v1.03, 2 November 2003
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                    ~_    ||   /.//   '|_|'   /_//    _~   * Anno 1503
                   ~_     |/   \_/     \_/    \_/      _~  * 1503 A.D.
                   ~____________________________________~  * The New World

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                      Anno 1503/1503 AD - The New World
               Frequently Asked Questions (FAQ/Strategy Guide)
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CONTENTS

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1. Preface
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- 1.1 Notes 
- 1.2 Credits and Legal 
- 1.3 Version 
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2. Introduction
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- 2.1 What is Anno 1503? What is 1503 AD? 
- 2.2 Who developed the game? 
- 2.3 What are the minimum requirements? 
- 2.4 What has changed since Anno 1602? 
- 2.5 Where can I download patches and demos? 
- 2.6 What about the mobile phone game? 
- 2.7 Is there an expansion pack? 
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3. Gameplay
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3.1 Important Concepts 
- 3.1.1 How do I explore? 
- 3.1.2 How do I gain territory? 
- 3.1.3 What are civilization levels? 
- 3.1.4 How do I make money? 
- 3.1.5 What operating costs are there? 
- 3.1.6 How does the balance sheet work? 
- 3.1.7 How do service areas work? 
- 3.1.8 What is the significance of road access? 
- 3.1.8 How does production occur? 
- 3.1.10 Why should I colonize new islands and how? 
3.2 Setup and Interface 
- 3.2.1 What do the symbols, names and levels on the initial player menu mean? 
- 3.2.2 How do I enable pirates? 
- 3.2.3 Can you play as native races or pirates? 
- 3.2.4 Can other players be made less aggressive? 
- 3.2.5 Are the endless play mode maps random? 
- 3.2.6 What are the differences between 'endless' level difficulties? 
- 3.2.7 Which way is north? 
- 3.2.8 Can I see the current objectives in-game? 
- 3.2.9 Can I hide trees or buildings from view? 
- 3.2.10 What can hotkeys be assigned to? 
- 3.2.11 Is there a list of short-cut keys? 
- 3.2.12 How does scoring work? 
3.3 Climate and Resources 
- 3.3.1 How many different climate zones are there? 
- 3.3.2 What characterises each climate zone? Where can I find certain 
resources? 
- 3.3.3 How do I determine resources? 
- 3.3.4 Why, after exploring, do no crop types show for the island? 
- 3.3.5 How do you find other players and natives? 
- 3.3.6 Where do I get Tools from? 
- 3.3.7 How do I build and operate Quarries and Mines? 
- 3.3.8 Do mines run out? 
- 3.3.9 Can I turn Gold into coins? 
- 3.3.10 Is Wine the same as Alcohol? 
- 3.3.11 Where can I grow Hemp? 
- 3.3.12 Can I change what type of trees I plant? 
- 3.3.13 Do volcanoes erupt? 
3.4 Roads and Storage 
- 3.4.1 Is road access needed? 
- 3.4.2 Are cobbled roads faster than dirt roads? What is the benefit of 
Marketplace squares? 
- 3.4.3 Do buildings have to face onto a street? 
- 3.4.4 How do I build bridges? 
- 3.4.5 How do I build roads along hills and mountainsides? 
- 3.4.6 Can I have more than one Warehouse on the same island? 
- 3.4.7 How do I increase the storage capacity on an island? 
- 3.4.8 Why can't I build a warehouse? 
- 3.4.9 What is the operating cost of Market Places and Warehouses? 
- 3.4.10 Can I start an endless game without the first Warehouse placed? 
3.5 Colony Buildings 
- 3.5.1 How do can I build a ...? Why is a building 'greyed out' on the 
construction menu? 
- 3.5.2 What do wells do? 
- 3.5.3 How do I determine what Small Farms grow? 
- 3.5.4 Why doesn't my Whaler work? 
- 3.5.5 Where should I build Fur Trappers? 
- 3.5.6 What is the significance of sales stands' service areas? 
- 3.5.7 Is the Tavern's service area important? 
- 3.5.8 Do Churches replace Chapels? Universities replace Schools? 
- 3.5.9 What are Gallows and Courthouses for? 
- 3.5.10 What does the Pavilion's service area need to cover? What's a park? 
- 3.5.11 What do Doctors do? 
- 3.5.12 Where are the sewers? 
- 3.5.13 Can I change the design of houses? 
- 3.5.14 What rewards and statues are there? How do I get them? 
- 3.5.15 Do I need ornaments? What do they do? 
3.6 Colony Development and Events 
- 3.6.1 What causes bankruptcy? 
- 3.6.2 How do I delete buildings, roads and trees? 
- 3.6.3 Is there a limit to the number of people on each island? 
- 3.6.4 How do you stop your population using building materials? 
- 3.6.5 Why don't Merchants upgrade to Aristocrats? 
- 3.6.6 When I downgrade civilization levels, why am I told goods that are not 
needed anymore are in shortage? 
- 3.6.7 Why do my houses decay? 
- 3.6.8 Occasionally my people die whilst walking around my city. What's 
wrong? 
- 3.6.9 What can I do about fires? 
- 3.6.10 Can I prevent the Plague? 
- 3.6.11 Can I change the prices my stalls sell things for? 
- 3.6.12 Are people needed to work in buildings? Do I need houses on 
production islands? 
- 3.6.13 How much of ... will my population need? 
- 3.6.14 What do the question marks over buildings mean? 
- 3.6.15 What do the coloured bars that appear above farms during building 
mean? 
- 3.6.16 What does the "you founded an ancient graveyard" message mean? 
- 3.6.17 What is the benefit of finding treasure? 
3.7 Research 
- 3.7.1 How do you research? 
- 3.7.2 How do I research above a certain level of knowledge points? 
- 3.7.3 Why can't I build cannon after researching them? 
3.8 Trade and Diplomacy 
- 3.8.1 How does external trade work? 
- 3.8.2 Can I trade without being fired on or starting a war? 
- 3.8.3 Where are the Venetians? 
- 3.8.4 What do Venetians sell? 
- 3.8.5 Why does my automatic trade route fail when I transport more than one 
item? 
- 3.8.6 Can I set my automatic trade route to wait for a full load? 
- 3.8.7 Can I edit automatic trade route paths? 
- 3.8.8 How do I demand tribute from other players? 
- 3.8.9 What is a moratorium? 
- 3.8.10 Do trade agreements cover player empires or specific cities? 
- 3.8.11 How does the trade slider work? How do you set prices and volumes? 
3.9 Pirates and Natives 
- 3.9.1 What do native curses do? 
- 3.9.2 How do I trade with natives on another island? 
- 3.9.3 Do all native cultures appear in every game? 
- 3.9.4 What do natives buy and sell? 
- 3.9.5 How aggressive are natives? Can I ally with them? How do I attack? 
- 3.9.6 Where do pirates come from? 
3.10 Ships 
- 3.10.1 What is the capacity of ships? 
- 3.10.2 Why is my ship sold each time I build a new one? 
- 3.10.3 How can I build ship cannons? 
- 3.10.4 Where can I load cannon on my ships? How do I arm ships? 
- 3.10.5 Why can I not repair a ship? 
- 3.10.6 When should I repair ships? 
- 3.10.7 Why does nobody buy my ship? 
- 3.10.8 How does the white flag work? 
- 3.10.9 My ship got stuck on land. Why? 
- 3.10.10 Why don't my ships stay in formation? Can I order ships to protect 
other ships? 
3.11 Military Units 
- 3.11.1 Are there limits on the number of units I may have? 
- 3.11.2 What do the yellow stars and numbers above troops mean? 
- 3.11.3 Can waypoints be set for scouts and other units? 
- 3.11.4 Can units be set to patrol? 
- 3.11.5 Can I select certain unit types from a group of units? 
- 3.11.6 How do I retire units? 
- 3.11.7 How do I heal injured units? 
- 3.11.8 Can I capture enemy units? 
- 3.11.9 What units can attack buildings? 
- 3.11.10 What is the difference between ship and land cannon? 
- 3.11.11 My scout/soldier got lost/stuck/disappeared/abandoned his mule/will 
not come down from the mountain/has taken up scuba diving. What can I do? 
- 3.11.12 Why don't my troops go up onto the walls? 
- 3.11.13 How do I add/remove units from my towers? 
3.12 Combat 
- 3.12.1 How do I capture an enemy settlement? 
- 3.12.2 Can I steal from the enemy's warehouse? 
- 3.12.3 Do cannon towers fire? 
- 3.12.4 Can I unload multiple units from ships at once? 
- 3.12.5 Can I accidentally kill my own units in friendly fire during battles? 
- 3.12.6 Must I assign specific targets for my troops? 
- 3.12.7 Can I attack trees? 
3.13 Multiplayer 
- 3.13.1 Multiplayer? 
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4. Campaigns and Scenarios
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4.1 Tutorials 
- 4.1.1 Discovery and Settlement 
- 4.1.2 Trade and Diplomacy 
- 4.1.3 Combat Training 
- 4.1.4 What now? 
4.2 Campaign 
4.2.1 Nova Fora 
- 4.2.1.1 Introduction 
- 4.2.1.2 Map 
- 4.2.1.3 Objective: Found a city with 250+ Settlers 
- 4.2.1.4 Why can't I settle an island? 
- 4.2.1.5 Objective: Find Katherine von Breitenstein and return her to your 
city 
- 4.2.1.6 I lost Katherine von Breitenstein after rescuing here. Is that a 
problem? 
- 4.2.1.7 Objective: Find Mongols and trade 20t Salt 
- 4.2.1.8 Why can I not find the Mongols with my ship? 
- 4.2.1.9 Objective: Equip a fleet with 4 Archers, 4 Swordsmen, Scout, 50t 
Wood, 100t Tools, 50t Food, and sail west 
- 4.2.1.10 Suggested fleet 
- 4.2.1.11 Why can't I train Archers and Swordsmen at my Fortress? How do I 
get weapons? 
- 4.2.1.12 Where is "Westward"? How do I finish? 
4.2.2 Barbarrossas' Throne 
- 4.2.2.1 Introduction 
- 4.2.2.2 Map 
- 4.2.2.3 Can I restart the mission from the menu? 
- 4.2.2.4 Objectives: Build Citizen level city; Sell 25t Iron to Covana 
- 4.2.2.5 Island choice 
- 4.2.2.6 My Wood is in one ship and my Tools in another ship. How do I build 
my first warehouse? 
- 4.2.2.7 How do I stop Ramirez destroying my fleet? 
- 4.2.2.8 How do I get Merchants and Aristocrats? Where is the Marble? 
- 4.2.2.9 I accidentally insulted or attacked Covana, and now he will not 
trade with me. What can I do? 
- 4.2.2.10 Objectives: Covana's city must not be destroyed; Destroy both of 
Ramirez's main cities 
- 4.2.2.11 Naval strategy 
- 4.2.2.12 Invasion strategy 
4.2.3 Helter-Skelter 
- 4.2.3.1 Introduction 
- 4.2.3.2 Map 
- 4.2.3.3 Objective: Positive balance sheet and at least 100 Citizens 
- 4.2.3.4 Colony redesign strategy 
- 4.2.3.5 Total demolition strategy 
- 4.2.3.6 Objective: Get 20t Furs and 20t Medicinal Herbs and sail north with 
them 
- 4.2.3.7 Why can't I get the Scout to leave the city? 
- 4.2.3.8 Why don't the Mongols sell me enough Furs? 
4.2.4 Infernal Triad 
- 4.2.4.1 Introduction 
- 4.2.4.2 Map 
- 4.2.4.3 Strategy overview 
- 4.2.4.4 Objective: Hire O'Reilly 
- 4.2.4.5 Objective: Hire Madrugada 
- 4.2.4.6 Objective: Destroy Peles' fortress 
- 4.2.4.7 Why does the mission not finish? 
4.2.5 Pack-Ice 
- 4.2.5.1 Introduction 
- 4.2.5.2 Strategy overview 
- 4.2.5.3 Objective: Fill your colony's warehouse with Food 
- 4.2.5.4 Why can I not trade for enough Food? 
- 4.2.5.5 Objective: Expand Ulfilla to population 80, build a ship 
- 4.2.5.6 Objective: Trade 25t of Medicinal Herbs for Whale Blubber 
4.2.6 Toguldur's Stone 
- 4.2.6.1 Introduction 
- 4.2.6.2 Objective: Find and claim Stone of Toguldur 
- 4.2.6.3 Must I destroy the Mongols? How? 
4.2.7 New Acquaintances 
- 4.2.7.1 Introduction 
- 4.2.7.2 Map 
- 4.2.7.3 Objective: Destroy Galerius's colonies 
- 4.2.7.4 Defeating invaders 
- 4.2.7.5 Economy strategies 
- 4.2.7.6 Immediate counter-attack strategy 
- 4.2.7.7 Defeating Galerius 
4.2.8 Resistance 
- 4.2.8.1 Introduction 
- 4.2.8.2 Objective: Conquer fortress and free bookkeeper 
- 4.2.8.3 How do I capture the Fortress? Why do I fail the mission after 
destroying the city? 
4.2.9 Genesis 
- 4.2.9.1 Introduction 
- 4.2.9.2 Map 
- 4.2.9.3 Objective: Build 700 Citizen city 
- 4.2.9.4 Objective: Trade 20t Medicinal Herbs to Native Americans 
- 4.2.9.5 Objective: Destroy all houses on the Isle of the Dead 
- 4.2.9.6 Single-ship strategy 
4.2.10 Revenge 
- 4.2.10.1 Introduction 
- 4.2.10.2 Map 
- 4.2.10.3 Objective: Defeat de Freeren and destroy his city 
4.2.11 Quentin's Reef 
- 4.2.11.1 Introduction 
- 4.2.11.2 Map 
- 4.2.11.3 Objective: Prevent de Freeren's flagship from escaping and save 
Katherine 
- 4.2.11.4 Why does de Freeren's ship keep escaping? 
4.2.12 Justice 
- 4.2.12.1 Introduction 
- 4.2.12.2 Map 
- 4.2.12.3 Objective: Destroy von Breitenstein's palace 
4.2.13 Good or Bad 
- 4.2.13.1 Introduction 
- 4.2.13.2 Map 
- 4.2.13.3 Objective: Find the treasure 
- 4.2.13.4 To be continued... 
4.3 Scenarios 
4.3.1 Hobson's Choice 
- 4.3.1.1 Introduction 
- 4.3.1.2 Map 
- 4.3.1.3 Strategy overview 
4.3.2 Ruthless Richard 
- 4.3.2.1 Introduction 
- 4.3.2.2 Map 
- 4.3.2.3 Strategy overview 
4.3.3 Friendly Neighbors 
- 4.3.3.1 Introduction 
- 4.3.3.2 Map 
- 4.3.3.3 Strategy overview 
4.3.4 The Bet 
- 4.3.4.1 Introduction 
- 4.3.4.2 Map 
- 4.3.4.3 Strategy overview 
4.3.5 Playing for Time 
- 4.3.5.1 Introduction 
- 4.3.5.2 Map 
- 4.3.5.3 Strategy overview 
- 4.3.5.4 Objective: Build 200 Pioneer settlement within 30 minutes 
- 4.3.5.5 Objective: Build 350 Settler town within 30 minutes 
- 4.3.5.6 Objective: Build 600 Citizen city within 80 minutes 
- 4.3.5.7 Objective: Build 900 Merchant city within 80 minutes 
4.3.6 Settlement Recipe 
- 4.3.6.1 Introduction 
- 4.3.6.2 Map 
- 4.3.6.3 Strategy overview 
4.3.7 The King of Ore 
- 4.3.7.1 Introduction 
- 4.3.7.2 Map 
- 4.3.7.3 What does the objective mean? Must I mine Ore on 6 islands? 
- 4.3.7.4 Strategy overview 
- 4.3.7.5 How do I stock 170t - my warehouse only holds 50t? 
4.3.8 Many Small Islands 
- 4.3.8.1 Introduction 
- 4.3.8.2 Map 
- 4.3.8.3 Strategy overview 
4.3.9 Negative Influence 
- 4.3.9.1 Introduction 
- 4.3.9.2 Map 
- 4.3.9.3 Strategy overview 
4.3.10 Siege 
- 4.3.10.1 Introduction 
- 4.3.10.2 Battle Map 
- 4.3.10.3 Strategy overview 
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5. Strategies
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5.1 Getting Started 
- 5.1.1 Common mistakes 
- 5.1.2 Initial colony building 
- 5.1.3 Settlers 
5.2 Colony Planning and Building 
- 5.2.1 Island Choice 
- 5.2.2 Colony territory 
- 5.2.3 City design 
- 5.2.4 Aristocrat cities 
5.3 Industry Planning and Building 
- 5.3.1 General industry/farm design strategies 
- 5.3.2 Food production 
- 5.3.3 Salt 
- 5.3.4 Iron related production 
- 5.3.5 Stone and Marble 
- 5.3.6 Alcohol 
- 5.3.7 Cloth 
5.4 Colony Management and Research 
- 5.4.1 General strategies 
- 5.4.2 Balancing demands and development 
- 5.4.3 Research 
- 5.4.4 Automatic trade routes 
5.5 Trade and Diplomacy 
- 5.5.1 Mechanics of trade 
- 5.5.2 Benefits of trade 
- 5.5.3 Diplomacy 
5.6 Pirates and Natives 
- 5.6.1 Pirates 
- 5.6.2 Natives 
5.7 Military 
- 5.7.1 AI players' troops are stupid 
- 5.7.2 Ground unit choice 
- 5.7.3 War preparation 
- 5.7.4 Defense 
- 5.7.5 Naval 
- 5.7.6 Economic warfare 
- 5.7.7 Invasions 
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6. Cheating
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- 6.1 What are the cheat codes? 
- 6.2 How do I edit a game? 
- 6.3 Are there any trainers? 
- 6.4 Can I skip campaign scenarios without completing them? 
- 6.5 Are there other gameplay 'cheats'? 
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7. Custom Scenarios
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- 7.1 Is there a campaign or scenario editor? 
- 7.2 How do I install scenarios? 
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8. Technical Issues
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- 8.1 How many bugs are there? 
- 8.2 How do I take a screenshot? 
- 8.3 Can I stop the statue video playing? 
- 8.4 Can I play without the CD? 
- 8.5 Why aren't sounds played at non-normal game speed? 
- 8.6 Can I turn auto-save off? 
- 8.7 Can I play save-games from other language versions? 
- 8.8 Can I copy or rename save games? 
- 8.9 Why don't the Moors have music? 
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Appendices
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A. Building and Industry Data 
B. Production Links 
C. Production Efficiency 
D. Military and Ship Data 
E. Research Trees 


