mNo edit summary Tag: Visual edit |
(Reworded some phrases, cosmetic changes, prepared a table for force skill goods) |
||
Line 1: | Line 1: | ||
− | [[File:World Map-0.png|thumb|184x184px|A view of the World |
+ | [[File:World Map-0.png|thumb|184x184px|A view of the [[Game World#World Map|world map]], dotted with golden pins, seen to the north and south of the region, signifying the availability of expeditions.]] |
− | '''Expeditions''' are an integral part of Anno 1800's gameplay and are unlocked by reaching the |
+ | '''Expeditions''' are an integral part of Anno 1800's gameplay and are unlocked by reaching the {{Infoicon Artisans}} 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 |
+ | Expeditions are launched by sending one of your ships on an unseen journey to distant lands. Expeditions are dangerous and to ensure the ship survives, a careful selection of additional goods and specialists of your own should be brought aboard to grant the expedition a certain amount of '''skill'''. The danger involved comes in the form of '''random events'''. |
+ | |||
⚫ | When an event crops up, the player will be informed by a text-adventure menu and will need to make a '''choice''' on how the expedition should proceed. Events require certain '''skills''' to be overcome and '''rations''' to maintain '''morale'''. When successful, events are positively resolved and might even yield rewards of their own, and the expedition is free to continue towards the destination. Failure on the other hand, can lead to the loss of morale, ship's cargo and items, even the entire ship can be lost and the expedition with it. |
||
⚫ | When |
||
==Types of expeditions== |
==Types of expeditions== |
||
− | [[File:Current Expedition Menu.png|thumb|249x249px|The |
+ | [[File:Current Expedition Menu.png|thumb|249x249px|The expedition menu, showing the expedition type, rewards and the recommended skills that the expedition should possess.]] |
− | Each expedition is associated with a different award type. Their difficulty is designated by the amount of stars. Harder expeditions last longer, have more |
+ | Each expedition is associated with a different award type. Their difficulty is designated by the amount of stars - more stars mean higher difficulty. Harder expeditions last longer, have more events but also carry greater rewards. |
− | * |
+ | *Discovery expedition – Unlocks a [[Game World|new region]] |
− | *Archeological |
+ | *Archeological expedition – Artifacts for museums |
− | *Zoological |
+ | *Zoological expedition – Animals for zoos |
− | *Rescue |
+ | *Rescue missions – Specialists |
− | *Pirate |
+ | *Pirate hunt – Various rewards |
− | == Preparation, Skills and |
+ | == Preparation, Skills and Event Choice == |
− | When the expedition encounters |
+ | When the expedition encounters an '''event''', players are given a '''choice''' on how to surmount it. These choices are usually associated with a specific '''skill'''. Skills are granted to the expedition by sending along specific types of cargo and passengers. |
− | As an example: A violent storm may challenge your expedition. You are then given a choice between using[[File:ExpeditionFaith.png|24x24px]] |
+ | As an example: A violent storm may challenge your expedition. You are then given a choice between using[[File:ExpeditionFaith.png|24x24px]] faith to weather the storm, or using [[File:ExpeditionNavigation.png|24x24px]] navigation to sail through it. Both faith and navigation are '''skills'''. |
− | At the start of the expedition, |
+ | 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 [[File:Rum.png|24x24px]] extra rations, which are always recommended on long journeys, the categories of skills are as follows: |
− | [[File:ExpChoice2-0.png|thumb|324x324px|In this example, |
+ | [[File:ExpChoice2-0.png|thumb|324x324px|In this example, an '''event''' offers the player a '''choice''' between using the expedition's faith or navigation '''skills''' to overcome it. In this example, Bosun specialist and ship's base skill both add additional chance to beat the challenge through navigation.]] |
*[[File:ExpeditionCrafting.png|24x24px]]Crafting |
*[[File:ExpeditionCrafting.png|24x24px]]Crafting |
||
*[[File:ExpeditionDiplomacy.png|24x24px]]Diplomacy |
*[[File:ExpeditionDiplomacy.png|24x24px]]Diplomacy |
||
Line 29: | Line 30: | ||
*[[File:ExpeditionNavigation.png|24x24px]]Navigation |
