/r/anno1404

Photograph via snooOG

A subreddit for Anno 1404, a city-building and economic simulation game with real-time strategy elements

This is a subreddit for the city-builder economy-simulation game, Anno 1404.

/r/anno1404

1,499 Subscribers

8

One slightly annoying feature

I've been trying to build an island with a contiguous road system, i.e. everything is connected, and had to abandon the idea - actually forgot why I stopped doing it ages ago - because when you give the market carts a choice, they always collect goods from as far away as possible, even if there's another warehouse closer to the target building, and they always take the longest possible route.

In the screenshot below, I've had to delete roads to prevent the cart for the bakery warehouse going to the linen shops, another to prevent the cart for the cider farms going to the trapper's lodge and vice versa, and even had to break a ring road to prevent the cart going all the way round to reach a hemp farm that's right next to the warehouse!

I can only conclude that whoever coded that particular mechanic had a really spiteful sense of humour?

https://preview.redd.it/6mio6fn040nd1.jpg?width=1539&format=pjpg&auto=webp&s=84985444ed606bf9619c18f7687314f64191f45b

6 Comments
2024/09/05
14:10 UTC

2

Does anyone have a mod for bridges?

This lagoon or atoll or whatever you want to call it may look like several islands but as far as the game is concerned it's one island. It makes the 'teleport' aspect of the game really obvious because you look at it and think "Hang on, that island has no port, how does it transport goods?" Yes I can put HM offices on some of them to make it a bit more realistic, but one of them has no beach so it's just going to look silly when I build mines there.

Bridges, even if they were purely cosmetic, would make the whole thing look more plausible. And let's face it, this is the Venice addon and real-life Venice is all about bridges.

(Oh, and in case you were wondering, the ones without a harbour are buildable because they are within market building influence range of each other so it's just the same way you expand territory on land.)

Thoughts anyone?

Maybe they have underwater tunnels?

4 Comments
2024/09/02
11:18 UTC

1

Ways or Mods that allow you to sell more than 8 slots of products in harbour?

Anyone knows any methods to increase the limit of 8 selling/buying slots in harbour?

3 Comments
2024/08/26
15:09 UTC

13

Start TIP for long-term planners

If you're planning on creating maximum population density, something you can do right at the start is figure out where your first Cathedral will be, put in the roads, then build around the site in such a way that when the cathedral is built there will be no need for extensive re-modelling, just demolish the superfluous service buildings and fill in the gaps with houses. (Remember to leave a space on one side of the marketplace because it takes up the area of nearly-but-not-quite 4 houses.)

Unfortunately there's no blueprint mode in 1404, so in order to plan this you need to know that the Cathedral building area is 18x11 tiles, and its influence range is 27 tiles from the short side and 30 tiles from the long side.

(I don't bother to do this with the Sultan's Mosque because 'moving' the Envoys once it's built is relatively easy, but if you want to do it, the only difference is the size of the building itself... 15x10)

Housing around future cathedral site

If it helps you to visualize, you can make fake blueprints like this:

18x11

15x10

0 Comments
2024/08/21
12:46 UTC

4

BUG ALERT: Possible bug in "Infinite Resources" mod?

Venice History Edition using UAP Combined Patch:

In late game I've been getting a catastrophic volcano eruption...

https://preview.redd.it/89cf8nwzjtid1.jpg?width=673&format=pjpg&auto=webp&s=a8244cac25b2745b3d3f196e4bd1225a6e676f4e

It never stops and slows the game down to the point where it's unplayable.

I backed up and removed my saves and profile, reinstalled the game, ran verification, and started again. Thought it was solved but as soon as I started mining the volcano island it happened again.

I have reloaded the unmodded patch and installed the mods from the combined patch minus the infinite resources mod.

I'm a hundred hours in using my backed up profile and it has not (yet?) recurred, so it looks like the mod could be interfering with the volcano mechanic - maybe some confusion arising from the fact that volcano resources are already infinite?

I haven't tested my old saves to see whether they just ignore the now-absent mod, because if there is a bug and it's embedded in the save files I don't want to have to go through the whole reloading procedure again.

