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Anno 1701 Cheats

Anno 1701

ANNO 1701 / 1701 A.D.

Cheat Codes:
------------
Submitted by: David K.

-= Activate the Built-In Warehouse Cheats =-
The warehouse-name cheats work in the Windows PC game, including Anno 1701 History
Edition. They are single-player tools. Select one of your warehouses, click its
settlement name, type the code with the exact capitalization shown, and confirm with
Enter. Rename the settlement normally before entering the same or another code again.

* BonanzaCreek - Adds 100,000 gold coins.
* Linlithgow - Fills the selected warehouse with tools.
* ParadiseCity - Fills the selected warehouse with consumer goods.
* SiliconValley - Completes the research currently available to the settlement.
  Required research buildings and branch prerequisites still matter.
* MariaDelTule - Enables the pipette-style placement of trees and plantation plants;
  it also works in History Edition.

Keep a separate save before using cheats in a scenario or long continuous game.
Money, goods, and instant research can destroy the intended pacing, and research
branches contain mutually exclusive choices. Anno 1701 has no normal built-in
developer console for players; do not copy console commands from later Anno games.

Hints and Tips:
---------------
-= Choose the Correct Windows PC Edition =-
Anno 1701 is also sold as 1701 A.D. The current History Edition contains the base
game and The Sunken Dragon expansion, uses a 64-bit build, supports modern
resolutions up to 4K, borderless display, multi-screen layouts, old save
compatibility, and updated multiplayer. The GOG release retains the original-era
build and is still useful for DRM-free offline play and LAN multiplayer. Keep save
folders and multiplayer expectations separate by edition, even though the core
simulation rules are largely shared.

-= Scout the Main Island before Placing the First Warehouse =-
Circle candidate islands with the Exploration Ship before committing. Prefer a broad
coast, a large central building area, food, clay, and fertility for an early alcohol
chain. Local iron is ideal; otherwise make sure a nearby ore island can support a
short, safe feeder route. Reveal fertility icons, mine sites, and whale grounds, and
do not occupy the only large beach if later shipyards, piers, or coastal defenses
will need that shoreline.

-= Found a New Island from a Ship =-
Load the ship with enough construction materials, sail close to a sandy stretch of
coast, and use the Build Warehouse action that appears in the ship menu. Place the
warehouse on the coast with a left-click; the ship transfers its carried building
materials into the new warehouse automatically. Only one warehouse can be built per
island. Hold Shift while placing it when you want to keep the remaining construction
materials aboard for another settlement instead of unloading them all.

-= Build in Controlled Population Waves =-
The economy becomes unstable when too many residences promote at once. Before
allowing the next tier, stock its new goods, reserve construction materials, upgrade
only a test block, and watch warehouse trends for several delivery cycles. If food,
cloth, alcohol, or tobacco starts falling, stop further promotions until production
and shipping catch up.

-= Diagnose Shortages before Adding More Farms =-
Low stock can come from production, cart traffic, or shipping. Check the utilization
percentage in the production-building menu before adding another chain. If a producer
is full while its processor is empty, the bottleneck is usually road or marketplace
transport. If both buildings sit idle, check fertility, fields, raw-material access,
road links, and whether the building is paused. If the producing island stays full
while the main city is empty, shorten or enlarge the sea route instead of building
more farms.

-= Reserve Space for Public Buildings Early =-
Keep the residential core compact around the village center, but leave deliberate
spaces for chapel, school, church, university, theater, and senate coverage.
Production buildings do not need nearby housing. Put farms and processors outside the
housing core and place marketplaces where their carts can reach both raw producers
and processors quickly.

-= Upgrade Logistics Where Carts Are the Bottleneck =-
Add or upgrade market capacity when collection carts are actually queueing or
producers stay full. Use stone roads first on warehouse-to-market links and the
busiest iron, food, and alcohol routes; carts, doctors, and fire crews move faster
there. Do not spend bricks upgrading lightly used side streets while the main
production spine is still slow.

-= Use Immediate Pickup and Optimize on Production Buildings =-
When one full producer is the urgent bottleneck, select it and use Immediate Pickup
to call the next free market cart directly instead of waiting for the normal route.
For farms and plantations, use Optimize after placement to fill all usable field
spaces that do not overlap another building. Use these for immediate bottlenecks. If
you need them repeatedly, the road, market, or production layout probably needs more
capacity.

-= Tools Are the Main Expansion Reserve =-
Do not let passive trade sell the tool stock needed for a new island or a promotion
wave. A new colony should be able to afford at least its warehouse, a marketplace,
roads, and the first local production chain from protected construction stock. If
tools are scarce, delay military buildings and luxury expansion until the iron chain
is stable. Keep separate forestry zones so housing expansion does not erase the wood
supply. Once the brick reserve is healthy, pause surplus Brickworks instead of paying
upkeep into a full warehouse. Marble is a late material; protect its sea route and do
not unload it at feeder islands that do not consume it.

-= Use Secondary Islands as Specialists =-
A strong empire is a network, not one self-sufficient island. Keep residences and
public buildings on the main island and use secondary islands for climate-specific
crops, whales, minerals, military materials, or luxury inputs. Specialization makes
shortages visible and prevents one crowded island from losing the farmland or mine
access needed by several chains.

Controls and Management:
------------------------
-= Default PC Inputs for Common Actions =-
* P - Pause the simulation.
* Numpad + / - - Increase or reduce game speed on the classic default layout.
* Tab - Cycle through owned ships.
* Ctrl + 0 through 9 - Store the current ship or troop selection as a control group.
* 0 through 9 - Recall a stored control group.
* Right-click - Move or attack with selected units; Shift + attack can force
  hostility against a neutral player.
* Mouse wheel - Zoom the camera. History Edition supports a wider modern camera range
  and scalable interface options.
* Drag - In History Edition, drag while placing residences to lay out multiple homes
  in one pass instead of placing every house separately.