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1. PREFACE

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1.1 Notes

This FAQ/guide should be applicable to all full versions of the Anno 1503, 
including 1503 AD. It does not cover the mobile phone version - see What about 
the mobile phone game? below. As released, the game contains many odd or 
missing design features, which *may* be changed by future patches. Some could 
radically change how the game is played - such as pirates becoming more of a 
threat, Courthouses needing to be added to city designs, or ore deposits 
running out. Consequently, you should use this guide with caution. 

The game is not documented well, particularly when one considers the overall 
level of complexity and steep learning curve for new players. Jochen Bauer, 
one of the game's producers, wrote at the end of 2001: "Contrary to anything 
you might have heard there will be a comprehensive handbook." Well, in my 
opinion, the manual is just about sufficient to get you through the tutorial 
before leaving you puzzled, while the in-game help is hard to digest. Although 
not all versions have the same manual, as Vander comments: "The German manual 
is a coloured 80 page manual. And there is a poster with the product chains 
and a poster of ship on the box." I have a 44 page manual in greyscale with no 
posters... Frieden adds: "The German manual contains special hints for 1602-
gamers only." I cannot find those either :-/ . 

At the time of writing there are no known published strategy guides in 
English, although there are two in German: an official one published by Future 
Press, and an unofficial one by Katja Ti, published by X-Games. Neither has 
been used directly in the creation of this FAQ. 

Finally, consider the inscription on the upgraded school building in the game 
(thanks to Renaud for pointing it out): "Non scholae sed vitae discimus", 
which roughly translates from Latin as "not school but life we learn". It 
occured to me that this is quite close to one of the underlying design 
philosophies in 1503 - not to teach players how to play, but to let them learn 
by playing. Some will find such an approach enjoyable; others will find it 
excessively frustrating. Maybe this FAQ/guide will help those in the later 
category get more out of the game.

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1.2 Credits and Legal

This FAQ was written by Tim Howgego (also known as timski), copyright 2003, 
unless otherwise stated. Errors and suggestions should be reported to tim (at) 
capsu (dot) org. Please put "1503" somewhere in the email subject field. If 
you are writing with a game query, please read and search through this 
document carefully first, to check your question has not already been 
answered. This FAQ includes ideas and strategies posted on forums, primarily 
the forum at http://www.anno1503.com/ (including posts that have subsequently 
been deleted), and fan sites including http://digilander.libero.it/anno1503/ 
and http://www.a-pianto.ch/Englisch/e_Anno1503/e_Index.htm - contributors are 
noted with the relevant text. Particular thanks to people like BaldJim and 
Hakea for 'probing' into the game, and LadyH and many of the 1602 "freaks" for 
endlessly answering questions. 

You may save and print this document for your own personal use only. You may 
copy and repost this FAQ, but the content of the document, including the 
credits, must remain unchanged. You must not charge for it, sell, rent, or 
otherwise profit from it. Informing the author that you are hosting it is 
appreciated, but not mandatory. Ensuring you host the most recent version is 
also appreciated, but not mandatory. Anno 1503 copyright Sunflowers 
Interactive Entertainment Software GmbH, 2002-2003. All rights reserved. Other 
trademarks and copyright are owned by their respective trademark and copyright 
holders. This is not an official FAQ. It is not endorsed by the game's 
developers or publishers. The author is not affiliated to the game's 
developers or publishers.


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1.3 Version

This is version 1.03, 2 November 2003. Added Ships in formation, Automatic 
trade routes, Infernal Triad problems, and various small changes. At the time 
of writing there is still no multiplayer patch, complete map editor, or plan 
for a non-German expansion pack.

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2. INTRODUCTION

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2.1 What is Anno 1503? What is 1503 AD?

Anno 1503 and 1503 AD (or 1503 A.D.) are precisely the same game: Anno 1503 is 
used in Europe, 1503 AD in North America. From the official FAQ: "Worldwide, 
the game will be called 'Anno 1503', with the exception of the USA, where the 
product name '1503 A.D.' will be used. The reason for this decision is that 
the term A.D. is more commonly used in the USA than the term Anno." Some 
versions of the game have the subtitle "The New World". Anno 1503 was first 
release in German at the end of 2002. Other language versions were released in 
March/April 2003. 1503 is the sequel to Anno 1602/1602 AD. Like 1602, 1503 is 
a real time strategy game, set at the start of the Early Modern period of 
history. The game is based around colony building and resource management on a 
series of small islands. It includes aspects of exploration, combat, 
diplomacy, trade and research. 1503 is primarily an economic strategy game.

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2.2 Who developed the game?

The game was developed by Sunflowers Interactive Entertainment Software ( 
http://www.sunflowers.de/ ) subsidiary, Max Design. Programming was lead by 
Wilfried Reiter, art lead by Martin Lasser. Albert Lasser wrote the AI 
(artificial intelligence). The game was published by Electronic Arts.

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2.3 What are the minimum requirements?

Windows 98, ME, 2000 or XP. Pentium-II 500 MHz processor, 128 MB RAM, 8 speed 
CD-ROM drive, 930 MB hard drive space, 16MB DirectX 8.1 compatible video card 
and compatible sound card, keyboard, and mouse. On huge, highly developed 
maps, the game is capable of swallowing 2GHz worth of processing 'power' and 
still running slowly. However, basic gameplay and campaign scenarios will not 
experience this, only custom maps such as Metropol and Gigapol, where the aim 
is basically to push the game to its limits and build ridiculously large 
cities.

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2.4 What has changed since Anno 1602?

