal fleet
is up to you.
Last survivor – This setting means that the last survivor in the island world wins.
Pirate pact – A peace treaty with the pirates means you win.

Scenarios
The scenarios present you with special tasks in the
ANNO world. The game procedure is similar to the
continuous play mode but the game world and assigned
task in a scenario are predefined in the form of a story.
Each scenario has a predefined end and is linked to
a points award that is defined according to certain
criteria. The goal is therefore to successfully complete
the scenario with the highest amount of points.

17
Game Modes
Select a scenario from the list at the bottom of the screen and a description of the tasks is shown
in the upper half of the screen. The stars next to the scenarios indicate the degree of difficulty
with which this scenario is rated.

Playground
The playground mode allows you to build up your settlement as you wish without having to
watch out for pirates, subjects and other subtleties. Build a town according to your own taste.
You are provided with an island and all building options are open to you right from the begin-
ning. No queen will discipline you if your castle is just a bit too magnificent and no subject will
demonstrate if you don’t want to build a weaving mill.

4.3 Multi-player mode


Up to four players can simultaneously submerse themselves in the world of discovery and
conquest in ANNO 1701’s multi-player mode. You can start a multi-
player game in three ways:

• All players who are connected via a network can play with or
against each other via the Local Network option.
• If you select the Internet option, you will be linked up to the
GameSpy® Network which will connect you with other ANNO
game enthusiasts anywhere in the world.
• Last but not least you can make contact with other players with
a Direct connection via an Internet connection. In order to do
this, you will need the IP address of the server on which you
want to play.

Just as in the single player game, several settings are possible


in the multi-player mode regulating victory conditions, the
game world and computer opponents. In addition to the random maps, special multi-
player maps as well as a cooperative mode in which you can build up a settlement
together with a fellow player are available in the multi-player mode.

NOTE: In order to be able to play ANNO 1701 in the multi-player mode without problems, the
following ports must be open: UDP 21701, TCP 29900, TCP 29901, UDP 29910, TCP 6667

NOTE: One CD/DVD per PC with its own respective serial number is required for multi-player
games.

18
Operation
5. Operation
When you have decided on a game mode, adjusted your personal settings and have started a
game, the game screen is displayed. Finding your way here is described below.

5.1 Operating conventions


ANNO 1701 can be almost completely operated with a mouse and there are additional short-
cuts for many commands and menus.
Basically you can open all menus, select and build all buildings and mark all units with your
left mouse button. You can also select several units or ships in one go by keeping the left mouse
button depressed and dragging a frame around the desired group.
Clicking back into the game or pressing the Escape button closes all menus. The game options
are displayed when the Escape key is pressed if no menu is already opened.

Tool tips give you helpful hints throughout the entire game. Whether it is a building with
angry inhabitants, an enterprise with production problems or a menu item in the continuous
play options: If you leave the mouse pointer positioned over the object for a moment, a trans-
parent window containing a help text is displayed.
All menu elements are also equipped with tool tips.

5.2 Game screen


The game screen shows you everything that is happening in the island world of ANNO
1701. You can zoom in or out using the mouse wheel or alternatively use the F2-F4 keys or
↑ Picture  . ↓You can rotate the game screen in a clockwise or anti-clockwise direc-
Picture  and
tion using the Y and X keys. You can also do this by moving the mouse to the left or right whilst
keeping the mouse wheel depressed.

You also have several options to shift the view of the ANNO world to the left/right or up/
down. You can move the display window with the arrow keys ↑ and ↓ or   ← and   → , or
just use your mouse by moving the mouse pointer to extreme edge of the screen in the desired
direction.

5.3 Central button area


The Central button area with the minimap in the centre and the menu buttons at the edge is
located at the bottom left-hand corner of your game screen.

Minimap
The minimap shows a scaled-down view of the entire ANNO 1701
game world. Areas which have already been explored are visible but
unknown areas however lie hidden in the fog. Your own islands and
ships as well as those of the other players are marked in their respec-
tive player’s colours.

19
Operation
Construction menu
You can find all important building types which are needed for creating a flourishing
settlement in the construction menu. The choice of buildings currently available
to you for construction is dependent on the respective civilization level. A certain
minimum number of inhabitants are furthermore also required for most buildings. (See
Chapter 8 - Buildings).

Diplomacy menu
You can build up diplomatic relations with other players or foreign cultures in the
diplomacy menu. As soon as you discover another player or a foreign culture, they
appear automatically in your diplomacy menu. (See Chapter 11 - Diplomacy).

Strategic map
Here you can see all areas in the ANNO world that you have explored in a concise
and clear overview. In addition to your own ships and islands, all the fertile resources
of the islands which have already been explored can be seen and you can also create
your trading routes here (See Chapter 10.4 - Trade routes).

Research menu
The red candle does not appear in the Central button area until you have erected one
of the educational buildings (e.g. a school) on your island. Alternatively you can also
access the research menu with its available research goals via the object menu of an
educational building. (See Chapter 12 - Research).

Special actions
The special actions become available after the respective research area has been acti-
vated as a result of the building of a lodge house. Bombers, pickpockets or poisoners
are just a small example of the special actions which you can research into in school
or at university. (See Chapter 11 - Diplomacy and 12 - Research).

Game menu
You can Save and Load games, adjust the graphics, sound and interface settings via
Options as well as change the Keyboard layout to suit your personal preferences in
the Game menu. You can also start the ANNOpedia, check for news in the Logbook
or Finish the game in the Game menu.

Demolition mode
All buildings and objects in the ANNO world can be removed again at any time:
click on the Demolition button with the left mouse-key and confirm the demolition
of the selected building or object with a further left-click.

Note: You can also use the skull symbol at the bottom of the preview window for demolishing build-
ings. In addition to this, there is also the possibility of demolishing a selected building or object by
using the Del key.

20
Operation
Check through ships
You can check through all of your ships one after the other via a left-click on the little
ship symbol. You can thus find out where all your ships are currently located with
just a few mouse-clicks.

Check through warehouses


The little House symbol changes the view from one of your warehouses to the
next – if you own more than one warehouse.

Align map to the Nort


One click on the round button below the construction menu button aligns the map
automatically to the North.

Pipette mode
A left-click on the Pipette symbol enables you to duplicate buildings and objects
which have already been created on your island. You can rebuild a building again
with a left-click on it as soon as the mouse pointer displays the pipette symbol.

Logbook
The logbook lists the game goals if you are playing a scenario and saves all
news messages which are displayed in the news bar during the course of the
current game on a second tab. You can thus refer back to important informa-
tion if you missed a message in the “heat of battle”.

TIP: The right-click menu – When you need to move quickly with regard
to the control in ANNO1701, you are well advised to use this option: if it
is activated, a radial menu is opened containing the most important menu
points and buildings. When you click on one of the symbols, either the
respective menu is opened or you can build the respective building directly.
You can activate the right-click menu in the Options under Interface.

5.4 Preview window


The preview window contains the basic information on the selected object:
For example for ships you can see their armament, the hold capacity and
operating costs as well as the movement commands. The preview window
for buildings also contains specific commands such as the skull button for
demolishing and the enhancing button for warehouses in addition to basic
information such as operating costs and the number of inhabitants.

5.5 Object menu


The Object menu also opens as soon as an object e. g. a building or a ship is selected and shows
you information about the condition, contents and/or loading. The construction menu is also
opened from here and provides you access to its functions.

21
Operation
5.6 Info bar
The Info bar gives you a quick overview of the various areas of the
game. It can be found in the upper left-hand half of the screen.
• The Total balance can be found at the extreme left. The
quantity of gold coins that are available for your usage is shown
here as well as the global tax income and running costs which
can be accessed via a left-click on the menu.
• The Number of inhabitants of all your populated islands is shown on the right of this. A
detailed listing according to civilization levels is available via a left-click on the menu.
• The Info bar also shows you available quantity of food and building materials on your own
current visible island.
You will find a display with the symbols for the fertility of the current island
at the top in the centre of the screen next to the Info bar. Clicking on this
display will show information on the raw materials that you can harvest on this island.

5.7 News system


An active news system is available in Anno1701. As soon as a special event takes place
in the island world, you can see it at the left-hand edge of the screen in the form of a
symbol and a message. This is where e.g. attacks, completed research projects and the
appearance of a guest of honour are announced. Always keep an eye on the news system
in order to be able to react as quickly as possible to any possible events. You can also
recall older messages at any time during a game by opening your logbook.

Portrait window
Messages from other players, e.g. contract offers or assignments from the free
trader are announced to you in the portrait window. It opens in the top right-
hand corner of the screen and shows the players who would like to interact
with you. Below the portrait to the left, a symbol shows your contractual
status with this player and at the right below that you can see a coat of arms
in his player colours. The player’s message is displayed below the portrait in
text form and you also have the possibility of accepting or declining sugges-
tions – in order to do this click on the green tick for accepting or the red X
for declining.

Direct help
If you have activated the direct help function in Options under Interface, an exclama-
tion mark is always displayed at the right-hand top corner of the screen when you use
a game function for the first time. Clicking on this will open a window with a text
which explains the respective function. The direct help function remembers which information
has already been displayed for each player profile. You can reset this “memory” in the interface
settings.

22
Operation
5.8 Keyboard layout

Changeable key commands


Open Annopedia F1 Rotate camera clockwise y
Close-up camera F2 Rotate camera anti-clockwise x
Medium camera F3 Zoom in Picture up
Long-range camera F4 Zoom out Picture down
Strategic map F5 Align camera to the North Pos1
Diplomacy menu F6 Rotate building clockwise . (full stop)
Research menu F7 Rotate building anti-clockwise , (comma)
Logbook F8 Change building model (only house) c
Special action menu F9 Delete buildings and units Del
Quicksave F10 Enhance house u
Quickload F12 Jump to current event Space bar
Pause p Open construction menu b
Screenshot Print Pipette mode n
Increase playing speed + Demolition mode v
Reduce playing speed - Check through ships Tab
Scroll forward Arrow up Check through warehouses k
Scroll back Arrow down Exchange troops t
Scroll left Arrow left Multiplayer chat Enter
Scroll right Arrow right Message to ally Backspace
Postcard view Scroll Activate/lock camera End

Permanent key commands


These key commands cannot be changed.
Open Options menu Escape or Alt + o
End game (with safety query) Alt + F4 or Alt + q
Set production status for all buildings of this type on the
Shift + Left-click on Closing down production
island
Do not automatically store raw materials in warehouse Shift or Ctrl + Build warehouse (ship)
Camera to warehouse without selecting Shift + Warehouse symbol in central menu
Select warehouse without camera jump Ctrl + Warehouse symbol in central menu
Camera to ship without selecting Shift + Ship symbol in central menu
Select ship without camera jump Ctrl + Ship symbol in central menu
Save selected units/buildings under numbers 0-9 Ctrl + 0-9
Save selected units/buildings under numbers 0-9 0-9

23
Discovering
6. DISCOVERING

Before you begin with populating an island,


you should first undertake an exploratory
journey. Explore a number of islands with
your ship in order to get a better picture of
their composition and their natural resources
before you decide where you want to settle.

Note: If you have chosen the Game setting Easy and have activated the Start with warehouse option,
you will already begin on an island chosen randomly.

6.1 Discovering islands


You begin the game with your discovery ship on the high seas and a certain amount of building
materials and food on board. Move your ship by selecting it with the left mouse-key and subse-
quently indicating the target with the right mouse-key.
In this way you will soon discover an island. When you have found a new island, it appears
on the minimap. There are islands in the two climatic zones of North and South that offer
differing resources. As soon as an island comes within sight of your ship, the
plants which you can cultivate on this island are displayed at the top edge of
the screen. If you click on the fertility symbol at the top edge of the screen, the
raw materials available here will also be displayed. If you do not like the island,
just steer your ship in the direction of other islands until you find your own
personal “dream” island.

TIP: The free trader offers various maps of the island world for sale. You can buy small,
medium and large island maps or uncover the entire map.

6.2 Evaluating islands


You can decide at the beginning of the game whether you want to populate an island in the
Southern or Northern climatic zone. But sooner or later you will need to explore the other
climatic zone in order to be able to fulfil all the requirements of your flourishing settlement.
For whilst wood, fish, and wild animals are available on virtually every island, important raw
materials such as hops, sugar cane or cocoa can only be cultivated on islands on just one of the
two climatic zones.

Various types of natural resources that you will need sooner or later in the game in order to
satisfy the needs of your population, can be found in the mountains. A symbol above the
mountain indicates which resources can be found here. Iron ore, marble, gold and precious
stones can be found in ANNO 1701. Mountains cannot be traversed and therefore also offer
protection against attacks.

If other players or foreign tribes have already populated an island, you can see them as soon
as the island comes within viewing distance. All islands and settlements which have already
been discovered are shown in the minimap. You should however build your first town on an
uninhabited island. Also ensure that enough building room is available.