-= Use Control Groups for Trade Protection =-
Put valuable trade ships and their escorts in separate groups. Use Patrol for fixed
sea-lane coverage: select the warship group, activate Patrol, left-click two or more
route points, then right-click to finish. Use Escort when one ship itself needs
protection; the escort follows that ship and attacks approaching enemies. Recheck
damaged escorts after every fight because they can fall behind and expose the route.

-= Merge Depleted Land Formations =-
Land formations do not simply return to full strength after battle. When compatible
formations are badly depleted, merge them into fuller-strength units. This reduces
command clutter and keeps nearly empty formations from crowding your selection during
an invasion.

Population and Economy:
-----------------------
-= Five Civilization Levels =-
* Pioneers - Need food and village-center access. Use them to establish the first tax
  base and workforce.
* Settlers - Add cloth and religious coverage. This tier opens school research,
  bricks, early military buildings, and broader production.
* Citizens - Add alcohol, tobacco products, and school coverage. This is the first
  major multi-island supply jump.
* Merchants - Add lamp oil, chocolates, theater coverage, and the advanced economy
  needed for universities and late research.
* Aristocrats - Merchants need Jewelry, Perfume, Senate coverage, and one colonial
  good before they can promote. Aristocrats support the palace, Queen interaction,
  and independence route while keeping the late luxury and colonial supply active.

-= Keep Taxes Green during Growth =-
Use the green satisfaction range while you still need immigration or house promotion.
Higher taxes can rescue a treasury temporarily, but they do not replace efficient
production. If the balance turns negative, pause nonessential mines, military
production, and luxury buildings before cutting the basic chains that keep residents
from leaving.

-= A Mixed City Is More Stable than an All-Top-Tier City =-
Do not promote every home merely because it can advance. Lower tiers continue to
provide a cheaper tax base while the newest tier consumes expensive imported goods.
Promotion waves also prevent several new needs from hitting the same warehouse at the
same moment.

-= Use the Island Balance to Find Excess Upkeep =-
The global balance can hide one expensive colony behind a profitable capital. Open a
warehouse or marketplace on the problem island and inspect its balance details before
cutting production. The island view separates income and expenses such as trade,
production upkeep, and military costs, making it much easier to see whether the
problem is an oversized army, idle industry, or a weak tax base.

-= Emergency Economy Recovery =-
When the city enters a shortage spiral, pause the game and stop residence upgrades.
If Iron Ration is researched, activate it before the basic stocks empty so reduced
consumption buys recovery time. Lower taxes until satisfaction recovers, pause
optional military and luxury upkeep, and redirect ships to food and alcohol first.
Then restore cloth, tobacco, and the current upper-tier goods. Resume promotion only
when stocks rise between deliveries instead of merely reaching zero more slowly.

Production Chains:
------------------
-= Core Building Ratios =-
The ratios below are practical full-throughput starting points for unmodified Anno
1701. Road distance, field coverage, research bonuses, and cart congestion can change
the real result, so treat the warehouse trend as the final test.
* Fish / Food - Spread multiple Fisheries across separate fishing grounds instead of
  stacking them on one school of fish.
* Hunting / Food - A Hunting Lodge needs trees and wildlife and can share an early
  forest with Lumberjacks while tree cover stays dense. Reduce clearing if hunting
  productivity starts to fall.
* Cloth - 2 Sheep Farms -> 1 Weaver.
* Bricks - 1 Clay Pit -> 2 Brickworks.
* Alcohol - 2 Hop Plantations -> 1 Brewery, or 2 Sugar Cane Plantations -> 1
  Distillery.
* Meat / Food - 2 Cattle Farms -> 1 Butcher.
* Tobacco Products - 2 Tobacco Plantations -> 1 Tobacco Processor.
* Tools - 1 Lumberjack + 1 Ore Mine -> 1 Smelter -> 2 Toolmakers.
* Weapons - 1 Lumberjack + 1 Ore Mine -> 1 Smelter -> 2 Weapon Smithies.
* Bread / Food - 4 Grain Farms -> 2 Mills -> 1 Bakery.
* Lamp Oil - 1 Whaler -> 3 Whale Oil Manufactories.
* Chocolates - 2 Apiaries + 2 Cocoa Plantations -> 1 Confectionery.
* Cannons - 1 Lumberjack + 1 Ore Mine -> 1 Smelter -> 2 Cannon Foundries.
* Marble - 1 Marble Quarry -> 2 Marble Stonemasons.
* Jewelry - 1 Gold Mine + 1 Gem Mine -> 2 Goldsmiths.
* Perfume - 1 Whaler -> 3 Ambergris Producers plus 2 Greenhouses per Perfumery. A
  complete high-output block can feed 6 Perfumeries with 12 Greenhouses.

-= Approximate Population per Finished-Good Building =-
* Fisherman or Hunting Lodge - about 125 inhabitants with food.
* Butcher - about 375 inhabitants with food.
* Bakery - about 750 inhabitants with food.
* Weaver - about 400 Pioneers/Citizens, 450 Merchants, or 500 Aristocrats with cloth.
* Brewery or Distillery - about 400 lower tiers, 470 Merchants, or 530 Aristocrats
  with alcohol.
* Tobacco Processor - about 665 inhabitants.
* Confectionery - about 1,000 inhabitants.
* Whale Oil Manufactory - about 1,000 inhabitants.
* Perfumery - about 1,000 inhabitants.
* Goldsmith - about 1,380 inhabitants.

-= Do Not Overbuild Late Luxury Chains =-
Lamp oil, chocolate, perfume, jewelry, and marble have high setup and upkeep costs.
Build the first module only when the next population tier is ready to consume it. If
a late chain stays full for long periods, pause part of it instead of paying for
permanent overproduction.

