Cheatinfo.de - PC Game Cheats, Hints and Codes
Homepage  |  Latest PC Cheats  |  Cheatbook  |  Games Index  |  Links  |  Contact  |  Download  |  Search
Browse By PC Games Index:   A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z  #

Anno 1800 Cheats

Anno 1800

Hints and Tips:
---------------
Submitted by: David  K.

-= Game setup and expansion =-
* Disable pirate factions in advanced game settings before start for a calmer
  sandbox run.
* Claim good islands early; competitors seize fertilities and minerals if you
  wait.
* Prefer large islands plus missing fertilities (grain, potatoes, iron) and
  mineral/oil deposits when choosing colonies.
* Income comes from households, not headcount; build and upgrade houses for tax
  scaling.
* No unemployment penalty; surplus workers are fine once needs are met.
* Royal Taxes: clustering 1000+ citizens of the same tier in one area cuts that
  tier's tax income; spread housing tiers across districts or islands.
* Do not censor the newspaper for influence bonuses; influence is needed mid-game
  for trade unions, zoos, museums, and botanical gardens.
* Upgrade citizens in small batches; jumping whole islands to artisans/engineers
  overwhelms rum, coffee, and luxury chains.

-= Layout and production =-
* Blueprint mode (V) plans layouts before spending; copy tool (C) clones 10x10
  blocks (12x12 road frame fits nine houses or one service plus houses).
* Connect farms and factories to roads and near warehouses for storage access.
* Check workforce quotas before building steelworks or other heavy industry.
* Keep rum and coffee on streamlined New World routes; produce fish, sausages,
  and basics locally instead of dozens of early clippers.
* Charter routes automate simple ferries when you do not want to assign your own
  clippers.
* Sell surplus ships once your navy is stable; construction time is long but
  margins are solid on neutral buyers.

-= Keyboard shortcuts =-
* V - Blueprint mode (plan without upkeep).
* C - Copy tool (clone city blocks).
* Ctrl + Q - Production overview (supply vs demand).
* Shift + click - Trade route minimum stock (balancer).
* Ctrl + Shift + R - First-person walk mode.

-= Trade and NPC buyers =-
* Coal - Sir Archibald Blake; 32 per ton (early).
* Soap - Eli Bleakworth; 384 per ton.
* Beer - Anne Harlow; 1040 per ton.
* Fur coats - Madame Kahina; 992 per ton.
* Pocket watches - Emperor Ketema; Land of Lions loop.
* Steam motors - Sir Archibald Blake; high margin export.
* Trading post can auto-buy, auto-sell, or balance stock per good.

-= Naval (trade routes) =-
* Escort trade clippers; pirates attack routes between regions unless disabled at
  setup.


Easy Money:
-----------
* Finish diplomacy missions (minimap diplomacy button -> player -> request
  mission).
* Taxation scales with population tier in Old World (5 tiers) and New World (2
  tiers).
* Attractiveness income: Culture (zoo, museum), Nature (trees), Festivity
  (happiness), minus penalties from Pollution, Instability (riots/war), and
  Vulgarity (military/ruins).


Expeditions and morale:
-----------------------
Unlocks in the third era (Age of Fine Craftsmanship). Expeditions are off-map
choose- your-own-adventure runs for zoo animals, museum artefacts, pirate loot,
rescue specialists, coins, and items. Morale is the expedition health bar (up to
100 potential); it is separate from ship HP while sailing the world map.

-= Expedition types =-
* Zoological - Zoo animals.
* Archaeological - Museum artefacts.
* Pirate hunt - Coins, goods, special items.
* Rescue - Specialists (empire and expedition bonuses).
* Three difficulty tiers per type: harder trips mean tougher events, better
  rewards, and lower starting morale. Top-tier expeditions also shrink morale
  bonuses from cargo and gear even on large hulls.

-= How morale drains and recovers =-
* While away, random events pause the run until you pick an approach. Success can
  raise morale and grant items; failure usually costs morale.
* After each event you choose: eat Extra Rations and continue, continue without
  rations (-10 morale), or abort and sail home.
* If morale hits zero before the destination, the ship and its cargo are lost.
* Higher difficulty expects larger morale buffers across the full event chain.