*[[File:ExpeditionNavigation.png|24x24px]]Navigation |
||
*[[File:ExpeditionNavalPower.png|24x24px]]Naval Power |
*[[File:ExpeditionNavalPower.png|24x24px]]Naval Power |
||
− | To supply the expedition with these skills, nearly all |
+ | To supply the expedition with these skills, nearly all items and goods come with a skill rating. Brought along, these give your expedition a bonus percent chance to overcome challenges. Skill bonuses are additive and with proper preparation and some luck, most events should offer at least one choice that plays on the expedition's pool of talents. |
− | + | An example: a distiller specialist, who would usually be slotted into your [[Trade Union|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. [[Lumberjack's Hut|Wood]] and [[Weapon Factory|weapons]], 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 bonus to [[File:ExpeditionForce.png|24x24px]] force. It is worth experimenting. |
|
− | Also worth noting, is that since all ships have a finite amount of cargo space, bigger ships and careful |
+ | Also worth noting, is that since all ships have a finite amount of cargo space, bigger ships and careful planning of what is loaded on board, is important for expeditions. |
+ | |||
⚫ | For a complete list of what common goods can do for your expedition when taken along as supplies, see the table below in the [[Expeditions#Expedition Supplies|Expedition Supplies]] section of this page. For a comprehensive list of what items and specialists can bring to an expedition, refer to the [[Items#Lists of items|items page]] and its links to various subpages. |
||
⚫ | For a complete list of what common goods can do for your expedition when taken along as supplies, see the table below the |
||
==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 giving the crew a quality ship and loading it 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 giving the crew a quality ship and loading it with additional passengers and cargo. |
||
− | Failing |
+ | Failing an event 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 events, 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 |
+ | To mitigate the standard morale loss, the player is given a choice at the end of every event. These choices are: |
− | + | [[File:Choice 2.png|thumb|220x220px|After every event, the player decides how to deal with the normal loss of morale, or if it's better to return the ship home and abandon the mission.]] |
|
⚫ | |||
* '''Continue '''(-10 morale) |
* '''Continue '''(-10 morale) |
||
⚫ | |||
* '''Return Home '''(Ship returns safely with everything that was on board at the time of the decision to return home) |
* '''Return Home '''(Ship returns safely with everything that was on board at the time of the decision to return home) |
||
− | . |
||
⚫ | While all goods add to the ship's pool of supplies, only supplies that are labeled as |
||
⚫ | While all goods add to the ship's pool of supplies, only supplies that are labeled as [[File:Rum.png|24x24px]] extra rations in the [[Expeditions#Expedition Supplies|Expedition Supplies]] table further down this page, can be used to mitigate the loss of morale. Extra rations can bring incidental bonuses to your expedition's skills to meet challenges, but they all share the unique trait of being edible (besides cigars, which for some reason count as rations). After all, while both [[File:Work_clothes.png|24px]] work clothes and [[File:Schnapps-0.png|24px]] schnapps are listed as "Medicine Goods" and award [[File:ExpeditionMedicine.png|24x24px]] medicine skill to your expedition, your crew can only drink one of these and only schnapps is also considered an [[File:Rum.png|24x24px]] extra ration. |
||
⚫ | When loading additional supplies and passengers, the extra morale awarded is flatly proportionate to the amount of ''' |
||
+ | |||
⚫ | When loading additional supplies and passengers, the extra morale awarded is flatly proportionate to the amount of '''base morale''' and '''skills''' they add to the expedition. Where supplies are concerned, these statistics can be seen in the [[Expeditions#Expedition Supplies|Expedition Supplies]] table below. Only [[File:Rum.png|24x24px]] extra rations have a '''base morale''' value, but when they also possess a '''skill bonus''' alongside it, additional morale is awarded (it is a double value of the skill bonus). This makes extra rations with bonus skills particularly useful. |