Visualize.Raven writes: "If you know Anno 1602, you will play 1503 very easily 
until you get 200-300 settlers. Then you will begin a 'new game'." Here is a 
short list of major changes: 

- Income is primarily generated by selling goods to your population in 1503, 
not raised via taxes as was the case in 1602. This requires slightly different 
strategies to be adopted, since 'just having Citizens' (for example) probably 
won't be enough to turn a profit - but you can profit when they are being sold 
many goods. Why was this changed? Wilfried Reiter comments: "Because it allows 
different prices to be charged for different goods in different places, 
promotes trade and adds importance to new construction strategies." 
- In 1503, houses have internal streets, and don't specifically need road 
access. Residents actually walk between their houses and the facilities they 
need. 
- 1503 is 'bigger' than 1602: Bigger maps, islands, and larger cities needed 
break-even. In 1602 one could play an entire game with about 25 2x2 houses; in 
1503, 50 4x4 houses are more likely to be needed as a minimum. 
- Greater, but not excessive, depth of commodities, production and climate, 
including many historically 'accurate' items that were missing from 1602 - it 
still has no slave trade or specific historic context to scenarios. 
- The original 5-tier civilization level system for housing still exists, but 
the requirements of higher level civilizations are quite different from 1602. 
Merchants no longer upgrade to Aristocrats - Aristocrat housing needs to be 
built separately. Aristocrats may no longer be the optimum population type to 
aim to house. 
- Service areas still exist, but there are some subtle changes: Houses need 
facilities within the service area of the house, it does not matter whether 
the house is within the service area of the facility, as was the case in 1602. 
- Research (mostly small enhancements and new units, very Warcraft-ish), which 
did not exist at all in 1602. 
- Military aspects are slightly more important, particularly during the 
campaign. 1503's combat AI is similar to 1602 - weak and predictable once you 
understand it. 1503 is still an economic strategy game at heart ;-) .

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2.5 Where can I download patches and demos?

Demo versions and patches are linked from http://www.anno1503.com/ . Non-
German versions were released with all patches up to and including 1.04.02 (12 
March 2003), even though some display version 1.00 or "Unknown" where the 
version number should be.

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2.6 What about the mobile phone game?

A simplified version of the game is available for certain mobile phones. It 
features basic seafaring, trading and colony management. You can find a guide 
to the mobile game here, http://www.anno1503.com/english/support/mobile.php4 .

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2.7 Is there an expansion pack?

An addon is planned, currently titled "Schatze, Monster und Piraten" 
(Treasure, Monsters and Pirates). This add-on has NOT been announced for non-
German versions. Tom Sailor summarises known features: 

"* The addon will contain the multiplayer part which will be available as a 
free download. 
* Several new scenarios, most of them based on war. 
* A mode where you have got endless time, money, resources and much bigger 
islands, just to design your dream city. All buildings will be available right 
from the beginning. 
* A mode for advanced players with lots of very small islands. 
* A few new houses (pioneer, settler, citizen, merchant, aristocrats). 
* New parts for your castle (a nicer entry, a golden fence with a gate). 
* New places, fountains and beds to make your city looking more beautiful. 
* More animals (spiders, crocodiles, flamingos, gorillas). 
* A new tower for a big cannon that has got an enormous power. 
* The AI of the CGs and the pirates will be improved. 
* You will be able to play the pirates. 
* You will have thiefs in your city, the court and the gallow will work now. 
* A new improved statistic screen available in the free multiplayer-patch too. 
* One click and all the fields around a farm are built - available in the free 
multiplayer-patch too. 
* New visualized waves will surround your islands."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



==============================================================================

3. GAMEPLAY

==============================================================================


This section contains short answers to specific commonly asked questions. 
Associated Strategies are contained in a later section. This section assumes 
one has at least skimmed through the manual, attempted to play the game and/or 
completed the tutorials: It does not cover absolutely everything, just topics 
which have confused new players enough for them to ask the question. Topic 
specific information may be found in-game, by clicking the question mark icon 
on the bottom bar or pressing F1, and typing in the name of the thing you want 
information on. However, much of the content of the in-game help seems to have 
been written without regard to features that changed mid-development or were 
never implemented, so you will find many inaccuracies. Also, the extended 
tutorial level, the Citizen difficulty endless game, includes a series of 
hints in the form of message icons that appear at the bottom of the screen.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.1 Important Concepts
______________________________________________________________________________


3.1.1 How do I explore?

Agricultural resources are revealed by moving a ship close to the island. 
Natives, pirates, and other players may be revealed in this way if they have 
settlements close to the coast. If not, you must send a ground unit inland. 
One can normally see where 'hidden' settlements are by the absence of trees or 
by watching movement of shipping. Mineral resources are revealed by ordering a 
Scout to walk towards mountain ranges. Mineral resources are shown as a nugget 
of rock with a small pair of hammers. You need to examine each mountain peak 
to ensure all resources are revealed by your Scout. Any resource that falls 
within your territory (see below) will automatically be revealed. There is not 
need to explore if you are prepared to gamble on the presence or absence of 
resources.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.1.2 How do I gain territory?

Territory is gained by building Warehouses and/or Main Markets. These can be 
built on unoccupied territory, and immediately allow you to build on any land 
within the Warehouse/Main Market's service area. The service area is the 
highlighted area seen when the building is selected, explained in more detail 
below. Occupied territory cannot be claimed in this way. In the case of other 
players, their Warehouses/Main Markets need to be destroyed by certain 
military units (Cannon, Mortars, Catapults, Archers with flaming arrows). Once 
destroyed, you can *rapidly* rebuild the Warehouse/Main Market, and any 
buildings and facilities exclusively in its service area are captured by you. 
Alternatively, the destroyed building can be allowed to crumble completely, 
which causes the land to become neutral and all the other buildings 
exclusively in its service area to be destroyed. In the case of natives, Main 
Markets can only be destroyed and the land turned neutral, not captured.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.1.3 What are civilization levels?

Civilization levels restrict what can be built and researched, what goods can 
be sold (and hence your ability to make money), and how densely populated your 
housing can become. Housing starts at Pioneer level. To develop this housing 
to Settler level, certain goods need to be sold to residents of houses, and 
those houses need to have access to certain facilities. Appendix Building and 
Industry Data contains a list of these requirements. In some cases, population 
will demand things that are not needed for them to develop, for example 
Pioneers demand Salt, but it is not needed for them to develop to Settlers. 
You can of course sell Salt to increase revenue (the merits of Salt sales are 
discussed under Industry Planning and Building strategies). Houses do not need 
to be rebuilt from new when evolving between civilization levels, however 
construction materials do need to be available to your residents. The 
exception is Aristocrat housing, which is not an evolution of Merchant housing 
- instead it needs to be built as new. Aristocrats are not necessarily the 
ultimate aim of city building, and almost everything is available with a large 
Merchant level population (the merits of Aristocrat cities are discussed in 
the context of Colony Planning and Building strategies).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.1.4 How do I make money?

Money is primarily generated by selling goods to your population. Goods are 
sold via stalls, which need to be placed within the service area (see below) 
of housing. Different civilization levels make different demands for goods. 
Different stalls sell different types of goods. Goods must be procured by you, 
and made available on the island the stalls are selling them. Goods can 
sometimes be purchased from other players, natives, pirates, or Venetians 
(Free Traders), but in most cases you will need to produce the goods yourself. 
Production of goods, provision of facilities, and other expenses such as 
military, need to be balanced carefully against revenue from sales of goods. 
Further complexity is added by the fact that certain goods can only be 
produced on certain islands, which means that higher level civilizations need 
to be supported by multiple islands with goods shipped between them. That 
balancing act requires good city design, good financial management, and robust 
advanced planning, particularly when moving between civilization levels. New 
players struggling with these concepts are invited to read the Getting Started 
section under strategies. Money can be generated from several secondary 
sources - trade, demanding tribute (in theory, there are some bugs here) and 
finding treasures, but these should not normally be relied on as a source of 
revenue. It is important to note that, unlike 1602, there is no taxation of 
your population.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.1.5 What operating costs are there?

Production buildings that produce goods constantly, and population related 
facilities, have an operating cost. Production buildings where products have 
to be ordered (such as shipyards, fortresses, and certain weapons shops) do 
not have a fixed operating cost - they cost nothing to maintain when they are 
not producing. Houses have no operating cost - the only costs associated with 
them relate to building and upgrading, and of course the supply of goods for 
sale. Ships and military units also have an operating (upkeep) cost. Operating 
costs are deducted at regular intervals. A full list of building operating 
costs can be found in appendix Building and Industry Data. Production 
buildings can often be de-activated ("turned off"), which reduces, but does 
not eliminate, operating cost. Population related facilities cannot be 
deactivated in this way, and operating costs can only be saved by demolishing 
the building. Ships and ground units similarly cannot have their operating 
cost reduced - the units can only be sunk or killed to eliminate upkeep (and 
the unit).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.1.6 How does the balance sheet work?

Each island settlement has separate stocks, operating costs and revenue. Money 
(coin) is pooled in a single treasury. Loses on one island may therefore be 
offset against profits on another island without physically moving money or 
balancing trade deficits. Goods are not automatically shared between islands - 
they need to be shipped between islands. Operating costs are deducted at 
regular time intervals, while sales and other revenues occur at different 
times. This can cause the overall balance figure to be quite dynamic, and so 
the balance needs to be considered when averaged out over a few cycles. *Very* 
dynamic balance sheets are often associated with under-supply or infrequent 
deliveries. For example, a ship unloads a cargo, which is in heavy demand. As 
it sells it generates sales revenue. Before the ship returns with another 
load, stocks have been emptied, so nothing can be sold, and the sales revenue 
returns to zero.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.1.7 How do service areas work?

Service areas are the highlighted area when the building is selected. 
Buildings that produce things need to have the raw materials they require for 
production within their service area. In the case of farms and plantations, 
the service area needs to contain suitable land or crop fields. Stonemasons 
need a Quarry within their service area. In the case of most other production 
buildings, the supply of raw materials may be a Main Market or Warehouse *or* 
the original producer of the raw materials. If the raw materials are available 
in the island's stores, they will be simultaneously available from every Main 
Market or Warehouse on that island. Population related facilities (such as 
Chapels and stalls) need to be in the service area of the houses they serve. 
The houses do not specifically need to be in the service area of the 
facilities. So long as the facilities are in the service area of a Main Market 
or Warehouse (it is almost impossible for them not to be), these facilities' 
service areas are mostly meaningless.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.1.8 What is the significance of road access?

Most buildings benefit from road access. Production buildings have specific 
entrances, shown by green arrows when building. Roads must adjoin one or more 
of these entrances to function. In the case of most farms and mines, road 
access is optional. If the farm or mine is within the service area of the 
processing industry that requires its raw material, no road is required 
because the materials can be collected by a worker walking to the farm/mine. 
If road access is provided, carts can be sent from Main Markets or Warehouses 
to pick up goods, which will allow excess goods to be stored until needed, and 
goods to be moved around the same island or made available to be shipped 
elsewhere. The disadvantage is that each Main Market/Warehouse only has a 
finite number of cart drivers, so complex economies can rapidly run out of 
transport capacity if they rely too heavily on cart transport. Carts will be 
sent out automatically to pick up finished materials or goods. Once the cart 
has returned to a Main Market or Warehouse, the goods become available at 
every Main Market or Warehouse owned by you on the same island. Processing 
industries must have road access, since the end product will not be 
transported by any other means than cart. Road access for housing is a moot 
point. Housing does not require road access, because houses have small 
internal walkways between them. However, these walkways can become crowded at 
higher civilization levels, which can prevent residents from accessing all the 
facilities they need. Consequently most players provide some level of road 
access to housing, even if only a proportion of all houses are connected by 
road.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.1.9 How does production occur?

Primary production involves growing and harvesting crops or livestock, or 
mining. Secondary production is often needed to process these into useful 
goods. Most production is a simple case of taking one raw material to a 
processing industry, and returning with the finished product. In a few cases, 
two items need to be used for production to occur. For example, Ore smelters 
require Ore and Wood to produce Iron. Sometimes more than one production 
process is needed. For example, after Iron is produced it is made into Tools 
or weapons before it has any proper use. End products are sold to your 
population, used by your military, or used in further construction. Appendix B 
shows Production Links. Industries operate at a percentage efficiency, 
primarily based on how well supplied they are with raw materials, although 
other factors such as draught or poor supply lines can cause efficiency to 
drop. Balancing the provision of different industries within your economy is 
part science, part art - appendix C contains Production Efficiency data to 
assist in this.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.1.10 Why should I colonize new islands and how?