If anyone else has had this issue and can either confirm or refute my suggested cause, please let me know. Cheers.

4 Comments
2024/08/15
12:30 UTC

3

Is building a second city on another island beneficial when needing many aristocrats

I don't remember where but I once read on the internet that when you need many aristocrats (like in the master builder scenario) that it is beneficial to grow a second town on another island and then you can basically erase all the citizen and patrician buildings on your first island and only have aristocrats there. This is supposed to save resources.

Does anybody know what I mean? How exactly does that work?

6 Comments
2024/08/13
15:22 UTC

1

Campaign won’t continue

I’m on chapter 5 “a storm breaks out and I just finished the first quest where I give grand vizier al zahir 8 letter jerkins but the game is not giving me any more quests after that. Plz help

0 Comments
2024/08/02
23:11 UTC

4

Do Houses benefit from being connected to a Warehouse by road to satisfy needs of resources? (E.g. fish/cider/linen)

Seems like I dont need to connect my graphs (if you know graph theory) of production layouts to my graphs of houses at all right satisfy the need of resources. So my question is, is there at all any benefit from doing so?

4 Comments
2024/07/26
17:24 UTC

3

Looking for someone to play continuous game on steam History Edition

if you are interested just send me DM, Im average player.

7 Comments
2024/07/26
13:30 UTC

3

Ship item exploit?

I expect many of you already know about this, but I only just discovered it so thought I'd share it for those who don't know about it yet:

The Large Warship has only one upgrade slot. All three in the screenshot below have the same Captain "Rasul the Dreadful" item socketed and the one highlighted has another Rasul in the cargo hold. The three ships started together and only socketed items should be effective, but as you can see the ship with the additional unsocketed item is faster. I presume it has also doubled up on the other properties of the item although I can't say for certain because it hasn't been in a battle since I noticed this effect.

Since the ship has two cargo holds I'm going to put another Captain on and see if it triples the powers! I'll let you know.

https://preview.redd.it/wv5itk34yled1.jpg?width=1787&format=pjpg&auto=webp&s=8eba569aad0913a84f51a98f8cafa675286da648

Incidentally this is Venice History Edition with UAP, no mods. I'd be interested to know if this is a version specific feature or happens generally.

Edit: OK there seems to be a bug... the ship with the additional item reads firepower 20 and its companions are at 18. However, I have several other ships with the same item and some of them show 20 and some show 18 even though they all have just the one socketed item and no unsocketed items. The ones that read 20 firepower are faster, and after a fight they repair themselves more quickly too. It looks like some ships are behaving as if they have two socketed items regardless of how many items they actually have on board. Maybe putting that item in cargo on one ship has somehow overpowered not only itself but random other ships too?

This is actually detrimental to my battle tactics because when I send a group of ships to a fight I want them to stay together so they all arrive at the same time, but now if there's a faster ship it arrives early and has to fight alone until its mates get there, so I have to stop it short now and wait for the others to catch up before engaging the enemy.

0 Comments
2024/07/25
06:31 UTC

3

Help with quest anno 1404

So I'm replaying anno 1404 HE venice scenarios. I'm now playing the di mercante case or what it's called but I have a problem with the unknown cargo side quest. Every time i start the scenario I get the quest a couple minutes after starting the scenario. I go and pick up the first crate and Garibaldi says I should keep the secret to me. Then Mercante talks to me again and gives me a second mission to get a create floating in the ocean. If I hover over the quest it tells me to collect the cargo and highlights the port of mercante but if I go there with my ship and try to fulfill the quest nothing ever happens - anyone knows what's broken or is this normal? (sry for my bad English :) )

0 Comments
2024/07/20
20:01 UTC

2

Large Shipyard Problem

It keeps building Large Trading Ships without my ordering one.

Has anyone experienced this?

?

2 Comments
2024/07/16
07:20 UTC

3

Is there a way?

I've settled an Oriental Island and I have a boulder in my way for Dates. Is there anyway to get rid of it? I remember in Dawn of Discovery that there was a way to do it.

