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Anno 1503 gold patch

2022.01.17 02:02




















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.


FaithRaven 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 potato fields.


Hakea asks: "Did you build in an area where there actually were some whales to catch - e. Polar or Tundra? I built my very first whaler in an area with Orcas instead of whales and of course it didn't work. On building the whaling ship, Tilandra comments: "Even though the hammer at the bottom of the window is X-ed 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. Zomby Woof writes: "This is a bug, don't worry about this. LadyH writes: "The Fur hunter will only hunt animals with white fur. 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. Trappers will hunt white furred rabbits, although they are not as efficient as on other islands, and poor positioning may result in no production at all.


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 will sell any stocks stored on the island - there is no need to move stocks between Main Markets and stalls, this happens instantly. 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. 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. All he is concerned about is getting the alcohol to the customer. 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. If this door is blocked he isn't able to get alcohol in the house.


This means that when you reload a game, the Tavern will have no Alcohol stocked. This problem may have been fixed in the International release of the expansion pack - conflicting observations have been made. Yes and no. Zomby Woof writes: "University and church: you need only one of them [per island].


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. Nothing in the release version. The expansion pack adds some functionality, as Gunter notes: "The court is supposed to drive thieves away now, but the gallows still doesn't seem to have any other function than a 'decorative' one.


A Pavilion acts as a park - it needs to be within the service area of Aristocrat houses. Gunter comments: "The service area of the pavilion has no meaning at all, and it doesn't need a street connection. Civilian doctors cure plague victims. Medics are military doctors that heal troops - see How do I heal injured units? Civilian doctors need supplies of Medicinal Herbs to function. They only cover houses within the service area of the Doctor's building.


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. 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. There aren't any sewerage systems were uncommon in the 16th century, particularly in the 'new world'. These rumours relate to a 1 April 'Sim City' spoof, which also featured dual-lane donkey highways and Aristocrat apartment blocks ;-. 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 selects a different design from Nerle and others. The most common are statues. Statues are awarded for good city management. Ravell writes: "When you build monuments, they count towards the satisfaction part of the final score. Even if you see that video a dozen times, it's just points for the built ones. Other rewards are linked to population. Various ornamentals become available at higher civilisation levels. These are listed in the Building and Industry Data appendix.


A Cathedral becomes available with Aristocrats. You can only build the Cathedral once in a game - if you destroy it, you will not be able to build another. With Aristocrats you can start building your Palace. LadyH notes that your total population also needs to exceed - "You can have merchants plus aristocrats, or you must have a minimum of aristocrats if there are no others". Zomby Woof writes: "With aristocrats you will get 4 more parts and with aristocrats you can build you palace unlimited ['unlimited' is ultimately limited, to pieces].


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.


Dobber writes: "None of the ornamentals are necessary. They just make your city look nice. In the expansion, this may occur if the building is built over an animal. The hunter character will not leave the Hunting Lodge. The problem can be corrected by rebuilding the Hunting Lodge, ensuring there is no animal underneath. Jochen Bauer answers: "When your account lies under pieces of gold over a longer period of time.


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.


Wilfried Reiter comments: "I'm eager to find out myself - the theoretical limit lies around 60, More than , people have been reported on one map. Residents only require building materials to upgrade their houses to higher civilization levels.


FaithRaven writes: "Select a Market or Warehouse, click on information button '? The toggle is island-specific. 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 reach 1, merchants, the aristocrat house appears in the public buildings menu. From Zomby Woof: "Another bug, occurring when downgrading and afterwards upgrading again.


Such announcements can be ignored. 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? 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 can 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 dislike walking any distance, and are prone to getting lost. Drkohler comments: "If it's the same house [collapsing] again and again, then the total distance to all the stuff is probably too long.


The Aristocrats work through their day sequentially go to the markets - go home - go to the church - go home - etc. If the total distance takes too long to cover, then their satisfaction is slowly deteriorating, despite everything being in walking distance. Some strategies for building Aristocrat cities are given in the Strategies section. 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.


Then your people don't go to the next building they need, they walk around and around, and die sometimes. As Zomby Woof comments: "If the church would have a cemetery, this would be a feature 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.


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 Strategies for dealing with Riots are covered below.


But you can build Doctors and supply them with Medicinal Herbs to deal with it when it comes. See What do Doctors do? The in-game help notes that access to Public Baths reduces the chance of plague appearing, which seems logical.


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. Things like Spice have three levels 0,5,10 plus additional bonuses depending on where your main island is. 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.


Budgie writes: "You don't need your people for supporting or working. You need them for buying your goods and making money. The population listed and the ones who buy things to support the economy come exclusively with houses.


They have no explicit connection with the work structures. And it doesn't matter if there are no 'jobs' for the people living in houses. Data on Production Efficiency is contained in the appendices.


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. 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. Not all sides are the same, for example spice plantation some are in the middle some are on the left side of building. 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. When there are not enough, the pushcart drivers are too busy and that symbol appears. 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. 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'. Buried treasure typically adds 2, coins to your treasury.


Ravell notes: "I've found a treasure chest of 10, gold once, on an ice-covered arctic island. Tavern Alcohol stocks are not always saved. So when the game is reloaded, there is no Alcohol available at the Tavern, which can lead to inhabitants becoming upset and rebelling due to a lack of Alcohol. Also see Is the Tavern's service area important?