24
Populating
7. POPULATING

Once you have found a suitable island, you can begin with building your settlement. Your main
focus should thereby be on fulfilling the needs of your people as your settlement will only grow
and flourish if this is the case.

7.1 First steps


At the beginning of a game you are always equipped with
the materials that you require to start off with. If you have
selected the option Start with warehouse, tools, wood
and food are already contained in storage; if you start on
the high seas, the goods can be found in the hold of your
ship and are automatically unloaded as soon as you build a warehouse. The next steps see
you build roads, production chains, houses and public buildings so that your population can
flourish and prosper.

In order to build a warehouse, sail as close as possible to a sandy spot on the coast.
The Build warehouse symbol should appear in the action menu of your ship. Click
on it and locate the building which appears at your mouse pointer on the coast with
a left-click. Please note that only one warehouse can built per island.

TIP: If you keep the Shift key pressed when building a warehouse, no further building material will
be transferred into the warehouse. You can use your remaining building material on another island for
another warehouse.

You can build all other buildings by selecting the respective desired object in the construction
menu and moving it to the location on the island where it should be situated in future.
Build it there via a left-click. You can find further information on constructing buildings in
Chapter 9.

Your initial building material will probably soon come to an end. Wood is an impor-
tant building material which you can gather with lumberjacks’ huts. You should
however make sure that the effective area of your lumberjack’s hut is outlined in
green in order to guarantee a good yield.

In addition to this you should also ensure that your inhabitants are supplied with
food: Build a fisherman’s hut on the coast and/or a hunting lodge in your island’s
interior. In order to be able to produce enough food, the fisherman’s hut requires at
least one school of fish and the hunting lodge needs a sufficient incidence of wild animals and
trees in your effective area.

Like all enterprises that produce end-products, lumberjacks, hunting lodges and fish-
erman’s huts need a direct connection to a path so that market wagons can also reach
them. So connect your huts with paths to the warehouse or a market building.

25
Populating
The market building does not only make sure that your urgently required goods are
collected but also it increases the effective areas of your settlement i.e. the area which
you can use to build on or cultivate. In addition to this each further market building
increases the storage capacity of the respective island.

Your future inhabitants first need a village centre which forms the focus of your
town and fulfils the need of the population for a community for all houses in its
effective area.

Now the infrastructure for your future inhabitants has been created and you can
begin with building the first houses and public buildings. These buildings can be
found in your construction menu in the left-hand column.

7.2 Population level


The population level on the island is dependent on the number of houses, the
supply of required goods and the effective protection against negative influences
such as diseases, fires, enemy armies etc. It is displayed in your village centre
menu.

Differing numbers of inhabitants can be accommodated in the houses according


to the civilisation level: for example only eight people can live in a pioneer’s house
whereas 20 inhabitants can live in a citizen’s house. The inhabitants will start to
move out and leave the island if they are unhappy but if they are happy, more and
more inhabitants move in until each house has reached its inhabitant limit.

Tip: Do not delay in building houses so that as many inhabitants as possible move in. For the more
inhabitants you have, the more income you receive in taxes.

Note: The number of inhabitants in a house is displayed in the preview window in the bottom right-
hand corner when you have selected a house. The total population level for each level is indicated in the
info bar at the top left.

7.3 Inhabitants’ requirements


Your inhabitants will require more and more goods as
the population level increases in order to remain satis-
fied and to be able to progress to next higher civili-
sation level. You can obtain these goods by building
production chains and by trading. Your population
also has social needs which can be satisfied by building
corresponding public buildings. For this to be the case,
the houses must be located within the effective area of
these buildings.

In order to find out more information on your inhabitants’ requirements, click on one of the
houses. You can now see the goods and buildings which the inhabitants of this house require
for long-term settling and for progression to the next civilisation level.
Each inhabitant’s facial expression also shows you if he is happy with his current situation.

26
Populating

There are a total of five different facial expressions. The small requirement fields to the right
of the inhabitant portrait show you the current requirements with regard to goods and social
needs. They each feature a horizontal bar which indicates the degree of satisfaction. If your
inhabitants are satisfied with the fulfilment of their requirements, the display is coloured in
green, and if they are not the display is marked in red.

You can also gain an overview of the mood of the entire population via a click on the village
centre. A menu is then displayed which shows you the number of inhabitants and also the
mood of the population according to their respective
civilisation levels (via the respective portrait) as well as
the requirements of the individual levels. If one or several
of the requirements are illuminated in red, then there
is a deficiency in the settlement. Now you should react
quickly and eliminate this deficiency.

If your inhabitants are inconsolably dissatisfied, they


begin to demonstrate and leave their houses which then
run to ruin. The greyed-out fields show requirements which do not have to be fulfilled until the
next civilisation level has been reached. If however you fulfil the requirements of the current
level and the most urgent requirements of the next level for satisfying the population, the
preconditions for progress to the next civilisation level have been met.

7.4 Civilisation levels


Each civilisation level reflects the cultural and economic level of development of your popula-
tion. There are five civilization levels in ANNO 1701, which each include new buildings and
production possibilities for you. Your inhabitants do not progress to the next civilisation level
until their requirements have been satisfied. However the higher the inhabitant’s level, the more
difficult it is to satisfy their needs in order to retain the current civilisation level or progress to
a higher level.

Note: New houses will always be set to the pioneer level.

If the preconditions for a progression to the next level have been met, your inhabitants will
automatically enhance the houses provided they have sufficient building materials. As your
population develops itself further there is also the possibility of upgrading existing buildings,
e.g. the market building or the warehouse, to a higher level.

Note: You can deny access to building material for the population by clicking on the
building material symbol in the house menu. As soon as a house is ready to progress to the
next level, a green arrow above it starts to flash. You thus have control over the building
material and population growth.

27
Populating
Civilisation level 1: The pioneers
Pioneers are pathfinders for the inhabitants to follow and diligently discover new
land. As soon as you have built the first house, the pioneers require food and a
village centre. These existential basic requirements have by far the greatest influence
on their satisfaction. As you continue with your settlement, your pioneers require two more
things in order to be able to become settlers: cloth and a chapel. You can fulfil the wish for cloth
by building a sheep farm and weaver’s hut; a chapel fulfils the wish for a “belief ”.

Civilisation level 2: The settlers


As your inhabitants reach the second civilisation level, they become settlers. The
land becomes permanently habitable for settlers due to the building of further
production chains. Further requirements which are relevant to continued progres-
sion are now added to the basic requirements: alcohol (beer and/or rum), smoking materials
(tobacco) and education (school).

Civilisation level 3: The citizens


In the third civilisation level, citizens now inhabit your town. New requirements
which are relevant to continued progression are once again added to the basic
requirements: lamp oil, chocolates and entertainment.

Civilisation level 4: The merchants


Merchants now move into your town as the fourth civilisation level is reached. The
merchants must be supplied with jewellery and perfume in order to progress to
the highest level of the aristocrats and their need for power (via the Senate) must
also be satisfied.

It is additionally necessary to supply the merchants with goods that the player cannot produce
himself to enable progression to the aristocrats: so-called colonial goods. Colonial goods are
exclusive goods which the player can only obtain via trading. Foreign tribes offer you certain
colonial goods during the course of the game, whereby each tribe has a different colonial good
on offer:

• Ivory (Indians)
• Jade (Chinese)
• Furs (Iroquois)
• Talismans (Aztecs)

From a certain point onwards you also have the possibility of purchasing the required colonial
goods from the “free trader” or the pirates – however at exorbitant prices.

Note: Your inhabitants will only ask for one of these four colonial goods.

28
Populating
Civilisation level 5: The aristocrats
The highest civilisation level which you can reach in ANNO 1701, is that of the
aristocrats. The aristocrats lead a very exclusive lifestyle and react sensitively if their
requirements for colonial goods cannot be satisfied. If however you attain a certain
number of aristocratic inhabitants and have enough colonial goods in storage, you can build
magnificent pompous buildings: the castle and the lighthouse. These pompous buildings have
a positive effect on the mood of your population.

Table: Civilisation levels:


Civilisation level Requirements: Goods Requirements: Buildings
Pioneers Food Village Centre
Settlers Cloth Chapel
Citizens Alcohol & Tobacco School
Merchants Lamp oil & Chocolates Theatre
Aristocrats Colonial Goods Senate

Note: In order to satisfy the social requirement for belief, education and entertainment, a church is
available for belief from the level citizen onwards, a university is available for education from the level
merchant onwards and an opera house is available for entertainment from the level aristocrats onwards.
These buildings have a larger effective area and additional research possibilities are offered in the case of
the university.

Tip: You should secure the supply of goods which are relevant for level retention and progress as soon
as possible in order to prevent shortages in supplying your population in advance.

7.5 Taxes
Taxes are your most important source of income. You have the possibility of determining the
level of taxes which the inhabitants of your islands have to pay via the so-called “tax load”. You
can find the tax load in every house menu and your setting there is valid for the entire popula-
tion at the civilization level of the currently selected house.

You can control the level of taxation with the depressed mouse key. The colour of the tax load
shows you which effects a tax rise or tax drop would have on the satisfaction of the popula-
tion. High taxes are marked in red shading and may annoy your inhabitants so much that
many types of demonstrations of resentment may result. Low taxes
are marked in green shading and are of course much better accepted
by your population.

Note: The maximum satisfaction of your inhabitants must be guaranteed in order for them to progress
to the next highest civilisation level. In order to realize this you must adjust the taxes so that the inhab-
itants experience the highest level of satisfaction in addition to fulfilling their requirements.

29
Buildings
8. BUILDINGS

Construction belongs to your most important tasks as a founder of settlements in


the ANNO world. You can select buildings and locate them in the game world via
the construction menu. You can access the construction menu with a click on the
up-most symbol in the Central button area.

8.1. Constructing buildings


By clicking on the house symbol in the centre of the screen, a menu containing all buildings
which you can currently construct appears at the bottom edge of the screen. They are sorted
in tabs according to civilization levels. The buildings are split into three categories within each
level:

1. Public buildings and roads (on the left).


2. Production buildings (in the centre).
3. Buildings, which have yet to be made
available via research (on the right).

Select the desired building with a left-


click and it is then transferred to the
mouse-pointer and is ready to be built.
You can now locate it in the game world
with a second left-click. If you want to build another building, click on the corresponding
symbol in the construction menu again and repeat the process. The construction menu can be
closed with the Escape key, a left-click on the game world or on the button.

Note: So-called simplified building is described here. If you want to build according to the method
known from the predecessor games (the building selected for construction remains at the pointer until
it is deselected with a right-click), switch simplified building off in the options under Interface.

Tip: Think large-scale when building your settlement. Consider that your settlement does not always
grow from the “centre outwards” and that changes can happen during the course of the game as a result
of the automatic progression to the next civilisation level. Distribute you free spaces well and remember
to allow for the necessary road connections.

Effective area
The effective area is the sphere of action of buildings and units. It is displayed as soon as you
have selected the building and it is attached to your mouse pointer. The size and function of
the effective area varies according to the building type:

• The effective area of trade buildings (warehouses


and market buildings) e.g. determines the settle-
ment area of your island. You can only construct
buildings within this area.
• For some enterprises, the effective area determines
the area on which crops can be grown or cattle
raised.

30
Buildings
• For enterprises which belong to a production chain, the effective area is determined by the
range within which the journeyman can collect required goods or raw materials indepen-
dently.
• Public buildings have an effective area within which their positive effect on the settlement
and its inhabitants is applied.
• Military buildings and units of troops also have effective areas. These determine at what
distance enemy units are automatically attacked.
• For ships the effective area corresponds to the radius of view or attacking range.

Tip: You can achieve the most effective expansion of your settlement area by locating new market
buildings in such a way that the effective areas of these market buildings only slightly overlap. The effec-
tive area of the new market building is displayed in green as long as the contact to the current effective
area is maintained.

Building costs
The construction of buildings costs money and building materials. You can find out how much
you will need to pay for a certain object if you keep the mouse located over a building button
in the construction menu. The costs and building materials available for the respective building
are displayed in green text with missing materials in red.

Tip: As soon as you have a building attached to your mouse, the building costs are shown directly
underneath the info bar at the top edge of the screen and compared with the available building mate-
rial. If a number is shown in red, this means that this building material is missing. A symbol above the
building also indicates this problem.

Operating costs
Buildings that fulfil certain purposes incur running costs. These include e.g. fortresses, educa-
tional buildings as well as farms and plantations. You can find out the level of the respective
operating costs in the preview window via a click on the respective
building.

If you shut down a building you therefore also reduce your oper-
ating costs. Please note that only manufactories can be closed down.
Schools, churches or the fire brigade also incur operating costs but
cannot be closed down after they have been built.

Hit points
Each building has a certain number of hit points which is automatically set
to its highest value when the building is initially located. These hit points
represent the resistance against all types of attacks. The hit points are shown
in the form of a green bar in the preview window.

Activation
The buildings are only activated gradually dependent on the respective civilisation level and
the number of inhabitants. Buildings which have not yet been activated are displayed in grey
shading in the construction menu. This means that you cannot yet construct this building.