Trade and Shipping:
-------------------
-= Passive Trade Is a Buffer, Not a Rescue =-
The warehouse or pier can buy and sell goods around a protected stock threshold. The
Free Trader arrives periodically, so passive purchasing is useful for gradual
shortages and colonial goods but is too slow to rescue a city whose basic stock has
already collapsed.

-= Configure Passive Trade at a Warehouse =-
Open the warehouse trade tab. Use the green purchase side to choose a good you
want to buy or the red sale side for a good you want to sell, then set the target
warehouse stock with the slider. The Free Trader and other partners with a trade
agreement use that setting when they visit. Keep construction and emergency
reserves above the sale threshold. Right-click a configured good to remove it from
the passive-trade list.

-= Create and Assign an Automatic Trade Route =-
Open the strategy map and use the steering-wheel trade-route control, or open the
same route menu from a ship. Choose the first warehouse, select the good, and set
how much should remain aboard after that stop: use the green load arrow at the source
and raise the cargo slider to the amount you want carried. Choose the destination,
select the same good with the red unload arrow, and set the remaining ship stock to
0 when you want the full load delivered. After the stops and goods are
defined, select a ship from the ship list and confirm it with the green arrow. A
route is not permanently tied to one ship; compatible ships can be reassigned,
paused, or returned to the route later. Trade routes can also include foreign ports
when a trade agreement exists.

-= Trade Directly at a Partner Warehouse =-
Discover the other player or foreign culture and establish a trade agreement first.
Sail a ship to that warehouse and open the cargo-transfer tab. Goods the partner
wants to buy are shown in green; goods offered for sale are shown in red and can be
loaded when your ship has free cargo space. This manual trade is the fastest way to
start building reputation with a foreign culture before setting up permanent trade
routes or pursuing fraternization.

-= Free Trader Assignments Can Be a Victory Condition =-
Enable Trade Assignments in the game settings when you want the Free Trader to offer
optional jobs. Offers appear through the portrait-message window and pay goods and
gold when completed quickly. Typical jobs ask you to deliver goods, recover wreckage
or castaways, retrieve treasure, sink pirates or a named ship and return proof, trade
with a foreign culture for an item, repair a stranded ship, or escort a departing
ship and return its document. In Continuous Play, you can set 3, 10, or 30 completed
assignments as the victory condition. The Free Trader also sells map reveals.

-= Courier Ship Buys One Passive-Trade Good Immediately =-
After researching the Courier Ship in the School Economy branch, open passive trade
at a warehouse and order the currently selected purchase good by Courier Ship. It
runs to the Free Trader and returns automatically, but carries only one good per
trip, costs more than waiting for normal trade, and can still be attacked. Use it to
bridge a time-critical shortage, not as the normal supply line.

-= Build Sea Routes around Consumption, Not Maximum Loading =-
A route that loads more than the producing island can replace will starve the source
and create irregular deliveries. Use one cargo slot per predictable commodity, keep a
free slot when a scenario adds temporary mission cargo, and check whether the ship
takes a long detour around an island before deciding that production is too low.

-= Use Both Legs of a Feeder Route =-
Do not send a specialist-island ship home empty if the source colony needs supplies.
Carry tools and wood outward, then bring finished tobacco products, rum, cocoa,
honey, lamp oil, or another needed output back to the main island. A productive
return leg reduces dead travel and can remove the need for a second feeder ship.

-= Use the Right Ship for the Route =-
* Exploration Ship - 3 cargo chambers, 120 tons total, 8 cannons; flexible early
  scout and carrier.
* Small Trade Ship - 3 cargo chambers, 120 tons, no cannons; efficient on short safe
  routes.
* Large Trade Ship - 4 cargo chambers, 160 tons before cargo research; best for long
  multi-good routes.
* Small Warship - 1 cargo chamber, 40 tons, 12 cannons; useful escort and patrol
  ship.
* Large Warship - 2 cargo chambers, 80 tons, 24 cannons; late fleet core and invasion
  escort.

-= Repair Ships at a Shipyard =-
Select a damaged ship and right-click one of your own shipyards or an allied
shipyard.
The ship sails there and starts repairing automatically when it arrives. A shipyard
repairs only one ship at a time, so rotate badly damaged escorts through the yard
before a convoy or invasion instead of sending the whole fleet there at once.

-= Large Cargo Hold Changes Route Capacity =-
The university naval research Large Cargo Hold raises each cargo chamber from 40 to
60 tons. After researching it, recheck route timing and source-island reserves
because a ship can suddenly remove more goods per visit than the original production
block was designed to replace.

-= Piers Solve Storage and Distance Problems =-
A researched pier adds storage and another coastal trading point. Put it on the side
of the main island facing the production colonies when that shortens both the sea
crossing and the internal cart distance to high-volume goods.

Research and Lodge:
-------------------
-= School Research - Economy I =-
* Fire Station - Unlocks active fire protection for covered settlement areas.
* Loom - Raises Weaver productivity.
* Courier Ship or Guild House - Mutually exclusive branch choice. Courier Ship
  improves passive purchased-good delivery; Guild House boosts end-product buildings
  inside its radius.
* Iron Ration - Temporarily reduces food consumption.
* Master Craftsman Diploma - Improves production of goods needed for civilization
  advancement.

-= Build Guild House Production Blocks Deliberately =-
The Guild House boosts end-product enterprises inside its effective radius. Cluster
the processors you intend to boost around it and keep space-hungry raw producers on
outer land when they do not need the radius. Short market routes plus the production
bonus make the Guild House most useful in compact high-throughput districts.

