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It has a lot micromanaging. You'll need to make sure that your city is running top notch in terms of production. The production line needs to be built in a certain way to maximize the natural resources and speed up the entire process. Population needs and wants are not generated from one source. The more "advanced" the product the longer the production chain.
There is little to no battles in Anno. I never enjoyed them as I felt they were primitive in a way.
No one really cared, or died from what I could see, and the island was still useable because ♥♥♥♥ physics and radiation. All I got was an island with a big ugly clearing.
In short
Not turn based
High focus on resource managment and production
Lots of trading between self and other to maintain production lines.
I came to it late after it sat in my library for years (I was put off by the fetch-and-carry tutorials in campaign mode - so ignore those and keep in mind that it IS a city-builder at heart).
IF you want the better people paying higher taxes, you set up production chains, shipping routes, and token defenses for those routes.
Keep doing this and fine tuning the system until you're an economic force to be reckoned with in the region. Then you can do as you please.
I can't recall, sorry about that. The only time I remember when nuclear warheads caused a blow to the ecobalance was during the campaign mission against F.A.T.H.E.R. Now THAT was annoying as heck. Maybe launching nuke at islands does affect the ecobalance and I wasn't look.