Yayınlanma: 29 Aralık
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>>>>>>>>>>This is my review account, because the low playtime.<<<<<<<<<<<
+ lovingly designed buildings and residents
+ amazing water effects
+ idyllic islands
+ animated to the last detail
+ countless ambiance details
+ panoramic perspective
+ credible size ratios
+ living ai opponents
+ very well spoken comments of citizens and ai players
+ atmospheric soundtrack
- somewhat thin sounds of battle
+ exemplary learning curve
+ always transparent
+ claim of the endless game freely configurable
- start of the campaign for professionals too simple
+ various settings
+ fair isle distribution of
+ different strong AI opponent
- always the same initial phase
+ each opponent has a different style of play
+ uses weaknesses
- weak in military conflicts
- ship pathfinding
+ seven levels of civilization
+ complex, logical production system
- only three military units
+ varied objectives
+ long-term fun thanks to monumental buildings
+ successes encourage to experiment
+ solo playtime around 100 hours
+ randomly generated worlds Island
+ monumental buildings
+ reasonably long campaign
- no multiplayer mode
Multiplayer: no multiplayer
Despite its enormous complexity waived Anno 1404 on a tutorial. Instead, we gradually learn in a comprehensive 20 hours of play campaign, how to build settlements, plantations planted, supplied his subjects, trade routes and plans wars leads.
Significantly more challenging it gets, but only if you also want that in the endless game of Anno 1404. With 35 controls allow you to precisely adjust the game to your preferred style of play on the number and strength of AI opponents over natural resources and frequency of natural disasters to ten possible victory conditions.
So simple campaign, mentors and sophisticated menus also make starting out in Anno 1404: By the time the first subjects of citizens ascend to patricians, the complexity attracts compared to the previous Anno 1701 properly. Because with 64 producible product types, there are now nearly twice as many potential gaps in coverage.
You also need to build on the southern islands for the first time not only plantations, but also oriental settlements, including its own building, production chains and residents' needs. In addition, the new fame system that rewards you for playful successes with fresh items and technologies.
The increased complexity makes Anno 1404 not only motivating, but also unpredictable. Many new small nasties ensure that there are no perfect settlements more. So it is the first time in the series impossible to bring all subjects at the highest level of civilization, so you have to plan more carefully Neighborhood.
Most plans you may forget it, because there's always something unexpected happens, however, soon: Beggar require intake in your city, houses need to be renovated, your noble thirst suddenly wine, the storage capacities are no longer sufficient. The latter example, you can only fix is to enlarge your port and build additional goods silos. Since the fishermen's huts have no choice but to make room. For wine again you need not only grapes, but also iron-bound casks what your date so smoothly functioning iron ore production tool chain throws completely overboard.
Basically, you can solve all the problems in Anno 1404 peacefully. Sometimes the conflict makes but simply more fun, especially the combat system works much better than in Anno 1701. Instead of individual units, you now control entire armies, which is clearer on the one, on the other hand also significantly better for large scale and more leisurely pace of the game Anno fits.
However, the computer opponents seem to have not yet understood the new combat system completely: you declare war, but do not start an attack, place watchtowers nonsensical places and prefer to bombard the city wall as an invading army.
In diplomacy and trade, the AI colleagues provide significantly skilful. Because unlike in our preliminary test version their behavior remains now logically, alive and above all comprehensible. Depending on the character they demand tribute, if they feel superior to admire and envy you when you complete a mission or offer you a trade agreement, if they smell good business.
I was absolutely convinced that I lose the desire for dozens of hours of play. Then I found that my main island is too small to build a metropolis there. And yet another weekend was over. The developers have managed to remove the once dominant largely routine and replace them with variety and long-term motivation. Despite all the complexity of the island will never colonize it to work, but always remains a game - and one of the best I've played in recent years.
Score: 92 / 100
Sorry for my bad english.
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