-= School Research - Lodge I =-
* Pickpocket - Steals money from another player through the village center.
* Flattery - Improves reputation.
* Demagogue - Disrupts an opponent population and its production.
* Bomber or Saboteur - Mutually exclusive hostile branch choice; one destroys a
  building, the other blocks goods collection.

-= School Research - Economy II =-
* Pier - Adds island storage and a new trading point.
* Blasting Expert - Removes selected rocks that block settlement construction.
* Open-Cast Mining - Improves clay and marble extraction.
* Mining - Improves ore, gem, and gold extraction.

-= School Research - Military I =-
* Cannon Foundry - Unlocks cannon production.
* Cannon Tower / Tower Guards / Militia - Static-defense branch improvements.
* Mortar / Crusade / Mobilization - Offensive branch with artillery, temporary combat
  bonus, and faster troop training.

-= University Research - Lodge II =-
* Counter-Espionage - Can expose information about an enemy spy and its owner.
* Poisoner - Causes plague in an enemy settlement.
* Traitor or Revolutionary - Mutually exclusive hostile branch choice. Traitor turns
  a troop formation; Revolutionary triggers serious unrest.

-= University Research - Military II =-
* Stud Farm - Unlocks horse production for cavalry.
* Dragoons - Fast cavalry strong against infantry and artillery.
* Plunder / Howitzer - Offensive branch for battlefield income and long-range
  artillery.
* Fortifications / Bodyguard - Defensive branch that strengthens military structures
  and dragoons.

-= University Research - Navy =-
* Large Cargo Hold - Raises every cargo chamber from 40 to 60 tons.
* Large Trade Ship - Unlocks the advanced merchant vessel.
* Large Warship - Unlocks the advanced combat vessel.
* Large Sail / Copper Bottom / Dry Dock - Late naval improvements to speed,
  durability, or ship construction efficiency depending on branch choices.

-= University Research - Diplomacy =-
* Interpreter - Improves trade relations and lowers foreign-culture trading costs.
* Conscription - Raises the maximum troop capacity.
* City Key - Lets the senate invite honored guests who have already visited.

-= Research Faster without Bankrupting the City =-
Research costs gold and knowledge. Keeping more residents within school or university
coverage accelerates research. Queue expensive research only when the city can
afford the drain. Save before a mutually exclusive branch when that choice matters
to a scenario or long-term build: SiliconValley completes currently available
research, but it does not make mutually exclusive design choices irrelevant.

-= Match Lodge Actions to a Specific Goal =-
* Iron Ration - Trigger before a known supply interruption; reduced consumption buys
  time for food routes to refill warehouses.
* Blasting Expert - Remove a rock only when the new space solves a specific road,
  public-building, or mission-placement problem.
* Crusade - Repair the fleet and clear the landing lane first, then activate Crusade
  immediately before troops enter tower range or a decisive defense begins.
* Spy - Reveal the target economy before choosing sabotage, invasion, or a scenario
  objective.
* Flattery - Use it for a direct reputation boost; combine it with trade and
  fulfilled requests.
* Demagogue / Revolutionary - Create unrest only when the disruption supports a
  larger strategic or mission plan.
* Saboteur / Bomber - Hit a transport bottleneck, shipyard, market, or required
  processor instead of a random cheap building.
* Traitor - Target a valuable enemy formation only when the converted unit can
  immediately join the battle.
* Poisoner - Causes plague and can damage the population you may later need to
  capture intact.
* Pickpocket - Economic harassment; use only when the expected gain justifies the
  action cost.

Diplomacy and Foreign Peoples:
------------------------------
-= Four Foreign Cultures Supply Colonial Goods =-
* Amin Sahir and the Indians - Ivory.
* Liang Wu and the Asians - Jade.
* Tetonka and the Iroquois - Furs.
* Poxacoatl and the Aztecs - Talismans.
Aristocrats require one type of colonial good in a given game rather than every type
at once. Find the relevant culture early, establish trade, and keep a shipload in
reserve before expanding Aristocrats. The Free Trader or pirates may also sell
colonial goods later, usually at less favorable prices.

-= Fraternization Unlocks Each Culture's Special Ability =-
After enough successful trade, use the diplomacy screen to offer fraternization to a
foreign culture. The alliance improves trade, unlocks its colonial good, and gives
access to that culture's special ability through the special-action interface.
* Liang Wu / Asians - Doldrums slows enemy ships.
* Poxacoatl / Aztecs - Montezuma's Revenge weakens enemy troops.
* Amin Sahir / Indians - Locust Plague destroys fields and interrupts farms.
* Tetonka / Iroquois - Thunderstorm damages or destroys enemy houses.
If you break with a culture and go to war, its curse can be used against you instead.

-= Ramirez Is a High-Risk Colonial-Goods Shortcut =-
Ramirez starts hostile and his pirates hunt shipping around their lair. If you raise
his respect far enough and ally with him, his warehouse can sell all four colonial
goods and pirate ships can support an attack. The price is diplomatic: an alliance
with Ramirez sharply reduces your standing with most other players. Do not make this
alliance casually when normal foreign-culture trade is already stable.

-= Use Trade before Gifts =-
Regular commerce and fulfilled requests improve relations while also moving useful
goods. Use an alliance when it creates a safe harbor, repair point, or strategic
commodity source. Alliances can pull you into wars, so do not accept one merely
because the reputation threshold is available.

-= Twelve Base Rivals =-
The base game contains Countess Agatha von Thielen, Hendrik Jorgensen, Randolph
McCrane, Carmen Marquez, Emilio Castelli, Gustav Eichendorff, Hanna Marell, Francois
Bataille, Count Winfried von Schallert, Prince Igor Yegorov, Madame Nadasky, and
Victor LeRoi. Rival personalities differ, but generated-map conditions still matter.
Against aggressive opponents, claim scarce iron, marble, gold, gems, and whale coasts
before the trade network becomes dependent on them.