Thanks!

5 Comments
2024/07/13
12:27 UTC

5

Beautiful game

Bought this on summer sale, played it as a kid and playing again now.

Already 9 hours in lol, is 1800 worth a try?

1 Comment
2024/07/07
20:36 UTC

2

is there any mod that allows free farm fields?

0 Comments
2024/07/06
03:12 UTC

3

Ships - Avoiding Hazards

Can't believe I've only just noticed this feature, but for anyone else who doesn't already know, you can make your ships avoid dangerous areas by moving the little pin symbol on the trading route.

In the screenshot below, I have set the waypoint tight to the coast of an intermediate island on the ship's route. Normally it would take the middle of the channel which would bring it in blast range of the volcano, but by placing the waypoint where I have, the ship stays close to the other island, just out of the volcano's range. Saves me the bother of sending it the long way round via an extra stop on the route, which is what I used to do. When playing against opponents you can use this tool to avoid enemy territory.

https://preview.redd.it/pwxcb5b1diad1.jpg?width=907&format=pjpg&auto=webp&s=6cecd70dc4330e47f8703d714e40041e4c74c00a

1 Comment
2024/07/04
13:52 UTC

8

How am I lacking fertility?

4 Comments
2024/07/02
15:14 UTC

1

Tournament not making honour

Original anno 1404, not gold, not history. on steam. version 1.03.3650.

Played the first 3 chapters of the story and I'm not getting any honour for running tournaments, is this locked behind progression in the story? or is this a bug ?

Any advice on a work around or fix ?

update:
I installed history edition and played through quick, it has the same bug :/
I Noticed that in the first level when you can buy tools from Lord Richard Northburgh, before you have a ship, that also fails so I suspect its something to do with his script not firing correctly but I'm not sure how I would approach debugging that.

1 Comment
2024/07/01
14:49 UTC

2

Can we edit the market place radius on Anno1404?

I'm tired of having to place multiple churches, marketplaces etc on one island and would much rather prefer just placing one of each instead. Does anyone now of a way where we can change the building radius to whatever we want by editing the base files? Any help would be much appreciated.

1 Comment
2024/06/30
00:23 UTC

7

Anno 1404 History Edition: Seeds

I have been playing anno 1404 for a long time and always search for seeds if anyone has put any good ones.

By good ones I mean, huge map and largest islands possible.

Starting this thread in hopes to find some good seeds.

Here is what I found.

Seed: 12421
Image:

12421

2 Comments
2024/06/27
14:09 UTC

4

Lumberjacks extreme

I've been using an array of 8 lumberjacks with 4 norias for quite some time (of course, 8 huts around a market building without norias is easy, but it takes up more than double the area). I haven't been able to find a way of tiling lumberjack layouts without a lot of wasted space, but I recently had a "Eureka" moment, which frankly should have occurred to me long ago, but better late than never. So anyway, if I squeeze my sets of 8 together so that there's no dead space, they will encroach on each other's influence area because of the non-rectangular shape and won't work at 100%. However - here comes the Eureka - if I squeeze them so that there's still just enough dead space in the middle to put in an extra noria, it counteracts the reduction in the number of trees each lumberjack has. (On dry soil you can squeeze them a bit more.)

The attached image is for late game... if you have triple socketed wine productivity upgrade, this will produce enough wood to make barrels for 83,000 Nobles.

And of course, before you get to the stage where you need this much, a set of 8 stands alone with just the 4 norias clustered around the market building. It's very useful when you're fast building on a new island.

https://preview.redd.it/wshdgrxair8d1.jpg?width=914&format=pjpg&auto=webp&s=12fdeedfbc34439363da19465cf75494a023af95

4 Comments
2024/06/25
18:45 UTC

2

Question

Hi i dowloaded the Modification Manager but i have a problem and the probleme is when u do a save the manager say that the maindata subfolder doesnt exist. Does anyone have a solution on how to solve this?