||
== Expedition Supplies == |
== Expedition Supplies == |
||
− | + | ===[[File:Rum.png|42x42px]]Extra Rations === |
|
{| class="article-table sortable" style="text-align:center; width:100%;" |
{| class="article-table sortable" style="text-align:center; width:100%;" |
||
! class="unsortable" | |
! class="unsortable" | |
||
Line 189: | Line 191: | ||
|15 |
|15 |
||
|} |
|} |
||
+ | |||
− | + | ===[[File:ExpeditionCrafting.png|42x42px]]Crafting Goods === |
|
{| class="article-table sortable" style="text-align:center; width:100%;" |
{| class="article-table sortable" style="text-align:center; width:100%;" |
||
! class="unsortable" | |
! class="unsortable" | |
||
Line 263: | Line 266: | ||
|10 |
|10 |
||
|} |
|} |
||
+ | |||
− | + | ===[[File:ExpeditionDiplomacy.png|42x42px]]Diplomacy Goods === |
|
{| class="article-table sortable" style="text-align:center; width:100%;" |
{| class="article-table sortable" style="text-align:center; width:100%;" |
||
! class="unsortable" | |
! class="unsortable" | |
||
Line 290: | Line 294: | ||
|- |
|- |
||
|[[File:Phonographs_0.png|40x40px]] |
|[[File:Phonographs_0.png|40x40px]] |
||
+ | |Gramophones |
||
− | |Phonographs |
||
|0 |
|0 |
||
|20 |
|20 |
||
Line 296: | Line 300: | ||
|- |
|- |
||
|[[File:Jewelry_0.png|40x40px]] |
|[[File:Jewelry_0.png|40x40px]] |
||
+ | |Jewellery |
||
− | |Jewelry |
||
|<nowiki>-</nowiki> |
|<nowiki>-</nowiki> |
||
|25 |
|25 |
||
|25 |
|25 |
||
|} |
|} |
||
+ | |||
− | + | ===[[File:ExpeditionFaith.png|42x42px]]Faith Goods === |
|
{| class="article-table sortable" style="text-align:center; width:100%;" |
{| class="article-table sortable" style="text-align:center; width:100%;" |
||
! class="unsortable" | |
! class="unsortable" | |
||
Line 322: | Line 327: | ||
|} |
|} |
||
− | + | ===[[File:ExpeditionForce.png|42x42px]]Force Goods === |
|
+ | {| class="article-table sortable" style="text-align:center; width:100%;" |
||
+ | ! class="unsortable" | |
||
+ | ! style="text-align:center" |Force Goods |
||
+ | !Base Morale |
||
+ | ! class="unsortable" |Skill Bonus per 50t |
||
+ | !Combined Morale per 50t |
||
+ | |- |
||
+ | |[[File:Beef.png|40x40px]] |
||
+ | |Beef |
||
+ | | ? |
||
+ | | ? |
||
+ | | ? |
||
+ | |- |
||
+ | |[[File:Coffee.png|40x40px]] |
||
+ | |Coffee |
||
+ | | ? |
||
+ | | ? |
||
+ | | ? |
||
+ | |- |
||
+ | |[[File:Steam carriages.png|40x40px]] |
||
+ | |Steam carriages |
||
+ | | ? |
||
+ | | ? |
||
+ | | ? |
||
+ | |} |
||
+ | |||
⚫ | |||
{| class="article-table sortable" style="text-align:center; width:100%;" |
{| class="article-table sortable" style="text-align:center; width:100%;" |
||
! class="unsortable" | |
! class="unsortable" | |
||
Line 349: | Line 381: | ||
|- |
|- |
||
|[[File:Furs.png|40x40px]] |
|[[File:Furs.png|40x40px]] |
||
+ | |Furs |
||
− | |Fur |
||
|<nowiki>-</nowiki> |
|<nowiki>-</nowiki> |
||
|5 |
|5 |
||
Line 366: | Line 398: | ||
|10 |
|10 |
||
|} |
|} |
||
+ | |||
⚫ | |||
+ | ===[[File:ExpeditionMedicine.png|42x42px]]Medicine Goods === |
||
{| class="article-table sortable" style="text-align:center; width:100%;" |
{| class="article-table sortable" style="text-align:center; width:100%;" |
||
! class="unsortable" | |
! class="unsortable" | |
||
Line 441: | Line 474: | ||
|} |
|} |
||
− | + | ===[[File:ExpeditionNavalPower.png|42x42px]]Naval Power Goods === |
|
{| class="article-table sortable" style="text-align:center; width:100%;" |
{| class="article-table sortable" style="text-align:center; width:100%;" |
||
! class="unsortable" | |
! class="unsortable" | |
||
Line 468: | Line 501: | ||
|} |
|} |
||
− | + | ===[[File:ExpeditionNavigation.png|42x42px]]Navigation Goods === |
|
{| class="article-table sortable" style="text-align:center; width:100%;" |
{| class="article-table sortable" style="text-align:center; width:100%;" |
||
! class="unsortable" | |
! class="unsortable" | |
Revision as of 17:49, 12 August 2019
Expeditions are an integral part of Anno 1800's gameplay and are unlocked by reaching the Artisans 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 one of your ships on an unseen journey to distant lands. Expeditions are dangerous and to ensure the ship survives, a careful selection of additional goods and specialists of your own should be brought aboard to grant the expedition a certain amount of skill. The danger involved comes in the form of random events.