To research, you need research points given by population and it's level and gold [coins]. Click on the School or University to view the research options. Only one type of research can be conducted at once, as ratha notes: "When you click to do research on something, and then you click to do research on something else, you lose all your research points for the first research. 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 first researched at a University, and then built. To save upkeep cost, S. SubZero comments: "I built the library, got the last technology, and then deleted the library, with no ill effect. Dobber notes: "Make sure you have done all your research before going 'all-Aristocrat', since they do not go to school. 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? There are four types of trade between settlements owned by different groups.


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. Budgie writes: "Barter is only possible with the native people, i. The Venetians and the other AI players buy and sell goods, they accept no barter. Trade with natives and pirates is covered under Pirates and Natives below.


When visiting another player's warehouse, first remove the cannon from your ship via a Shipyard and sail with the white flag up. 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. Their islands are quite small and covered with buildings, thriving trading cities. 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. 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. You must have a warehouse on the coast for the Venetian ships to visit you. 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. As long as none of your stocks are full none of your ships will have trouble unloading their cargo. 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. The solution to this problem is simply to build more warehouses, and assign ships on different routes to different warehouses.


From drkohler: "The best guess is that every port can simultaneously accommodate for a maximum of three ships: one arriving head on, and two from each side of the port. HJB writes: "There's a bug up to v1. The bug is fixed with the AddOn 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.


From BaldJim: "You can drag the buoys - you can change the route quite a bit. 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. Anno writes: "It has been reported as bug. They will never pay you. This tells the other player you are unwilling to pay a demanded tribute. 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.


Balou writes: "With this slider you set the amount of goods to be left in your warehouse and not be sold Changing the prices just a little to your advantage is always safe. Don Enrico writes: "The military agreement means that your opponent will allow you to pass through his waters with armed ships. Additionally, a military alliance lets you see all your allies settlements, and you may walk ground units through his or her territory.


Budgie writes: "Maybe your islands will have many droughts now, or a nearby volcano will erupt, or the plague will come frequently. They still show up on the map and I'm still paying for them. 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. Some native settlements include coastal warehouses, allowing trade to be conducted directly from a ship - these 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. It is unusual to find more than four or five different native cultures on any one map. 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. This is especially true for Native Americans. They want unprocessed tobacco and they have cloth to trade for it. 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. 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.


They have cavalry, spear carriers, and bow men. The Mongols are pretty tough too. 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. The Venetian ship is the strongest and best armored in the game. 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. BaldJim writes: "It depends on when you raise the white flag. If there is a white flag or not, the slots are empty.


If pirates have settled an island trade is normally possible. Trade must be conducted using an unarmed ship flying the white flag see How does the white flag work? The ship should be sent to the pirates' warehouse where trade can be conducted as if trading with another player except there is no need for a trade agreement. Pirates generally sell a mixture of basic agricultural products Food and Alcohol , plus anything they have stolen from other ships.


Each cargo slot can hold up to 50t of one cargo type. On the plus side, you have access to many more troop types than before from pikemen to musket-carrying soldiers, as well as siege weapons like cannons and towers , and units now earn experience if they survive combat. The combat design uses a basic rock-paper-scissors model, so there really isn't one ultra-dominant unit type; each can be countered with another specifically designed to take it out.


Strangely enough, the best part about combat is that in the open-ended games it is completely optional. This is one of the better parts of the new design. If you don't build a military, neither will the computer players, so you can focus solely on building your cities and setting up trade routes.


However, the moment you start to arm yourself, the computer does likewise, so it's strictly a matter of how you wish to play the game as far as aggression is concerned. The game shines when you focus entirely on building up your cities and taking care of your people. It's a bit more complex than other games of this type mainly due to a lack of feedback as to why certain things are happening , and it may frustrate those without the determination to stick with it.


For those that do persevere through the learning curve, the guts of the game is very sound and streamlined. The New World doesn't pack quite the punch one would expect from a sequel or prequel to a game that shipped roughly three years ago, but it's still a fun game in its own right; not every game has to push the envelope of originality to be a good time.


If you played A. On the other hand, if you loved the old game, and are thirsting for more of the same, then A. I know you have run in compatability mode but make sure it is setup up exactly like this. Compatibility with XP sp3 - and also tick run as administrator If this still doesn't work please could you check that you have directx completely upto date and also your video drivers. Flaunting Flaunting 5, 9 9 gold badges 27 27 silver badges 59 59 bronze badges. Thanks to everyone trying to help.


Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Screenshot of the Week. Submit your photo Hall of fame. Featured on Meta. New post summary designs on greatest hits now, everywhere else eventually. Got any recommendations for any noCD fix recommendations? Check this link, I hope it helps. In reply to RedTheAnimal's post on September 14, You may find a way to get the game installed and running, or a link to another noCD fix if the one above does not work.


I tried to download from the website but it keeps telling me it uses an unsupported protocol. They were blocking downloads from this site a few years ago mainly due to the nature of the content - cracked. Hopefully this will change back to normal over time. No such problem when I used Edge to download the English v1. In reply to BossDweeb's post on September 15, So I downloaded a noCD fix and the game starts ti liad then the screen goes black and i clicking this think with rwndom writin gon saying ok but then the game closes and tells me i need administrative permissions but im the admin of the lsptop and I've mad it run as a n administrator in settinsg.


Do you know what i can do? In reply to RedTheAnimal's post on September 15, Have you set the Run as Administrator option in the executables Compatibility tab? Some old games that need this option may not load if it's not enabled.