New islands will need to be colonized in order to support higher levels of 
civilization. It is not possible to produce everything Citizen or higher 
populations require on any one island. Specific agricultural resources are 
required to produce certain goods, and no one island has all agricultural 
resources. Depending on the map and objectives, further islands may be needed 
to access mineral resources, or simply provide space for city building. To 
colonize a new vacant island, you need to build a new warehouse on it. This is 
done either by moving a ship with the required construction materials close to 
the island and using the construct warehouse icon on the ship's menu; or by 
landing a Scout, loading it with the required materials, and then using it to 
build a warehouse. In most cases it is useful to have direct sea access to a 
new colony, so the former method is more common. If the island is already 
completely occupied, you will need to invade first - see How do I capture an 
enemy settlement? below. For warehouse troubleshooting, see Why can't I build 
a warehouse? below.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.2 Setup and Interface
______________________________________________________________________________


3.2.1 What do the symbols, names and levels on the initial player menu mean?

From hatchmoe: "One star = easy, two stars = difficult, three stars = more 
difficult..." Balou adds: "Those circles ('half-moons') indicate time-limits 
for missions. The time limits themselves differ from mission to mission." [I 
think the half circles indicate scenarios that are about 30 minutes long.] On 
the numbers, S.SubZero suggests they are, "the estimated time, in hours, to 
complete that mission." BaldJim writes: "The Citizen Single Player scenario is 
the easiest level. It has no provision to customize anything. You shoot right 
from selecting the scenario to playing. There are computer opponents, but you 
have to explore to find them. The other eight Single Player scenarios range in 
difficulty from easy Baron to difficult Emperor. They have a customization 
option. In it you may toggle the pirates on or off and the disaster on or off. 
You may also toggle each computer opponent on or off. Four of them have three 
opponents available, and four of them have four opponents available. Also 
there are 12 profiles for the computer players which give some indication of 
what the player will do. Each one in each scenario has a default. However, you 
can change them, thereby changing the difficulty level somewhat. That is, you 
can make the AI a bit more or less aggressive."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.2 How do I enable pirates?

BaldJim writes: "For the single player/endless scenarios (except Citizen): On 
the page where you choose your flag color, look toward the bottom center for 
the customize clicker. Click on it and you will go to a page where you can 
make sure the pirates are toggled ON."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.3 Can you play as native races or pirates?

No. Balou writes: "It might change with the Add-on. There's some word that you 
actually can play the pirates..."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.4 Can other players be made less aggressive?

BaldJim writes: "There are 3 or 4 AI players in each game. You may turn one or 
more off. Alternatively, you may change their profile from the default 
profile. A list of the profiles least likely to cause you war problems: The 
Trader, The Timid One, The Reluctant One, The Quiet One, The Just One, The 
Introvert." Changes are made under the customize button (not available at 
Citizen level).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.5 Are the endless play mode maps random?

The Citizen level map is not random. On other levels, Badcat109 writes: "The 
islands are all in the same spot and basically the same size, just different 
shapes. Also resources are randomly placed." Zomby Woof adds: "Also the 
Venetians will always have their base on the same island. ... Originally 
'Baron' was the easiest level in the German version, but the more easy 
'Citizen' was added later."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.6 What are the differences between 'endless' level difficulties?

Based on the writings of LadyH. Pirates can be toggled on/off at the start of 
the game (except Citizen). I have not included AI players since they can be 
customised at the start of the game:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          Starting  Pirate
Level     Cash      Activity   Islands  Natives  Treasures  Rating
------------------------------------------------------------------
Citizen   500,000   None       20       2        15?        *
Baron      50,000   Very easy  27       3        15         *
Viscount   45,000   Very easy  27       3        15         *
Count      30,000   Easy       27       3        12         **
Marquess   30,000   Average    28       3        12         ***
Duke       30,000   Average    23       4        10         ***
Prince     25,000   Hard       27       5        10         ***
King       20,000   Very hard  28       5        10         ****
Emperor    20,000   Hard       25       5         8         ****


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

No, the Citizen starting cash is not mistyped... Citizen is slightly different 
from the other difficulty settings, because the Citizen game occurs on a fixed 
map with no customisation or variety in resources. It is designed primarily as 
a training level. Balou notes: "The prices at the booths change with the 
difficulty level: the easier the game, the more money you make selling stuff 
to your own people." BaldJim writes: "The rate at which the AI advances varies 
with the level of difficulty of the game. In the Single Player/Endless Games, 
the AI players are programmed to advance at different rates depending of the 
number of stars showing the level of difficulty. In the Citizen level, the two 
AI players will do nothing until _after_ you have done it. This level is 
better termed an Advanced Tutorial. The Baron, Viscount, and Count levels at 
the one and two stars, are set to match your pace. At the three star levels, 
the AI advances more independently. If you just want to practice war, skip the 
other levels and go to King and/or Emperor at the four star level. I think you 
will find that the AI players do _not_ wait around for you. However, the AI 
will still not be as brilliant as you. The AI will not build more than it 
needs to survive and doesn't do Aristocrats." 

The number of different resources in each of the main endless levels are 
listed by BaldJim and Gunter (based on table found at 
http://digilander.libero.it/anno1503/ ):

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

              Baron   Viscnt  Count   Marqus  Duke    Prince  King    Empror
----------------------------------------------------------------------------
NUMBER OF DEPOSITS
Gems           4       4       4       3       3       3       2       2
Gold           4       4       4       3       3       3       2       2
Iron Ore      26      28      22      22      20      20      17      16
Marble         4       4       5       4       5       4       3       4
Raw Salt       7       6       6       5       4       4       4       3
----------------------------------------------------------------------------
NUMBER OF 100% ISLANDS
Cotton         8       9       5       6       5       6       5       5
Herbs          5       5       4       4       3       3       3       3
Hops           5       5       4       3       3       3       2       2
Indigo         7       7       4       4       4       4       3       3
Silk           7       7       4       4       4       4       3       3
Spice          4       6       3       5       3       3       3       4
Sugarcane      7       6       3       4       4       5       3       3
Tobacco        4       5       3       4       3       3       3       4
Wine           9       7       6       5       5       6       4       4


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Is there a level which is so difficult as to be impossible? Jochen Bauer 
writes: "No, they can all be completed - I tried it myself."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.7 Which way is north?

From Hakea: "North/South puzzled me for a few minutes too, as it doesn't line 
up with the map edges as you'd expect, but with the edges of the screen. But 
you'll kick yourself once you see the compass - it's a huge black/grey thing 
with a North spike at the top, that takes up the whole centre of the map. 
Oddly enough it's still easy to miss."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.8 Can I see the current objectives in-game?

Yes. Select help (small '?' on the bottom bar or press F1), and then select 
the check-box icon. Current objectives are shown, along with a tick-box. A 
tick indicates the objective has been met, an empty box means the objective 
has not been completed. You can also read the text from the video sequences 
here. If you can only see and not hear, this will help you understand the 
plot.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.9 Can I hide trees or buildings from view?

No, not without deleting them completely, which is not always an option. When 
fighting in woodland, entire armies tend to disappear from view, while streets 
in large cities may never be seen again...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.10 What can hotkeys be assigned to?

Custom hotkeys (Crtl + 0-9) can only be assigned to groups of ships or units. 
You cannot assign them to buildings or locations. 'H' can be used to jump 
(cycle) between colonies, however this will always focus on the same spot. 'J' 
can be used to jump to the location of an event that has been reported, such 
as a battle or fire.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.11 Is there a list of short-cut keys?

Yes. It can be found in the manual and in the game's readme.txt file. This is 
an important reference for things like game speed, which cannot be changed 
using the mouse.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.2.12 How does scoring work?

H3ck|0 writes: "I don't know any formulas... but the Scoreboard is falsified 
by buffer overflows. I think at 65535 for any value the game starts counting 
at 0 again. So this scoreboard doesn't say anything."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.3 Climate and Resources
______________________________________________________________________________


3.3.1 How many different climate zones are there?

Six: Polar, Tundra, Northern, Prairie, Steppes and Jungle. At first glance, 
Polar, Tundra and Northern may be confused. The first is entirely snow 
covered, the second only part snow-covered, and the third is devoid of snow. 
Some individual maps contain less than six.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.2 What characterises each climate zone? Where can I find certain 
resources?

The list below is based on the comments of BaldJim. Natives and resources 
shown are those that *may* be found in different climates - they will not 
always all be available: 

Polar: 
- Ground: All snow and ice. 
- Natives: Eskimos. 
- Resources: Whales, Wild Game, Iron Ore, Stone. 

Tundra: 
- Ground: Some snow. 
- Natives: Mongols (also Eskimos in the campaign). 
- Resources: Whales, Wild Game, Trees, Potatoes, Hemp, Grain, Salt, Marble, 
Iron Ore, Stone. 

Northern: 
- Ground: Grassland, evergreen and mixed forest. 
- Natives: Mongols, Native Americans, Venetians. 
- Resources: Wine, Hops, Medicinal Herbs, Wild Game, Trees, Potatoes, Hemp, 
Grain, Salt, Marble, Iron Ore, Stone. 

Prairie: 
- Ground: Dry rocky with North American wildlife. 
- Natives: Native Americans. 
- Resources: Wine, Tobacco, Cotton, Wild Game, Trees, Potatoes, Hemp, Grain, 
Gems (unconfirmed), Iron Ore, Stone. 

Steppes: 
- Ground: Dry rocky with Asian wildlife. 
- Natives: Africans, Bedouins, Moors, Polynesians. 
- Resources: Wine, Spices, Wild Game, Trees, Potatoes, Hemp, Grain, Gems, Iron 
Ore, Stone. 

Jungle: 
- Ground: Palm forest with "colorful birds, noisy animals". 
- Natives: Africans, Aztecs, Moors, Polynesians. 
- Resources: Sugarcane, Cotton, Silk, Indigo, Wild Game, Trees, Potatoes, 
Hemp, Grain, Gems, Gold, Iron Ore, Stone.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.3 How do I determine resources?

Agricultural resources are revealed by sailing a ship close to the island, and 
then moving the mouse cursor over the island and reading the resources off the 
bottom bar. Only rare crop types show in this way - those that can be grown on 
any non-ice surface such as Hemp and Grain are not shown. On finding mineral 
deposits, samstein12345 writes: "Take a scout and send him to a mountain. Then 
tell him to go from mountain to mountain and you will see ore and salt 
deposits pop up over mountains." Visualize.Raven adds: "Minerals are automatic 
discovered if they are in range of your market." Hakea writes: "The scout can 
find other things (small caches of money)."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.4 Why, after exploring, do no crop types show for the island?

This occurs for Tundra and Polar islands. There are no special crop types 
available on these, so the resource information bar may look just like it did 
before you explored.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.5 How do you find other players and natives?

Other players' colonies will appear when you sail, or send a ground unit, 
close to them. Gunter notes: "By looking to an island, you can guess that 
somebody is living there if you notice a large treeless area." Also watch the 
movement of other players' ships, which normally gives the location of their 
warehouses. On natives that do not have a port, Visualize.Raven writes: "Load 
a Scout on your ship, and unload it on that island you want to explore. Walk 
your Scout in to the middle of the island. You can use any unit you want, but 
the Scout is the cheapest."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.6 Where do I get Tools from?

You may buy Tools from Venetians - either by setting a buy requirement at your 
Warehouse or (on certain maps only) trading with the Venetians at their 
colony. You may trade with other players or pirates. Other players may be just 
as short of Tools as you, and so be unwilling to trade them. Jini comments: 
"If you have found the pirate's warehouse, first have look there. If they are 
selling tools, they sell it for an incredible good price." Pirate settlements 
cannot be found on most maps. In the long term you should produce Tools 
yourself. Rayyvin writes: "Use your scout to discover an ore deposit on an 
island, and then build an ore mine, small ore smelter and tool maker. Also 
make sure for enough wood because the tool maker and the small ore smelter 
need wood otherwise they can't make their products." Jarrah writes: "Running 
out of Tools is a common thing so it's good to get into the habit of building 
the Tool chain early."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.7 How do I build and operate Quarries and Mines?

Quarries may be built on every mountain or large rock formation. Other mines 
require specific mineral deposits to be present in the mountain (you will not 
always find every type of mineral on every island). Quarries need to be within 
a Stonemason's service area - they do not produce anything alone. Admiral 
Drake writes: "To get bricks you need two buildings: a quarry placed on a 
mountain's slot and a stone mason placed near by the mine; but never directly 
before the quarry - leave a minimum of one square free space." 

Other types of mines will produce minerals automatically, and if road access 
is provided, carts can pick up and store minerals. Workers at facilities such 
as Ore Smelters can also collect minerals direct from mines. Hakea describes 
the process of building an ore mine: "(1) Send the scout to explore mountains 
to find the site of the deposit. (2) Supply enough building materials to 
construct the necessary production chain (see next step). (3) Run enough road 
to get to the site (this may involve building more than one Market in order to 
reach the mountain). (4) Place the mine in the spot(s) that the game allows. 
(5) Either collect the finished goods when you think there are enough to 
warrant the trip, or else set up an auto-route to get a ship to do it for 
you." If you cannot build a mine, LadyH asks: "Is there a main market place 
near enough that its service area reaches the mountain? Check that by double-
clicking one of your main market buildings. The mountain has to be inside of 
the highlighted area." Helen adds: "You don't place it directly on the 
mountain, a little below..." Certain mines only become available at higher 
civilisation levels: For example, you will not be able to mine ore until you 
have at least 80 Settlers.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.8 Do mines run out?

