anno-1800 game sourced
Anno 1800
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
13 stored edgesGoods consumption
Each residence consumes goods per second; basic needs add inhabitants per house, luxury needs add taxes and happiness.
Population strata
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.
Production chains
Fixed-recipe buildings chain raw materials into goods; many chains span islands and both sessions.
Trade routes
Ships carry goods between the player's islands, the New World session, and traders.
Blueprints
Blueprint mode places silhouettes that are built later with one click when resources exist.
Megaproject sink
The World's Fair monument is built in stages, each consuming large deliveries of goods, and once complete hosts exhibitions.
Vehicle routes and schedules
Trade route ships follow ordered stops with load and unload amounts per good.