The Industrial Revolution brought mankind to gray silk factory, condemned workers, but also top-hat, skirted skirts, new inventions, and great enrichment opportunities. It talks about Anno 1800, the sixth sequel to the well-known strategic series. Every other part of the Anno series gets a new core theme, so at least it seems that the same song does not always sing. So in the previous episodes we went to the Moon, faced global floods, tasted the sweet fruits of colonialism or settled in America.
Still the same and yet different
With the help of almost the same mechanics of the game, but in a new background, this time you will build a well-being in the rhythm of sewing machines and long shifts. Why change something he does. The theme of the Industrial Revolution will delight you with incredible aesthetics and functional details that will give the game a blow on the right places. And this is exactly what the fans expect from the series.
The Age of Money is an example of early civil society and of great inventions. It will point to the social and ecological effect of progress, which will somehow turn into a traditional game. The key element in the Anno 1800 building is the most sophisticated in the series, except that it is complemented by maritime trade, diplomacy and war, though this mechanics is no longer perfect.
How the city grows
Whether you choose a single player campaign, a sandbox scenario, or a network mode, only the owners will initially dig the potatoes. But under the pressure of industrialization, their life and play will soon change. A modern city with well-designed infrastructure, new relationships between suppliers and buyers, and a true Victorian atmosphere.
There will be times when workers' quarters will begin to change with incredible, and the wider center will be surrounded by craft workshops, manufactures, mining zones, ovens, factories and ultimately high-value manufacturing industries, such as glassware, whose activity and profit is virtually all of the above. Then the game and the city really enter the modern era.
Beauty to look at
Industrialization and new inventions will move the city to waves of progress. At the same time, social shears will be opened. Together in a spontaneously growing town, they will be adjacent to the terrible suburban factory districts with elegant boulevards, as well as lavish houses with stinking courtyards, after which all kinds of domestic pests. It is up to you to reduce the chaos of the metropolis.
As for the atmosphere of the game, doping is the ultimate graphic design that can boast unprecedented detail. Almost every type of building is equipped with a large number of characters that perform typical activities. More capable workers vibrate in warehouses, less skilled roads, you can catch a killer in a slaughterhouse, and when you see a firefighter in action, you're almost hot. No other strategy can be so authentic and suggestive.
The spectacle of the spectacle has the only but expected "mistake". To enjoy the finest detail, you can not without a really powerful computer. On the other hand, thanks to a wide range of settings and decent optimization, you can adjust the look of virtually any hardware relatively without drastic loss of quality.
In game building activities, the best of what has been tried in the Anno series for more than twenty years has been mixed. Sophistication is especially noticeable on a practical user interface.
Smart keyboard shortcuts and intuitive controls make building a city with breeze and fun. For example, built buildings can easily be moved from place to place (idea from Anno 2205), adapting the architecture to current requirements. For example, when the unlucky pile from the suburbs is found to spread the boundaries in the residential part of the city.
Perhaps the most interesting new building part of the so-called. Thanks to this, you can (but not need) to plan the city clean. Simply set the silhouette of a building on a map and begin building them when there is money and raw materials there. This is a practical tool for anyone who wants to develop the architecture according to the rules of urbanism from the very beginning. It's not real, but it's really fun.
New era, new móresy
The real industrial revolution sometimes did not only stimulate mass production, but at the same time disrupted society. The game reflects this, when the working class is soon to appear beside the farmer, and later the well-placed city dumps.
Every social layer in common work brings new interests, thoughts and ideas, but also its living standard, coupled with demands that you can not exhale with constant satisfaction.
For example, without a skilled shooter, you will not move the rock to new mineral deposits, but when he comes home after work, he is not enough to have a roof over his head like a regular peasant. He wants to put cans of cannabis, have fun in the theater, go to the zoo with his kids or put a hat on the tastefully decorated courtyard in the middle. Will you give it to him?
If you add a better company to a better business and at least a market and a sense of security, you will get decent tax revenue. Otherwise, the dandelion swarms into rabbits in elegant carts and the ruler decides to show, hit, and dig. Finally, organized protests, often violent, are also the fruit of the industrial age.
The classroom enters the witty fifth when they do not catch each other, but they need each other. While wealthier leaves luxury pants, poorer deliveries of goods are a welcome job. However, it is not easy to keep people happy. The economic point of the game lies in a sensitive balance of power.
For example, if you prefer a better company in the city (with even higher tax revenues), you will lose jobs in fields and factories that will sooner or later embark on the economy. Indeed, dealing with the lack of products on the domestic market can not be done indefinitely, especially when most of the campaign leads to a lack of material and money in a wide range of occupations ranging from potatoes to engineers.
In the production chain the game will continue to ask questions like: Who will bake bread? Who will build a wall? Who will deliver canned foods to the market? And who will pay it? Management of the city is a fun job, because unlike less well-known strategies, it's not so easy to find the perfect mechanism in Annan that would lead to lasting prosperity.
Perhaps only because of bugs (especially in the price of goods on the international market) there are cases when you are something unearnedly rich. Authors should be scratched behind ears as well as mistakes in other mechanics, especially those related to business.
I'm sorry, so l am
Anno 1800 is not just a city building simulator. In order not to become a mere visual alternative to Simcity, the game flirts with the 4x strategy rules and allows you to set up settlements on many nearby islands, build trade routes between them and protect them diplomatically, or worse, by force.
Obviously, maritime trade will improve economic equilibrium. Creating a business route is not complicated, it's a matter of a few clicks, but running for a long time is a mess. The market is unstable and various types of goods can suddenly emerge and disappear.
The commodity prices are also unstable, not to mention their unavailability to a certain extent to the current supplier's capabilities. This will force you to regularly review everything related to loading and unloading in ports. It would not be strange that, unfortunately, international trade does not leave the impression that numerous fluctuations are caused by bugs in programming.
With clarity on the scorpion
Sometimes the store will be completely lost when, for example, suppliers suddenly stop offering the agreed goods. Worst of all, it will not tell you anything. Because of the general weakness of consciousness, you will always or will always manage your business.
When everything goes well, business partners can get corrupted to show how they like to trade with you. Unfortunately, they do not show anything useful in their terms, and over time they are so uncomfortable to let you stop dubbing. And since other, more comprehensible information is not really available, you will never be able to reliably estimate the shortage of seas.
Although the information system of the game is paradoxically all about the notices, you will never find useful news about the real state of affairs, which applies to city administration. For example, to find out what people are missing and what they want, there is no choice but to ask for a home from home. This mode of micromanagement seems very unlucky. Finally, you will discover that it is not difficult to enrich yourself in Ani, but just to find out why something does not work.
Unfortunately, compared to other game mechanics, ie, diplomacy and war, the game is also as unreadable as a trade. You often come to the cross with the other Taiwanese to settle another island or buy shares. If competitors decide to expand too much, they will strike words and guns. But you never know when he really tried to strike.
There are moments in the game when ports and long-term trusted partners start bombarding. You never know when artificial intelligence is "rake", which naturally falls into multiplayer with live players, on the other hand, even in online mode can not be overlooked, the fleets are poorly controlled and because of the confusing minimapa often lose track about what's surrounding the waters.
Great but with reservations
From the Blue Fairy, the Anno 1800 is not just a revolutionary act, nor flawless. The game is somewhat confusing, tends to favor banal details over important, and you simply turn your head over it. But unlike the previous two episodes, the authors looked back on the past and best suited them. As a result, they have so far created a game with the most sophisticated building elements that will take you away for dozens of hours of life, especially in sandbox mode. Although the game often seems somewhat unfinished, little pain is worthy of the irresistible portrait of the Victorian city.