Jini writes: "I am not 100% sure, but I think mines never run out, even ore 
mines. At least I have never seen a mine running out even though I've been 
playing the game for months." The game's readme says: "Once a certain quantity 
of iron ore has been mined, you have to place a deeper ore mine on top of the 
small ore mine in order to continue mining." Jochen Bauer's slightly cryptic 
answer: "In 1602 only the iron deposits could sometimes run out. In 1503 
things will be similar, but that's enough for here." I suspect this is a 
missing feature, that was not implemented in the release version. I have never 
experienced a ore deposit become exhausted. I have never needed a Deep Ore 
Mine either. LadyH notes: "Sometimes there are problems when you try to 
upgrade to a big mine, the big ones will produce nothing."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.9 Can I turn Gold into coins?

No. You cannot mint your own money. Nice try ;-) . Dobber comments: "They 
already have a building that turns gold into money, it is called a Jeweler. 
7500 Aristo's turn jewelry into cash so fast it makes your head swim."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.10 Is Wine the same as Alcohol?

Not in this game. "Wine" is only sold to Aristocrats, and is produced with 
Wineries. "Alcohol" is drunk by other civilization levels at Taverns, and may 
be produced from Sugarcane, Hops or Potatoes. Wine should probably be called 
"fine wine" and Alcohol called something altogether less sophisticated...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.11 Where can I grow Hemp?

Dragonling writes: "Like grain and potatoes, it can be grown on every island. 
Even on tundra islands where no other farms can be build, these three grow up 
perfect, but not direct on snow."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.12 Can I change what type of trees I plant?

When you plant trees, a random tree type will be selected. To select a 
different type, select the tree tool, and click on an existing tree (or 
another area or object where no tree can be planted). The tree type will 
change to a different one, and you can repeat this as often as you wish until 
the desired tree appears. Nerle has catalogued tree types - pictures of 
different saplings and fully grown trees can be found here: 
http://www.hjbomanns.de/ANNOTools/Baumschule.htm . There are 14 types found on 
colder islands (Tundra, Northern and Prairie), and 12 types found on warmer 
islands (Steppe and Jungle).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.3.13 Do volcanoes erupt?

Yes. They spit out hot rocks, looking somewhat like intensive mortar fire. 
Buildings very close to the volcano may catch fire, however there are no 
adverse effects elsewhere on the island.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.4 Roads and Storage
______________________________________________________________________________


3.4.1 Is road access needed?

BaldJim writes: "Roads are required to get end products of production chains 
from the building where they are made to a warehouse or market building. 
Everything moves fine without roads except the cartmen who are based in the 
warehouses and market buildings." Many farms and plantations do not need road 
access, so long as they are within the service area of the relevant processing 
industry: Workers from that processing industry will walk across crop fields 
to collect goods. However, road access allows excess stocks to be taken away 
and stored, and allows stock to be taken to processing facilities which are 
not nearby. Ravell writes: "You have to connect the building at the right 
spot, watch the green arrows. They don't mean the side of the building only, 
but the exact spot, doors, gates." 

On residential housing, Nacht writes: "Pioneer houses don't need roads. Nor 
any other houses. Only buildings that produce end products need roads." A 
small number of roads in a densely populated area seems to decrease the chance 
of residents getting lost and not accessing facilities. Jini writes: "The fire 
brigade will reach burning houses even if there are no roads at all. ... 
Because of those off-road fire fighters, there is actually no real reason to 
build roads in the city." LadyH comments: "They don't need roads, that's 
right. But roads will protect against fire, until you're able to build a fire 
brigade." Gunter clarifies: "Some people have noticed that it's better to 
build some roads because it seems that fires don't cross them, and roads 
therefore prevent your city from being burned completely if one house catches 
fire." Limited road access around residential areas improves the flow of 
people round your city at higher population levels, and can make the 
difference between residents being able to access facilities and not. But 
there is no need to provide absolutely every house with road access.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.4.2 Are cobbled roads faster than dirt roads? What is the benefit of 
Marketplace squares?

Nacht writes: "Movement is not faster." Cambio comments: "In the help menu it 
says that movement is supposed to be faster..." Visualize.Raven answers: "Yeah 
is a bug, it will be resolved in a coming patch." Samstein12345 notes: "Your 
people from houses don't need road connections, they get anywhere at the same 
speed." From balou: "Those two 'market places' are just fancier streets... 
with no added value, just looking better..." Beemav3 notes: "Your cartmen can 
go diagonally across them which shortens their trips a little bit." Are there 
any uses for cobbled roads? Svar writes: "I use them for surveying because 
they are easy to count."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.4.3 Do buildings have to face onto a street?

Jini writes: "The entrance has to be 'free' - there has to be a street *or* an 
empty field before it. If one builds a building in front of an entrance, the 
original entrance is blocked and can not be used anymore." Some buildings have 
multiple entrances (green arrows on the build plan) - in these cases only one 
entrance must be kept clear.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.4.4 How do I build bridges?

Tom Sailor writes: "Find a straight area at a river and built a street from 
one side to the other. While moving the cursor over the river the bridge will 
appear automatically." Stone bridges first need to be researched, and are 
constructed using the cobbled/stone road tool. BaldJim adds: "The stone bridge 
will not cross anything that the wooden bridge will not cross." Ornamental 
(Merchant level) bridges vary from the first method - they are built using a 
specific icon on the build menu. Balou notes: "Roads build with the 
'ornamental bridge' costs just as much as 'plain' stone roads. They only turn 
expensive when spanning rivers." Bridges are used to cross rivers. They differ 
slightly from piers, which are used to build along coastline or over shallow 
areas of sea. Piers are constructed using the same method as roads.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.4.5 How do I build roads along hills and mountainsides?

BaldJim writes: "Building roads up and down slopes requires a technique that 
takes a bit of practice to acquire. Certain parts of the slopes will not 
accommodate a road - namely the 'corners'. Since the land forms follow square 
patterns, there are 'corners' of the various levels. The road needs two 
squares on the slope and one square on both the upper and lower levels, all in 
a straight line. I find that if I start with a 'held' click at the base of the 
entrance to the mine and drag the road line away, a good path will appear with 
a bit of patience. Be careful not to drop the 'held' click, or you have to 
clean up with the pick axe."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.4.6 Can I have more than one Warehouse on the same island?

Zomby Woof writes: "You can build more than one warehouse per island. 
Additional warehouses you can build via the 'maritime buildings' in the 
building menu." Solarion adds: "They can only be built inside your Market 
range." Extra warehouses don't always equate to extra storage, read on.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.4.7 How do I increase the storage capacity on an island?

Jini writes: "Every new warehouse or main market building increases the 
storage capacity on that island by 20 tons. After 4 warehouse or so, the 
storage increase drops to 15 tons per additional warehouse/main market 
building. The absolute maximum is 190 tons. One can not have more storage 
capacity on an island, even if one is building hundreds of warehouse. There is 
a limitation of 2 cartman per warehouse/main market building. Cartmen are 
hardwired with market buildings, i.e. every market building has its very own 
cartmen. This cartmen can only fetch goods from buildings which are in the 
service area of his market building and he is only moving goods from 
production buildings into his market building. So, there is definitively no 
'teletransportation' of cartmen." The initial (Pioneer level) Warehouse and 
Main Markets are only assigned one cart. Upgrading to Settler level adds one 
extra cart. Admiral Drake notes: "Even if you delete the houses, all the 
existing warehouses keep level 2, only new one (built later) will again get 
level one. This way you can have different warehouses on same island." This is 
discussed in more detail under What is the operating cost of Market Places and 
Warehouses? below.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.4.8 Why can't I build a warehouse?

Ravell writes: "If you have enough wood and tools [on your ship] (and cash of 
course) you should be able to build a (sea)-warehouse. If you can't maybe the 
shore is too rugged, try it somewhere else. Also you have to build it from the 
ships menu on the bottom right (yellow), not from the construction menu." Note 
that in the first campaign scenario, Nova Fora, you may only build on one 
island. Also see Can I have more than one Warehouse on the same island? above.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.4.9 What is the operating cost of Market Places and Warehouses?

From Jarrah: "There are 3 levels of markets and shore based warehouses. They 
get more expensive to build and run as you progress. The markets cost 10, 15 
and 30 to run. The warehouses cost a little more - 15, 25 and then 35 at the 
top level." The values apply to Pioneer, Settlers and Citizen or higher 
respectively. They do not upgrade immediately, as BaldJim comments: "I found 
that the upgrade did not occur when there were 50 (or indeed 60) settlers. I 
found that it happened when there were between 120 and 135 people and 50 of 
them were settlers. It seems there are two options to gain the minimum 
population to upgrade the warehouse/market buildings. (1) Build 16 houses and 
arrange for only four of them to upgrade to settler level. (2) Build 9 houses 
and arrange for all of them to upgrade to settler level." Jarrah adds: "I 
think that what you need is 125 inhabitants. Why? Because it ties in with the 
usual figure required for an upgrade to Settler (Why 125? Because you can't 
build a Chapel without 125 people, and without a Chapel they won't upgrade). 
And, according to the in game help, the major key to market upgrades is the 
move up from one social status to another." The second stage of development is 
often reported as 220 Citizens. The main advantage of the first upgrade is a 
second cart is added to the roster (from Andj Pianto).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.4.10 Can I start an endless game without the first Warehouse placed?

Yes. The warehouse is only placed for you in the Citizen level endless game. 
On other levels, you have a free choice of where to start your colony.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.5 Colony Buildings
______________________________________________________________________________


3.5.1 How do can I build a ...? Why is a building 'greyed out' on the 
construction menu?

Buildings require construction materials, coin, flat land, and certain 
population requirements to be met in at least one city in your empire. For 
requirements, see the Building and Industry Data in the appendices. 
Construction materials must be available on the island you are trying to 
build, meaning in your Warehouse on that island; not in your ship's hold 
(except for the first Warehouse on an island), or on another island. You can 
only build within your territory.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.2 What do wells do?

Balou writes: "Wells increase the fertility of the land... of course that only 
works, if it is below 100% (all green bar)." They also protect fields during 
droughts, as Zomby Woof notes: "Not completely, but without wells half of the 
fields dry up and with a well maybe 5-7 fields or even less." Balou writes: 
"There's a 'well-draught' bug, where the wells loose their function after a 
draught - this is a local effect though and seems to re-balance itself after a 
while. Build the farm building first - the well later. Otherwise you won't get 
any effect out of it. The service area has to cover at least one part of the 
farm building to service this building. That way one well can serve more than 
one building. The upgraded well doesn't seem to enhance the effect of the 
'normal' well by much - so it's usually of no consequence to build this 
'better' well over an old one." Budgie notes: "Building two or more wells for 
one farm is useless and has no additional effect on the fertility." BaldJim 
notes the effect extends to trees: "When I build a well and there are some 
trees in its service area, the trees 'snap' to full growth." You do not need 
wells in residential area - only agriculture uses them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.3 How do I determine what Small Farms grow?

Visualize.Raven writes: "When the Small Farm has potatoes in its range 
[service area], it will produce Alcohol. When it has grassland, it will 
produce Food. You can produce both Food and Alcohol by putting just some 
potatoes fields."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.4 Why doesn't my Whaler work?

Hakea asks: "Did you build in an area where there actually were some whales to 
catch - e.g. Polar or Tundra?" HJB notes: "Whales are bound to the shores of 
polar and tundra islands, not to a specific northern area of the sea." Jini 
adds: "'Whales' are the big grey ones, not the black ones with white skin 
(Orcas). I built my very first whaler in an area with Orcas instead of whales 
and of course it didn't work." Balou adds: "Try to avoid bays as a location 
for the whale hunter, the ships tend to 'get caught' there and not work." 
Visualize.Raven comments: "After you build the whaler, from it you need to 
build the ship." On building the whaling ship, Tilandra comments: "Even though 
the hammer at the bottom of the window is Xed out in red, you can still click 
it to build a ship. That threw me off at first also. Once you click it, the 
grey square next to it should fill with a graphic of a ship and the orange-to-
green progress bar that shows the ship building. Once the ship is built, you 
cannot build another." Whalers may be observed to only work at 50%, even 
though two Whale Oil Factories are placed for every Whaler. Zomby Woof writes: 
"This is a bug, don't worry about this. If your whaler appears to be working 
steadily, it runs with 100%." There is no need to relocate a Whaler so long as 
it is positionned correctly to start with.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.5 Where should I build Fur Trappers?

