![]() ![]() Both faith and navigation are skills.Īt 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. You are then given a choice between using faith to weather the storm, or using navigation to sail through it. Skills are granted to the expedition by sending along specific types of cargo and passengers.Īs an example: A violent storm may challenge your expedition. These choices are usually associated with a specific skill. When the expedition encounters an event, players are given a choice on how to surmount it. Three skulls - hard expedition - epic and legendary items.Two skulls - medium expedition - rare and epic items.One skull - easy expedition - uncommon and rare items.Harder expeditions last longer, have more events but also carry greater rewards. The difficulty of an expedition is designated by the amount of skulls - more skulls mean higher difficulty. Pirate hunt – Items and Maps (if Sunken Treasures is installed).Rescue missions – Specialists and Items.Zoological expedition – Animals for zoos.Botanical expedition - Plants for botanic gardens.Archeological expedition – Artifacts for museums.Discovery expedition – Unlocks a new region. ![]() The expedition menu, showing the expedition type, rewards and the recommended skills that the expedition should possess.Įach expedition is associated with a different award type: Failure on the other hand, can lead to the loss of morale, a ship's cargo and items, and can sometimes even lead to the loss of the entire ship and the expedition with it. A successful event may reward extra morale, items, goods, or nothing, depending on the choices made. Events require certain skills to be overcome and rations to maintain morale after the event has been completed and continue on with the expedition. 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. The danger involved comes in the form of events. 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 majority of expeditions are meant to acquire useful items - such as exotic animals for zoos, artifacts for museums and various specialists.Įxpeditions are launched by sending one of your ships on an unseen journey to distant lands. The first of these leads to the crucial discovery of New World and more become available afterwards. Mix in some botanical modules (DLC), there are some really big trees and other plants that are an addition to any park.A view of the world map, dotted with golden pins, seen to the north and south of the region, signifying the availability of expeditions.Įxpeditions are an integral part of Anno 1800's gameplay and are unlocked by reaching the Artisans population tier. Mix in some museum modules, there are some really nice looking temples! It might make sense while designing wide pathways and spacious plazas, but they often look boring from afar as it adds a lot of grey to your zoo.ĭon't cram too much stuff in a small space, because then you will have to compromise on looks When you use the tiles for paths, avoid double width paths or plazas. Symmetry can look good in a city zoo or small zoo, but a big zoo shouldn't be square or symmetrical, I often force some asymmetry in my designs and it always gives me pleasantly surprising results. Have non-animal related stuff: food court, small park, promenade. Group animals together and have themed sections of your zoo: forest section, aquarium section, temple section. ![]() Try to get variations in the exhibits: Peacocks (park like exhibit), vultures ( tree stumps with birds on them), mantas (Caribbean themed aquarium), polar bears (ice themed mixed water-land), hippos (Africa themed mixed water-land), the kraken (a nice variation on the aquarium). Leave enough space between exhibits, I often leave 3 spaces, 1 for walking and 2 for trees/decoration Use lots of trees in your zoo, have smalls forests in your zoo and surround it with Temperate forestĭo the architectural World Fair exhibit for some nice decorative items, like the worlds fair annexes, columns and channels Use more than 1 main building, in a big zoo it makes sense and this way you can split up the zoo so everything doesn't have to be connected. I'm currently working on a mixed zoo-museum-botancial garden with +-50 modules.
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