In recent years, the Anno franchise has experienced strange metamorphoses. The previous few parts have been devoted to the future of the planet and raised issues of environmental pollution. Despite the futuristic setting, the game lost some of the important elements, and the wild plot, in which we had to arrange battles on boats in separate arenas while rebuilding the Moon, entered into a stupor.
The new Anno 1800 is a kind of rollback and at the same time preserving proven practices. Now there is no colonization of the moon – we have an industrial revolution, in the framework of which we have to take control of a family business. For this, it will be necessary to create production chains and trade routes, while simultaneously managing territories in the Old and New Worlds.
The game has two modes. The first is a storyline campaign. The main character returns home when he finds out that his father was accused of high treason. At home, he learns that the whole uncle cleaned up his family business, and his father mysteriously performed Roskomnadzor. With the support of our sister and workers dissatisfied with the tyrant, we are creating our own enterprise and must not only establish production and trade but also resist the wiles of an evil relative.
Graphics and Features
The game is incredibly beautiful. It’s a pleasure to watch how the locality you control is living. At the same time, programmers were able to optimize the engine well.
Is it possible to find fault with the strange drawing of metal surfaces and with crowds of people who sometimes incorrectly interact with objects on the way? Also, sometimes the choice of the optimal route and too small and slightly messy interface, in which it is sometimes difficult to make out which resource is needed for a particular action, will fail for ships.
The gameplay is as clear as possible to all fans of the genre. We need to create several production chains. Say, for the pub to work, it is necessary to plant fields with grain, as well as an alcohol production plant. In this case, it is necessary to monitor the workforce.
You can pump houses, but different types of people will live in them who carry out their own tasks. So, in the base, there are farmers who look after the fields, grazing cattle and so on. Workers work in mines and factories. Craftsmen are involved in more complex industries. Engineers are engaged in the scientific field. At the top of the pyramid are investors.
The balance must be respected because in the later stages both are needed. To produce ships, sails are needed, which in turn are made from sheep’s wool. And frigates cannot be built without artisans.
It is also important to monitor the mood of the residents. They need entertainment, food, and more. Otherwise, productivity drops and houses are empty.
Ecology, law and order, fire safety – all this also affects the gameplay.
The second important aspect of the game is trading. You have rivals on the map with whom you can and should interact: enter into agreements, alliances or declare war. Fighting is available, but it is still not the main aspect.
Moreover, in Anno 1800 the level of irritation is minimized: there are warships, there are trade ships, there are protective coastal structures and no separate battle arenas with boats. As a result, the combat component, although present, is not an eyesore.
The game makes a clear roll towards positive relations, not battles. Having created trade routes, we are free to sell the necessary quantities in sufficient quantities and purchase scarce products. At the same time, it is necessary to monitor client needs, which tend to change.
Anno 1800 is friendly enough to the player, but not completely. Losses are generated fairly steady, so you constantly have to get out. For example, performing side tasks or selling ships built at shipyards.
Financial affairs also affect people through the media. The player has a controlled publication, and the editor-in-chief sends a draft of the front page before publication, which can be edited by replacing the bad news with a call to consumption. True, competing factions may not like this.
As mentioned above, the chip with parallel development has not gone anywhere: we have the Old and New Worlds, which differ in production chains and resources. The loading of regions occurs almost instantly through the global map. The budget remains the same, but each of the territories has its own unique resources and it is vitally important to establish contacts.
The final aspect is the expeditions. Having equipped the ship with food, weapons, and people, it can be sent to distant regions from which the crew can bring exotic resources. For example, animals for zoos. However, the ship may die heroically. At critical moments, we have access to a simple text quest with a choice of scenarios. Quite interesting.