31
Buildings
If you locate the mouse pointer over one of the grey-marked building fields in the construction
menu, the required number of inhabitants for its construction will be displayed. Some build-
ings are only activated if they have already been researched in a research building.

A new tab is added to the construction menu for every new level which you progress to in
which new buildings appear step for step, depending on which of your population’s require-
ments you can satisfy and how many inhabitants your settlement has. As soon as a new building
has been activated, you will receive a corresponding message and the construction menu button
flashes.

Alignment
In contrast to ANNO 1503 it is no longer necessary to align the buildings to the street in
ANNO 1701. As the buildings however differ from one another not only in their appearance
but also in their size, some require more building space than others, for example the church
requires more building space than the chapel. Buildings automatically rotate themselves to the
correct building position when the building location has been selected, but you can also rotate
and align the position of the building manually in 90° steps via the Full stop and Comma
keys.

Tip: You can select from one of the five different inhabitant houses of the pioneers by pressing the
V key.

Enhancing
Some buildings, for example the market building and the warehouse, can be
enhanced if you have progressed to higher civilisation levels since it was built. The
storage capacity of the entire island is thereby increased and in the case of the ware-
house, also the number of tradable goods. In order to do this, click on the button at the top
edge of the preview window.

Demolishing
You can make room for new buildings or remove enterprises from the game world
that you no longer require with the demolish function. Activate the demolish mode
via a left-click on the demolish button (hatchet) on the minimap. A small hatchet
is displayed at the mouse pointer. Left-clicking on a building causes it to collapse and it
disappears forever from the game world. A (quick) right-click will interrupt this action.

Alternatively you can also select the demolition mode in the preview window via a
click on the skull symbol. Depending on the degree of difficulty you will be refunded
all, half or no building costs at all.

Closing down
You can temporarily close down some buildings, for example if the building is not
currently being used, by clicking on the “zZz” symbol in the respective building
menu. You can thus save the operating costs for this building at the same time. If
you keep the Shift key depressed at the same time, all buildings of this type will be closed
down. You can recognise a closed down building by the blue “zZz” symbol which rotates over
its roof.

32
Buildings
Workload
The workload indicates how efficiently an enterprise is working. Only manufactories which
fully utilize the building area which is available to them and that can be supplied with suffi-
cient raw materials and intermediate products, work optimally. Most production chains require
two sub-contractors in order to be able to supply an enterprise that is involved with further
processing with goods.

You can check the workload of an enterprise in


the respective building menu. The percentage
display shows how efficiently the manufactory
is working. A reduced workload can have the
following reasons:
• There are supply problems with a required
resource (raw material or intermediate product).
• Not all fields within the effective range of the building are cultivated (due to obstacles or
overlaps with other enterprises).
• The ground does not have the right fertility for goods production. If the workload is too
low, you should consider demolishing the enterprise and building it up again in a more
suitable location.

Tip: All the fields of the enterprise can be used by left-clicking on the Optimize button in
the building menu of the enterprise, as long as they do not overlap with other enterprises.

8.2 Building types


The following building types are available for construction in ANNO 1701:
(You can find more detailed explanations of the military buildings in Chapter 13 - Battle.)

Roads and paths


Roads and paths connect your buildings with each other. Enterprises that produce
end-products must be connected to a road so that the goods can be transported from
the market wagon into the island-wide goods store.

The dirt road or cobblestone road can be selected by clicking on the respective road symbol in
the construction menu. This will now be attached to the mouse pointer ready for building.
Select the starting point for the path and its direction is then defined by the subsequent move-
ment of the mouse. Locate the finishing point for the path with a second left-click.

Note: If you deactivate the Simplified building option, you can locate several paths of this type one
after the other. A right-click interrupts path building.

Tip: It is recommended to build cobblestone roads from a certain settlement size and civilisation level
onwards. They enable your market wagons and other units such as doctors or firemen to move faster.

33
Buildings
Public buildings
Public buildings are those buildings that your population requires to satisfy their social needs.
These include the village centre and the chapel at the beginning of the game. An increasing
number of public buildings will become available for building in the construction menu
according to your civilisation level.

Market buildings
Your warehouse and your market buildings combine to form your stores and every additional
market house increases your storage capacity. This principle works across the whole island so
if a certain good is available on an island, it can be supplied by any market building. You must
however use ships for transporting goods to other islands.

The stores are split up into various goods categories whereby the menu in the middle shows
all finished goods. You can unfold the menu parts on the left and right by clicking on the
arrows on the respective sides, they contain raw materials and unfinished products. Each good
produced is collected by the market wagons from the manufactories and brought to a nearby
store. The bar next to the respective goods symbol shows you how much storage capacity you
have taken up with these goods. The number underneath the goods fields tells you the exact
stored amount in tons.

Tip: The more market buildings you construct in a town, the more market wagons ensure the regular
collection of your produced goods. More market buildings therefore mean higher operating costs on the
one hand, but also higher storage capacities and a quicker pick-up on the other.

Tip: If a certain good should be very urgently required, you can activate an immediate pick-up in the
respective enterprise. The next free market wagon will then collect the goods from this enterprise right
away.

Production buildings
Production buildings serve the manufacturing of goods and raw material recovery as well as the
production of building materials. At the start you can choose from the lumberjack’s hut, the
fisherman’s hut and the hunting lodge. As the game progresses you will find further buildings
in your construction menu that will become important to satisfy the growing needs of your
population.

Some goods require multi-level production chains, whereby it should be ensured that all neces-
sary buildings for this are not built too far away from each other. Sometimes you do however
have to operate a production chain over large distances as some raw material sources on an
island can dry up. In this case you should equip all parts of the production chain with paths.

Buildings which belong together always appear as new building options at the same time. You
can recognize whether a building is situated in the correct location by the fact that the respec-
tive building is shown coloured in green after the building has been selected in the construction
menu and during the search for a suitable building area.

34
Buildings

Note: Not all buildings in a production chain can always be built on the same island – perhaps because
the necessary fertility is lacking. In this case your logistical skills are challenged in order to transport the
required intermediate goods to the final enterprise.

Research buildings
Schools and universities fulfil the requirement of your population for education and
enable research. If you have researched a certain skill, you can use it anywhere in the
game world, irrespective of what island it was researched on.

Further building types


• Coastal buildings: Some of the buildings available in the construction menu can only
exclusively be built on the coast. These buildings include the warehouse as well as all
buildings that are dedicated to fishing and shipping.
• Mines: Mines can only be set up in order to access the supplies of raw materials which are
to be found there.
• Military buildings: These buildings serve defence purposes and the protection of your
settlement. These do not just include the weapon smithy, the cannon foundry, the stud
farm, the watch house, the garrison and the fortress but also walls and two types of
defence towers.
• Ornamental installations: The ornamental installations serve to make your town more
attractive and are activated step by step from the citizen level onwards.
• Splendour buildings: These mighty and splendid buildings are not available for you until
you reach the civilisation level of aristocrats. The castle with its various components and
the lighthouse are classified as splendour buildings. Both buildings improve the mood of
your aristocrats and create the best preconditions for a visit by the queen.

35
Ships
9. SHIPS

In the ANNO world you have to explore sea passages, discover new trading partners and use
new raw material sources and ships are of course necessary for this: ships transport the goods
and troop units from one island to the other and can be used in trading routes.

9.1 Building and repairing ships


You need a wharf in order to build a ship. You can build large
or small versions of these. You will also require wood, cloth,
money and (for some types of ships) cannons. The number of
ships which you can set sail with depends on the total number
of your inhabitants.

Once you have all materials necessary, click on the respective wharf. In the wharf menu then
select the desired ship’s type. Click again on the respective ship’s symbol in order to interrupt
the construction.

You can have a ship repaired in your wharf or in the wharf of an allied partner. Just click on
the ship to be repaired and send it to the wharf with a right-click. The repairs begin automati-
cally as soon as the damaged ship has reached the wharf. Please note that only one ship can be
repaired in a wharf at a time. If several ships are damaged you have to wait until a ship has been
repaired before you can start the repairs on the next ship.

9.2 Ship’s actions


The same movement commands are valid for ships as can also be
issued for land units. (compare Chapter Battle) In addition to these,
there are specific ships commands. You can issue most of these
commands in the preview menu; the others only appear in the ship’s
menu.

Moving
Once you have selected a ship, you can move it in two different ways:
1. The movement command is activated via a left-click in the ship’s menu and the mouse
pointer is displayed as a ship’s wheel. A further click on the game world or minimap
signifies marching orders. Careful: You will leave the ship’s menu with a further left-
click.
2. A right-click on a location in the game world or minimap issues a direct movement
command.

Loading or unloading of goods or troops


If one of your ships drops anchor next to your warehouse or one of your trading
partners, you can load or unload goods between the warehouse and the ship via
the goods transfer tab. The goods transfer menu displays the storage area of the
warehouse at the top and cargo hold of the ship at the bottom.

36
Ships

First set the quantity of goods to be loaded to one


ton, ten tons or the entire quantity available respec-
tively via a click, by clicking on the corresponding
symbol.

Now transfer the set quantity of these goods to a free


cargo hold of the ship via a further left-click on a
goods symbol in the store.

Likewise goods can be transported from the ship to


the warehouse by selecting the respective cargo hold
and quantity to be unloaded.

Tip: You can also automate the loading and unloading of the ship for goods which you regularly
transport with a trading route.

You can also take on troops on your own ships in order to transport them to other islands. The
boarding of troops is possible anywhere where there are flat coastal sections. In order to board a
unit of troops, you must select it with a left-click. Now a button appears in the preview window
of the troop unit for boarding it onto a ship. Click on this button and select the ship on which
you would like to load your troops.

For disembarking, the ship is first selected. All troops on board are disembarked to the
marked location on the beach with a click on the button Disembark troops.

If one of your ships has to retreat in the face of


attackers, you can increase its speed by throwing
the goods loaded overboard. The mouse pointer
changes when it is positioned over a full cargo
hold and thus indicates that you can throw these
goods overboard. The entire contents of this cargo
hold are lost with a right-click. Thereafter a flotsam box containing the goods appears on the
water near the ship. If you are quick enough and your opponents don’t get there first, you can
collect the goods again later. This also works with troops: If you right-click on troops in the
ship’s menu whilst you at sea, they get thrown overboard! They save themselves on barrels float
around as castaways on the water. Do not however wait too long before you rescue your people,
otherwise they will drown in the water or become shark bait.

Grouping
In order to group several ships together, select the desired ships with a left-click. Keep the Ctrl
key depressed whilst you press the keys 1, 2 etc. in order to assign the groups to a number key.
You can subsequently select the respective group by pressing the corresponding number.

37
Ships
If you press the respective number twice quickly, the group is selected and shown in the centre
of the screen section.

When a ship is left-clicked whilst the Shift is


depressed, this means that it will be subsequently
added to or removed from the selection.

The altered selection must subsequently be reas-


signed the group number. In order to be able to
better differentiate the various groups, all grouped
units have a small number on their banner.

Attacking
You can attack enemy ships as soon as you have sighted them. If you have selected
one or several or your own ships, the mouse pointer changes as it moves over enemy
troops, ships and buildings and thus displays that they can be attacked.

The attack command can be issued in two different ways:


1. The attack command is activated via a left-click in the ship’s menu and executed
via a second left-click on enemy troops, ships or buildings.
2. The attack is executed directly with a right-click on the opposing unit.

Tip: You can force an attack on a fellow player with whom you are not at war by keeping the Shift key
depressed and then left-clicking on one of his units or a building. This results in a declaration of war
and the immediate commencement of battle.

Battle positions
Units can basically take up one of two battle positions:
• Offensive: Ships attack enemies within their sight automatically and approach the
opponent as soon as he gets nearer. If the opponent retreats, they follow him for a
while but then return to their original position.
• Hold position: Ships only attack if the opponent moves to within range. They
will not move towards or follow the opponent of their own accord.

Patrolling
You can send your ships on patrol between two or more points. In order to do this,
first select the ships that should go on patrol.

The Patrol command is activated and the mouse pointer changes with a click in the
ship’s menu. Now you locate as many patrol points in the game world as you like with
left-clicks. A right-click completes the route. Your units now patrol back and forth inde-
pendently between the points specified.

38
Ships
Escorting
You can use this command to give your own ships an escort. The escort follows the unit which
it should protect and attacks approaching opponents automatically. First select the unit which
should act as the escort.

The escort command can now be issued in two ways:


1. Activate the Escort command with a left-click in the ship’s menu. The mouse
pointer changes its appearance and you can assign the escort with a click on the
unit to be protected.
2. The escort can be directly assigned with a right-click on the unit to be protected
when the ship is already selected.

A ship can be escorted by as many other units as you desire. The escort is not finished until a
corresponding command is given.

9.3 Ship types


A variety of ship types which can differ greatly in hold capacity, susceptibility to damage and
speed are available for your adventure in the ANNO world. The ship’s speed is also additionally
influenced by the current cargo load.