-= The Sunken Dragon Adds Four Rivals =-
Finn Hallqvist, Grace Bonnet, Diego del Torro, and Horatio appear with expansion
content. Their behavior inside the campaign is scripted and should not be treated as
a perfect model for continuous-play diplomacy.

-= Which Rivals Need More Early Preparation =-
For a learning game, Countess Agatha von Thielen, Hendrik Jorgensen, Randolph
McCrane, Carmen Marquez, and Emilio Castelli are usually easier to manage. Gustav
Eichendorff, Hanna Marell, Francois Bataille, and Count Winfried von Schallert demand
more attention. Prince Igor Yegorov, Madame Nadasky, and Victor LeRoi usually need
the most early preparation. Difficulty settings and map geography still matter more
than any fixed ranking.

Military and Defense:
---------------------
-= Naval Warfare =-
Repair before a scripted convoy or major invasion instead of carrying hidden damage
into the next fight. Focus fire on one enemy ship at a time, and rotate a badly
damaged ship away while the rest keep firing. Keep trade ships outside the battle
group. In missions with repeating enemy spawns, station warships between the spawn
direction and the trade lane rather than chasing raiders across the entire map.
When a mission requires captured cargo or a specific ship to survive, separate the
target from its escort and stop focus fire before destroying the objective.

-= Land Unit Roles =-
* Militia - Cheap early infantry for holding lightly defended positions and absorbing
  damage.
* Pikemen - Slow heavy infantry that counters cavalry. Hold them in front of
  artillery or at a choke point.
* Grenadiers - Ranged infantry useful against units and buildings; protect them from
  fast cavalry while they fire.
* Lancers - Armored cavalry that requires weapons and horses; strong against exposed
  infantry but vulnerable to sustained artillery fire.
* Dragoons - Fast cavalry unlocked through research; effective against infantry and
  artillery.
* Mortars - Shorter-range artillery for buildings and grouped troops. Their slow
  reload makes an infantry screen important.
* Howitzers - Longer-range artillery unlocked through research; use it to remove
  defenses before infantry advances.

-= Capture Islands through Market Influence =-
Land outside the strongest tower arcs, clear defenders and defensive buildings, then
advance toward market and village-center influence. Destroying random houses does not
win the island efficiently. Keep artillery screened and protect the landing zone so
replacement troops and supplies can reach the front.

-= Walls Need Active Defense =-
Walls delay attackers; they do not stop a prepared army by themselves. Place towers
and troops behind the wall and defend the warehouse and likely landing beaches.
Losing the warehouse can cripple the island economy even while inland production
buildings still exist.

Disasters and Recovery:
-----------------------
-= Fire =-
Dense blocks allow fire to spread rapidly. Research fire protection before the city
becomes tightly packed. When a fire starts, pause, clear access for responders, and
keep roads connected. Rebuild after the active flames are under control instead of
placing replacements into the same burning district.

-= Plague =-
Large populations can suffer plague, and quarantine can interrupt normal island
support. Build medical coverage before an outbreak can cripple the tax base of a
dense city. Keep emergency food and construction stock outside the affected island
when possible.

-= Rats =-
Huge warehouse stockpiles increase rat risk. Sell or move excess common goods and
spread strategic reserves across several islands rather than filling one central
warehouse with everything.

-= Earthquake, Volcano, and Tornado =-
* Earthquake - Reconnect the road and market spine first, then rebuild housing and
  production after the fissures stop.
* Volcano - Do not place every irreplaceable chain in the impact zone; keep
  rebuilding materials on another island.
* Tornado - Move ships away from its path immediately. Restore roads and essential
  production before decorative or optional buildings.

-= Meteorite Shower - The Sunken Dragon Only =-
The expansion adds a meteorite disaster that can strike one island, destroy
buildings, and start fires. The strike cannot be prevented once it begins.
After impact, control active fires, reconnect the market and road spine, then
rebuild housing and production from protected construction reserves before
resuming promotion.

Honored Guests and Independence:
--------------------------------
-= Plan Around Honored Guest Bonuses =-
* Blacksmith - Produces tools; strongest during early expansion or rebuilding.
* Beer Wagon - Adds alcohol and can bridge a temporary supply shortage.
* Traveling Preacher - Raises money through indulgence sales.
* Inventor - Adds knowledge and shortens research time.
* Captain - Reduces ship construction cost; place major fleet orders during the
  visit.
* Entertainers - Raise satisfaction; useful for taxes or a controlled promotion wave.
* Commander - Reduces military recruitment cost.
* Bishop - Protects the city from impending misfortune while present.

-= City Key Lets the Senate Reinvite Guests =-
After researching City Key in the university diplomacy branch, the senate can invite
honored guests who have already appeared. You can then call back the Captain,
Commander, or Inventor when you are about to build ships, recruit troops, or start
research.

-= Queen Visit and Independence =-
Reach Aristocrats, complete the palace project, and build the lighthouse to qualify
for the Queen route. Independence can be achieved through the tribute path or by
defeating the Queen fleet when the military option becomes available. Keep a separate
save before choosing war; a peaceful late economy may not have the fleet strength to
survive the alternative.

Modes and Expansion Content:
----------------------------
-= Base Game Modes =-
* Tutorials - Four guided learning games.
* Continuous Play - Open-ended island game with configurable opponents and rules.
* Scenarios - Ten independent objective maps; they are not a connected story
  campaign.
* Playground - Construction-oriented mode with relaxed economic pressure.
* Multiplayer - Up to four players, with availability depending on edition and
  multiplayer service.

