![]() Houses also need to be within the zone of influence of Firehouses, Rat Catchers, Hospitals and public buildings to receive their benefits. ![]() Houses need to be within the zone of influence of a warehouse or marketplace and connected to them in order to receive goods. ![]() Buildings that produce goods need to be within the zone of influence of a warehouse or marketplace and connected to it via a road in order to store and distribute their produce. The "zone of influence" concept is key to the settlement building process. If you want finished goods like stone or iron for building materials, clothing or pottery, then you'll need to build an additional structure that is either within a zone of influence (shown as a white line some distance from the spot where you're planning on constructing the building) or connected to the raw materials via a road. ![]() If you just want to produce raw materials on the island all that's required is building the fields for crops or quarries for minerals. When you focus on an island in the main game screen or the sea map you can see what mineral resources are available there (stone, iron, clay, etc.) and what kind of crops you can grow (grain, spices, herbs, hemp, etc.). It's a bit disappointing that there's no option to play as either pirates or Orient in Story or Continuous Mode, but the game experience is still quite solid. Later on in the game you will make contact with the Orient from whom you will gain useful technologies like tea shops (the true sign of civilisation!) and water pumps for the irrigation of parched earth. The chapters are broken up into parts which have various missions to complete: increasing your island's population base to a given size or finding islands with new resources to exploit such as hemp for clothing or clay for making pottery. This gradual introduction to the game is quite satisfying on its own and has three difficulty levels for replay incentive. In the background is an overarching storyline of an Occidental prince, William, who is tasked by his father, King George, with founding new lands to remedy the ill-fortunes of the kingdom, currently plagued by drought. Story Mode acts as a primer for the Continuous Mode by having seven chapters which focus on different aspects of the game in increasing complexity. You're able to control the level of challenge by adjusting game world parameters like the number and size of islands, whether to have natural disasters, competing settlements and so on, but it's best to save this mode for later. Continuous Mode is the game "proper": it's open-ended and the player's goal is to create settlements, make them as prosperous as possible and then tinker away with them as long as they like. There are some religious overtones in the use of Christian symbols in some of the icons and terms for public buildings for worship and education, but otherwise the game steers clear of controversy by focusing gameplay on colonising uninhabited islands and helping those colonies to prosper.Īfter creating one of four possible user profiles (each with four save slots) you can choose one of two game modes. Whilst they have the same look and feel as their real-world counterparts, they're given the neutral names of Occident and Orient and have largely friendly relations. ![]() It dispenses with historic political and social conflict by focusing on two fictitious kingdoms resembling those of medieval/renaissance Europe and Western Asia. Add to that an excellent balance of depth and accessibility and you end up with what is possibly the best game of its kind on the Wii.Ĭalled Dawn of Discovery in North America (Ubisoft decided to ditch the long-established PC branding there), Anno: Create a New World is a capitalist utopian fantasy where all people need is more and more creature comforts to become richer and richer, without any of the unpleasantness of the consequences of ecological destruction or wage slavery. The Wii's pointer makes a good mouse replacement of course, so theoretically a game like Anno: Create a New World (the console version of Anno 1404, the fourth in a series of PC-based Renaissance-era sims) should work very well, and it does. The history of sim games on home consoles hasn't been the brightest since the control pad interface doesn't lend itself as well to the fine control you would normally expect using a mouse on home computers. ![]()
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