Anno 1800 Wiki
Anno 1800 Wiki
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As examples: A distiller specialist who would usually be slotted into your Trade Union to enhance liquor production, will give a +10 bonus to the [[File:ExpeditionDiplomacy.png|24x24px]]Diplomacy skill when put onto your expedition's ship. Wood and Cannon, used mostly in construction and ship building, give bonuses to [[File:ExpeditionCrafting.png|24x24px]]Crafting and [[File:ExpeditionNavalPower.png|24x24px]]Naval Power when sent along. The sword displayed in your museum or the bear in your zoo, might give [[File:ExpeditionForce.png|24x24px]]Force. It is worth experimenting.
 
As examples: A distiller specialist who would usually be slotted into your Trade Union to enhance liquor production, will give a +10 bonus to the [[File:ExpeditionDiplomacy.png|24x24px]]Diplomacy skill when put onto your expedition's ship. Wood and Cannon, used mostly in construction and ship building, give bonuses to [[File:ExpeditionCrafting.png|24x24px]]Crafting and [[File:ExpeditionNavalPower.png|24x24px]]Naval Power when sent along. The sword displayed in your museum or the bear in your zoo, might give [[File:ExpeditionForce.png|24x24px]]Force. It is worth experimenting.
   
Also worth noting, is that since all ship have a finite amount of cargo space, bigger ships and careful curation of what is loaded on board, is important for expeditions. For a complete list of what ordinary resources can do for your expedition when taken along as supplies, see the table below the "Expedition Supplies" section of this page.
+
Also worth noting, is that since all ships have a finite amount of cargo space, bigger ships and careful curation of what is loaded on board, is important for expeditions. For a complete list of what ordinary resources can do for your expedition when taken along as supplies, see the table below the "Expedition Supplies" section of this page.
 
==Morale and Supplies==
 
==Morale and Supplies==
 
During expeditions, '''morale''' serves as your ship's hitpoints and ranges from 0 morale to 100. The amount of starting morale can be raised by loading the ship with additional passengers and cargo.
 
During expeditions, '''morale''' serves as your ship's hitpoints and ranges from 0 morale to 100. The amount of starting morale can be raised by loading the ship with additional passengers and cargo.

Revision as of 09:20, 5 August 2019

World Map-0

A view of the World's Map, dotted with Golden Pins that hold icons, seen to the North and South of the Town, signifying the availability of Expedition opportunities.

Expeditions are an integral part of Anno 1800's gameplay and are unlocked by reaching the Artisan population tier. The first of these leads to the crucial discovery of New World and more become available afterwards. The majority of expeditions are meant to acquire useful items - such as exotic an​​​​​imals for zoos, artifacts for museums and various specialists.

Expeditions are launched by sending a single one of your ships on an unseen journey to distant lands. Expeditions are risky and to ensure the ship survives, a careful selection of additional cargo and/or passengers should be loaded aboard to aid the vessel and its crew. This risk comes in the form of challenges.

When a challenge crops up, the player will be informed by text and will need to make a choice on how the expedition should proceed. Challenges require skill to overcome and rations to maintain morale. When successful, challenges are resolved, might even yield rewards of their own, and the expedition is free to continue towards the destination's award. Failure on the other hand, can lead to the loss of additional morale, passengers, items or even the entire ship and expedition with it.

Types of expeditions

Current Expedition Menu

The Expedition Menu, showing the Expedition Type, Rewards and the recommended skills that the Expedition should bring along.

Each expedition is associated with a different award type. Their difficulty is designated by the amount of stars. Harder expeditions last longer, have more challenges and carry greater rewards.

  • Region Expedition – Unlock a new Region to develop
  • Archeological Expedition – Artifacts for Museums
  • Zoological Expedition – Animals for Zoos
  • Rescue Missions – Specialists
  • Pirate Hunt – Various Rewards

Preparation, Skills and Challenge Choice

When the expedition encounters a challenge, players are given a choice on how to surmount it. These choices are usually associated with a specific skill.

As an example: A violent storm may challenge your expedition. You are then given a choice between usingExpeditionFaithFaith to weather the storm, or using ExpeditionNavigationNavigation to sail through it. Both Faith and Navigation are skills.

At the start of the expedition, The Captain will hand you his best estimation of the most important skills required to overcome the majority of the expedition's challenges. Aside from RumExtra Rations, which are nearly always recommended on long journeys, the categories of skill are as follows:

ExpChoice2-0

In this example, a challenge offers the player a choice between using the expedition's Faith or Navigation skills to overcome it. The Bosun Specialist in this example, adds additional change to beat the challenge through Navigation.

  • ExpeditionCraftingCrafting
  • ExpeditionDiplomacyDiplomacy
  • ExpeditionFaithFaith
  • ExpeditionForceForce
  • ExpeditionHuntingHunting
  • ExpeditionMedicineMedicine
  • ExpeditionNavigationNavigation
  • ExpeditionNavalPowerNaval Power

To supply the expedition with these skills, nearly all of Anno 1800's items, specialists and common resources come with a skill rating when put on board. Brought along, these give your expedition a bonus % chance to overcome challenges. Skill bonuses are additive and with proper preparation and some luck, most challenges should offer at least one choice that plays on the expedition's pool of skills.

As examples: A distiller specialist who would usually be slotted into your Trade Union to enhance liquor production, will give a +10 bonus to the ExpeditionDiplomacyDiplomacy skill when put onto your expedition's ship. Wood and Cannon, used mostly in construction and ship building, give bonuses to ExpeditionCraftingCrafting and ExpeditionNavalPowerNaval Power when sent along. The sword displayed in your museum or the bear in your zoo, might give ExpeditionForceForce. It is worth experimenting.