Discovery ships
Your first ship is usually a discovery ship, which you are given by the queen to discover new
worlds. Exception: if you begin at the Easy level, you start on an island without a ship, and the
queen will give you a discovery ship after your first progression to the next level.

As soon as you have built a small wharf on the beach of your island, you can build the all-
rounder amongst ship types there as long as you have access to all building materials including
cannons. The discovery ship combines all the advantages of trading and battleships: it can
both defend itself with its cannons against attackers as well as be active in trading with various
goods as a result of its cargo hold volume. It is thus particularly suitable for exploratory and
discovery journeys.

Discovery ship
Despite its low level of hit points, a discovery ship can defeat a large trading ship.
Preconditions: Small wharf
Cargo holds: 3
Loading volume in t: 120
Cannons: 8

Note: Each ship type has a specific top speed. It is influenced by the ship’s cargo load and damage.

39
Ships
Trading ships
These ships are particularly suited for trading, as their name implies. They are however inferior
to pirates and other enemy ships due to their lack of cannons. You can build the small trading
ship in the small wharf from the civilisation level settler onwards. In order to be able to build
the large trading ship, you must first have researched its technology at university and then
have contracted out its construction at a large wharf. This is why the large trading ship is not
available until the civilisation level merchant. But the large cargo hold capacity makes up for
the long wait. Nothing now stands in the way of flourishing trade even with complex trading
routes.

Small trading ship


The small trading ship has 3 cargo holds. It is particularly suitable as a transport ship
between the main island and the raw material island.
Preconditions: Small wharf
Cargo holds: 3
Loading volume in t: 120
Cannons: none

Large trading ship


The large trading ship has four cargo holds. It is the first choice for more complex
trade routes with many stops.
Preconditions: Large wharf/research
Cargo holds: 4
Loading volume in t: 160
Cannons: none

TIP: The capacity of the individual cargo holds on your ship can be increased from 40 to 60 tons as a
result of university research into large holds.

Battleships
Battleships are above all indispensable for those players who are planning large-scale conquests
or who want to protect themselves against buccaneers on the seas of ANNO 1701. They also
perform well when protecting their own trading fleet. Of course these ships are better equipped
for battle than other ship types and damage caused by enemy attacks scarcely affects their
speed.

Just like the small trading ship, the small battleship with its cannons can also be manufactured
from the civilisation level settler onwards in the small wharf but this does make the availability
of cannons a precondition. The large battleship – the king amongst the ships – has a larger cargo
hold volume than the small battleship and can therefore accommodate and transport more
troop units. It has the most hit points by far and is very powerful thanks to its many cannons.
You can build it in the large wharf after carrying out technical research at the university.

40
Ships

Small battleship
The small battleship has only one hold but has twelve cannons. It is particularly suit-
able for escorting trading ships.
Preconditions: Small wharf
Cargo holds: 1
Loading volume in t: 40
Cannons: 12

Large battleship
The large battleship has two cargo holds and 24 cannons. It has a long attack range
and has the most hit points.
Preconditions: Large wharf/research
Cargo holds: 2
Loading volume in t: 80
Cannons: 24

41
Trading
10. TRADING

Sooner or later the inhabitants in your settlement will require goods that you cannot produce
yourself, perhaps because the raw materials which you would need to produce the goods are not
available on your home island. Or you have too much of a certain good and want to sell your
surplus at a profit if possible. You have to take action and trade in both cases.

10.1 Discovering trade partners


In order to trade actively in ANNO 1701 you must first track down your future trade partner.
Once you have discovered a new civilisation, the name of the respective player will be displayed
in the diplomacy menu and his settlements become visible on the minimap. Now you can offer
the player a trade agreement.

Alternatively you can wait until other players discover your settlement and offer you a trade
agreement.

The free trader is the first and most reliable trading partner in
ANNO 1701. You have a trade agreement with him as soon as the game
has started. He visits all warehouses regularly with his ships, supplies
required goods or buys goods he is offered. Other trade partners can
include foreign tribes, computer players or human players. You must
first draw up a trade agreement in order to enter into trading relations
with them (See chapter 11 - Diplomacy).

Note: Foreign tribes do not leave their island and therefore are reliant on trading partners coming to
their warehouse. The more business deals of this type they conduct, the more their playing reputation
improves and various advantages beckon.

10.2 Passive trading


The first and easiest possibility for trading is passive trading. You can thus easily
conduct all your business from you own warehouse. Players with whom a trading
agreement exists can see the goods which are sought after or are on offer and can
pay a visit to trade.

The goods and their quantities can be set in the warehouse menu. In order to do this click on
the tab with the trading symbol in the menu of your warehouse. A list of goods that you can
purchase is displayed with a left-click on the green arrow on one of the goods fields. You can
find raw materials and intermediate products if you click on the arrows to the left and right
in the goods overview. The number underneath the goods field indicates the target for stored
goods in tons and the number above the goods field shows the price per ton. Select a good and
determine the quantity which you would like to have in your storage via the sliding bar.

42
Trading

The same process is also valid for selling: After a left-click on the red arrow you select one of
your goods for selling from a list of your goods and determine the desired quantity of the stored
goods with the sliding bar. The amount of goods that can be simultaneously offered for sale and
purchasing depends on the respective enhancement level of the warehouse.

Tip: A right-click on one of the selected goods removes it again from the trading window.

10.3 Active trading


Active trading describes the possibility of selling and buying
at foreign warehouses. Active trading is only possible with a
ship and an existing trade agreement. Active trading has the
advantage that you can determine the timing of the exchange
of goods yourself and are not dependent on a visit by trading
partners.

If your ship is located near the warehouse of a trading partner,


select the Goods transfer tab in the ship’s menu, via which
the sale or purchase of goods takes place. Only goods which
are stored on board ship and which have been tendered by the
other player for purchasing can be sold. You can recognise a
demand by the green colour of the goods field in the ware-
house of your trading partner. In the same way goods can only be purchased that the other
players offer for sale; they are marked in red. The ship must have sufficient free cargo hold
capacity for this.

Tip: You can see which goods a trading partner offers for sale or purchasing by a click on his warehouse.
Thus you can load your ship accordingly before you leave. This also works on the strategic map.

43
Trading
10.4 Trading routes
Strategic map Views
with warehouses military, ships, warehouses on/off

Route
Trading routes
according to
numbers

Create route

Warehouse
window 1
with goods

Warehouse window 2 Ships list


Goods transfer and trading can be automated using trading routes. They are advanta-
geous if the production of certain goods is moved to neighbouring islands but can
also be used for regular trading with trading partners. Trading routes are not bound
to ships and can be assigned to several ships. Thus you can use your ships flexibly on various
trading routes.You can only set up trading routes between the warehouses of your own settle-
ments and the settlements of foreign tribes and other players with whom you have a trading
agreement.

In order to create a trading route, open the strategic map and click on the ship’s wheel at the
left underneath the map. Alternatively you can also open the menu for trading routes from
the ship’s menu. A warehouse window opens in which you can select the first stop
of your trading route from a list. Alternatively you can also click on a warehouse in
the strategic map.

Now select the goods which you want to load or


unload at the first stop. In order to do this, click on
the red or green arrow in order to open the goods
overview. You can determine the desired level of
stored goods on the ship using the sliding bar – for
example if you want to sell the entire quantity of a
good on board, set the bar to zero.

At the same time a second warehouse windows opens in which you can specify the final desti-
nation of the trading route from the list above. You once again have the alternative of selecting
the destination directly on the strategic map.

44
Trading
The menu automatically offers to load or unload the selected goods in the first warehouse; you
can however also choose another good in the second goods storage location. In order to do this,
click once again on the red or green arrow.

If you also decided in favour of a good in the second warehouse window,


the ship’s list opens automatically. Here you can choose the ship which
should travel along this trading route. The current goods loaded on the
selected ship are displayed in the field underneath the ship selection list.
Confirm your selection with a click on the green arrow underneath the
ship’s name and your ship will set sail.

The finished route appears with your number at the left edge
of the strategic map and the route is shown in colour on the
map at the same time. If your ship has been assigned to a route, the route is noted
in its ship’s menu. You can now change the route by clicking directly in the ship’s menu on
the ship’s wheel symbol. In addition to this, you can command the ship to take
a break and assign it other tasks in the meantime and to continue with the route
afterwards.

Tip: You can give the trading route an individual name by clicking on the previous name in
the strategic map menu with the left mouse key and giving the trading route a new name.

10.5 The free trader


The free trader travels the entire island world and is always game for a good
deal. He is an independent businessman who has trade relations with all
inhabitants of the New World. As soon as a settlement is founded, he will
turn up in order to include it in his trading route. He then drops by at regular
intervals to see which goods are required and which ones are for sale.
The free trader also always has a large amount of goods in storage. But be
careful: the free trader is well-known for his acquisitiveness and sells goods at very high prices
but seldom pays these good prices when he is purchasing. Furthermore he offers a special
service: he sells maps with which certain parts of the island world can be revealed.

Tip: Anyone wanting to help the free trader can accept one of the assignments which he announces
from time to time. A generous reward beckons in case of speedy conclusion. This option can be
switched on or off in the game world settings.

10.6 Trading with pirates


Are you prepared to take risks? Then you can dare to trade with the pirates
and their captain Ramirez. His reactions are unpredictable but his range of
goods is enormous. If it doesn’t bother you that everything that he trades
with is either stolen or robbed, then risk a try.
The pirate warehouse can be viewed at any time as soon as you have discov-
ered the pirate island and the transferral of goods is carried out in the same
way as for trading with other computer players.

45
Trading
You must however first impress Ramirez. You must destroy foreign cultures and be just as
sneaky and cunning as he is himself so that your esteem rises in Ramirez’s eyes. If you succeed
in winning him over, he will enter into an alliance with you. You can immediately buy all colo-
nial goods from him. But watch out: an alliance with Ramirez drastically reduces your prestige
with all other players.

10.7 The courier ship


The courier ship enables the express collection of goods that have been selected via passive
trade for purchasing. You must research into the courier ship in school before you can use this
possibility for immediate delivery. You can subsequently order it with a mouse click via passive
trade in the warehouse. It then travels independently to the free trader and back but can only
ever deliver one good at a time.

Tip: Remember that whilst delivering goods with courier ship is very quick, it is also very expensive!
Furthermore the courier ship can also be attacked by enemies and may even be sunk.

10.8 Balance
The balance is the difference between the income and expenditure and is specified
in gold coins. The info bar at the top left of the screen shows your total balance
directly under the wealth as soon as you click on the symbol. This sums up the
income and expenditure of all islands. The balance value is displayed in green as
long as more money is earned than was spent. If the expenses are however higher,
it will be coloured in red.

The current income and expenditure of an individual island can be checked specifi-
cally in the respective warehouse or market building. A left-click on the display
opens a detailed view in which the income and expenditure items are specified split
up according to categories.

The individual balances are:


• You can view the Town Balance in
a warehouse or market building. It
includes income and expenditure from
goods sales and purchases and the
goods yields, operating costs and the
military costs in your town.

• Your Trading Balance is calcu-


lated from the income from goods
sales minus the expenses for goods
purchasing. It does not however get included in the town or total balance.

46
Diplomacy
11. DIPLOMACY

All interactions with third parties which have an


influence on a player’s reputation are termed
diplomacy in the ANNO-Welt. Players that
you have already discovered in the island
world are displayed in the diplomacy
menu. Here you can negotiate on
agreements and tributes. The higher
the prestige that you are accorded
with by other players, the easier it is of
course to reach agreements with them.

Lodge activities additionally offer


many possibilities to get your own
back on unpopular players. In the
multi-player mode, human players are
listed in the diplomacy menu from the start
and have no player reputation amongst each
other.

11.1 Diplomacy screen


The diplomacy screen is the pivotal point of your relations to other players and
foreign tribes and you can open it with a left-click on the respective symbol in the
Central button area.
You then see a circle with the portrait of your game figure in the centre; the representatives
of all civilisations and foreign tribes in this game are aligned around it in a circle. The colours
of the connecting lines to your portrait indicate the reputation with the respective player, the
small circle to the right and left underneath the portrait shows the colour of the player on the
map and the diplomacy status between the two of you. If a fellow player has a request for you,
a small letter is displayed above the agreement status symbol at the portrait.

If you click on one of the portraits of the fellow players, it moves the centre of the
menu and your portrait appears at the top in the circle. You can now interact with this
player. The vertical bar to the left shows your reputation with this player, the
three symbols on the right next to the portrait field show the current agree-
ment status in the middle, the symbol at the top in this bar allows you to
suggest a better agreement and the symbol at the bottom enables you to cancel
the current agreement.

Underneath the portrait in the centre you have the possibility of calling for or awarding tributes
as well as requesting ally aid if an alliance pact exists as the case may be.