0 Comments
2024/06/21
21:23 UTC

9

Universal farm layout with multiple norias

I recently made a super-efficient layout for Hops (top left in the attached image). Took a while to figure out because it's the one crop that's not possible to run at 100% with only one field no matter how many norias you use. I have since found that with slight tweaks it can be used for any crop regardless of field size... 2x3, 3x4, and 4x4, they all work, so I've included examples showing all field sizes. Common to all these layouts is the placement of the Market Buildings and the roads, and they mostly have the same number of farms (24) in the same positions. Everything except Hops uses one field per farm. The one shown for Cattle also works for Almonds and has 4 farms missing compared to the others because it needs more water and has large fields. Pigs also has 4x4 fields and requires fewer norias than Cattle but you still only get 20 farms. All crops with 3x4 fields get 24 farms. The one shown for Grapes also works for Roses - needs more norias than the other farms with 3x4 fields but apart from that it's the same 'skeleton'. (The Hops layout only has 22 farms because although the total field area is almost the same as the 3x4's, the orientation is different - you can get the extra 2 in by rotating the paired fields but it means shifting a couple of the market buildings which messes up the symmetry so it doesn't tile.)

https://preview.redd.it/qq7rl04u2k4d1.jpg?width=957&format=pjpg&auto=webp&s=d24e90fc86c37a1faf218e8a841b8564276c133f

I have other layouts optimized for specific crops and soil types, but what I like about this one is although it's the best I've found for Hops, it works with reasonable efficiency for literally any type of farm with only very minor tweaks. (Apiaries aren't included because they're not affected by the amount of water available - unless anyone knows of a cheat that I've missed, you need 5 beehives per Apiary no matter what you do.)

[Edit:] This Dates layout has the same market building positions and overall area as the ones above but the road placement is different. It has 26 farms, but it only works properly on dry soil... you can use it for any crop with 3x4 fields, and you can tweak it for 22 farms with 4x4 fields, but they won't all run at 100%:

https://preview.redd.it/qtwv0tyf7k4d1.jpg?width=957&format=pjpg&auto=webp&s=c0a6e3e84821cfa00ed19f9a53be5394c48d454d

1 Comment
2024/06/02
15:43 UTC

2

Mods for OG 32 bit

Hey guys,

I play the original gold edition for Anno 1404. I know about the IAAM and SBM mod and I do want to try that out. However I kind of want to play all these versions seperately, Like I want to play the OG anno and the modded Anno side by side. Is this possible?

Thank you!

2 Comments
2024/05/17
22:13 UTC

1

how should I achieve the Guest of the Bedouins in anno 1404?

1 Comment
2024/05/14
15:29 UTC

2

anno 1404 easy mod, tweaks

hi Guys.

I wonder if there is any mod or a method to tweak the game to make it a little easier like for example reduce the supply consumption to half or something, reduce space that buildings needs or instead of building more stuff just upgrade what u already have built to increase its production instead of setting up a new supply line for example.

anno games are games im really interested in but the main problem is that the game will get too complex to the point where it will be a hassle and frustration. that it become so annoying and hard to complete the match.

people will demand too many diff stuff and each need a micro-management of supply chain and as city grow u will need to open 2 or 3 more supply chains for each. and that just one part of the game.

4 Comments
2024/05/13
13:51 UTC

2

Frequent freezing

I'm running Anno 1404 Gold Edition (from GOG) with the unofficial patch installed. The game freezes fairly frequently (more or less guaranteed within an hour of play, leading to many tedious restarts) in the sense that audio keeps playing and I can move the cursor around (if it's the hourglass icon it'll keep spinning) but there's no crash with a detailed log. Does anyone have any ideas on how to fix this? So far I've tried to:

  • set autosave intervals to 60m (it often freezes before the first save anyway)

  • download a 4GB patch

  • make changes to engine.ini in the appdata folder

But none of this seems to work. I'm reluctant to get the History Version because I've heard so much bad stuff about the mandatory Ubisoft launcher and I don't want to have to deal with that shit for a game I only intend to play offline. Any ideas?

