at this point that both sides of Anno’s
city-construction are wonderful to
watch in motion.
The game has a slightly painterly
aesthetic that complements the detail
of its models and animations
beautifully. Your fields of wheat and
sugarcane are abuzz with workers,
while carriages pulled by horses
transport resources to the next stage
of production.
These details evolve with your
city, too. Clothing fashions change as
your city becomes more advanced,
while your horse-drawn carriages
will increasingly give way to railroads
and even bicycles. Such intimate
detail does mean Anno 1800 is quite
performance heavy. Viewing larger
cities from certain angles will likely
cause a significant dip in framerate
on low-to-medium spec machines.
BEER BARON
As your production chains expand
and the desires of your people grow,
the strategic side of Anno 1800 begins
to show its teeth. At one point I
discovered my starting island couldn’t
produce beer, as the soil wasn’t fertile
for growing hops. My people quietly
informed me of this by staging a
massive riot that obliterated my
production and almost cost me my
game. Needless to say, I promptly
colonised a nearby island and set up a
second settlement dedicated almost
entirely to the
production of beer,
then organised a
trade route to ferry
this vitally important
resource on to
the mainland.
The way all Anno’s
systems interlock is
impressive. If you’re
struggling to create a resource
yourself, then you can purchase it via
your trading post. Yet doing this puts
you at the behest of other players (or
the AI if you’re playing singleplayer).
At the same time, you can sell surplus
produce from your settlements for
profit. But even a burgeoning
economy isn’t a guarantee of success.
You still need to be able to either
create or acquire the right resources
to push your city deeper into the
technological age.
In its later stages Anno becomes a
blend of industrial-scale plate-
spinning with some broad-strokes
RTS thrown in. As competition for
resources becomes fiercer, you may
need to wrest control of islands from
your opponents. This can be done
either through military force,
deploying fleets of gunboats and
frigates to lay siege to their ports. Or
you can purchase shares in the island
you desire, ultimately taking control
in one fell financial swoop.
For the most part, I think Anno’s
core systems are elegantly balanced.
At times it can make
you feel stretched,
especially if multiple
random events like
fires happen at once.
Even when I had to
pause a new project to
upgrade a bunch of
houses or relocate a
low-level farm,
however, I never felt bogged down in
micromanagement.
That said, I do want to highlight
one curious idiosyncrasy. Given the
game’s core theme of a shift from an
agrarian to an urbanised society, it’s
surprising that employment is not
more of a consideration. In fact, Anno
1800 ’s attitude to employment is the
polar opposite of the period it is
based on. Each household earns a set
income regardless of whether the
people who live there have a job in
the city or not. This effectively
encourages you to have a large
surplus of unemployed citizens, as
each new house you build brings in
that much more coin. As long as you
can meet their needs, it’s perfectly
fine to have hundreds of people
sitting around doing nothing.
CASH FLOW
I’m not sure whether this counts as a
flaw per-se, as there’s more than
enough complexity to grapple with
ensuring all your different citizens
are sufficiently catered for. It’s just
odd given how the game is otherwise
very conscious of the changing times
it represents. A harder problem is
that Anno 1800 doesn’t provide
enough tools to track your in-game
finances. Your income and expenses
are constantly fluctuating, and those
ever-shifting numbers can make it
hard to gauge how well your colony
is actually doing. Normally I’d sooner
eat my own keyboard than look at a
graph in a videogame, but I think
Anno 1800 would benefit from a
bell-curve or two.
By far Anno 1800’s biggest issue,
however, is the appalling and
incessant yammering of its AI
players. Anno 1800’s story campaign
features a cast of characters that are
fully written and voiced. I really wish
it didn’t. The acting is hammier than
a Doctor Who Christmas special,
particularly that of your in-game
nemesis Edvard Goode, who would
twirl his moustache right off his face
if he actually sported one.
Worse yet is the writing of the AI
barks, which are often totally inane
and uttered every time they interact
with you, whether it’s an automated
trade or simply a slight decline in
diplomatic relations. One AI
character declares “I can finally get
rid of that pent-up gas!” literally
every five minutes. This may seem
like a minor problem, but it’s
incredibly distracting from what is
otherwise a gentle yet utterly
absorbing game, like an episode of
Better Call Saul being interrupted by
the appearance of Keith Lemon.
Script carbuncles aside, Anno 1800
is a rich and sumptuous city-builder,
easily the grandest and deepest Anno
to date. Its early game is a
wonderfully relaxing experience,
while the later stages will have you
scratching your mutton-chops and
happily stretching your braces in
equalmeasure.
84
Despite an annoying
story mode, Anno
1800 is the biggest
and best entry in the
series to date.
VERDICT
For the most
part Anno’s
core systems
are elegantly
balanced
SOCIAL STR ATA
A breakdown of worker classes
FARMERS
The foundation
of your settlement.
They mostly enjoy
fish and pubs.
JONGELEROS
The New World
equivalent of
farmers. Subsist on
plantains and rum.
WORKERS
The men and
women who
support your heavy
industries.
ARTISANS
Foppish craftsmen,
these enlightened
ladies and gents
thrive on culture.
OBEROS
Oberos occupy the
middle ground
between workers
and artisans.
ENGINEERS
Engineers are the
technological
marvels of Anno’s
late-game.
Anno 1800
REVIEW