47
Diplomacy

The computer player profiles describe the character and behavioural pattern of a computer player.
Each of the twelve computer players is different from the others. His peculiarities have an influence
on the structure of his settlement, his behaviour towards the player or his other fellow players and his
trading and military activities. One player may be quick to reach agreements but in contrast another
may well be very difficult to convince. Their behaviour also depends on the reputation that you have
with that particular computer player. In the continuous play mode, you can play with up to three
computer players at one time, which you can select in the main menu before the game starts. You can
find more information on the computer players available in the appendix.

11.2 Contracts
You can enter into contracts with the inhabitants of the ANNO world. Your fellow players
react to contracts which they are offered and offer you contracts in return. The type of contracts
that you can offer depends on your current reputation with the respective fellow player and
on any existing contacts. Contracts can also be connected with the payment of tributes. The
current diplomatic status is displayed for each portrait by the contract symbol and the coloured
border.

You can also enter into contracts with human fellow players in the multi-player game. The
agreement is however only concluded if both parties are in accordance. You can enter into the
following contracts in the ANNO world:

Peace Treaty
You are usually at peace with other players when you discover them. It is neither
possible to do battle with them, nor trade with them. A peace treaty is however a
precondition in order to draw up a trade agreement. The prevailing peace can be
ended at any time by both contractual partners by a declaration of war.

Warning: The pirates are a bad lot and you are at war with them right from the beginning of
the game! So be careful when you meet them as they will attack you straight away.

Trade agreement
Basically all inhabitants in the ANNO world with whom one is at peace can be
persuaded to enter into trade agreement. It thereby depends on your reputation with
the player concerned, whether he accepts or rejects an offer of an agreement. Some-
times a player will demand a tribute, before he is prepared to accept an agreement.

When your own portrait is in the centre of the diplomacy menu, click on the purse symbol and
subsequently on the prospective contractual partner and he will then be offered a trade agree-
ment. If you are presented with an offer of this kind, you can accept it with a click on the green
tick. If your contract offer is accepted, the purchase and sales offers of the trading partner can
be viewed in his warehouse. The trade agreement can be cancelled by both sides at any time. In
this case the peace treaty will become active again.

48
Diplomacy
Alliance pact
The alliance pact also enables military support from fellow players in addition to
trading. Alliances can however only be entered into between players with whom a
trade agreement already exists. In order to offer an alliance, click on the symbol with
the two hands in the diplomacy menu and then click on the desired alliance partner.

An alliance offers you many advantages:


• Areas which your allied partners have already explored are shown on your minimap.
• Damaged ships are automatically also repaired in the wharfs of your allies.
• You can also request help from your allies in case of war.

You must have a good player reputation with a fellow player in order for him to accept your
offer. It is possible that he may demand a tribute before he accepts the pact. An alliance pact
can of course be offered to you at any time, which you can accept with a click on the green tick.
Like other contracts, an alliance can be cancelled at any time by both sides.

Declaration of war
Diplomatic relations with fellow players can also be abruptly terminated in the
diplomacy menu. Before you can attack unpopular fellow players and force them to
leave the ANNO world, you must first officially declare war on them. This is carried
out via a left-click on the sword symbol and subsequently selecting the battle oppo-
nent. The fellow player is then automatically also in a state of war.
You can only end a war by offering a peace treaty. In order to do this, click on the dove symbol
and the respective player when you are ready. Whether an opponent accepts an offer of peace
depends on your current player reputation and may well involve a tribute demand.

11.3 Tribute
You can demand or pay tributes from or to fellow players in
ANNO 1701. You can demand or pay tributes in the diplomacy
menu. The reaction of the fellow player concerned follows imme-
diately: A tribute demand inevitably lowers your reputation,
independent of whether the tribute is paid or not. In contrast a
tribute payment can increase your reputation.Demand a tribute
from one of your opponents by clicking on stretched-out hand
with the gold coins and subsequently determine the level of the
tribute.

49
Diplomacy
Some computer players will also demand tributes themselves:
• during a contact offer – whether and when this happens is dependent on the respective
character.
• in case of a sinking reputation and impending relegation to the next lower reputation
level.
You can either pay tribute demands from fellow players by clicking on the green tick or refuse
them by clicking on the red cross, which in turn influences the reputation.

Portrait Name and colour


Negotiating partner of the
fellow player
Player reputation
with this Contract status
fellow player Top: better
Middle: actual status
Tributes and Bottom: worse
ally aid

Set totals Conform


demands

Note: The queen can also demand a tribute from you! Consider whether you fulfil her request or prefer
to ignore the queens demand and anger her.

11.4 Foreign cultures


Foreign tribes inhabit islands which they never leave. They are however
prepared to enter into diplomatic relations with other inhabitants in the
island world and trade with them. They extend their trust to players they
judge to be reliable and offer fraternisation. This results in special trading
advantages – for example the possibility of purchasing colonial goods - and
enables access to the special ability of the tribe. If you however give this up
and start a war with them, you will bear the brunt of their curse yourself.

The following foreign tribes inhabit the island world:


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

11.5 Fraternisation
Fraternisation with foreign tribes corresponds to an alliance pact between fellow players. The
main difference is that foreign tribes cannot provide military alliance aid as they basically
cannot leave their island. In order to fraternise with a foreign tribe, click on the patriarch of the
foreign tribe in your diplomacy menu and select the option Offer fraternisation to the right
of the portrait in the centre.

50
Diplomatcy
If fraternisation is accepted, the foreign tribe will offer you – in addition to better prices for
conventional trading goods – respectively one of the four colonial goods for purchasing. In
addition to this you can also see the special action of the foreign tribe via your diplomacy menu
and a click on the patriarch’s portrait and use it yourself against your enemies via a further click
on the action displayed.

11.6 The pirates


Ramirez and his pirates are on hunt to capture ships throughout the
entire island world. The belligerent buccaneers live in remote pirate
lairs which are well guarded and they attack anyone who approaches
their ships or their lair.

There is only one thing that can impress them: someone who is so cunning that he would
destroy foreign tribes or other inhabitants of the island world. Legend has it however that
there are adventurers who have gained Ramirez’s respect by sinking his ships. If you really do
manage to gain the pirates respect, you can buy all four colonial goods in their warehouse. In
addition to this the pugnacious Ramirez will gladly lend an energetic hand for an attack on a
difficult opponent.

Fraternisation with pirates does however have its price: Your reputation with most of the other
inhabitants of the island world will drop drastically. If, in contrast, you conquer Ramirez, you
can be sure of their thanks and perhaps you may even find some treasures in their pirates’ lair.

11.7 Secret diplomacy


The special action menu, the pyramids on the Central button
area, enables you to access researched lodge activities
and special actions. You thus have a variety of possi-
bilities to get your own back on annoying competitors.

You must first build a lodge house in order to be able to


use lodge activities. You will then find a spy in the special
action menu who is prepared for action immediately. You
can research into all other lodge activities subsequently
in school or at university. Special activities can help you
with your activities and lodge activities in contrast can
be used against computer players or human players but not
against foreign tribes.

51
Diplomacy

The following special actions are available:

The IRON RATIONS reduces the required goods of the population for a
while.

The CHIEF BLASTER helps you to remove awkward rocks and to thus
create building land.

The holy CRUSADE gives military units unforeseen strength.

The following lodge activities are available:

The SPY is a professional in discovering important information on a fellow


player.

The DEMAGOGUE can be used to disrupt the goods production of an


opponent.

The SABOTEUR is a specialist when it comes to disrupting the goods


collection of a fellow player.

The TRAITOR can persuade the troops of a fellow player to change sides.

The population starts to demonstrate and rebel anytime the REVOLU-


TIONARY appears and revolution surely follows.

The POISONER contaminates the wells of opposing settlements and


causes the plague there.

The BOMBER reduces the buildings of fellow players to rubble and ruin.

The PICKPOCKET pilfers from unpopular fellow players.

INGRATIATE is an option to improve your own reputation with your


fellow player.

You can activate the individual actions with a left-click. This will be shown via an altered
mouse pointer. The action is triggered via another left-click on a building or object in the
game world. A certain amount of time must elapse after the action before a new action can be
selected again.

52
Research
12. RESEARCH

Knowledge is power.
You can purchase or enhance new buildings, units and acquirements with the help of research.
You can only acquire many buildings and capabilities as well as some military units in the game
via research. This requires either a school or a university. The school is available for you from
the civilisation level settlers onwards and the university is available from the civilisation level
merchants.

Every research project also costs knowledge – the unit of


measurement for research speed - in addition to gold. A
section of the population enters an education building as
soon as a research project has been contracted. Therefore the more inhabitants a settlement has,
the quicker a research project can be completed.

You can open the research trees either via the building menu or the button on the minimap. You
can only begin some research projects if you have built certain buildings. These are displayed
respectively at the beginning of a research thread in the research menu. All research projects
within a thread are listed one after the other. But watch out: some research projects are mutu-
ally exclusive! They are marked below as alternatives.

12.1 School research


The building of a school, which you can find in the construction menu in the settler tab, is a
prerequisite for school research. Make sure when you are building it that as many inhabitants
as possible live within the catchment area of the school. Once the school has been built, the
button for the research menu, a small red candle, appears on the left of the Central button area.
There you can find the four different research areas.

Research area “Economy 1”


Building preconditions: none
Fire station: The fire station increases the safety in the settlement. If a
fire breaks out, a firemen is on call with his hosepipe and extinguishes all
burning houses within the effective area of the fire station.
Loom: The loom increases the productivity of all weavers’ huts.
Alternative a)
Courier ship: The courier ship enables the immediate delivery of goods
which were determined for purchasing via passive trading.
Guild house: The guild house increases the productivity for all enterprises
which are located within its effective radius and which produce end
products.
Alternative b)
Iron rations: Iron rations lower the food requirements of the population
for a certain period of time.
Master craftsmen certificate: The master craftsmen certificate increases the
productivity of any enterprise which produces goods to enable a progression to the next level.

53
Research
Research area “Lodge activities I”
Building preconditions: Lodge house
Pickpocket: The pickpocket pilfers from unpopular fellow players in the village
centre.
Ingratiate: The inhabitants of the ANNO world are very open to flattery. Ingratiation can
improve your reputation.
Demagogue: The demagogue can be used to disturb the goods production of a fellow player as
he can inspire a demonstration.
Alternative a)
Bomber: The bomber can reduce opponents’ buildings to rubble and ruins.
Alternative b)
Saboteur: The saboteur prevents goods collection for other players.

Research area “Economy 2”


Building preconditions: Market building III
Pier: The pier increases the storage capacity of the island-wide goods store and can
be used for trading.
Chief blaster: The chief blaster blasts specific rocks that prevent you from building your settle-
ment.
Open pit mining: Open pit mining increases the yield of marble mines and brickyards. Inex-
haustible raw material deposits are more effectively mined.
Mining: Mining increases the yield from ore, precious stones and goldmines. Inexhaustible
raw material deposits are more effectively mined.

Research area “Military 1”


Building preconditions: Garrison
Cannon foundry: The cannon foundry enables the manufacturing of cannons.
Alternative a)
Cannon tower: Cannon towers have a longer viewing range. Enemy units are fired on immedi-
ately.
Tower guards: The tower guards increase the resistance of all towers.
Militia: A militia increases the defence strength of the houses.
Alternative b)
Mortar: This research project enables you a train a mortar troop type.
Crusade: A crusade increases the damage and defence value of all troops.
Mobilisation: Military troops are trained quicker due to mobilisation.

12.2 University research


The building of a university on your island is of course a precondition for university research.
You can find the university in the building menu under the heading of merchants. The research
menu of the university consists of four different research areas. Please note that you can only
start on some research projects if you have built a certain building.

54
Research
Research area “Lodge activities 2”
Building preconditions: Lodge house
Counter-espionage: Enemy spies are persuaded by counter-espionage to disclose
secret information on their employer.
Poisoner: Poisens your opponent‘s wells.
Alternative a)
Traitor: The traitor persuades opposing military units to change sides and to rise up against
their masters.
Alternative b)
Revolutionary: The revolutionary stirs up a revolution or demonstration amongst the
population in your opponent’s village centre.

Research area “Military 2”


Building preconditions: Fortress
Stud farm: Horses for cavalry units are bred here.
Dragoons: Dragoons are quick horseback units which are excellently suited for battle against
infantry and artillery.
Alternative a)
Pillage: When your own troops pillage enemy buildings during the course of battle, a certain
sum of money will be credited to your account.
Howitzer: Howitzers are land units which are equipped with guns.
Alternative b)
Fortifications: Fortifications increase the resistance of fortresses and military buildings.
The bodyguards: A bodyguard increases the hit points of the dragoons.

Research area “Navy”


Building preconditions: Large wharf
Large hold: A large hold increases the loading capacity of your own ships and has a
continually passive effect.
Alternative a)
Large trading vessel: The large trading vessel is especially suitable for transporting goods and
thus intensive sea trading.
Copper-bottomed: The copper-bottom increases the hit points of your own ships.
Large sail: Ships move faster with a large sail.
Alternative b)
Large battleship: Entire sea battles can be won and trading vessels can be effectively escorted
with large battleships.
Dry-dock: A dry-dock speeds up the building of ships in all wharfs.