-= Ship and outfitting =-
* Prefer your largest, most advanced hull (more cargo and item slots, higher base
  morale). Combat-weighted hulls start slightly higher on naval expeditions.
* Equipped harbour items and specialists give the biggest morale spikes; quest
  rewards and Tourist Pier visitors are steady sources.
* Read the four skill icons atop the outfit screen; stock goods and crew that
  match those skills (and Naval Power, Medicine, Hunting, Diplomacy, Crafting,
  Force, Accuracy, Faith, Navigation as flagged). Cover all four when possible;
  otherwise stack the most common icons for that mission.

-= Cargo and Extra Rations (50t stacks) =-
* Load at least one food Extra Ration so events can eat supplies instead of
  morale.
* Full stacks only: one slot = up to 50 tons; 100 tons of rum needs two slots.
* All food works as rations; morale value differs by good. Strong picks: canned
  food, rum, schnapps, champagne, cigars. Alcoholic drinks add about 10 morale
  per full 50t stack and are cheap filler; advanced foods beat basics.
* Some rations also add event skills (examples: champagne for diplomacy, rum and
  schnapps for medicine, bread or flour for faith).

-= Example ration priorities =-
* Canned food - High morale food; General buffer.
* Rum - Strong drink morale; Medicine events.
* Schnapps - Strong drink morale; Medicine events.
* Champagne - Luxury drink morale; Diplomacy events.
* Cigars - Luxury consumable; Diplomacy aid.
* Beer - Drink morale; Diplomacy aid.
* Potatoes - Low morale baseline; Small buffer.

-= Specialists (late economy) =-
* Feras Alsarami (epic, from neutral traders such as Isabel Sarmento): +50%
  productivity on all buildings in a trade union, including oil refineries.
* Soap chain: Perfumer Prunella uses wood instead of tallow; Herve Savonne boosts
  soap output and worker efficiency.
* Trade-union items (Chef Michel, Costume Designer, Mr. Garrick) skip or boost
  costly chains like canned food, pocket watches, and soap for export.


Guide to Master Difficulty:
---------------------------
Master difficulty is nothing like easier settings. Broad strategy only; basics
are covered elsewhere. Minutes matter: you cannot move buildings even in
blueprint mode, so layouts must be precise before you spend.

Three major challenges: most AI stay at war (colonize or conquer islands); AI
expands fast (no free islands after one to two hours); collective military score
matters more than navy size alone for deterring war.

Phase 1 (rapid housing): build houses as fast as possible; aim for about 500
houses on the first island. Campaign: reach iron, but buy iron from Mr. British
early to grab hops and brick islands for beer. Use self-contained production
blocks; exception is feeder islands (farmers only). Overbuild schnapps on feeders
lacking potato fertility. Run 8 sawmills and 12 brick kilns continuously ASAP.
Keep a clipper stocked with construction goods for feeder setup. By two hours:
two or three feeders, two large islands, net income positive by a few thousand.

Phase 2 (fortress islands): fortify each island with 3-4 turrets; build a fleet
for feeders you missed and to seize choke islands blocking trade routes. Delay
war with gifts and avoiding propaganda, but higher collective military score than
AI works better. Attack early: by hour four turrets need five or six ships of the
line; hour five Big Berthas need steamships. End of hour four or five: two
developed worker/artisan islands plus four or five fortified feeders.

Phase 3 (tech and income): focus income and complex chains; downsize fleet
(battle fleet upkeep to ~2k). Turret range creates safety zones; adjacent islands
protect each other; route trade inside safe corridors. Shift farming to feeders;
use trade-union items on feeders. Sailing warship pathfinding is poor; micro
badly and you lose fleets. Scrap most sailing navy for steam; continuously
produce warships and sell them instead of hoarding sails.


How to Deal with Debt:
----------------------
* More houses usually fix debt: residents consume goods, pay taxes at the market.
* Delay steel and weapons the campaign pushes too early; they cost upkeep and
  earn nothing.
* Open the production overview (Ctrl+Q) and produce only what citizens consume;
  overproduction wastes upkeep.
* Early game runs negative until fish, work clothes, and pub cover enough
  farmers.
* Spinning plates: each new need requires another chain; market drives tax
  income.
* Do not upgrade all housing at once; specialize islands and ship goods between
  them.
* Track pub, firehouse, police, church, school coverage (green overlay) as
  districts grow.