Also worth noting, is that since all ships have a finite amount of cargo space, bigger ships and careful curation of what is loaded on board, is important for expeditions. For a complete list of what ordinary resources can do for your expedition when taken along as supplies, see the table below the "Expedition Supplies" section of this page.

Morale and Supplies

During expeditions, morale serves as your ship's hitpoints and ranges from 0 morale to 100. The amount of starting morale can be raised by loading the ship with additional passengers and cargo.

Failing a challenge when the expedition is underway might lead to extra morale losses, but even when successfully overcome there is a standard -10 moral decrease after all challenges, likely because of the crew's homesickness. Upon reaching 0 morale, the expedition fails and the ship - including everything on board - is lost.

To mitigate the standard morale loss, the player is given a choice at the end of every challenge. These choices are:

.

Choice 2

After every challenge, the player decides how to deal with the normal loss of moral, or if it's better to return the ship home and abandon the mission.

  • Continue (-10 morale)
  • Provide Extra Rations and Continue (At the cost of RumExtra Rations, decreases moral drop)
  • Return Home (Ship returns safely with everything that was on board at the time of the decision to return home)

.

While all common resources add to the ship's pool of supplies, only supplies that are labeled as "RumExtra Rations" can be used to mitigate the loss of morale. They are all edibles. Extra Rations can come with incidental bonuses to your expedition's skills to meet challenges, but they are of their own class of supplies - as can be seen in the "Expedition Supplies" table below. After all, while both Work clothes Worker Clothes and Schnapps-0 Schnapps are listed as "Medicine Goods" and award +20 ExpeditionMedicineMedicine skill to your expedition, your crew can only drink one of these and only Schnapps is also considered an "RumExtra Ration".

At the start of an expedition, the extra morale awarded by loading the ship with extra passengers and cargo, is based on the person, or item's Base Morale and Skill Bonus statistics - as can be seen in the "Expedition Supplies" table below. Only the edible RumExtra Rations have a base morale value, but when they also possess an additional skill bonus alongside it, extra morale is awarded. This makes extra rations with bonus skills particularly useful to bring along.

Expedition Supplies

RumExtra Rations

Extra Rations Goods Base Morale Skill Bonus per 50t Combined Morale per 50t
Beef Beef 20 - 20
Beer Beer 20 +10 Diplomacy 40
Canned food Canned Food 40 - 40
Champagne Champagne 20 +30 Diplomacy 80
Chocolate Chocolate 50 - 50
Cigars Cigars 10 +15 Diplomacy 40
Corn Corn 15 - 15
Fish-0 Fish 15 - 15
Flour-0 Flour 0 +5 Hunting 0
Fried plantains Fried Plantains 10 - 10
Goulash Goulash 25 - 25
Grain-0 Grain 5 - 5
Grapes 0 Grapes 10 - 10
Pigs Pigs 15 - 15
Plantains Plantains 10 - 10
Potato Potatoes 10 - 10
Red peppers Red Peppers 10 - 10
Rum Rum 30 +15 Medicine 60
Sausages-0 Sausages 20 - 20
Schnapps-0 Schnapps 15 +20 Medicine 55
Tortilla Tortillas 15 - 15

ExpeditionCraftingCrafting Goods

Crafting Goods Base Morale Skill Bonus per 50t Combined Morale per 50t
Alpaca wool-0 Alpaca Wool - 10 10
Brass 0 Brass - 15 15
Caoutchouc Caoutchouc - 30 30
Cement 0 Cement - 20 20
Copper 0 Copper - 15 15
Sails Sails - 20 20
Sewing machines Sewing Machines - 30 30
Steel beams-0 Steel Beams - 15 15
Timber-0 Timber - 20 20
Wood-0 Wood - 10 10
Wool-0 Wool - 10 10

ExpeditionDiplomacyDiplomacy Goods

Diplomacy Goods Base Morale Skill Bonus per 50t Combined Morale per 50t
Beer Beer 20 10 40
Champagne Champagne 20 30 80
Cigars Cigars 10 15 40
Phonographs 0 Phonographs 0 20 20
Jewelry 0 Jewelry - 25 25

ExpeditionFaithFaith Goods

Faith Goods Base Morale Skill Bonus per 50t Combined Morale per 50t
Bread-0 Bread 10 5 20
Light bulb 0 Light Bulbs - 5 5

ExpeditionHuntingHunting Goods

Hunting Goods Base Morale Skill Bonus per 50t Combined Morale per 50t
Clay-0 Clay - 10 10
Coal Coal - 15 15
Flour-0 Flour - 5 5
Furs Fur - 5 5
Fur Coats Fur Coats - 20 20
Glass Glass - 10 10

ExpeditionMedicineMedicine Goods

Medicine Goods Base Morale Skill Bonus per 50t Combined Morale per 50t
Cocoa 0 Cocoa - 10 10
Cotton Cotton - 10 10
Cotton fabric Cotton Fabric - 15 15
Fish Oil Fish Oil - 10 10
Potato Potatoes 10 5 20
Rum Rum 30 15 60
Schnapps-0 Schnapps 15 20 55
Soap-0 Soap - 15 15
Sugar Sugar - 5 5
Tobacco Tobacco - 10 10
Work clothes Work Clothes - 20 20

ExpeditionNavalPowerNaval Power Goods

Might Goods Base Morale Skill Bonus per 50t Combined Morale per 50t
Advanced weaponry 0 Advanced Weapons - 30 30
Dynamite 0 Dynamite - 20 20
Weapons-0 Weapons - 15 15

ExpeditionNavigationNavigation Goods

Navigation Goods Base Morale Skill Bonus per 50t Combined Morale per 50t
Pocket watch 0 Pocket Watches - 10 10
Steam machine 0 Steam Motors - 30 30