Research area “Diplomacy”


Building preconditions: Senate
Translator: Your existing trade relations with another fellow player can be strengthened and
foreign tribes can lower the trading prices with the help of a translator.
Military draft: The maximum number of troops available can be increased by introducing a
military draft.
Keys to the town: You have the possibility of inviting guests of honour again who have already
visited your settlement by using the keys to the town. Your settlement will thus profit again
from their presence. The invitation is extended by the “Senate”.

55
Battle
13. BATTLE

„If you want peace, prepare yourself for war“ went the
old Roman saying, and the ANNO world is also
not only peaceful. The difficult computer players
at least are certainly prepared to let their weapons
speak in order to reach their targets and the pirates
are a constant threat (if you have not switched them
off in the options). You should therefore consider
protecting your island against enemy attacks even if
this is a costly exercise.

Tip: If you are a peaceful player and do not provoke anyone, you will not be attacked by an opponent.
The pirates and the computer player Count Igor Yegorov are however exceptions to this rule.

13.1 Controlling troops


A life bar is situated above all military units. You can use this to see the health status of your
units at any time. The colour green means completely healthy; if this bar starts to empty during
battle conditions, your unit’s bar will change colour to red proportional to the extent of the
damage suffered.

Training troops
The training of the troops is carried out in the military buildings. You can
see which units you can train there and which goods (cannons or weapons)
are required for this in the respective building menu. Only one troop unit
can be housed per education location at one time. However several units
can be assigned training at one time with the training happening in succes-
sion.

Whilst some troop types are directly available for you for building the training locations, you
will have to research into others first at school or university. The maximum number of troops
which you can train in a military building depends on the current population level of the
island. The troop limit can however be raised by researching into the military draft.

Moving troops
You can move your own troop units via a mouse click on the game world or minimap
to any point in the game world. Rivers are crossed if bridges are available, plateaus are
accessed via ramps and only mountain ranges and cliffs represent insurmountable barriers. Your
units always take the most direct way to their destination. They will also move in formation as
long as they have sufficient room.
After you have selected a troop unit, you can issue a movement commend in two ways:

56
Battle
1. A click in the units menu activates the movement command and the mouse pointer changes
its appearance. The command is executed via a second click to a free location in the
game world or minimap.
2. The movement command can be executed directly with a right-click to a free location in
the game world or minimap.

Starting an attack
You can attack opposing military units as soon as you see them.
If you have selected one of your own units, the mouse pointer changes appearance
over enemy troops, ships and buildings and thus indicates that they can be attacked.
You can issue the command to attack in two ways:
1. The attack command will be activated via a left-click in the units menu and executed via a
second left-click on the opposing troops, ship or building.
2. The attack can be directly initiated via a right-click on the opposing units.

TIP: You can attack a fellow player with whom you are not at war by keeping the Shift key depressed
and clicking on his units or a building. This results in a declaration of war and the immediate
commencement of battle.

Battle positions
Units can basically adopt two battle positions:
• Offensive: Units automatically attack enemies within their range of view and
immediately advance towards to the enemy, when they get closer. If the enemy
retreats, they will follow them for a certain distance, but then return to their
original position.
• Hold position: Units only attack if the enemy comes within range. They do not
move towards the enemy on their own or follow them.

Patrolling
You can send your units on patrol between two or more points. In order to do this
first select all units that should patrol and activate the Patrol command with a click
in the units menu. This action is made clearer via a changed mouse pointer. Now you
can set as many patrol points as desired via left-clicks. Finish the route with a right-click.
The units now patrol back and forth between the specified points independently.

Selecting and grouping


In order to select several units at the same time and group them together to form large forma-
tions, drag a frame around several troop types with the depressed left mouse key. All troops
within this frame are selected when you let go of
the mouse key. You can select all units of the same
type on the screen via a double-click on a unit.

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Battle
The units selected can be grouped together by assigning them a group number with the key
combination Ctrl + number (1,2,3, ... 0). The individual groups can be later activated by
pressing the corresponding number (1,2,3, ... 0). All units have their group number on their
banner in order to be able to better differentiate the various groups.

Clicking on a unit with the Shift key depressed means that it is


subsequently added to the selection or that it is removed from it.
You must subsequently reassign it the group number again.

Tip: If your troops have been decimated by battle, you can merge units of the same type in order to
regain the original battle strength, as you cannot “repair” your units. In order to do this, select units of
the same troop type and then click on the Group troops symbol in the selection menu.

13.2 Military buildings


Military buildings serve to educate the troops and defend the settlement area. You
can educate the respective available troop types via a click on the corresponding
troop symbol. You can instruct the freshly recruited units where they should serve
with a click on the symbol Set staging area.

All military buildings have a certain effective area within which they automatically attack
enemy units. The military buildings include:

Barracks

Watch House: The watch house serves to educate lightly armed military units and to
defend your own buildings. It is the first available military building and can be built
from the civilisation level settler onwards. Here you can train the troop types Militia
and Pikemen. Both can be recruited directly after the building has been built. Buildings which
are situated within the effective range of the watch house are better protected against attacks,
as approaching enemies will be automatically attacked.

Garrison: Garrisons also serve to train military units and to defend your own build-
ings. They are available to you in addition to the watch house from the civilisation
level citizen onwards. Militia, Pikemen, Grenadiers and Mortars can be trained
here. The mortars however first have to be researched into at school. The garrison has a larger
effective area than the watch house and can thus recognise and attack approaching enemies
earlier.

Fortress: In addition to the watch house and garrison, you can also build a fortress
from the civilisation level merchants onwards. The training of all seven troop types
is possible in this largest of all military buildings. You will however have to research
into some of them beforehand. The fortress has an especially large effective area.

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Battle
Fortifications

Fortifications offer your settlement protection against enemy attacks. You are recommended
to erect the following military constructions in order to protect your territory against such
unpleasant surprises:

Tip: Erect your fortifications if possible close to the coast, as the danger of an enemy attack is particu-
larly high here.

Walls prevent enemy troops from penetrating your settlement and withstand enemy
attacks for a particularly long time. They are built like roads. A gatehouse is auto-
matically built everywhere where walls and roads cross. Your own and allied troops
can pass through the gatehouse without being stopped whilst enemy troops will be prevented
from passing.

Watchtowers serve to defend your settlement and can be built from the civilisation
level settler onwards. They have a long sight radius and can already recognise at a
long distance.

Cannon Towers have a longer sight radius than watchtowers They also automati-
cally subject enemy units to fire with their cannons as soon as they come into range.
Cannon towers must be researched into at school.

Note: You can research into Tower Guards in school. They increase your resistance ability and the
defence capability of all towers.

13.3 Military units

In case you should experience the dilemma of having to defend yourself against a fellow player
or even if you have to attack one yourself – perhaps because he refuses to pay you adequate
respect, because you were provoked or simply because it seemed advisable to do so in the
service of the queen – you should also become familiar with the production of land-based
military units.

Infantry
The infantry units are trained in units of nine men each. You require weapons in order to be
able to train infantry; you only need money for recruiting militia.

Militia: Militia units are the first troop types which are available in the game. They are
lightly armed and their training costs are low. They are however quickly at a disadvan-
tage against other heavily armed troop types.

You can train Pikemen in any military building. They fight with long pikes and carry
heavy armour, which makes them resistant against attacks but also slow. They are well
suited for fighting against enemy cavalry.

59
Battle
You can train Grenadiers in garrisons and fortresses and they carry a sable and
grenades. Grenadiers may only be lightly armoured but they can inflict great damage
on enemy units and buildings from a distance.

Cavalry
Lancers and dragoons are quick units for which you require weapons and horses in order to
recruit them. A cavalry unit respectively consists of four riders on horseback.

You can train Lancers in the fortress and they are armed with lances. These troops
fight on armoured battle steeds and are therefore well suited for fighting both against
infantry as well as cavalry.

You must first research into Dragoons at university. The troops will be subsequently
trained in your fortress and are armed with sabres. As the quickest land unit, they are
particularly well suited for fighting against infantry and artillery.

Artillery
Mortars and howitzers are land units armed with guns, for which you require cannons in order
to recruit them. An artillery unit consists respectively of four guns.

You can train Mortars in the garrison and fortress as soon as you have completed
the school research project of the same name. The units have small guns with a short
range which are particularly suitable for usage against enemy buildings and infantry.
Reloading however does take some time.

You can research Howitzers at university and subsequently train them in the fortress.
The guns of these units have a longer range than mortars but a similarly long reloading
time.

Tipp: Die Menge der Truppenverbände, die Sie ausbilden können, ist nicht nur von Ihrer finanziellen
Situation abhängig, sondern auch von der aktuellen Bevölkerungszahl.

60
Events
14. EVENTS

Not everything can be planned in the ANNO world. Fortune has pleasant as well as unpleasant
surprises in store for you.

14.1 Guests of honour


You will be visited by various guests of honour in your island world who will bring
you incentives and presents for the duration of their visit in order to increase the
satisfaction of the inhabitants amongst other things. You can always find the guests
of honour in the village centre.

There are nine different guests of honour including the queen. She is however a special case.

The Smithy manufactures tools for you and thus supports you as you build up your settle-
ment.
The Beer Wagon supplies your inhabitants with free beer for the duration of his visit and thus
increases your supply of alcohol.
The Itinerant Preacher sells letters of indulgence and thus increases the level of your treasury.
The Inventor brings knowledge to your town as long as he entertains the inhabitants with his
experiments. Research projects require less time as long as he stays in your village centre.
Ships require less building materials and gold coins as long as the Captain proves his capabili-
ties in your village.
The exotic and colourful Company of Entertainers increases the level of satisfaction in your
town for the duration of their show.
Similarly to the captain, the Commander helps with building units. In this case all military
units become cheaper as long as the commander is instructing your inhabitants with regard to
tactics and strategy.
As long as the Bishop is reading his sermon in the village centre, he protects the town against
threatening disasters.
When the Queen pays you a visit, you must be able to offer her something. Your town must
contain aristocrats as well as a castle and a lighthouse. This is the first step towards your own
independence. It is not until you have paid a certain amount of tributes to the queen, or you
have caused her entire fleet to flee in battle that the queen will more or less gladly grant you
your independence.

14.2 Catastrophes
Catastrophes occasionally disrupt the peaceful island life. They happen randomly and have
devastating effects on buildings and the population.
These catastrophes can inflict themselves on your island world:
• Earthquakes can cause damage to buildings and roads. An earthquake happens
without any warning at all and hits the entire island. It can be so strong that
buildings catch fire or collapse completely. Deep crevasses are caused near the
epicentre by the quakes and complete sections of roads can be destroyed thus preventing
units of troops and market wagons from moving on. The inhabitants are surprised by an
earthquake and this can cause mass hysteria. The inhabitants run out of their houses and
flee in panic in all directions. There is no remedy for these natural catastrophes. However
the crevasses disappear after some time so that you can begin to rebuild your settlement.

61
Events
• Fire damages buildings and causes them to collapse if it is not extinguished. The
longer a fire rages, the greater the possibility that the fire will catch onto neigh-
bouring buildings and thereby become a large-scale fire. Inhabitants who notice
the fire will immediately rush to the source of the fire and try to extinguish the fire with
buckets of water. A house fire however angers the inhabitants living in the building and the
satisfaction level in the settlement drops. Fire fighting can be considerably speeded up by
building a fire station. The higher the civilization level in a settlement, the less prepared the
population is to roll up their sleeves and help extinguish a fire.

• The more inhabitants a settlement has, the greater the danger is that the Plague
can break out in the congested areas. The buildings affected are surrounded by a
green fog, plague warners walk to and fro in front of the houses and the dissatis-
fied inhabitants avoid the contaminated area. The inhabitants of the plagued houses fall
victim to the epidemic. The population level thus drops drastically and the buildings them-
selves remain however at the current civilization level. As soon as the plague breaks out in
a settlement, the entire island is put under quarantine. Thus neither the free trader nor the
computer players are prepared to pay a visit to it with their ships. The quarantine remains
until the plague has been completely eradicated. Only a surgery offers the possibility of
curing the plague. The house of the surgery is available from the level citizen onwards.

• A plague of rats reduces the level of stored goods in the trading buildings of an
entire island. This catastrophe inflicts itself on an island at random. The danger
of a plague of rats however increases the more goods you have stored across the
entire island as an abundance of supplies attracts the swarms of rats. They scurry around the
buildings and eat everything that isn’t nailed down. Be aware of your stored quantities and
sell excess goods or increase the storage capacities in your trading buildings. You can thus
lower the danger of a plague of rats.

