Several years ago, when the trees were large and the size of the hard drives was relatively small, I was lucky enough to play a wonderful game. No, it was not called “Anno 1602” (the opportunity to create a “new world” was introduced to me later), but “Caesar 3”. Possibility to manage a town, build houses of all kinds and suits on its territory, make cups, spoons, pots, furniture and other household items, distribute all this good among the inhabitants of your city and sell to the inhabitants of others, develop infrastructure, collect taxes, fight with Gauls and Carthaginians once led me to indescribable delight. After that, I happened to get acquainted with a bunch of other strategies, real-time and step-by-step, focused on the development of the territory entrusted to the player and the conduct of military operations, the strategies that took place in the pseudo-medieval worlds and in the distant future of no less distant galaxy, but the ecstasy caused by the third “Caesar” “, Did not want to pass. Economic strategies with a considerably weakened military unit and a certain bias in history I still prefer to everyone else. Absolute clone “Caesar 3” “Pharaon” and not an absolute, but also by and large clone “Zeus”, like no less. Even more, because in the cities of Hellas and Ancient Egypt appeared a remarkable invention, which the Russifiers called the “roadblock” or “outpost”. With the help of this miracle of human thought, it was possible to forbid Greek and Egyptian law enforcement officers and the Vodokanal service to go wherever they wanted and leave decent people without protection and water, while their Roman counterparts often went aimlessly to wander along great roads, which caused a lot of inconveniences to the townspeople, and me. The game “Anno 1602. Creation of a New World”, which will be discussed later, also inherited a lot of branded “Caesarean” features, including a change in the design of the houses, depending on what goods and services were received by its residents, and the opportunity to admire the same peasants with carts carrying junk stuff from one place to another, so that comparisons with the “older brother” cannot be avoided; but, despite all the “similarity”, “Anno 1602” is not a clone like “Pharaoh” or “Zeus”, but an independent project with their own, as they say, chips and buns.
At such cities spent hours, and sometimes even the days of the game…
In the “Anno 1602. Creation of a New World” the player is given a chance to try himself as the founder of one of the first colonies of settlers in the territory of the present United States. You can try yourself both in the campaign and in the Continuous Play mode, which has different degrees of complexity, could not have been without multiplayer. The true territory of the United States developers from the “Max Design” imagine a rather peculiar: your pilgrims will have to settle not on the mainland, but exclusively on islands that have nothing to do with the pieces of land depicted on the map. Thus, the degree of match of the game to historical realities compared to “Pharaoh” and the third “Caesar”, where we were asked to manage the really existing cities, was significantly reduced. In general, it is unclear from where the pilgrims who have come sailed to the coasts from where the islands came from, and built a colony on them, which no one has ever heard of. Only by the name, in which there is a figure of 1602 (the year of the founding of the first settlement of the English in the New World), one can understand that the action of the game takes place on the planet Earth, and not in one of the parallel worlds. To you one was not bored and had someone to bargain and war, on one card with you will develop several cities (their number varies from one to three), managed in a single computer game. The global regime of “Caesar” and “Pharaoh”, in which the player was laying trade routes and could observe the movements of enemy armies, there is no. In addition, on some islands, Aboriginal colonies may be located. With them, too, you can trade and fight. However, to get involved in the role of Cortez, I would not advise you: not only will you lose one of the most reliable trading partners, so even the native shaman might want to arrange a small volcanic eruption in your colony. It would be more reasonable to not get involved with redskins.
A wonderful opportunity to send a few tons of tobacco to your homeland or take out a new group of people who want to admire the beauties of the New World, for example, in the ancient “Colonization”, in “Anno 1602. Creation of a New World” is missing. Communication with the outside world here embodies the incomprehensible origin of Free Traders (something like merchant caravans from Caesar-like games) and pirates (an analog of wild Gauls and Hyksos). To the undoubted minus of the game can be attributed very modest size of your settlement, its territory is determined by the “zone of action” of the first building you built (this is Warehouse, something like a warehouse where everything that was produced in the workshops and plantations is stored). Given that half of the “zone of action” falls on the sea (Warehouse is built on the shore), you will not be able to feel yourself a mayor of a megapolis. But to the undoubted advantage – the opportunity to build a number of cities and villages, which will allow the number of islands on the map. At the same time, for the comfortable life of the subjects, it is absolutely unnecessary to develop absolutely all branches of the national economy and industry in each of the settlements; it is enough to focus on three or four areas of activity, and the missing items of everyday life are taken from other communities under your control.