2 Comments
2024/05/09
13:34 UTC

3

Anno 1404 framerate drops massively when mousing over buildings

Framerate is a mostly solid 60fps, but as soon as my mouse cursor comes into contact with a building or ship - in fact, any object that is highlightable/clickable - the framerate plunges into the 30s momentarily. This happens both in the main game and the Venice expansion (GOG versions).

Any ideas of what might be causing this or if there's any workaround? I'm playing on Steam Deck/Linux if that makes a difference.

0 Comments
2024/05/06
09:27 UTC

14

Easy (but long-winded) way to defeat any AI

WARNING - very long post.

First let me start off by saying that what follows is NOT worth your time unless you really want the military achievements towards gaining the Golden Flagship. It's very time-consuming and only gets you 20 gems for each opponent defeated.

The map I've used here is seed number 14885 (Venice History Edition + UP) with the following settings:

Map Size = Medium

Island Size = Small

Fertilities = Many

Construction = Easy

Raw Materials = Many

Neutral Powers = Off

Corsairs = OFF

Refund = Full

Quests = Off (optional)

Disasters = All off

Sabotage = Off

Council = Off

Revealed Map = OFF (absolutely essential or this won't work against the stronger AIs)

Start Situation = Armada, Max honour, Max coin

AI players = Any, but only one at a time.

Island productions

I like this particular map because the fertitlities are such that you can get both populations to Metropolis level using just a few islands and, crucially, only a dozen small ships.

You will need to buy seeds for Hemp (for the candlesticks island), Spices, Coffee, and Clay (for your main south island). It will be helpful but not essential to get productivity upgrades for Wine, Leather, Bread, Dates, Books, Coffee, and Perfume. (Beer upgrade is not available because Hassan is not playing, the reason for which will become apparent.)

START: Take the two largest islands in the middle with your flagship straight away and send 50 honour on your warship to Al Zahir. Buy some tools and wood from Northborough and send your trading ship to settle the north islands, starting with the larger one in the northeast. It is vital to concentrate on claiming all the islands shown in the screenshot as quickly as possible while making sure your ships do not stray outside the revealed territory - The AI can't attack you until their islands are revealed, so this is all about delaying engagement until you are in a position of overwhelming force. You need to make money FAST in order to buy the tools and wood required to build the market buildings necessary to block all the beaches on all your islands. You have about half an hour of game time before the AI starts trying to settle your islands so you might want to set the game time to slow to give you time to control all your ships simultaneously, and make sure there is no unclaimed coastline where an AI can plant a warehouse. I have found the fastest way to make money initially is to set both main islands to buy wood and tools from the free traders, build about eight woodcutters on your north island and build peasant houses and nomad houses as fast as possible, turn off auto-ascend and set tax to light green. When you have your peasant marketplace area fully housed, supply cider, upgrade as many as possible to Citizen, then build another marketplace and repeat. Do not supply your nomads with anything other than dates at this stage.

MIDDLE GAME: Once you have all your beaches blocked you can relax and build your cities at whatever pace pleases you - the AI can't touch you now until you are ready to engage. By using each island as indicated in the screenshot, you will be able to double-up on goods with several ships... Bread + Beer, Cider + Linen, Spices + Books, Milk + Carpets, Coffee + Necklaces, Leather + Meat, Furs + Wine + Steel, Copper + Quartz + Coal, Glasses + Brass. (The reason for transporting Brass on the Glasses ship is to use your main north island as a relay point to get the brass to your candlestick island rather than using a dedicated ship.)

Use 1 ship to transport copper, quartz and coal from the Coffee, Perfume and south city islands to the Glasses island. Use your candlesticks ship to take brass from the the north city to the candlesticks island. Use your Wine + Furs ship to take steel (for the barrels) from your main north city to the Wine island. Your dates ship is the only ship dedicated to one product, and it has to be that way because you're only using small ships (tradesman's cogs are necessary because they have 4 cargo holds and 2 upgrade slots) and dates are high volume.

