Influence, appearing in Anno 1800 as , is a special resource which can be invested to increase the power of one's empire. Influence can be used in a variety of ways such as spreading propaganda, constructing ships, settling additional islands, buying shares of a competitor's islands etc. Influence can be gained by amassing a large population, awarding influence points for reaching next profile levels, based on global population. Attracting Investors to your empire by upgrading engineer residences to investor residences also increases your influence pool for each residence upgraded. The amount of influence generated depends on the difficulty setting of influence:
- easy: 105 starting amount, 20 per profile level, 3 per investor residence
- medium: 100 starting amount, 15 per profile level, 2 per investor residence
- hard: 97 starting amount, 12 per profile level, 1 per investor residence
Seat of Power DLC allows you to generate even more influence by using Science Fairs Act policy of Department of Administration to earn 1 per engineer residence located within town halls affected by the palace or local departments.
Influence investments are divided into 6 categories, which might also be divided into subcategories:
- Trading ships
- Charter routes
- Military ships
- Harbourmaster’s Offices
- Town Halls
- Trade Unions
- Botanical Garden
- Commuter Piers
Each subcategory allows you to use some resources for free, up to a certain limit. After reaching the limit you will have to spend influence points to further invest into the same category. For example, trade category allows you to use up to 3 charter routes at the same time, and to construct a few trade ships (for instance up to 8 schooners). Additional charter routes cost influence, 5 points each. Also additional trade ships cost influence, the amount depends on the type of the ship. Only additional resources require influence, ones that you used up to the limit are still free.
|Trade||Trade Ships||8||Schooner: 1 |
Cargo Ship: 3
Oil Tanker: 5
Extravaganza Steamer: 6
Great Eastern: 10
|Charter routes||15||One charter route: 5|
|Airships (The Passage DLC)||8||Airship: 4|
|Military ships||20||Gunboat: 2 |
Battle Cruiser: 12
|Defences||35||Mounted Guns: 3 |
Cannon Tower: 7
Big Betty: 14
Repair Crane: 3
|Harbourmaster's Offices||20||Each building: 20|
|Town Halls||20||Each building: 20|
|Trade Unions (and Arctic Lodges)||20||Each building: 20|
|Museum||100||One module: 10|
|Zoo||100||One module: 10|
|Botanical Garden||200||One module: 10|
|Expansion||Islands||60||1 per 1000 tiles|
|Commuter Piers||30||Each building: 15|
|Shares||0||One share: 10|
You have 8 schooners, each cost 1 influence so you meet the exact limit of 8 points, your trade fleet costs no influence. Constructing another schooner will lower your available influence pool by 1 point. If you have no influence points available, you can’t construct any trade ships. To continue developing your trade fleet you need to either free up your influence from another category (for example by destroying or selling some military ships) or gain more population, or build more investor residences.
If you have 10 schooners and 2 charter routes you can’t construct more trade ships for free, but you can create one more charter route – even though it’s within the same category, trade ships and charter routes are different subcategories with separate limits.
Cost of islands
Influence cost for islands is directly and only related to their size in tiles, 1 is charged every 1000 tiles. Each island model has fixed size, and thus expected to always have the same price, although the price shown (and applied) is rounded, and can differ by ±1 depending on already owned islands.
The price ranges for islands in all regions are as follows:
To use influence you don’t have to perform any special actions. When you reach the limit, your influence points will be automatically invested if you override the limit. For instance when having 8 schooners, to invest your influence into trade ships subcategory you just have to construct or buy a trade ship and respectable amount of influence points will be immediately deducted from your pool.
Freeing up influence points
All invested influence points can be received back if you get rid of corresponding investments. Destroying excess ships, optimisation buildings, zoo, museum or botanical modules, losing islands, shares or having a new newspaper issue – all this actions or events free up influence points which you have previously invested.
Gaining more influence
To gain more influence points you need to expand your population or upgrade more engineer residences to investor residences. At the start of the game you have a base influence pool of 100 points (amount depends on influence difficulty setting). Until reaching 16000 people, every 400 people living in your empire increase your pool by the amount of points that depends on your influence difficulty setting. After reaching 16000 of global population, the number of people required to increase your influence increases exponentially - see: profile level. Additionally, every investor residence will grant you more influence points.
Investment in one category
Investing lots of influence points in one category grants a buff connected to that category. You can get one big buff from one category or several smaller buffs from several different categories. These bonuses are global and affect your entire empire. Investment in one category also grants you a special title. The list of all bonuses is displayed in the table below.