• If a settlement is situated within the effective range of an erupting Volcano, it


must be assumed that large parts of it will be destroyed. Islands with volcanoes
are quite seldom in the ANNO world but often have very fruitful raw material
supplies. Populating them however is always a special challenge as an eruption can happen
at any time. Eruptions announce themselves with a dull rumbling near the mountain and
black smoke rises from the crater. Once the volcano really erupts, it hurls red-hot rocks into
the air and covers the land with a rain of ashes which sets everything on fire. A volcano erup-
tion causes mass hysteria in a settlement and people and animals flee for their lives in panic.
Nothing can be done to prevent this type of catastrophe. The volcano does not always erupt
when the mountain begins to rumble. With a bit of luck things will calm down again, but
the danger is only temporarily averted.

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Events
• The Hurricane is a mighty natural disaster which races uncontrollably across the
entire island world. If the hurricane passes through a settlement, it leaves a trail
of destruction behind it. It drags animals, trees and people along with it. Small
buildings are also simply destroyed by it. At sea it whirls ships which get caught up in it
into the air and they are lost forever. You cannot do anything about a hurricane on dry land.
But you can steer your ships to safety by manoeuvring them quickly out of the danger zone.

63
Appendix
APPENDIX:

Computer player profiles

“Easy” opponents

Countess Agatha von Thielen


The warm-hearted widow has embosomed the entire island world.
Degree of difficulty: easy - Type: trader

The rich widow Agatha von Thielen is a gentle person who confronts her fellow human beings
very affectionately. But behind her overburdening friendliness and somewhat plump motherly
familiarity lies a pinch of carefully hidden melancholy which comes to the surface from now
and then.

The cause for this lies in the death of her husband Oscar which left a large hole in Agatha’s well-
ordered life. She tries in vain to plug this hole with the help of chocolates.
Countess von Thielen has enforcedly taken over the trading business of her husband. She tries
to bond the other inhabitants of the New World closer to her and thus escape her loneliness via
numerous contract offers. She is therefore also reliable and helpful as an ally.

Hendrik Jorgensen
No one in the island world is more afraid than the sensitive poet.
Degree of difficulty: easy - Type: trader

Hendrik Jorgensen had to take over his father’s trading subsidiaries whilst he was still very
young due to the early death of his father. Hendrik’s true passion is however poetry and when
the artist in disguise works on his poems at night, he uses up large quantities of lamp oil.
Unfortunately Jorgensen not only lacks a talent for delicate verse, but also an understanding
for the hard trading business.
The good-natured Hendrik has become a very unsure and introverted character as the result of
numerous failures which he tries to make up for with exaggerated friendliness. He avoids any
contact with others and is very quick in making concessions and thereby also to give in meekly
to outrageous demands himself.

64
Appendix

Randolph McCrane
The aggressive jack-of-all-trades is on the lookout for new adventures
and challenges.
Degree of difficulty: easy - Type: average character

The self-confident Randolph McCrane originates from the eminently respectable Scottish
McCrane clan. Whilst he considers himself extremely successful, in the eyes of his draconic
father he is just a weak, rich varmint.

Randolph tries very hard to bring progress and prosperity to his town, but he does not really
succeed in this: he hordes large quantities of tiles although the enhancement of the settlement
is in stagnation or he finances research projects without ever getting any tangible results.
But Randolph is so convinced of himself that he does not often notice his own deficiencies.
He enjoys playing the heroic saviour, although it was him who called for help and his boastful
manner has sabotaged many a contract conclusion.
Despite this Randolph McCrane is quite a sympathetic character, above all when he admits
from time to time that he has overestimated himself.

Victor LeRoi
The melancholic doubter considers himself the rightful successor to the
throne.
Degree of difficulty: easy - Type: trader

Victor Le Roi only has piecemeal information about his origins. The young Victor thus began
to conduct research into his origins which it is rumoured were blue-blooded.
But just as he was supposed to receive a decisive hint as to his true identity from a dubious
intermediary, he was arrested under a specious pretext and taken on board a prison ship.
Abandoned on a remote convict’s island in the New World and only equipped with the essen-
tials, Victor began with building up a small settlement and was soon named the leader of the
exiled.

As the barren island on which he lives hardly has any resources, he is eager to trade with others
and very keen to conclude contracts. However all his attempts to bring prosperity to the settle-
ment are repeatedly and unexplainably sabotaged. The need for building wood on LeRois’
island is enormous as he is continually busy repairing the damage.

65
Appendix

Hanna Marell
The passionate researcher fights for the protection of fauna and flora.
Degree of difficulty: easy - Type: average character

Hanna Marell discovered her passion for science at an early age. Encouraged and aided by her
parents, she acquired a very impressive proficiency in the area of natural sciences.
She turned her back on research due to her marriage to a wealthy art dealer. But soon Hanna
felt like she was held captive in a golden cage, just waiting to break out.
After just a few years she got a divorce against all latter day conventions and moved to the New
World where she now is able to live out her urge for research.
In the meantime she has extended her focus of interest to virtually all areas of science. Her latest
objects of study are the foreign tribes, their culture and customs which she tries to protect.
As she cannot bear to construct large production plants on her island, she is continually on the
lookout for trading partners in order to buy the required goods. The only luxury with which
she indulges herself from time to time is sweet-smelling perfumes.
Marell’s well-developed sense of justice always leads her to take the side of the weaker party.
Then the otherwise friendly scientist can become really disputatious and uncomfortable.

“Normal” opponents

Carmen Marquez
The young buccaneer doesn’t let anyone tell her what to do.
Degree of difficulty: normal - Type: adventurer

Carmen Marquez grew up as an orphan with the pirates whose raw educational style is prob-
ably responsible for her loud-mouthed manner.
Basically she is an honest but somewhat chaotic character. But her fiery temperament and her
tendency to express her opinion load and clear and not to be easily influenced often causes
agitation amongst the other inhabitants of the island world.
Carmen is often cheeky and pert when she meets strangers, but she can be won over very
quickly by the odd weapons delivery. Then Miss Marquez turns into a charming and helpful
person.
Carmen has a large fleet of ships as an adventurer and buccaneer and has the tendency to
extend her territory over as many islands as possible. Therefore she always looks upon the
appropriation of islands by competitors with suspicion and if you get in her way you must at
least expect a string of curses to make you blush.
It does however get really serious if someone starts trouble with the pirates as Carmen still
has the best relations with them. Her friendliness can therefore quickly turn to the opposite
in case of an attack on her friends and one should definitely not underestimate Marquez as an
enemy.

66
Appendix

Count Winfried von Schallert


The pompous aristocrat considers himself the measure of all things.
Degree of difficulty: normal - Type: average character

Count Winfried von Schallert descended from an old noble dynasty which is closely connected
with the royal family in the Old World. He thus considers himself to be unconditionally
obliged to the queen and honours her majesty with all his heart.
In contrast the count treats his fellow human beings, for the most part not noble, patronis-
ingly and encounters them with aristocratic arrogance and misunderstanding. Only those that
observe etiquette and have good manners can rise in his esteem. Then he may stoop so low as
to sign the odd contract.
Count von Schallert loves pomposity and his great passion is said to be architecture. This is
the reason that moved him to try out the New World as can find enough room here for his
architectural debauchery.
And because money is not a problem for him, the count can let off steam with the construction
of all kinds of pompous and noble buildings for which he continuously buys constant supplies
of valuable marble.
Winfried doesn’t care much for the military and uses his military resources mainly for defending
his town. Despite this he is a loyal ally.

Francois Bataille
The nobleman who is true to his principles has little understanding for
lapses.
Degree of difficulty: normal - Type: adventurer

Francois Bataille is a gentleman of the old school. The sprightly adventurer may have his best
years behind him, but he is by no means yet on the scrapheap.

On can rightly say that Bataille is a true paladin: audacious, steadfast in his beliefs and always
ready to fight against evil. He has taken on the task in the New World of ensuring order and of
standing by his allies as faithfully as he does the queen.
Francois Bataille is always keen to enlarge his sphere of influence without however coming into
conflict with others.
Anyone however who acts contrary to his iron principles will attract his brazen anger. The aging
nobleman is a danger that should be taken very seriously when he has been roused.
Even if he tends to use slightly stilted language and his manners are somewhat dusty, he is
extremely magnanimous and behaves correctly and politely with regard to his fellow human
beings without thereby being arrogant.
Bataille’s only known weakness is for exquisite tobacco.

67
Appendix

Gustav Eichendorff
There is hardly anything that will rattle the well-travelled trader.
Degree of difficulty: normal – Type: trader

Gustav Eichendorff is a full-blooded merchant who has built on the averagely successful trading
business of his father over the years to turn it into an empire.
Although his name does not feature a „von“ or „zu“ and he has never received a present in his
life, Eichendorff has managed to build up an impressive reputation.
He regularly sets up new trading posts in the New World and buys tools in advance for this
purpose.
He is held in high esteem by the queen as a supplier of exclusive goods and as such he also
shows her great respect.
Eichendorff rarely turns down fair deals. He offers fair prices and good advice to even weaker
trading partners. He knows best himself that the small fry of today can become the big fish of
tomorrow.
He is a reliable ally in times of need.
Thieves, dreamers and newly-rich riff-raff however despise Gustav and also violence in his eyes
is the scourge of mankind.
The stoic Eichendorff also keeps his cool in extreme situations and always reacts unemotionally
and objectively. There are situations in which one has to keep a cool head and take uncomfort-
able decisions …

“Difficult” opponents

Emilio Castelli
The cunning businessman manages to gain an advantage from any situ-
ation.
Degree of difficulty: difficult - Type: trader

Emilio Castelli descends from a family of traders which has been in business for generations.
The lanky Italian may seem courteous at first glance but looks can be deceptive. In truth,
usually selfish interests which he hides very carefully are hidden behind his friendliness.
Emilio’s main aim is to make the name Castelli known in the New World and to amount great
riches. He has specialized in trading with rare jewellery which he purchases cheaply here and
sells expensively in his old homeland.
He has his impressive fleet of trading ships escorted by military ships when necessary and
Castelli knows how to protect his trading warehouses against enemy attacks.
Emilio does not hesitate to use secret diplomacy in order to inform himself about his competi-
tors’ and allies’ actions and to gain an advantage from them.
Castelli has nothing against entering into contracts but he does not hesitate to break agree-
ments when he no longer profits from them. One should therefore not rely on his support as
an ally.

68
Appendix

Prince Igor Yegorov


Despite his blue-blooded origins, the abrasive warhorse does not think
much of appropriate behaviour.
Degree of difficulty: difficult - Type: aggressor

Prince Igor is an erratic choleric who fell out with the Czar and was exiled many years ago
because of his uncontrollable temperament and a certain alcohol problem. In the meantime
he tried his luck in the New World where he built up a definite if not dubious reputation as a
result of his cold-bloodedness.
There are moments where Igor can be quite a friendly companion, but unfortunately his para-
noia prevents any long-lasting peaceful co-existence. Fellow inhabitants, who one moment
beforehand were still good friends, appear to him to be agents of the Czar in the next and seek
to kill him.
In order to protect himself against alleged enemies, Yegerov thus invests vast sums of money in
his military forces. Whilst he is prepared to sign contracts, he does not always keep his word.
He therefore should be treated with caution as an ally.
It is unclear whether his legendary changes of mood are really pathological or whether they are
carefully calculated. It is a fact that the mightier a competitor becomes, the more distrustful
and inscrutable the prince becomes.
He can stand neither the queen nor the pirates and anyone who opposes them may well gain
plus points with Yegorov. A delivery of high-percentage alcohol can also win him over.

Madame Nadasky
The mysterious widow is as beautiful as she is dangerous.
Degree of difficulty: difficult - Type: aggressor

Ominous rumours surround the person of Madame Nadasky. To this day little is known about
her origins and not even her full name is known.
Hardly anyone has met Madame Nadasky personally. But despite this her fierce beauty is the
talk of the town. Her steely voice is said to freeze the blood in ones veins and the assertiveness
of her voice permits no contradiction.
Seaman whisper behind her back that she is said to have poisoned her husband of the time, a
rich patrician, for his incredible wealth to then be able to move to the New World. Here she is
said to have been trying to gain absolute power since she arrived.
It is a fact that Madame Nadasky has an abundance of financial resources that she almost exclu-
sively uses for her well-trained military. She regularly purchases large numbers of cannons and
her entire island looks like a heavily armoured fortress.
Nadasky is only seldom prepared to enter into contracts. And only then under the condition
that she has her say. There is a rumour that some people who did not comply with her moods,
just disappeared without a trace.
No one in the New World crosses this woman unpunished. She is so powerful and feared that
even the queen desists from making tribute demands of her …

69
Appendix
Problem solutions

SOFTWARE PROBLEMS?
Please first ensure that you have carefully read though the chapters SYSTEM REQUIRE-
MENTS and INSTALLATION. It is very important that your computer conforms to the
minimum requirements of the game and that you install the game correctly.
If you have followed all instructions and you still have problems installing ANNO 1701 or
using the software, we have listed some tips and tricks here on the subject of solving prob-
lems.
Problems with the CD-ROM-/DVD-ROM performance?
• You need a 4x or faster CD-ROM-/DVD-ROM drive for ANNO 1701
Error message: “File not found” during the installation of the game?
• Ensure that CD 1 is located in the CD-ROM-/DVD-ROM drive. CD 1 must be located
in the drive in order for the game to be installed.
• Ensure that the CD is not scratched, damaged or dirty.