A settlement with a pyramid. A new world, in one word
The principle by which residential buildings and farm buildings are created, in some ways similar to what was used in “Caesar 3”. And in some ways, however, it is not similar: some local tugriks (the names of monetary units in “Anno 1602” for some reason are missing, another knife in the back of historical certainty), as in “Caesar”, you can not do. For all buildings without exception, you will need a tree, for many – a stone and tools (tools), without the latter, the upgrade of residential houses is also possible. Using various materials makes you remember the wonderful game “Settlers”, but do not expect that in “Anno 1602 “To build some distillery will come running a cheerful crowd of little men who will dig a hole for a long time under the foundation, and then hammer on the walls. Buildings appear on the map already ready, factories-factories immediately begin to work. And it’s quite like Caesarean. I do not remember how things were with the use of stone-wood in the founding game, but in Zeus raw materials were required only when building temples, and in the “Pharaoh” – the pyramids; in general, additional resources were spent exclusively on the erection of cultural monuments, for the rest, a certain amount of money was enough.
When playing in the “Anno 1602” should be borne in mind that almost every building has a fixed area, which will be distributed to the activities of its staff. For example, if you decide to build a sawmill, try to place it on the territory of the colony in such a way that there are as many trees as possible in the highlighted area if they are not enough, the woodcutters will start giving up idleness too often. By the way about woodcutters and other workers: in “Anno 1602” the successful work of factory factories for some reason is completely independent of the number of people. The market, three sawmills, six farms and a fabric manufacturing workshop worked at the same capacity as me, that with a population of 17 people, that with a population of 117 people. Wages cannot be set by the player either, in the information window for each building, it is initially indicated how much tougher will manage its operation. Residential houses, of course, need to be built taking into account whether they will fall into the zone of the church, market, pubs, etc., or not (similar to this system was used in the second part of the Caesar). On the one hand, it is quite convenient: you do not have to suffer from the “roadblocks” and bite your elbows, looking at how a marketer instead of carrying food to customers at home, go where the legs are carried, and the inhabitants get angry and run away from city, after which half of the enterprises due to lack of labor ceases to operate. On the other hand, because of the small area that most buildings can cover, and the small area of the colony itself, you should carefully choose the place where you would like to build, for example, a church. As for various products, materials, and household items, the Anno 1602 provides the player with a standard set: several types of food (fish, meat, bread), alcoholic beverages, stone, wood, tools, iron ore, weapons, cloth, clothing, ornaments, etc. To create American flavor, tobacco with cigars, sugarcane with sugar and spices were added. The list is quite impressive, although the “Anno 1602” is much inferior in this respect to “Pharaoh”, where the stone, and he was of different kinds.
As it usually happens in such strategies, your subjects all the time something is not enough: they need liquor, then rags, then sugar, then tea with tea. You can find out about their requirements by clicking on any of the houses. In the same window, you can specify what percentage of the income the settlers will pay to the treasury. When all the requests of the inhabitants of the colony are fulfilled, they (residents, not requests) will upgrade houses and will pay the state for the care of many, many tugriks. But do not expect that buildings will change appearance and increase in size solely by the efforts of settlers; the mayor is obliged to allocate to the colonists building materials and tools.
It makes sense to sell surplus if you stock up
Tired from the management and construction of small houses, the player is offered little guards to the armed forces entrusted to him a colony of immigrants. Immediately it should be stipulated that the opportunity to show tactical genius to amateurs of large-scale battles “Anno 1602” does not provide. Fight with neighbors, colonists or savages will have a proven scheme: the units allocated to the frame go to die for ideals, freedom, and democracy. In principle, the combat regime provides for several types of combat formation of the troops, but practice shows that this option has little effect on the winner is any way the one with the squad more. Types of units quite a bit: armed with swords infantry, cavalry, artillery, and musketeers. That’s all. In addition to the battles on land, there are sea battles in the “Anno 1602”, which, however, are also often won not by skill, but by numbers. But is fighting mode important for the economic strategy, which, in essence, is the “Anno 1602”? The very process of creating an army and providing it with everything necessary takes much more time and seems more fun than engaging in active combat operations.
To battle!!! Aboard!!!
Of course, few people have the heart to call the “Anno 1602” an absolute masterpiece: the game, by and large, turned out to be secondary (too many developers borrowed from “Caesar” for number three and the “Settlers” series), the extra-historicity, the monotony of missions and the lack of coherent storylines led to the fact that the product of the company “Max Design” quickly caused the player boredom, the possibilities for the development of settlements were significantly limited in comparison with the same third “Caesar” or his younger brother “Pharaon”, but, despite all the shortcomings, ” Anno 1602 »can cause lover of urban simulators a lot of pleasant emotions.