# Anno 1800

*Game* · `anno-1800` · status: **sourced**

An industrial-era city builder in which residents advance through five Old World tiers by consuming goods from multi-island production chains, linked to a New World session by trade routes and contested by AI rivals.

| field | value |
|---|---|
| year | 2019 |
| developer | Ubisoft Blue Byte |
| platforms | PC, Console |
| subgenre | City builder |
| subgenre secondary | Transport / logistics |
| sim domain | Urban, Economic, Industrial / logistics |
| player role | Planner / mayor |
| agency model | Zoning / placement, Direct unit control, Policy / parameter |
| time model | Real-time with pause |
| sim scale | Region |
| fidelity | Stylized |
| perspective | Free 3D camera |
| win structure | Open sandbox |
| failure model | Soft / recoverable |
| narrative mode | Hybrid |
| multiplayer | Single-player, Co-op, Competitive |
| modding | Content |
| production tier | AAA |
| agent count order | Aggregate only |
| emergence | 3 |
| influence | 2 |
| cluster *(computed)* | C03 |
| core count *(computed)* | 4 |
| mechanic count *(computed)* | 13 |

## Summary

An industrial-era city builder in which residents advance through five Old World tiers by consuming goods from multi-island production chains, linked to a New World session by trade routes and contested by AI rivals.

## Core Loop

settle an island and house farmers -> meet tier needs with production chains -> houses advance to workers, artisans, engineers, and investors -> higher tiers need goods from other islands and the New World -> build ships and trade routes -> expand under rival pressure

## Design Notes

Demand is generated by population tiers: basic needs raise how many residents a house holds, luxury needs raise taxes and happiness, and a house advances only when full, supplied, and given construction materials, so each new tier opens a new set of chains. Each tier also staffs its own buildings, so advancing workers to artisans removes labor from worker-tier factories. Old World cities depend on goods from a parallel New World session, so ship routes between sessions are a logistics layer on top of island production.

## Relations

**uses**

- [Population strata](../mechanic/population-strata.md) (core): Old World tiers Farmers, Workers, Artisans, Engineers, Investors and New World Jornaleros and Obreros; a house advances when full, its basic needs met, and materials available.
- [Goods consumption](../mechanic/goods-consumption.md) (core): Each residence consumes goods per second; basic needs add inhabitants per house, luxury needs add taxes and happiness.
- [Production chains](../mechanic/production-chain.md) (core): Fixed-recipe buildings chain raw materials into goods; many chains span islands and both sessions.
- [Trade routes](../mechanic/trade-routes.md) (core): Ships carry goods between the player's islands, the New World session, and traders.
- [Vehicle routes and schedules](../mechanic/vehicle-route-scheduling.md) (supporting): Trade route ships follow ordered stops with load and unload amounts per good.
- [Labor market](../mechanic/labor-market.md) (supporting): Each tier staffs only its tier's production buildings.
- [Storage and buffers](../mechanic/storage-capacity.md) (supporting): Warehouses set island storage limits and pickup range.
- [Rival firms](../mechanic/rival-firms.md) (supporting): AI opponents settle the same map and compete for islands and trade.
- [Milestone unlocks](../mechanic/milestone-unlocks.md) (supporting): Reaching population thresholds of each tier unlocks buildings.
- [Blueprints](../mechanic/blueprints.md) (supporting): Blueprint mode places silhouettes that are built later with one click when resources exist.
- [Megaproject sink](../mechanic/megaproject-sink.md) (supporting): The World's Fair monument is built in stages, each consuming large deliveries of goods, and once complete hosts exhibitions.
- [Pause and speed control](../mechanic/variable-speed.md) (supporting)
- [Building placement](../mechanic/free-placement.md) (supporting)

## Backlinks (computed)

**influenced:** [Anno 117: Pax Romana](../game/anno-117.md)

**precedent for:** [Bottleneck explainer for production networks](../opportunity/bottleneck-explainer.md), [Explained delegation to AI managers](../opportunity/explained-delegation.md), [Parallel autobalancing of economies](../opportunity/parallel-autobalance.md)

## Sources

- [Anno 1800](../source/src-wikipedia-anno-1800.md)
- [Population](../source/src-anno1800wiki-2026-population.md)
- [Needs](../source/src-anno1800wiki-2026-needs.md)

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Provenance: created in run `2026-10-24-catalog-ga`; reviewed in `2026-10-24-review-fixes`.