When you get to the war phase, your trading ships will be vulnerable to attack. You can mitigate against this either by assigning armed escorts to every ship, or by exchanging your small cogs for large ones and upgrading their firepower. Don't start building large ships until you are at Metro level in both cities. The only type of warship you should build is Large "Occidental". You will need at least a dozen of them but build as many as you can, preferably each with a Captain Rasul or a Henry Valiant. Your flagship should also have these items. Your trading ships should have a minimum of 1 medium level repair crew, and if you are using the Large Tradesman's Cog then also a "Brisk Helmsman" item. As the game progresses, collect 3 General Hadrian items (Noblemen level item) from Northborough... these will massively increase your army's firepower and resilience.

When you have reached exactly 88 Noblemen houses, build a cathedral and transfer your population to surround it. (Yes, this is tedious as it means knocking down and rebuilding every house, but there's a reason.) When you have moved all 3520 Noblemen, fill the remaining build area around the cathedral with as many houses as you can fit in the space, but do not promote any more past Patrician. I don't know the numbers and percentages or whatever, but the fact is if you keep promoting your Patricians to Noble level, your ship building budget will reduce. Makes no sense to me, but that's the way it is. The reason for building the cathedral is to free up space for the weapons production chains you will need to have up and running before you go to war. You will need a constant supply of swords, cannon, and trebuchets and that means you need space for hemp, wood, and charcoal to make them, and you can do it all on the one city island as it has 6 iron deposits!

In the south, build exactly 300 Nomad houses on the east side of the island, making sure you leave a space to build the Sutan's Mosque where its influence area will capture the greatest amount of buildable space. And now the tedious bit again... promote 210 houses to Envoy, build the Supermosque, transfer the population, knock down the ordinary mosques and the bath houses but don't knock down the Bazaars, at least not yet. (No need to ever produce Marzipan. Just buy it in when it unlocks and only release it to populate Envoy houses then deny it once the houses are full.) If you have placed your Supermosque efficiently you should have room for a further 25 or so Nomad houses. Build them then look and see how many Nomad houses you now have - should be about 115. Whatever that number is, divide it by 0.7 and whatever the resulting number is, build Nomad houses in the 'old city' until you have that total number of Nomad houses. You will now have sufficient ascension rights to promote all the Nomad houses in your Supermosque influence area to Envoy. When you've done that you can knock down the remaining Nomad houses as they don't contribute to your ship budget.

At this point you should now have a ship building budget of about 70. If all your trading ships are Large Tradesman's Cogs, you should have enough left in your budget to build 23 Large Warships. You may as well build as many as you can because you won't be needing any more trading vessels for the rest of the game. Of course, if you prefer to play with Quests On, you can earn more large ships as Emperor level rewards, but the reason I turned the quests off for this strategy is because most quests require you to sail outside your safe 'corridors' and it just gets annoying having to reject them every two minutes. This is also the reason I have Corsairs Off, because Hassan's island is on the other side of enemy territory and you would have to spend the entire game paying him tributes because he CAN attack you before his island is revealed.

When your navy is complete and your weapons production chains (at least 2 of each type) are up and running and you have full stocks off all weapons, your final act of preparation is to build a couple of Provisions Houses. (It would be expensive but helpful to buy in Provisions as soon as you can to save some time.) When you have a full stock of Provisions, queue them up... set them to produce any number of large packages as they will only operate when some of your stock is taken out.) Transport 30t of mosaic to your main north island, build a Keep and an Oriental Fort and prepare the first two waves of your attack.

Each wave should consist of: 5 large camps, 2 small camps, 2 miners, 2 cannon and 3 trebuchets. You shouldn't need ANY soldiers on your own island so launch both waves in transport ships and keep them close to your coast in range of a few gun towers. You shouldn't need to leave any soldiers on your own island - if you need to defend you should be able to do it just with gun towers and warships, and don't bother to defend anything except your city islands - even if the AI takes or blockades your production islands this will be over long before they can starve you out. Load your flagship with some tools, wood, stone and 15t of mosaic. And one final thing, set up a transport route to collect swords, cannon, war machines and provisions from your main island. Don't set a destination yet and don't assign a ship, this is just to save time once the fighting begins because you have to establish your beachhead quickly. Group your warships 3 or 4 to a group and station one group near each of your cities' main harbours.