LadyH writes: "The Fur hunter will only hunt animals with white fur." White 
furred animals are more common on colder, more northerly islands. Trappers are 
also effective when working with orange furred Leopards found on jungle 
islands. Gunter writes: "The tundra trapper worked the best, while in the 
jungle he supplied only the half of his colleague in the tundra. The jungle 
trapper hunted tigers." Northern islands are a moot point. Trappers will hunt 
white furred rabits, although they are not as efficient as on other islands, 
and poor positionning may result in no production at all.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.6 What is the significance of sales stands' service areas?

Budgie answers: "The service area of the sales stands has no meaning. The 
service area of the houses is important though - all public buildings required 
by the inhabitants and all sales stands should be within this area." Stalls do 
not need to be placed next to Main Markets in order to function, although AI 
players frequently do this. Note that the green arrows on stalls are 
significant - at least one side with a green arrow needs to be accessible in 
order for the stalls to sell goods.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.7 Is the Tavern's service area important?

Yes, but only to ensure the supply of Alcohol at the Tavern. When selling 
Alcohol to your population, it is still the service area of the house that is 
the important one. Dobber writes: "The main concern however still is the 
tavern has to be within range of a source of alcohol to function. That is one 
good that does not teleport from the marketplace to the point of sale." From 
BaldJim: "If they are within the service range of the tavern, the porter will 
just as gladly walk to a small farm, a brewery or a distillery as he walks to 
the market building. All he is concerned about is getting the alcohol to the 
customer." If demand for Alcohol is very high (for example, one Tavern serving 
2000 people), the Tavern needs to be close to the main market. If not, you may 
find the deliveries cannot be made quick enough to satisfy demand, leading to 
Alcohol shortages [a crisis, if ever there was one ;-) ] even when there 
appears to be a large volume of Alcohol in stock on the island. Jarrah writes: 
"Initially that doesn't matter much, but as you develop to higher social 
levels more and more people will be crammed into those houses and the distance 
will become more crucial. Eventually, your houses will become unstable (and 
further development will be choked off) even though you have plenty of alcohol 
in the market building, just because the tavern is too far from his supplies."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.8 Do Churches replace Chapels? Universities replace Schools?

Yes and no. Zomby Woof writes: "University and church: you need only one of 
them. As soon as you build the university all schools get upgraded (no matter 
if they are covered by the university or not) and have the same function like 
a university. The same with church and chapels." BaldJim adds: "You can NOT 
get the upgrade and then destroy the church and/or the university whilst 
keeping the upgrade."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.9 What are Gallows and Courthouses for?

Nothing in the release version. Tom Sailor writes: "Later on your people will 
be able to take to the streets if they're unsatisfied. There'll also be crime. 
Unfortunately it does not work in the current version." LadyH adds: "Later 
Gallows will help against bandits and thieves; District Courts will help 
against rebellion."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.10 What does the Pavilion's service area need to cover? What's a park?

A Pavilion acts as a park - it needs to be within the service area of the 
housing whose residents require park access (Aristocrats). Gunter comments: 
"The service area of the pavilion has no meaning at all, and it doesn't need a 
street connection." The in-game help disagrees with this, suggesting parkland 
should fill the service area of the Pavilion, however many effective 
Aristocrat cities have been built as Gunter describes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.11 What do Doctors do?

They cure plague victims. Doctors need supplies of Medicinal Herbs to 
function, and they only cover houses within their service area. Ravell writes: 
"You can't control the doctor - but he does his job pretty well all on his 
own. The paramedic (military unit) only heals other military units, not 
civilians. The paramedic was able to 'heal' ships too in previous patches." 
Medicinal Herbs are grown at a Medicinal Herb plantation - these must be built 
on a Northern island. BaldJim writes: "Later you may research the Quick 
Healing provision so the Doctor can do his work faster. You always lose a few 
people before the Doctor goes to work when the Plague comes, but with quick 
healing you lose fewer."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.12 Where are the sewers?

There aren't any (sewerage systems were uncommon in the 16th century, 
particularly in the 'new world'). These rumours relate to a 1 April 2001 'Sim 
City' spoof, which also featured dual-lane donkey highways and Aristocrat 
apartment blocks ;-) .

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.13 Can I change the design of houses?

Yes and no. When upgrading, colonists will pick their own design. When you 
build a new house (either at Pioneer or Aristocrat level), you can change the 
design by selecting the build house tool, and clicking once on an un-buildable 
area, such as an island you don't own. Each click will change the design to a 
different (randomly selected) design (from Nerle and others).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.14 What rewards and statues are there? How do I get them?

The most common are statues. Balou writes: "The statue is the only award you 
receive for 'doing well'. All the other 'awards' can be built, after a certain 
amount of people of a certain level lives in your city." Ravell writes: "When 
you build monuments [statues], they count towards the satisfaction part of the 
final score." Balou adds: "You only get points if you use those statues. Even 
if you see that video a dozen times, it's just points for the built ones." [I 
think statues are granted on the same basis as 1602 - keep a Citizen or higher 
population happy for 30 minutes, although there is a quirk in which each large 
city you have may offer a separate statue, all at about the same time.] 
BaldJim adds: "It's not so easy to meet the conditions at higher levels of 
difficulty." When you have a certain number of Aristocrats you can start 
building a Cathedral and Palace. From LadyH: "You need 600 Aristrocrats and 
about 2500 people in your town to get a Cathedral." With 1000 Aristocrats you 
can start building your Palace. LadyH notes that your total population also 
needs to exceed 1900 - "You can have xxx merchants plus 1000 aristocrats, or 
you must have a minimum of 1900 aristocrats if there are no others". Gunter 
suggests what island this population are on is an important factor: "[With 
Aristocrats on a] different island without merchants, you need 1900 
aristocrats to obtain the cathedral, the main piece of the palace and 4 other 
pieces, the ornamental well, and the obelisk." Zomby Woof writes: "With 3000 
aristocrats you will get 4 more parts and with 5000 aristocrats you can build 
you palace unlimited. Once you have built a palace or the cathedral you won't 
loose those buildings if you throw out your aristocrats. But without 
aristocrats you can't anymore build the parts of the palace unlimited if you 
save the game and load it again." You can only build the Cathedral once in a 
game - if you destroy it, you will not be able to build another. When you 
defeat an enemy you will be awarded an Triumphal Arch. Rewards and statues do 
not currently have any purpose except to look visually impressive. Balou 
writes: "Maybe it will have a function in the upcoming add-on, just like the 
Aristrocrats themselves are supposed to have a 'soothing' effect on your 
lower-level population... but nothing so far."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.5.15 Do I need ornaments? What do they do?

Dobber writes: "None of the ornamentals are necessary. They just make your 
city look nice."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.6 Colony Development and Events
______________________________________________________________________________


3.6.1 What causes bankruptcy?

Jochen Bauer answers: "When your account lies under -1000 pieces of gold over 
a longer period of time." Visualize.Raven writes: "It's not so important how 
much cash you have on minus, is important how time you are on red balance."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.2 How do I delete buildings, roads and trees?

Curley writes: "Go to the Public buildings screen. See the Pickaxe in the 
bottom right corner? You will not recover materials spent when you destroy 
them but it does not cost anything to use this tool. It's great for clearing 
out large sections of trees quickly but watch out for roads, it will take them 
too." You cannot clear mountains or rock formations, or demolish things 
outside of your territory.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.3 Is there a limit to the number of people on each island?

Wilfried Reiter comments: "I'm eager to find out myself - the theoretical 
limit lies around 60,000." From Admiral Drake: "The highest population in one 
town is restricted by an integer overflow with more than 65xxx." You can have 
more than 65,000 population across multiple islands in empire. More than 
200,000 people have been reported on one map.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.4 How do you stop your population using building materials?

Your population only requires building materials if they wish to upgrade their 
houses (to higher civilization levels). Visualize.Raven writes: "Select a 
Marketplace or a Warehouse, click on information button ('?'), and down in 
menu you have a button for stopping people evolving."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.5 Why don't Merchants upgrade to Aristocrats?

Budgie writes: "Your people do not jump up from merchant to aristocrat level. 
Merchants stay merchants. The aristocrat houses have to be built separately 
from the buildings menu. When you reached 1,900 merchants, the aristocrat 
house appears in the public buildings menu."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.6 When I downgrade civilization levels, why am I told goods that are not 
needed anymore are in shortage?

From Zomby Woof: "Another bug, occuring when downgrading and afterwards 
upgrading again. Such announcements can be ignored."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.7 Why do my houses decay?

Complete house collapse may be caused by events such as fire or plague, if the 
event is not dealt with quick enough - see What can I do about fires? and Can 
I prevent the Plague? below. If houses collapse for no apparent reason, it is 
normally because you are not supplying enough basic goods, such as Food. This 
may be due to the good not being in stock on the island. It is more commonly 
due to your people not being able to buy the good, either because no 
appropriate stall has been placed to sell it, or such stalls cannot be reached 
by the people in the house: Either it is outside of the house's service area, 
or there is no easy walk route between the house and the stall. 

Aristocrats seem to be exceptionally difficult to satisfy. Even when they are 
notionally being supplied with everything they need, they can become angry and 
leave, destroying their houses. Many have observed that Aristocrats dis-like 
walking any distance, and are prone to getting lost. Sometimes over-supply of 
buildings such as Market Places, or simply removing troublesome houses and 
building them somewhere else, can help resolve decaying Aristocrat cities. 
Since Aristocrats aren't needed in most game situations, it may be easier to 
leave your population as Merchants. Some strategies for building Aristocrat 
cities are given in the Strategies section.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.8 Occasionally my people die whilst walking around my city. What's wrong?

From balou: "The 'dying while walking' just happens - doesn't affect 
anything... If you tear down a house, while its inhabitant walks someplace, 
he'll die." Hurric@ne writes: "Sometimes a bug appears. Then your people don't 
go to the next building they need, they walk around and around, and die 
sometimes." Budgie notes that this often happens when people go to Church. As 
Zomby Woof comments: "If the church would have a cemetery, this would be a 
feature..."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.9 What can I do about fires?

Fires tend to occur regularly among houses at lower civilization levels. You 
cannot stop them occurring, but you can save a burning building by ensuring it 
is within the service area of a Fire Brigade. Fire Brigades will automatically 
dispatch a man with a small fire truck to put out the fire. Road access is not 
needed. Fire Brigades must first be research at a School (initially research 
Wells). From Gunter: "If you haven't researched the fire brigade, I'm afraid 
there's only one way to protect your village from taking fire: tear down 
immediately a house which has caught fire before it affects the neighbors." 
Balou writes: "Fire doesn't spread across streets - or empty space. If a house 
catches fire, the number of inhabitants will count down. That way you can 
check, how 'badly' a house is burnt. I'm not sure about the minimum number of 
inhabitants before the house crashes... probably one."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.10 Can I prevent the Plague?

No. But you can build Doctors (and supply them with Medicinal Herbs) to deal 
with it when it comes. See What do Doctors do? above. The in-game help notes 
that access to Public Baths reduces the chance of plague appearing, which 
seems logical.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.11 Can I change the prices my stalls sell things for?

No. Prices are determined by the computer, and are linked to difficulty level 
and location. Balou comments: "The prices are per ton - one visitor buys one 
full ton on each visit." Hakea writes: "The basic Stall items get modifiers 
applied. Things like Spice have three levels (0,5,10) plus additional bonuses 
depending on where your main island is. For example, Spice fetches a bit more 
on North Islands (two +5 bonuses). Not sure what the (0,5,10) is for - maybe 
difficulty level. Anyway, the 60 listed for Spice base cost becomes 80 on the 
Stalls at the basic Citizen level on a North island." Here are some price 
observations, based on the scenario Metropol:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

              Tundra      Northern    Prairie     Steppes     Jungle
--------------------------------------------------------------------
Cloth           80          80          80          80          75
Clothing       140         145         145         145         140
Food            45          45          50          50          50
Jewelry        210         210         205         205         205
Lamp Oil        90          90          90          90          90
Leather         80          80          80          80          80
Salt            43          38          43          43          43
Silk Cloth      95          95          95          95          90
Spices          80          80          80          70          75
Tobacco         90          90          85          95          95
Wine            75          75          75          75          75


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.12 Are people needed to work in buildings? Do I need houses on production 
islands?