How to Make Money:
------------------
-= Early expansion =-
* Expand housing quickly; four schnapps distilleries and four framework knitters
  support a large farmer/worker tax base early.
* Buy steel beams from Sir Archibald when the campaign asks for mines; cheaper
  than early steelworks (8 beams, 20 planks, $2,500 to settle a new island).
* Beer is a huge artisan income boost after sausages, bread, and soap; use a
  wheat/hops feeder island or a worker island shipping beer to the capital.
* Build weapons only to satisfy a quest step, then pause the line to skip upkeep.

-= NPC and export loops =-
* Sell soap to Eli Bleakworth (prison trader) until steam motors are online, then
  sell steam motors to Sir Archibald for large profits.
* Land of Lions DLC: buy pocket watches from Archibald and sell at Emperor
  Ketema's trade port in Enbesa.
* Build extra ships and sell them to neutral traders once you no longer need the
  hulls.

-= Economy discipline =-
* Balance production with upkeep; negative manpower tiers cut efficiency.
* Pause unneeded factories to save upkeep and workers when upgrading tiers.
* Expand production when stocks fall, not after they hit zero, or citizens leave
  and spiral.
* Hold shares on strong AI or player islands for passive dividend income when
  prices look fair.


How to Manage Trade Between Islands:
------------------------------------
* One good per cargo slot per leg; never mix coal and iron in the same slot on
  both legs or routes clog.
* Use regional hubs (Old World capital, Crown Falls, Manola example): pick up
  only where produced; drop only where needed.
* Local balancer routes from hubs with minimum stock targets keep steel and
  construction goods circulating without manual ship hunts.
* Feeder routes move one resource to the hub; upgrade harbors before adding more
  ships.
* Low-volume goods share a schooner slot; dedicate routes when demand grows.


Trading Tips:
-------------
* Spread multiple piers around the island; ships use the nearest pier.
* Keep small local production on the main island when it causes no negative aura
  (wood, timber, work clothes).
* Passive trade with neutral traders; harbors still see traffic even without your
  orders.
* Equip harbour/ship items with loading-speed bonuses (Grand Gallery scenario
  rewards).
* Shift-click trade routes: maintain a minimum stock (e.g. keep 50 on island)
  instead of one-time pickup.
* Fewer large ships beat many small ships for rare epic/legendary harbour items.
* Ctrl+Q shows supply and demand per minute; match production islands to main-
  island need (produce ~15-20 if main needs 15, not 100).


Secrets:
--------
-= First-Person Mode =-
* Press Ctrl + Shift + R together to walk your city in first person (cursor sets
  spawn).
* WASD to move, Space to jump, Shift to run.
* Useful for side quests such as finding lost pigs or photographing street
  scenes.


Solutions:
----------
-= Settle a new island =-
* Load a ship with 10 wooden planks and 8 steel beams, sail to an unclaimed
  island, and build a trading post ($2,500 plus materials in campaign flow).

-= Master-difficulty opener checklist =-
* 500 houses island one, 8 sawmills, 12 kilns, 2-3 feeders by hour two, positive
  income.

-= Relaxed sandbox opener =-
* Turn off pirates, claim two fertilities early, blueprint a 10x10 housing block
  before spending steel on military.
 
Submit your codes!
Having Anno 1800 codes, tips and tricks we dont have yet?
Submit them through our form
 
Visit CheatBook for Anno 1800 Cheat Codes, Hints, Walkthroughs or Game Cheats
 
PC Games, PC Game Cheats, Video Games, Cheat Codes, Cheat, FAQs, Walkthrough
Spotlight: New Version CheatBook DataBase 2026
CheatBook DataBase 2026 is a freeware cheat code tracker that makes hints, tips, tricks and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation 2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color, N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily accessible from one central location. (Release date January 10, 2026) - All Cheats and Codes inside from the first CHEATBOOK January 1998 until today. More Infos
 
 
© 1998 - Cheatinfo.de  |  Privacy Policy  |  Links  |  Game Trainers  |  Submit Cheats
Affilates Sites:  Cheatbook  |  Cheatchannel  |  Cheatbook Magazine
Top Cheats:   Just Cause 3 Cheats  |  Left 4 Dead 2  |  Call of Duty: Black Ops III Cheats  |  Dead Rising 2  |  Moshi Monsters  |  Far Cry 4 Cheats
Update cookies preferences