CRASHES?
Programs that run on your system can sometimes require resources which your game requires
in order to be correctly installed or loaded or to run correctly. Not all programs are directly
visible. There are so-called “background applications” that should not be run on your system.

Note: If you close these background applications in order to optimize your system for the game,
they will no longer be available once you have finished the game. Please therefore ensure that
you activate these background applications again after playing when you start your computer
up again.

Antivirus/System protection programs


If an antivirus or system protection program is running on your system, you should close or
deactivate it before playing. In order to do this, right-click on the respective program icon in
the Windows® taskbar and select CLOSE, DEACTIVATE or the respective option.

General background applications


As soon as the antivirus and system protection programs have been deactivated, you should
also close down any other unnecessary background applications, as these can sometimes cause
problems during the installation or playing of the game.
1. Press the keys CTRL+ALT+DEL simultaneously. Task manager opens. Click on task
manager and the on the applications tab to show the list of all running applications.
2. In order to close a background application, click on its name in the list and then on the
CLOSE TASK button.
Note: It is however important that you do not close the background applications
EXPLORER and SYSTRAY as they are vital for the correct functioning of the Windows®
operating system. All other background applications can be closed.
3. Repeat this process until all background applications have been closed.
Remember that all background processes you have closed, will be running again, once the PC
restarts.

70
Appendix
OTHER PROBLEMS?
Motherboard chip sets
If you still have problems with the game performance despite ensuring that your computer
is DirectX® 9.0c compatible, you should consult your hardware manufacturer to find out if
updated drivers for your motherboard chip sets are now available. The performance of your
graphics card, hard drive, and of the CD-ROM-/DVD-ROM drive will be optimized with
updated drivers for your motherboard. Please consult your hardware supplier or read the docu-
mentation on your motherboard for more information.

Graphic problems
A graphics card with a resolution of at least 800x600 as well as 16-Bit colours is required for
ANNO 1701. Furthermore the card must have at least 64 MB of free graphics storage available
and be completely DirectX® 9.0c compatible and Shader Model 1.0 compatible.
The most common cause of graphics problems is an outdated graphics driver. Please ensure that
you are using the current driver for your graphics card. You can find more information on the
website or via the technical customer service department of your graphics card manufacturer.
You can “play around” a bit with the various display settings of ANNO 1701. You will usually
get the best game performance if you reduce the graphic details, resolution and colour depth.
Please also ensure that your graphics card and your monitor can support the resolution and
colour depth selected by you. You can find further information on this in your hardware docu-
mentation.

Storage problems
At least 512 MB RAM is required for ANNO 1701. The virtual storage must be ACTIVATED.
We recommend that you let Windows® administer the virtual storage automatically (default
setting). At least 100 MB must also be free on the hard disk after the installation has been
completed – and that must be on the same disk drive where the program has been installed
(default is “C”).

Sound problems
A sound card with DirectSound and DirectX® 9.0c support (or higher) is required for ANNO
1701. If your sound card driver is not supported by DirectSound, you may experience irregular
or patchy sound. In this case we recommend you to get the latest driver from the manufac-
turer.

Sound card is installed but still no sound


Please ensure that the loudspeakers or headphones are correctly connected and that the volume
is set accordingly.

71
Appendix
CREDITS

RELATED DESIGNS
PRODUCTION DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Thomas Pottkämper
PROJECT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oliver Staude-Müller
LEAD GAME DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Riegert
LEAD GAME PROGRAMMER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Thomas Stein
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kevin Zellner
LEAD RD3D-ENGINE PROGRAMMER . . . . . . . . . . . . . . . . . . . . . . . Burkhard Ratheiser
ART DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Steinberg
GRAPHIC PRODUCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jens Vielhaben
LEAD LEVEL DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jan Lenski
LEAD TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephan Beier
GAME DESIGN CONSULTANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wilfried Reiter
GAME PROGRAMMER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ralf Brauchle
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Torben Fugger
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Hummrich
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Martin Mais
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marcus Pukropski
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Rösch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Joachim Schaub
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jörg Treschau
ADDITIONAL GAME PROGRAMMING . . . . . . . . . . . . . . . . . . . . . . . Sebastian König
. . . . . . . . . . . . . . . . . . . . . . . Sebastian Stauß
RD3D-Engine PROGRAMMER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Robert Eichhorn
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Frank Hoffmann
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sven Janusch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wolfgang Klose
DIGITAL ARTISTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bleick Bleicken
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Carsten Eckhardt
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andreas Jupe
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Valentin Koch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jost Schweinfurther
ADDITIONAL GRAPHICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jens Baumgardt
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Reiermann
GAME DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Bombera
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andreas Reißner
ADDITIONAL GAME DESIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Björn Lilleike
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wolfgang Siebert
GAME WRITER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Karin Trost
LEVEL DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Daniel Amend
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Budig
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Kulla
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Petri
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marcel Rebenstorf
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Volker Sassen
MAIN TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Peter Angel
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pascal Nehrkorn
TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dominik Doell
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rolf Peter Krull
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Holger Adamiak
CONCEPT ARTIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ulli Koller
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Mannewitz
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Speth

72
Appendix

ADDITIONAL CONCEPT ARTIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ingolf Hetscher


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kai Spannuth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oliver Specht
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nicolas Klein
ASSISTANT TO THE MANAGING DIRECTOR . . . . . . . . . . . . . . . Svenja Büll

VIRGIN LANDS
INGAME GRAPHICS & CINEMATICS

PROJECT MANAGEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oliver Weirich


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Weingärtner
3D-ARTISTS BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lars Wagner
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Spatz
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marc von der Brüggen
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Holger Hemberger
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Hotze
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Rode
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Verena Binzenhöfer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Weingärtner
3D-ARTISTS CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Björn Harhausen
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Vito Lamanna
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Holger Hemberger
3D-ARTISTS CHARACTER ANIMATION . . . . . . . . . . . . . . . . . . . . . Alexey Danilkin
. . . . . . . . . . . . . . . . . . . . . Ralf Hüttinger
. . . . . . . . . . . . . . . . . . . . . Vito Lamanna
. . . . . . . . . . . . . . . . . . . . . Frank Hessefort
. . . . . . . . . . . . . . . . . . . . . Matthias Knappe
ORIGINAL SCRIPT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ralf Adam
TigerTeam-Productions

KEEN GAMES
CHARACTER PORTRAITS

MODELLING & TEXTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Yu Chung Chen


CHARACTER ANIMATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Baum
PRODUCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pete Walentin
ART DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Antony Christoulakis

3D-IO
MAINMENUE GRAPHICS

3D-DESIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Igor Posavec


2D-DESIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jelena Kevic

DYNAMEDION
MUSIC & SOUND

AUDIO DIRECTION & ORIGINAL SOUND DESIGN . . . . . . . . Pierre Langer

ORIGINAL SCORE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tilman Sillescu


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pierre Langer
SCORE LAYOUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marco Jovic

73
Appendix
ORCHESTRA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brandenburgisches
Staatsorchester
Frankfurt/Oder
CONDUCTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bernd Ruf
CHOIR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Artful Voices
Frankfurt/Main
Orchestra recorded, edited and mixed by . . . . . . . . . . . . . . . . . . . . . . . . . . . GENUIN
Musikproduktion Leipzig
4-REAL INTERMEDIA
VOICE RECORDING (German Dialogues)

RECORDING ENGINEER/PRODUCER . . . . . . . . . . . . . . . . . . . . . . . Holger Busse


SPEAKERS (German Dialogues) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Martin Arnhold
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Annette Schreier
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bert Stevens
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Deckner
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Silvia Heidt
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Achim Barrenstein
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hans Mittermüller
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Linus Kraus
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Wilkening
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gilles Karolyi
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sonngard Dressler
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andreas Sparberg
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sabine Fischer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Frau Heusch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Klaus Bauer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mario Hassert
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dieter Gring
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Peter Heusch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Aart Veder
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hans Zwimpfer

CONSULTANTS
PRODUCTION CONSULTANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Maxwell Taylor
Rampant Lion Ent.
GAMESPY IMPLEMENTATION CONSULTANT . . . . . . . . . . . . . . Marco Keuthen
keuthen.net
MANUAL CONSULTANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Detlef Richter

SUNFLOWERS
PRESIDENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Adi Boiko
CEO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wilhelm Hamrozi
DEVELOPMENT DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Erik Simon
PRODUCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Braun
LEAD TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Backhaus
MANAGER NEW BUSINESS DEVELOPMENT,
CONSUMER RESEARCH & ANALYSIS . . . . . . . . . . . . . . . . . . . . . . . . Kay Bennemann
CONTENT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Uwe Mathon
PR & MARKETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Carsten Bickhoff
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nadine Knobloch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . André Bernhardt
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Elke Müller

74
Appendix
R & MARKETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andrea Reuth
P
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sabine Kaiser
QA MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephan Beier
ASSOCIATE QA MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Alexander Brncic
ASSISTANT LEAD TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Daniel Kociok
QA TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Backhaus,
Erik Lindner, Alexander Köhler, Alexander Werner, Hamed Amlouka,
Andreas Bannach, Andreas Kaufmann, Andreas Noll, Andre Bernhard,
Patrick Boba, Daniela Gütling, Simon Dautert, Dennis Rupp, Dorina
Küster, Andi Lange, Fabian Müller, Felix Stirnberg, Felix Kitschke, Nicolai
Föller, Stefan Groetzschel, Sabrina Hahn, Jasmin Keskin, Jens Schneider,
Joannis Thomas, Johannes Euteneier, Johannes Hick, Johannes Zahn,
Alexander Joncic, Sulian Sommer, Kai Bender, Gerhard Schulze, Maik
Zimmer, Melanie Müller, Michael Graffi, Michael Juszczak, Michael Bach,
Michael Schwab, Markus Michel, Marius Prealle, Marcus Stamm, Nils
Dick, Oliver Landrock, Phillip Balluch, Christian Laubscher, Katrin Pügerl,
Sebastian Reimer, Sebastian Litzinger, Jasmin Sonnenberg, Stefan Müller,
Thomas Lehr, Torben Reis, Florian Turbanisch, Patrick Urankar, Kay Knecht

BETA TEST & FOCUS GROUP MANAGER . . . . . . . . . . . . . . . . . . . . Felicitas Marschik


JUNIOR ART DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marc Vogt
WEBMASTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ralf Praschak
ONLINE EDITOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bettina Korb
SCREEN DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Budig
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . André Weckeiser
CONTENT SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Alexandra Kohler
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Bach
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jens Schneider
CONSUMER RESEARCH GROUP COORDINATOR . . . . . . . . . Marion Deul
IT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christoph Klempau
NETWORK & SYSTEMS ADMINISTRATOR . . . . . . . . . . . . . . . . . . Mario Knopf
. . . . . . . . . . . . . . . . . . Dirk Sachse
PERSONAL ASSISTANT TO THE PRESIDENT . . . . . . . . . . . . . . . . Lydia Brkic
PERSONAL ASSISTANT TO THE CEO . . . . . . . . . . . . . . . . . . . . . . . . . Ines Köhler
ASSISTANT TO THE CEO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Judith Schulz-Häuser
ACCOUNTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ute Ziegler
SPECIAL THANKS TO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Reinhard Döpfer

DEEP SILVER
PRODUCT MANAGEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Lindig
MARKETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Georg Larch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dieter Schöller
PR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ute Palmer
PRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Moriz
POST-PRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Schmidt
COMMUNITY MANAGEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Daniel Oberlerchner

HERMETICODE
COPY PROTECTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jürgen Schäpker
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Markus Stoller

75
Appendix

Technical Support

76
Appendix

Copyrights

Copyright © 2006 Sunflowers GmbH. Published by Sunflowers GmbH,


Developed by Related Designs GmbH, Distributed by Deep Silver.

Anno 1701 is a trademark of Sunflowers GmbH in Germany and/or other countries and is used under
license from Sunflowers GmbH. Deep Silver is a trademark of KOCH Media GmbH.

USES MILES SOUND SYSTEM


Copyright (c) 1995-2006 by RAD Game Tools, Inc.

USES GRANNY ANIMATION


Copyright (c) 1999-2006 by RAD Game Tools, Inc.

USES BINK VIDEO Technology


Copyright (c) 1997-2006 by RAD Game Tools, Inc.

This product contains software technology licensed from GameSpy Industries, Inc.
© 1999-2006 GameSpy Industries, Inc. GameSpy and the „Powered by GameSpy“ design are
trademarks of GameSpy Industries, Inc. All rights reserved.

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