Budgie writes: "You don't need your people for supporting or working. You need 
them for buying your goods and making money." BaldJim adds: "The figures that 
you see doing things around each such building come with the building, and you 
do not have to recruit or supply them otherwise than just building the 
building. The population listed (and the ones who buy things to support the 
economy) come exclusively with the houses - the residences. They have no 
explicit connection with the work structures." Consequently, you do not need 
to build housing for workers on remote 'production' colonies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.13 How much of ... will my population need?

Data on Production Efficiency is contained in the appendices. H3ck|0 has 
produced a series of spreadsheets - 
http://www.marcelhecker.de/anno/suppliecalculator.xls (Excel, non-Aristocrat), 
http://www.marcelhecker.de/anno/aristocrats.xls (Excel, Aristocrat), 
http://www.marcelhecker.de/anno/suppliecalculator.sxc (Open Office, non-
Aristocrat), and http://www.marcelhecker.de/anno/aristocrats.sxc (Open Office, 
Aristocrat), translated by Serra Angel (also 
http://www.marcelhecker.de/index.php?url=anno/ ). Mitret's javascript based 
Requirement Calculator is available here in German only: 
http://www.mitret.de/anno1503.html .

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.14 What do the question marks over buildings mean?

Question marks indicate a problem with the building, preventing production. 
Jini writes: "There are three question mark like symbols: (A) The 'no resource 
symbol' appears if a building does not have the resources it needs to do it's 
job. For example, if you place a forester building in an area with absolutely 
no trees, this symbol will be displayed. (B) The 'storage full symbol' appears 
if the storage of a production building is full and the workers in the 
building therefore can't continue with their job. (C) The 'no road connection 
symbol' addresses the same problem like (B), but here the game 'thinks' that 
the problem exists because the production building is not connected with the 
street grid. In the case of (A), if there are only a few trees in the service 
area of the forester hut and the lumberjack has already chopped down all these 
trees. Now he has to wait until the trees have grown again. Plant more trees. 
In (B), if no cartmen from the surrounding main market buildings can reach the 
forester hut via a street. The forester hut has to be in the service area of a 
main market building and has to be connected with it by a street. Also watch 
the green arrows in the building overview window on the right side - these are 
the entries of the building." 

On road access problems, vorosz writes: "First thing to do is be 
excruciatingly careful of the details of where that building has 'opening' for 
access. Not all sides are the same, for example spice plantation some are in 
the middle some are on the left side of building." Look carefully at the 
location of the small green arrows when building new structures. Tom Sailor 
has a further suggestion: "Press the Ctrl-Key while building farms, factories 
or houses. The buildings will be put into the right position automatically 
then." Lothark notes: "This works only when close to a road." LadyH adds: 
"Check that you have enough main market buildings. When there are not enough, 
the pushcart drivers are too busy and that symbol appears."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.15 What do the coloured bars that appear above farms during building mean?

They give an indication of fertility. From Jini: "If it's not in the green 
range, the plantation will never have a good efficiency. On the desert like 
wine and spice islands this is quite important because half of the area on 
these islands is infertile desert. It really matters on which spot of the 
island you are placing the plantation." Balou notes: "The placement indicator 
just checks the fertility of the ground for the selected building - it ignores 
any trees completely." Dobber adds: "The fertility indicator does not 
necessarily recognize when space is being used by another farm." During a 
drought, the indicator may show an entirely red bar.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.16 What does the "you founded an ancient graveyard" message mean?

Gunter writes: "You've found a treasure chest - it's one of the strange names 
the game gives for them. Sometimes it's also called an 'idol'." 
Visualize.Raven adds: "If you recieve message about an ancient graveyards, it 
means that if you build on that island you will get a lot of problems." LadyH 
notes: "When you will find a treasure chest on an ice island there is a chance 
to see it, but only when your speed is F5 or F8." Treasure is often uncovered 
by your Scout, when they walk close to where it is buried.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.6.17 What is the benefit of finding treasure?

Buried treasure typically adds 2,000 coins to your treasury. However, Ravell 
notes: "I've found a treasure chest of 10,000 gold once, on an ice-covered 
arctic island. Maybe it was such big because it was so well preserved, laying 
there deep-frozen for some centuries."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.7 Research
______________________________________________________________________________


The appendix contains Research Trees.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.7.1 How do you research?

From Visualize.Raven: "For research you need a School and later a University. 
To research, you need research points (given by population and it's level) and 
gold [coins]." Research points slowly build up over time at your School or 
University, up to a maximum level (see below).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.7.2 How do I research above a certain level of knowledge points?

Research is limited by the population number and civilisation level, and the 
type of facility available. The number of facilities you have does not make a 
difference. Libraries add 10 research points to the total, but must be 
researched at a University. To save upkeep cost, S.SubZero comments: "I built 
the library, got the last tech, and then deleted the library, with no ill 
effect." This applies to all research - once something is known, it cannot be 
lost during that scenario. The following table is based on various sources, 
including Andj Pianto, BaldJim and Wargamerit:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Maximum
Knowledge
Points     Requirement
-----------------------------------------------
20         50 Settlers + School
25         170 Settlers + School
50         200 Citizens + School
70         600 Citizens + University
80         600 Citizens + University + Library
90         750 Merchants + University
100        750 Merchants + University + Library


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.7.3 Why can't I build cannon after researching them?

There are two types of Cannon, ship and land. The initial cannon research 
(probably at a School) only allows ship cannon. Further research at a 
University is required for ground based Cannon. See What is the difference 
between ship and land cannon? below.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.8 Trade and Diplomacy
______________________________________________________________________________


3.8.1 How does external trade work?

There are three types of trade between settlements owned by different groups. 
(1) Trade with other players - this requires a trade agreement to be signed, 
after which ships may be sent to one another's warehouses, and goods sold 
directly. In order to gain a trade agreement you must be at peace - BaldJim 
notes, "the trade treaty won't be accepted until after there is green around 
the dove" - red or blue are not sufficient. AI players may also send ships to 
your warehouse if you have allocated goods for sale. (2) Trade with Venetians 
(Free Traders), who act as middlemen - in most cases the Venetians will send 
their ships to your warehouses. Buy/sell requirements must be set at your 
warehouse (also see How does the trade slider work? How do you set prices and 
volumes? below). (3) Trade with natives - goods are exchanged at the natives' 
market huts/tents. Trade with natives is covered under Pirates and Natives 
below. Trade with pirates occurs just as with other players, except that you 
do not need a trade agreement. Budgie writes: "Barter is only possible with 
the native people, i.e. the Indians. The Venetians and the other (AI) players 
buy and sell goods, they accept no barter."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.2 Can I trade without being fired on or starting a war?

Yes. When visiting another player's warehouse, remove the cannon from your 
ship (via a Shipyard) and sail with the white flag up.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.3 Where are the Venetians?

Ravell writes: "If you play citizen game, there is no Venetian island [this 
applies to campaign scenarios too]. They just pass by with their ships. You 
can recognize them by their flags, a horizontal striped red/white flag. Their 
islands are quite small and covered with buildings, thriving trading cities." 
LadyH adds: "Just look for a really small island without any trees and 
animals." BaldJim comments: "The benefit of the island is that you can go 
there and buy (sell too if they want anything). You don't have to wait on 
their ship. ... It looks like their list of buys and sells changes fairly 
rapidly. Perhaps they have 'teletransport' between their warehouse and their 
ships." Visualize.Raven notes: "Venetians have a regular route, they come from 
player to player even is nothing to sell/buy."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.4 What do Venetians sell?

Venetians normally sell Tools, Bricks and Wood, and will buy Food (from LadyH) 
[In my experience they do not always sell Wood, but do always sell Tools]. 
They often sell Ore once one player has started mining it, even if that player 
is not selling it. They will also sell and buy goods from other players. 
BaldJim writes: "The Venetians are middlemen who buy cheap from you and sell 
dear to the other players. So they are only interested in buying from you only 
what the other players have listed they will buy." With the exception of the 
items listed above, you will only be able to purchase an item from the 
Venetians if another player is selling it, and only be able to sell to the 
Venetians if another player is buying it. You must have a warehouse on the 
coast for the Venetian ships to visit you.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.5 Why does my automatic trade route fail when I transport more than one 
item?

If two different items are set to be transported on the same trade route, and 
one or more of those items is already fully stocked at the destination, the 
item will not be unloaded. Having not unloaded the item, the computer then 
becomes confused about what goods to pick up and unload. This issue does not 
occur if ships are able to unload all the cargo at the destination. Cargo will 
not be unloaded if the destination warehouse is already full. This is 
considered by most people to be a bug, although Ravell notes, "it was intended 
by the programmers to play like this." It is likely to be 'fixed' by a future 
patch. Serra Angel writes: "Watch your stocks in your warehouses regularly. As 
long as none of your stocks are full none of your ships will have trouble 
unloading their cargo." An alternative solution is to assign only one good to 
each trade route, which tends to be an inefficient use of ships. Jarrah 
writes: "It's mildly annoying when it first happens, but it still basically 
boils down to lack of player management. Either make sure your warehouse can 
sell stuff as fast as it's delivered, or lower the tonnage on the shipping 
orders (and adjust production for a while)."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.6 Can I set my automatic trade route to wait for a full load?

Zomby Woof writes: "There is no wait-till-full function in the game. The ship 
stops at the warehouse and what is available will be loaded." Jini notes: "You 
just have to pay the maintenance costs of that ship, regardless whether it's 
hanging around in your harbor or transporting goods." Consequently, keeping 
half-empty ships moving continuously does not have any financial disadvantage; 
indeed half-empty ships move slightly quicker, so it is probably advantageous 
to operate them in this way.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.7 Can I edit automatic trade route paths?

Yes. From BaldJim: "You can drag the buoys - you can change the route quite a 
bit." Capt Bly adds: "I find the ships understand only 8 directions (0, 45, 
90, 135, etc [degrees]). As a result, so do the shipping lanes. When the game 
goes to pick a short path, it must be choosing from these poorly plotted paths 
to begin with."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.8 How do I demand tribute from other players?

Anno1962 writes: "It has been reported as bug. They will never pay you." There 
are some unconfirmed reports of tribute being paid, but it is certainly 
unusual.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.9 What is a moratorium?

This tells the other player you are unwilling to pay a demanded tribute.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.10 Do trade agreements cover player empires or specific cities?

A trade agreement with one AI player covers all of their cities, however, as 
Balou comments, "it doesn't really help trading, since the computer player 
only uses his main island to sell/buy things." BaldJim adds: "Contrary wise, 
you are not so restricted. You may sell from any of your islands. A real 
advantage because you do not have transport stuff to your main island to put 
it up for sale."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.8.11 How does the trade slider work? How do you set prices and volumes?

Balou writes: "With this slider you set the amount of goods to be left in your 
warehouse (and not be sold)... all goods that exceed this limit can be 
purchased by others. Changing the prices just a little (to your advantage) is 
always safe. Basically you keep lowering/raising the prices, until no-one 
sells/buys anything anymore, and then re-adjust."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.9 Pirates and Natives
______________________________________________________________________________


3.9.1 What do native curses do?

Budgie writes: "Maybe your islands will have many droughts now, or a nearby 
volcano will erupt, or the plague will come frequently." Visualize.Raven adds: 
"A severe severe drought will come upon you, but only at high difficult 
levels." Curse or maybe a bug, from largefry07: "When I killed all the natives 
the annoying dude said that a curse was set on me and then all my units 
disappeared. They still show up on the map and I'm still paying for them."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.9.2 How do I trade with natives on another island?

Tom Sailor answers: "Put the goods and a scout on your ship. Sail to the 
natives' settlement, unload the scout, and put the goods on the scout. Go to 
the natives' warehouse and trade with them... In the end you can load the 
scout back on the ship." Native warehouses (market places) are indicated by 
flags. Some native settlements include coastal warehouses, allowing trade to 
be conducted directly from a ship - these are not common and are always 
provided in addition to inland market places. Trade with natives is based on 
exchange of goods. The precise rate of exchange varies, seemingly by good, 
tribe, and trade. In some cases you will be able to sell them 1 unit of 
something, and take many (up to 9 or 10) units of their sale good in exchange. 
In other cases you may need to offer them 4 or 5 units before they allow you 
to take one. Until you understand the nature of the trade, always sell to the 
natives one unit at a time, and try and take as much as it will let you in 
return.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.9.3 Do all native cultures appear in every game?

