Anno 1404: Venice was released on February 26, 2010. The expansion includes 15 new scenarios, an espionage system, volcanic islands and an added third non-player power known as the Venetian dignitary Giacomo Garibaldi. Garibaldi enables the player to sabotage other player's cities and/or buy them. Game update (patch) to Anno 1404: Venice, a (n) strategy game, v.2.1 EU, added on Tuesday, November 30, 2010. Version: v.2.1 EU Patch to the European edition of the game Anno 1404: Venice. Report problems with download to [email protected].
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Contents Housing Large scale occidental layoutBig City building planBuilding plan with calamity buildingsPreparing for 'Need-Buildings'This building plan is for 4 Market Places, which are flipped symmetrically: with a horizontal and a vertical axis. The first image shows the outcome, if you are playing without the need for Carpenters, Fire Stations and Surgeries. The second image shows where to place calamity buildings (Carpenters, Fire Stations and Surgeries) if you set up game for them.
This will 'cost' you 9 Houses per Market Building. The third image shows how to prepare for the 'Need Buildings': Build the houses in this way, so (later on) to easily make place for the Tavern, Church and Prison.In the first image the center is left open. This is best filled with a Market Building. An additional Market Place can be build here, but houses built around it will be out of the influence areas of the 'Need Buildings'. You could make a beautiful garden here, as well.4 Market Place 340 Houses 16 Chapels 4 Church 12 Taverns 4 PrisonsSmall scale occidental layoutSmall village with 84 houses and additional space for 4 chapels, 4 Carpenter's house, 2 taverns, 1 Debtor's Prison and 1 church (also space for an Alms house).
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Every house has got access to every service-building. Good if you want minimum amount of vacant space.For protection against sickness and plague and fire, additional houses must be demolished to make space for such facilities.1 Marketplace 87 houses 4 chapels 4 carpenter's house 2 taverns 1 debtor's prison 1 churchOccidental layout I. A single set of utility buildings providing services for 101 houses. All houses get church access, so all can advance to at least citizen class. I have never gotten a plague using this layout, and fires are very rare if you use stone roads (less than one per 5 hours of gameplay). The market building can be omitted if you have something else covering the carpenters on the side already. Replace the inner carpenters/doctors with more houses if you have fire/plague disabled.Second Image shows where to put Fire Stations, if you want them.
Doesn't support the 3 Houses at top or bottom.1 Marketplace 101 Houses 1 Church 1 Tavern 1 Debtor's prison 4 Carpenter's houses 2 Surgeries 1 Small market buildingOccidental layout IIThis city is centered around the church, however this city layout is designed such that you can build it stepwise as your population develops. You first build the left marketplace and the chapel left of the place where the tavern will come later on (red empty rectangle).
Once you have build the left part of the city with the church, you can build the second marketplace expand to right. All huts run at 100%, although you may have to press the Cultivate button after building the roads to get them back up to 100% (Note that it is significantly cheaper to manually build any required trees at 5 gold per tree, each tree gives 3% productivity). There is one tile of overlap between each pair of huts.The small market building can almost completely keep up with production when using dirt roads, and keeps up without trouble if you upgrade to stone roads.WoodAll huts can run at 100%. The roads outside are to show the boundary of this layout.
You will need to manually plant trees or even remove existing trees if they are too large. Best if you remove all existing trees first before manually planting all trees.Wood(noria exploit). Dates/Indigo/Silk/Coffee/.layoutThis Layout gives you the flexibility you need!You can build farms up to 5 fields.If the farm doesn't need a road, you don't need to build the road (red).In the middle you can build a market building with a small noria, a market building with a process building or 2 process buildings. The choice is yours.If you build a spice farm you can leave 1 field (yellow) and build a large noria, market building, or process building instead.Large Norias can also be set at the edge.Spices. Wheat/Milk farm layoutThis layout is usable for wheat (bread/beer) and milk farms.Uses 64 tiles per farm.Four blocks are displayed, showing how multiple blocks can be combined without wasting space in between.Note that since goat farms don't require any fertilities, you can build them on northern islands. If you're building goat farms on infertile land, you can either place noria's beside the blocks, or replace some fields (of different farms) with norias and use the.Wheat / Milk / Cattle farms.
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