-= The Sunken Dragon =-
The expansion adds an eleven-mission linked campaign, four additional named
opponents, ornaments, and World Editor content. History Edition includes the
expansion by default. Several campaign missions rely on scripted cargo, diplomacy, or
inherited forces, so keep manual saves before handing over unique goods, before major
naval fights, and before the final assault of a mission.

-= World Editor and User Scenarios =-
The Sunken Dragon and History Edition include the World Editor. History Edition can
open older user scenarios. Keep the original
scenario file before opening and resaving it in the newer editor so a conversion
mistake does not destroy the only working copy.

Solutions:
----------
-= Continuous Game - Stable Route to Aristocrats =-
1. Scout a large island with food, clay, room for housing, and a usable coast. Build
   wood, food, a marketplace, roads, a village center, and a compact Pioneer
   district.
2. Add cloth before promoting. Reserve chapel and school spaces and promote only a
   small Settler wave.
3. Secure iron locally or on a nearby island. Build the tool chain before spending
   the starting tools on optional structures.
4. Add a reliable alcohol route, then promote a controlled Citizen block. Add tobacco
   and increase food before expanding again.
5. Claim whale access plus cocoa and honey before rivals take the best islands. Start
   lamp oil and chocolate at small scale before promoting Merchants.
6. Build the university, improve storage and shipping, then add marble, jewelry, and
   perfume only as consumption requires them.
7. Secure the required colonial good, build the senate, and promote Aristocrats in
   waves while keeping a reserve of the imported good.
8. Complete the palace and lighthouse, save separately, then finish independence
   through tribute or the Queen-fleet route.

-= Base Scenario 1 - The Lost Ship =-
1. Stabilize food and the starting settlement before spending construction materials
   on optional buildings.
2. Prepare the requested food for the Santa Barbara, then establish sheep and cloth
   before the timed follow-up request.
3. Load the exact requested cargo and deliver it while leaving enough food and cloth
   for the settlement itself.

-= Base Scenario 2 - Out of the Frying Pan, Into the Fire =-
1. Build food, wood, a village center, and short market roads, then search the map
   for free crates and tools.
2. Add cloth and chapel coverage, promote Settlers, and protect enough tools for the
   shipyard objective.
3. Build the required shipyard and vessel only after the balance is positive so
   upkeep does not bankrupt the colony.

-= Base Scenario 3 - Hendrik in Need =-
1. Restore food, cloth, and road access; remove ruins and unnecessary upkeep before
   expanding.
2. Build the required housing for the Queen objective while leaving room for later
   public buildings.
3. Add cattle food and tools, promote Citizens in stages, and build the education
   coverage required to complete Hendrik's recovery.

-= Base Scenario 4 - The Legacy of the Ancestors =-
1. Sail east to contact the Aztecs and follow the exploration clues instead of
   settling every island.
2. Search the southwestern area for the treasure route and keep a cargo slot free for
   the mission item.
3. Build the requested tobacco supply, recover the objective, disable passive sale of
   mission cargo, and deliver it directly.

-= Base Scenario 5 - The Curse of the Monkey God =-
1. Stabilize food, cloth, tools, and the balance before triggering the central
   objective.
2. Build local tool production, then investigate the glowing fish and the wrecked
   Neptune only when you can afford to lose a ship.
3. Collect the required artifacts and offerings, store them safely, and complete the
   final ritual without selling mission goods.

-= Base Scenario 6 - Veritable Gourmet =-
1. Build a normal Settler economy first; exotic mission food does not replace
   ordinary population supply.
2. Use the expedition ship to collect each requested animal product while keeping one
   cargo chamber free.
3. Add the requested tobacco and deliver the full set after the objective has
   registered every component.

-= Base Scenario 7 - Her Majesty's Royal Physician =-
1. Locate and rescue the physician before committing money to unnecessary luxury
   expansion.
2. Reach Citizens, build medical coverage, and maintain alcohol and tobacco while
   producing the requested remedy goods.
3. Obtain honey from Hanna Marell and cocoa through Aztec trade, produce the final
   good, and deliver it without emptying the city.

-= Base Scenario 8 - After the Storm =-
1. Keep the starting settlement minimal and spend the early game exploring floating
   cargo for the first secret documents.
2. Find Ramirez's missing son in the barrel among the pirate routes, then retreat and
   repair instead of staying in a losing sea fight.
3. Develop only the population and research needed for the remaining intelligence
   tasks and collect every document before provoking a war that blocks access.

-= Base Scenario 9 - Return to Former Glory =-
1. Operate the two starting islands as one economy and establish tool production
   before expanding luxury chains.
2. Use diplomacy and trade to obtain tobacco; build the Lodge only when the balance
   can support it.
3. Use the required espionage or Lodge action, promote Merchants, and establish
   chocolate production for the final restoration objective.

-= Base Scenario 10 - Baptism of Fire =-
1. Sink the first marked trade ship, then use Ramirez's granted island as a cannon
   and warship base with its own cloth and wood support.
2. Destroy the required merchant ships and intercept the tax vessel with repaired
   warships; do not enter the convoy fight already damaged.
3. Capture the production island, land a balanced army, push through market
   influence, and destroy Count von Schallert's palace objective. You do not need to
   raze every building.

-= The Sunken Dragon 1 - The Sunken City =-
1. Remove unnecessary upkeep, add residences, and adjust taxes until the damaged
   starting settlement is stable and positive.
2. Deliver 10 tons of alcohol and 100 gold to Horatio, build the inventor workshop,
   and order the diving bell.
3. Settle the northwestern shrine island and produce lamp oil near the northeastern
   whale grounds; deliver the oil to calm the storm.
4. Carry the diving bell into the southwestern temple area, inspect the marked
   points, recover the Eye of the Dragon, and return it home.