No. Annofriend writes: "I think there are never all cultures in a game." Balou 
adds: "The higher the difficulty level, the less other cultures are placed. 
I'm not sure about the exact numbers, but it's something like 3-4 cultures on 
the two lowest level (excluding 'citizen' map), 2-3 cultures on the next three 
level, etc."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.9.4 What do natives buy and sell?

BaldJim writes: "It seems to me that some of the trade items for native 
cultures have been - possibly inadvertently - reversed. This is especially 
true for Native Americans. They want unprocessed tobacco and they have cloth 
to trade for it." Products sold do not always reflect the climate. Wilfried 
Reiter writes: "For example, the Bedouins have lamp oil, but players can only 
produce it in polar regions." Based on the endless game (this does not apply 
to campaign scenarios), using information from BaldJim, Gunter and Andj Pianto 
( http://www.a-pianto.ch/Englisch/e_Anno1503/e_Index.htm ):

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Native             Sell              Buy
-----------------------------------------------
Africans           Medicinal Herbs   Tobacco
Aztecs             Gold              Spice
Bedouins           Spice             Salt
Eskimos            Lamp Oil          Cloth
Mongols            Iron              Alcohol
Moors              Gems              Silk Cloth
Native Americans   Cloth             Tobacco
Polynesians        Silk Cloth        Salt


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.9.5 How aggressive are natives? Can I ally with them? How do I attack?

You cannot form alliances with native tribes. Natives will not attack you 
unless provoked. You do not declare war on natives as you might with other 
players - just start attacking their troops and buildings and they will get 
the message. BaldJim writes: "If any of your troops other than a scout happens 
onto their territory, you will have war. Well at least with some; I haven't 
gone about testing them all. Be warned that they generate more 'troops' at a 
fantastic rate." There is no way to make peace with natives you have upset. 
The combat strength of different native tribes varies, as Wilfried Reiter 
notes: "Messing around with the Mongolians or the Aztecs is not a good idea." 
Dobber comments: "If you press the Control key and hold it while targeting the 
Venetians, you can in fact attack and destroy the Venetians. Their ships and 
their city. Be forewarned though, if you do, as with the pirates, their ship 
will reappear at some point and they will attack your ships when encountering 
them." Blackhole89 adds: "Once I attacked a [Venetian] ship. The Venetian 
ships still pass by and trade with me, but my soldiers/ships attack them."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.9.6 Where do pirates come from?

Pirates sometimes have an island settlement, which you can sail to to trade or 
make agreements - assign then to attack another player or pay protection 
money. You can also attempt to destroy their settlement to remove or reduce 
overall levels of piracy. They do not always have a settlement and pirate 
ships may operate independently.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.10 Ships
______________________________________________________________________________


Military and Ship Data is contained in the appendices.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.1 What is the capacity of ships?

Each ship has a separate cargo and passenger (troop/unit) capacity. Each cargo 
slot can hold up to 50t of one cargo type. Each passenger slot can hold one 
unit. War Machines with crews count as one unit, as does the Scout and mule. A 
full list of ship capacities is contained in the Military and Ship Data 
appendix.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.2 Why is my ship sold each time I build a new one?

This is caused by changing bgruppen.dat, which corrupts the game balancing - 
see How do I edit a game? in the cheating section below. [This is in line for 
'most frequently asked' non-campaign question award at the moment - whoever 
first posted that 'cheat' has a lot to answer for...]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.3 How can I build ship cannons?

Gunter writes: "It's the job of the Gunsmith." You must first research ship 
cannons at a School.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.4 Where can I load cannon on my ships? How do I arm ships?

Ship cannon can only be loaded and unloaded at your shipyard. Your ship must 
be moored near the shipyard. Click on the repair icon, and then change the 
number cannon using the arrows next to the cannon icon. Cannon can also be 
added when the ship is first comissioned. [This differs from 1602, where 
cannon could be swapped at Warehouses.] Note that ship cannon are *not* the 
same as land cannon. Ship cannon are made at a Gunsmith, while land cannon are 
made in a Cannon Foundry. On getting ships to defend themselves automatically, 
Gunter notes: "You can set your warships in aggressive mode the same way as 
you do with your soldiers: just draw a frame around at least 2 of them (or 
press CRTL and select 1 of them) and click on the mode you like."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.5 Why can I not repair a ship?

The ship needs to be close to a shipyard: With the ship selected, the shipyard 
tab and ship repair icon will be available if this is the case. Repair 
materials (Wood, Cloth, Rope) and cash need to be available on the island. 
Unfortunately, if repair materials run out during the repair, the repair must 
be manually restarted (this is commonly regarded as a bug). Precise repair 
costs are unknown, but appear to relate to approximately the cost of the ship, 
factored by the percentage damage. Balou writes: "The repair of a pretty 
damaged medium ship will cost you about 2500 gold... that amount will be taken 
off your account, once you click on the icon."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.6 When should I repair ships?

When they are damaged from combat. There is no need to repair them for routine 
maintenance. The percentage damage is shown by the proportion of red in the 
bar above the ship, displayed when it is selected. Damaged ships can sustain 
less damage in subsequent attacks before being sunk, and move more slowly.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.7 Why does nobody buy my ship?

Visualize.Raven writes: "Selling depends of the price, ship, scenario, if 
computer player need it." From fireball21: "Just lower the price one notch and 
usually get sold right away." Largefry07 suggests moving the ship closer to 
potential buyers before selling makes other players more likely to purchase 
the ship.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.8 How does the white flag work?

The white flag is a sign that you are willing to surrender. From Lothark: "You 
can sail with white flag and cannon or military units in your ship. You must 
hoist the flag after starting the ship." Gunter adds: "If you don't want to 
fight the opponent your ships should always be unarmed and have set the white 
flag." The in-game help adds: "A computer-controlled player's reaction will 
depend on his personality profile." Supply ships can fly the white flag 
continually.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.9 My ship got stuck on land. Why?

It's a bug. Wiles writes: "No guarantees, but many have suggested to try the 
following things if any of your units get stuck: (1) Rotate the world map and 
then try to move your units. (2) Alt-Tab out of the game and back in, then 
attempt to move the units." LadyH writes: "Check each new auto route of each 
ship. Look that is none of these buoys is too near to land. You can move the 
buoys [away from land]."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.10.10 Why don't my ships stay in formation? Can I order ships to protect 
other ships?

There is no easy way to keep a group of different ships travelling at the same 
speed, and consequently they fall out of formation once under sale. The 
feature to protect ships was removed just prior to the game being finished. 
The manual mentions this feature, but it does not exist.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.11 Military Units
______________________________________________________________________________


Military and Ship Data is contained in the appendices. Military strategies are 
discussed later.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.1 Are there limits on the number of units I may have?

Yes. Gunter writes: "The [ground unit] limit progresses with the population 
level, for example, settlers = 60, citizen = 80, merchants = 100 units as 
maximum. The overall limit in the game is fixed at 100." Balou notes that only 
crew count for cannons, mortars and war machines [I suspect this is what leads 
to confusion when not being able to quite reach the limit]. The ship limit is 
a maximum of 40. Specific scenarios may impose other limits. Balou, 
translating Wilhelmine Roth: "The limit for land units is 100... exceptions 
listed below: Campaign: 'Nova Fora' - limit is 20 [10?]. Campaign: 'Revenge' - 
limit is 200. Single Player Mission: 'Siege' - limit is 200."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.2 What do the yellow stars and numbers above troops mean?

Yellow stars indicate the unit's experience level. These stars can only be 
seen when zoomed in fully on the unit(s). Balou comments: "As far as I know 
only the crossbow and archer units gain combat experience. I consider this a 
bug." Numbers indicate what group (if any) the unit is assigned to. Bizarrely, 
it is sometimes possible to see this information for opponent's troops. The 
numbers can give an indication of which units might act in unison.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.3 Can waypoints be set for scouts and other units?

No.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.4 Can units be set to patrol?

No. Gunter writes: "It was cancelled from the game at the last moment, and we 
hope that it will be added in a forthcoming patch." The in-game help reads: 
"Soldiers can be used to protect objects. To do this, draw a frame around the 
units while the info mode is active. Right-click on the object to be protected 
and the soldier will take up his position." ...but I have not been able to get 
this to work.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.5 Can I select certain unit types from a group of units?

No. Another feature that was in 1602, was rather useful, but is not in 1503. 
The only work-around is to assign hot-keys (Ctrl + 0-9) based on unit type.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.6 How do I retire units?

From balou: "To 'delete' military units, you have to select them and use the 
'skull' icon. There's no undo for this function, either. Mortars and cannons 
need to be destroyed by themselves... they'll still be there after the units 
[crews] attached to them are gone." Ships can be sunk by selecting the ship, 
and then pressing the sinking ship icon.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.7 How do I heal injured units?

Sir Henry writes: "You can with medics, which you then have to send along with 
your troops. They will heal the wounded soldiers." Select the Medic and then 
click on specific troops to order the medic to heal them. Simply leaving a 
Medic and injured soldiers close to one another also normally works. War 
machines (Catapults, etc) cannot be repaired once damaged. However, if the 
machine survives and the crew die, a new crew may be trained and assigned to 
the original war machine. This tactic can also be used with abandoned enemy 
war machines.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.8 Can I capture enemy units?

You can assign new crews (train them at your fortress first) to enemy war 
machines (including cannons and mortars) when their crews have been killed and 
the machine has been abandoned. You can use the same technique to re-use your 
own war machines when their crews die. You cannot capture other military 
units.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.9 What units can attack buildings?

Jini writes: "The only units which can attack enemy buildings are catapults, 
upgraded archers (fire arrows), cannons and mortars." Ship cannon can be used 
when the target is near the coast.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.10 What is the difference between ship and land cannon?

Zomby Woof writes: "Ship cannons are produced by the Gunsmith. You have to 
research them via the naval research menu. Land cannons are produced by the 
Cannon foundry (including the crew for them), which you research via the 
military research menu." Ship cannon can only be mounted on ships (all except 
the smallest trading ship), and do not have a specific crew attached to them. 
Land cannon require crews to man them. They can be used as ground units or 
assigned to guard towers.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.11 My scout/soldier got lost/stuck/disappeared/abandoned his mule/will 
not come down from the mountain/has taken up scuba diving. What can I do?

This is a long-standing bug. Sometimes the unit can be recovered, sometimes 
there is no other solution except to train a new unit. Zomby Woof suggests: 
"Try to rotate the map, this can help sometimes." From LotharK adds: "Hit the 
N button on your keyboard and you find the scout." Zuchla writes: "I got a 
couple of my explorers stuck in mountains, my two traders locked in tents, and 
my ship half buried in sand." From Ravell: "I've lost quite a few scouts 
already by visiting the natives. One time it looked like he got killed, 
because he fell down and just laid there - couldn't move him anymore, the mule 
was still standing but didn't move." From vorosz: "My scout lost his donkey. 
Everything worked fine. He even managed to haul 20t of product on his back. I 
tried loading and unloading him a few times on my ship but I guess the donkey 
wasn't onboard. I left him for a while to take care of my main island and when 
I came back he found the donkey."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.12 Why don't my troops go up onto the walls?

You need to build a wall access, preferably on the 'friendly' side of the 
wall. Balou notes: "Each 'strip' of walls needs its own stairs. Units can't 
'cross' towers or gates." Only basic infantry units can walk up these stairs: 
War machines and cannon cannot. The in-game help suggests walls increase the 
range of units like Archers, however Balou suggests they do not have a range 
advantage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.11.13 How do I add/remove units from my towers?

To add, select the unit, then right click on the tower. The type of tower must 
be appropriate for the unit. Gunter adds: "Once you've sent units into the 
tower, you can click on it and will see in its menu which units there are and 
if they are still in good health." If the tower has occupants, a small flag 
will be raised above the main flag on the tower. From the in-game help: "To 
remove units from the watchtower, click on it while the info mode is active. 
Left-click on the unit and then send it to an accessible location by right-
clicking on it. The soldier will then leave the watchtower." The same applies 
to cannon in Cannon Towers.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

______________________________________________________________________________

3.12 Combat
______________________________________________________________________________


3.12.1 How do I capture an enemy settlement?

First destroy their Warehouse and Market places. In order to capture a 
settlement, you should then immediately build replacement warehouses/markets 
on the site of the old ones (your Scout can do this if carrying the correct 
materials). You do not need to do this if you simply want to destroy a 
settlement. Other players tend to build Fire Brigades in response to attack on 
their markets, and you may need destroy these first. AntiPenguinGun notes: "If 
you can't build the market because it wont let it build over the rubble, it's 
either that you already have another market in the suitable place or th