You are now, at last, ready to go and kick some AI butt!

END GAME: Sail your flagship directly north of your main island to reveal the AI's main island. Detach one of your southern group to reveal the enemy's Envoy island (to the east of yours). If it is not heavily defended, leave that one ship there to blockade it. If it is heavily defended send another group.

On the AI's north island, find a beach area large enough to place a castle with enough surrounding unoccupied land to get at least two camps ashore. Position your flagship close to where the castle will be built, then send the first wave to that beach. At this point the Hard AIs may be sufficiently threatened to declare war immediately, but usually they will merely note your presence and complain a bit. (Now you can be a bit cheeky... if you have an edict, you can force a treaty and land on the island without response. This is entirely optional, it just enables you to establish a bit of territory by landing a couple of camps before they can put in buildings to obstruct you, but it will cost you 20 minutes of game time until the treaty expires, so use the speed up button if you do this.)

Reveal as much of the map as possible to locate enemy warships and send a group of ships to patrol areas where their warships are most concentrated. Use a small transport to build your castle and get as many camps ashore as you can, long range units close to the castle and large camps as far away as you can. Upgrade the castle to a warehouse and build another castle next to it to continue landing your troops. Send your flagship back to home to collect the General Hadrian items and place them in your siege warehouse - your armies now have 90% additional hitpoints and 150% extra firepower! If the enemy has a shipyard somewhere other than their main harbour area, send a group to blockade the shipyard so that any new ships will be sunk as soon as they hit the water. Note that the enemy can launch transport ships anywhere they have a harbourmaster's office as well as their main harbour. Now go to your trade routes and set your siege warehouse as the destination for that weapon supply route I mentioned earlier. Assign the flagship and build a repair crane at each end of the route because it will almost certainly be hit repeatedly. And now it's just attrition. Theoretically your forces should destroy enemies of the same type at a rate of more than 3 to 1 in your favour. Once your second wave is landed, replace any units that are destroyed like-for-like and send them to the enemy island immediately. When you have captured enough territory, use a warship to send 5t of glass and 15t of mosaic to your siege warehouse. You can now build a Keep and an Oriental Fort on the enemy's island, so you no longer need to wait for transport ships to arrive, you can create new fighting units already on the battlefield! And now you know the reason for the weapons route.

Don't bother trying to capture enemy marketplaces, just destroy them. You don't need the revenue and you haven't got time to set up supply chains for a conquered population anyway. The objective here is destruction, not conquest, he said with an unashamedly evil grin. ;-)

Set your siege warehouse to buy building materials so that you can secure your captured territory by building your own market buildings rather than spend a lot of time taking them over, and build gun towers as you progress, not because you particularly need them but it's fun to watch them frag enemy ground troops on the march.

By this point, the enemy should have no ships of any kind remaining and if you're blockading his city harbours he'll be mostly down to peasant level pretty quickly because you've cut off all his higher level supplies. In most cases the AI will quit due to poverty/starvation by the time you've taken half his main island. With this strategy I have defeated each AI in turn without even needing to attack their southern city, I just blockaded them into starvation.

And there you have it. I said it would be easy... I didn't say it would be quick. :o)

[Edited to note: The absence of quests means you will be constantly buying honour in order to get the attainments necessary to maximize things like ship budget, ascension rights etc and also to buy items. The most easterly island above is not used but it's necessary to take it because it's the only other place on this map that has the required resources to make wine and candles, so taking it makes it harder for the AI to reach Nobleman level. Also, this build-while-hidden strategy works in the scenarios too, except you don't get to choose the map or the start conditions so it's a lot harder... for examples the AI can use sabotage and council buyout tactics even before you reveal them, which is why I have them turned off for this walkthrough]

3 Comments
2024/05/01
09:42 UTC

3

Looking for specific player scenario

I tried to find this specific scenario map with included very hard AI and corsairs and all legendary items but i cant since i didnt played Anno 1404 for long time, scenario/map include 4 huge flat island in middle near each other and rest are thoose small medium islands for support if someone have it thanks

0 Comments
2024/04/16
17:42 UTC

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