-= The Sunken Dragon 2 - A Hot Trail =-
1. Pause immediately and locate the marked church, arsenal, fire station, blocked
   streets, and burning districts.
2. Use the available water units to save the required buildings and clear barricades
   with soldiers so the crews can advance.
3. Secure the fire station for the extra water unit, reach the harbor, and extinguish
   the objective ship before the final timer expires.

-= The Sunken Dragon 3 - In the Name of the People =-
1. Do not build or demolish residences. Remove unnecessary military and production
   upkeep inside the city and move needed industry outside the housing core.
2. Cover the fixed homes with churches and schools, then restore cloth, cattle food,
   and a positive balance.
3. Produce tobacco and rum on the southwest island and lamp oil on the northeast
   whale island until 1,400 Merchants can be sustained.
4. Build the senate in the reserved space; use the Blasting Expert if rocks block the
   only practical placement.

-= The Sunken Dragon 4 - The Black Fleet =-
1. Defeat Diego del Torro's opening ships, deliver the records to Hanna Marell, and
   repair at her shipyard after every attack.
2. Automate tobacco from the nearby south island, then settle cocoa in the south and
   honey/whale production in the northeast.
3. Route cocoa, honey, and lamp oil to Hanna and build the confectionery there.
4. Protect the university objective and the production warehouses; do not waste the
   fleet chasing every attacker across the map.

-= The Sunken Dragon 5 - Finding Favor with Liang Wu =-
1. Complete the linked exploration requests. Recover Carmen Marquez's cargo to obtain
   cannons and trade them with Emilio Castelli for six tons of gemstones.
2. Settle north of Liang Wu and establish the complete weapon economy while buying
   temporary tools from Horatio.
3. Hunt pirates until you have ten flags and prepare 25 tons of weapons; repair the
   warships between trips.
4. Raise Carmen's reputation through trade, requests, and Flattery, then deliver the
   required offerings to secure Liang Wu's favor.

-= The Sunken Dragon 6 - The Dragon Awakes =-
1. Settle southwest of the start and begin the contest with 40 tons of wool,
   delivering completed batches as they are ready.
2. Build tools, reach Citizens, produce alcohol on the southern sugar-cane island,
   and deliver 30 tons for Liang Wu's celebration.
3. Use Grace Bonnet's junk to collect Finn Hallqvist's marble shipment; this scripted
   exchange is the intended marble source.
4. Produce lamp oil in the far north, recover the three marked medals for Hanna,
   rescue her ship, and deliver the blossoms.

-= The Sunken Dragon 7 - Belated Realization =-
1. Rebuild the temple while developing the cramped colony to Merchants. Extend
   marketplace influence over the shrine so construction goods can reach it.
2. Deliver 40 tons of wood and then 40 tons of bricks. Build the required alcohol,
   tobacco, whale, honey, and cocoa supply islands.
3. Add marble, complete Finn's courier task, pay the 5,000-gold restitution, and
   escort the artifact from Finn to Liang Wu.

-= The Sunken Dragon 8 - Undercover =-
1. Locate Emilio Castelli in the south, Hendrik Jorgensen in the west, and Madame
   Nadasky in the north. Use the spy aboard Nadasky's ship on the eastern smugglers
   and claim the ship carrying building cargo.
2. Settle south of the eastern trading post, reach Settlers, build a Lodge, and keep
   an armed ship near the reefs to reveal more smugglers.
3. Use espionage to identify Grace Bonnet's hiding place and raise relations with
   Nadasky through her requests, trade, or Flattery.
4. Use the provided Traitor action on Jorgensen's militia, then land troops and take
   Bonnet's position to recover the artifact.

-= The Sunken Dragon 9 - The Armada =-
1. Rescue Hendrik, return him home, load 40 tons each of tools and wood plus spare
   bricks, and settle the eastern coast of the southern volcano island.
2. Build tools and establish alcohol and tobacco supply while taking control of Liang
   Wu's war-junk shipyards.
3. Reach Merchants with honey, cocoa, gemstones, and lamp oil. Trade chocolates for
   Hendrik's marble and supply Finn so the lighthouse is repaired.
4. Produce cannons, build four war junks, destroy the pirate shipyard, keep ships
   nearby because it can rebuild, then land troops and capture the pirate fortress.

-= The Sunken Dragon 10 - Burning Sky =-
1. Use the surviving Mission 9 fleet and cargo. Settle northeast of the start but
   remain at Settlers until food and alcohol can sustain a larger city.
2. Reserve 30 tons of tools on a junk and establish separate tool and alcohol islands
   before spending the construction reserve.
3. Keep the war junks alive, intercept Grace Bonnet's ore shipping, and build a
   repair shipyard before extended raiding.
4. Capture the deep-ore islands with troops and small warships. Bonnet's main island
   is optional unless its shipyards must be destroyed to stop attacks.

-= The Sunken Dragon 11 - In the Lion's Cave =-
1. Use the three starting ships for Nadasky's deliveries and break only the harbor
   blockades required for access while her fleet absorbs the larger naval battle.
2. After receiving her main island, repair the economy and defenses. Escort Liang Wu,
   build a warehouse beside the dragon statue, and keep food and tobacco there as
   offerings.
3. Expand to safer eastern islands and defend every remote warehouse because Del
   Torro targets isolated colonies.
4. Buy or capture the late honey and lamp-oil supply, build four or five large
   warships plus a full invasion army, then attack Del Torro's main island.
5. Capture the first village center, break the stronger second center, and bring the
   artifact inside your influence to finish the campaign. Conquering every enemy
   island is unnecessary.