When an event crops up, the player will be informed by a text-adventure menu and will need to make a choice on how the expedition should proceed. Events require certain skills to be overcome and rations to maintain morale. When successful, events are positively resolved and might even yield rewards of their own, and the expedition is free to continue towards the destination. Failure on the other hand, can lead to the loss of morale, ship's cargo and items, even the entire ship can be lost and the expedition with it.
Types of expeditions
Each expedition is associated with a different award type. Their difficulty is designated by the amount of stars - more stars mean higher difficulty. Harder expeditions last longer, have more events but also carry greater rewards.
- Discovery expedition – Unlocks a new region
- Archeological expedition – Artifacts for museums
- Zoological expedition – Animals for zoos
- Rescue missions – Specialists
- Pirate hunt – Various rewards
Preparation, Skills and Event Choice
When the expedition encounters an event, players are given a choice on how to surmount it. These choices are usually associated with a specific skill. Skills are granted to the expedition by sending along specific types of cargo and passengers.
As an example: A violent storm may challenge your expedition. You are then given a choice between using faith 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 always recommended on long journeys, the categories of skills are as follows:
To supply the expedition with these skills, nearly all items and goods come with a skill rating. Brought along, these give your expedition a bonus percent chance to overcome challenges. Skill bonuses are additive and with proper preparation and some luck, most events should offer at least one choice that plays on the expedition's pool of talents.
An example: 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 weapons, 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 bonus to force. It is worth experimenting.
Also worth noting, is that since all ships have a finite amount of cargo space, bigger ships and careful planning of what is loaded on board, is important for expeditions.
For a complete list of what common goods can do for your expedition when taken along as supplies, see the table below in the Expedition Supplies section of this page. For a comprehensive list of what items and specialists can bring to an expedition, refer to the items page and its links to various subpages.
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 giving the crew a quality ship and loading it with additional passengers and cargo.
Failing an event 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 events, 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 event. These choices are:
- Provide Extra Rations and Continue (At the cost of extra rations, decreases morale drop)
- Continue (-10 morale)
- Return Home (Ship returns safely with everything that was on board at the time of the decision to return home)
While all goods add to the ship's pool of supplies, only supplies that are labeled as extra rations in the Expedition Supplies table further down this page, can be used to mitigate the loss of morale. Extra rations can bring incidental bonuses to your expedition's skills to meet challenges, but they all share the unique trait of being edible (besides cigars, which for some reason count as rations). After all, while both work clothes and schnapps are listed as "Medicine Goods" and award medicine skill to your expedition, your crew can only drink one of these and only schnapps is also considered an extra ration.
When loading additional supplies and passengers, the extra morale awarded is flatly proportionate to the amount of base morale and skills they add to the expedition. Where supplies are concerned, these statistics can be seen in the Expedition Supplies table below. Only extra rations have a base morale value, but when they also possess a skill bonus alongside it, additional morale is awarded (it is a double value of the skill bonus). This makes extra rations with bonus skills particularly useful.
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 | |
Gramophones | 0 | 20 | 20 | |
Jewellery | - | 25 | 25 |
Faith Goods
Faith Goods | Base Morale | Skill Bonus per 50t | Combined Morale per 50t | |
---|---|---|---|---|
Bread | 10 | 5 | 20 | |
Light Bulbs | - | 5 | 5 |
Force Goods
Force Goods | Base Morale | Skill Bonus per 50t | Combined Morale per 50t | |
---|---|---|---|---|
Beef | ? | ? | ? | |
Coffee | ? | ? | ? | |
Steam carriages | ? | ? | ? |
Hunting Goods
Hunting Goods | Base Morale | Skill Bonus per 50t | Combined Morale per 50t | |
---|---|---|---|---|
Clay | - | 10 | 10 | |
Coal | - | 15 | 15 | |
Flour | - | 5 | 5 | |
Furs | - | 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 |