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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. |
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− | Also worth noting, is that since all |
+ | 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== |
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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
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 animals 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
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 usingFaith to weather the storm, or using Navigation 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 Extra Rations, which are nearly always recommended on long journeys, the categories of skill are as follows:
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 Diplomacy skill when put onto your expedition's ship. Wood and Cannon, used mostly in construction and ship building, give bonuses to Crafting and Naval Power when sent along. The sword displayed in your museum or the bear in your zoo, might give Force. 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:
.
- Continue (-10 morale)
- Provide Extra Rations and Continue (At the cost of Extra 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 "Extra 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 Worker Clothes and Schnapps are listed as "Medicine Goods" and award +20 Medicine skill to your expedition, your crew can only drink one of these and only Schnapps is also considered an "Extra 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 Extra 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
Extra Rations
Crafting Goods
Diplomacy Goods
Diplomacy Goods | Base Morale | Skill Bonus per 50t | Combined Morale per 50t | |
---|---|---|---|---|
Beer | 20 | 10 | 40 | |
Champagne | 20 | 30 | 80 | |
Cigars | 10 | 15 | 40 | |
Phonographs | 0 | 20 | 20 | |
Jewelry | - | 25 | 25 |
Faith Goods
Faith Goods | Base Morale | Skill Bonus per 50t | Combined Morale per 50t | |
---|---|---|---|---|
Bread | 10 | 5 | 20 | |
Light Bulbs | - | 5 | 5 |
Hunting Goods
Hunting Goods | Base Morale | Skill Bonus per 50t | Combined Morale per 50t | |
---|---|---|---|---|
Clay | - | 10 | 10 | |
Coal | - | 15 | 15 | |
Flour | - | 5 | 5 | |
Fur | - | 5 | 5 | |
Fur Coats | - | 20 | 20 | |
Glass | - | 10 | 10 |
Medicine Goods
Might Goods | Base Morale | Skill Bonus per 50t | Combined Morale per 50t | |
---|---|---|---|---|
Advanced Weapons | - | 30 | 30 | |
Dynamite | - | 20 | 20 | |
Weapons | - | 15 | 15 |
Navigation Goods | Base Morale | Skill Bonus per 50t | Combined Morale per 50t | |
---|---|---|---|---|
Pocket Watches | - | 10 | 10 | |
Steam Motors | - | 30 | 30 |