Technical Issues:
-----------------
-= History Edition Save Backup and Old-Save Import =-
History Edition can load saves from the original release. Before importing or
experimenting, close the game and Ubisoft Connect and back up the entire profile.
The usual History Edition location is:
%USERPROFILE%\Documents\Anno 1701 History Edition\\Savegames
Original/GOG installations commonly store single-player saves under the game
installation Savegames folder, with older multiplayer saves under Savegames_mp. If an
installation path differs, create a uniquely named test save and check which folder
changed before copying an irreplaceable campaign save. There is no established
current field-level editor, stable currency offset, or documented checksum workflow
for these saves, so do not experiment with guessed binary offsets. Use the built-in
warehouse cheats when the goal is simply to alter a single-player economy.

-= History Edition and GOG Multiplayer Are Different =-
History Edition uses Ubisoft Connect for multiplayer. Steam and Epic copies still use
the Ubisoft account/service layer. The current GOG release retains the original-era
build and lists LAN multiplayer. Keep all participants on compatible editions and do
not expect the old retail GameSpy browser to behave like History Edition matchmaking.

-= Use History Edition's Built-In Display Options =-
History Edition supports modern resolutions, borderless display, multi-screen
layouts, and scalable interface options. Use the in-game display settings first.
Community Engine.ini edits vary by release and should not be treated as one universal
safe path unless the exact file and key are verified for the installed store build.

-= If History Edition AI Never Recruits Land Troops =-
Some History Edition players currently report Continuous Play games in which AI
rivals stop recruiting normal land armies. This is a player-reported History Edition
problem, not an officially documented universal rule. Before modifying game files,
test a fresh game and keep the save. Because original saves are compatible, you can
also test an imported Continuous Play save from the original/GOG version when the
problem reproduces. Avoid replacing RDA files from unofficial downloads unless you
are willing to accept mod-level risk.

-= Mission Objective Does Not Advance =-
Scenario objectives often depend on the exact cargo, target, or order. Keep unique
mission goods out of passive sale, leave one ship cargo chamber free before pickups,
and make manual saves before scripted delivery, diplomacy choices, major naval
battles, and final assaults. If an objective appears stuck, reload the last clean
mission save before repeating unrelated economy changes.

-= Old Retail Online Play =-
The original internet browser used middleware that is no longer the supported path.
Use LAN on an original-era build or History Edition multiplayer instead of
troubleshooting the obsolete GameSpy browser.

Reference:
----------
-= Goods and Production Quick List =-
* Building materials - Wood, Tools, Bricks, Marble.
* Basic and intermediate goods - Food, Wool, Cloth, Alcohol, Tobacco, Iron Goods,
  Cattle, Flour.
* Late goods - Lamp Oil, Chocolates, Perfume, Jewelry, Weapons, Cannons, Horses.
* Colonial goods - Ivory, Jade, Furs, Talismans.

-= Ship Quick Reference =-
* Exploration Ship - 3 x 40-ton chambers, 8 cannons.
* Small Trade Ship - 3 x 40-ton chambers, no cannons.
* Large Trade Ship - 4 x 40-ton chambers, no cannons; university research required.
* Small Warship - 1 x 40-ton chamber, 12 cannons.
* Large Warship - 2 x 40-ton chambers, 24 cannons; university research required.
* Large Cargo Hold - Raises each cargo chamber to 60 tons.

-= Land Unit Quick Reference =-
* Militia - Cheap early infantry.
* Pikemen - Anti-cavalry heavy infantry and artillery screen.
* Grenadiers - Ranged infantry for units and buildings.
* Lancers - Armored cavalry using weapons and horses.
* Dragoons - Fast cavalry unlocked through research; effective against infantry and
  artillery.
* Mortars - Shorter-range artillery with slow reload.
* Howitzers - Longer-range artillery unlocked through research.

-= School Research Quick Reference =-
* Economy I - Fire Station, Loom, Courier Ship or Guild House, Iron Ration, Master
  Craftsman Diploma.
* Lodge I - Pickpocket, Flattery, Demagogue, Bomber or Saboteur.
* Economy II - Pier, Blasting Expert, Open-Cast Mining, Mining.
* Military I - Cannon Foundry, defensive tower branch or Mortar/Crusade/Mobilization
  branch.

-= University Research Quick Reference =-
* Lodge II - Counter-Espionage, Poisoner, Traitor or Revolutionary.
* Military II - Stud Farm, Dragoons, offensive Plunder/Howitzer or defensive
  Fortifications/Bodyguard branch.
* Navy - Large Cargo Hold, Large Trade Ship, Large Warship, then
  speed/durability/shipyard improvements.
* Diplomacy - Interpreter, Conscription, City Key.

-= Foreign Culture Quick Reference =-
* Indians / Amin Sahir - Ivory; Locust Plague destroys fields.
* Asians / Liang Wu - Jade; Doldrums slows enemy ships.
* Iroquois / Tetonka - Furs; Thunderstorm damages enemy houses.
* Aztecs / Poxacoatl - Talismans; Montezuma's Revenge weakens enemy troops.

-= Base Scenario Index =-
1. The Lost Ship. 2. Out of the Frying Pan, Into the Fire. 3. Hendrik in Need. 4. The
Legacy of the Ancestors. 5. The Curse of the Monkey God. 6. Veritable Gourmet. 7. Her
Majesty's Royal Physician. 8. After the Storm. 9. Return to Former Glory. 10. Baptism
of Fire.

-= The Sunken Dragon Campaign Index =-
1. The Sunken City. 2. A Hot Trail. 3. In the Name of the People. 4. The Black Fleet.
5. Finding Favor with Liang Wu. 6. The Dragon Awakes. 7. Belated Realization. 8.
Undercover. 9. The Armada. 10. Burning Sky. 11. In the Lion's Cave.

-= Cheatbook Contributors =-
This file honors the players who contributed their discoveries to this Cheatbook
entry.

Submissions by: RM, Rahul, MrAnno. 

Thank you to everyone who took the time to share their discoveries!
 
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