Home » Anno 1602 » Anno 1602 – Windows Manual – English

Anno 1602 – Windows Manual – English

Details
Type
Manual
Platform
Windows
Language
English
Size
8.05 MB
Filename
anno-1602_win_manual_en_8yg.pdf
View manual text
6.4 Demolition ....................................................................................20
6.5 Building roads ..............................................................................20
6.6 Service areas ..................................................................................21
6.7 The first successful settlement........................................................21

Table of Contents

6.7.1 The relationships between population, the level of civilization, and the
automatic development of the settlement ..........................................21
6.7.2 Your inhabitants’ desires ..................................................................22
6.7.3 The food supply................................................................................22
6.7.4 Producing consumer goods ................................................................23
6.7.5 Transporting goods on your island ....................................................23

1. Introduction ................................................................................3
2. Installation................................................................................................4
2.1 System requirements ........................................................................4
2.2 Installing 1602 A.D.........................................................................4
2.3 Start of the game and configuration program ..................................4
2.4 Uninstalling 1602 A.D. ..................................................................4

6.8 Advanced stage of the game ..........................................................24
7. Diplomacy ..............................................................................................25
7.1 The diplomacy menu ....................................................................25
7.2 The trade agreement ......................................................................25
7.3 The peace treaty ............................................................................26
7.5 Pirates and Natives ........................................................................26

3. Quickstart (Singleplayer) ..........................................................................6
3.1 Starting the program........................................................................6
3.2 Choosing the mode of play..............................................................6
3.3 “Voyage of Discovery” ....................................................................6
3.4 “The Settlement” ............................................................................8
3.5 “Diplomacy”....................................................................................9
3.6 “Trade” ..........................................................................................10
3.7 “Combat” ......................................................................................11

8. Trade ......................................................................................................28
8.1 Free traders ....................................................................................28
8.2 Trading with other cities on your island ........................................28
8.3 Trading with settlers on other islands ............................................29
8.4 Automatic trade and transport (autoroute mode) ..........................29
8.5 Trading with pirates ......................................................................30
8.6 Trading with the natives ................................................................30

4. Start of the Game ..................................................................................13
4.1 Start of the game in general ..........................................................13
4.2 Singleplayer mode ........................................................................13

9. War ........................................................................................................32
9.1 Land Battles ..................................................................................32

4.2.1 Tutorial ..........................................................................................13
4.2.2 Continuous play ..............................................................................14
4.2.3 Singleplayer scenarios ......................................................................14
4.2.4 Campaigns ......................................................................................14

9.1.1 Attack and Defense ..........................................................................32
9.1.2 Training soldiers ..............................................................................32
9.1.3 Using your soldiers ..........................................................................32
9.1.4 Weapons ..........................................................................................33
9.1.5 Taking over Islands and buildings ....................................................33
9.1.6 After the battle ................................................................................33
9.1.7 Retirement ......................................................................................33

4.3 Multiplayer Mode..........................................................................14
5. Operation ..............................................................................................15
5.1 The screen and icons......................................................................15
5.2 Player status, evaluation screen, city list, and ship list ....................17
5.3 Moving ships, market wagons, and soldiers ..................................18

9.2 Sea Battles......................................................................................33
9.2.1 Ships’ specifications ..........................................................................33
9.2.2 Building, buying, and selling ships....................................................33
9.2.3 Arming your ships............................................................................34
9.2.4 Patrol..............................................................................................34
9.2.5 Sea battles ......................................................................................34

6. Settling ................................................................................................19
6.1 Landing ........................................................................................19
6.2 Unloading supplies ........................................................................19
6.3 Building houses ............................................................................19

1

10. Multiplayer Mode ................................................................................35
10.1 Configuring your computer for multiplayer games ..........................

11.7 Creating a singleplayer scenario with a player goal request and
assignment texts ..........................................................................48

10.1.1 LAN-game ....................................................................................35
10.1.2 Internet game ................................................................................35
10.1.3 Serial connection (e.g. Null modem) ..............................................35
10.1.4 Setting up a network game ............................................................35
10.1.5 continuous play in multiplayer mode ..............................................36
10.1.6 Scenarios in multiplayer mode ........................................................36
10.1.7 Chat mode ....................................................................................36

11.7.1 Example: creating a creating a singleplayer scenario with a
defined goal ................................................................................49
11.7.1.1 Defining player data ..................................................................49
11.7.1.2 Affecting the computer player’s attitude ....................................49
11.7.1.3 The editor’s diplomacy menu ....................................................50
11.7.1.4 Setting the actual target values in the assignment menu ............50

11.7.2 Possible scenario assignment goals ................................................51
11.7.2.1 Reaching a predetermined population or level of development..51
11.7.2.2 Conquer a predetermined opponent..........................................52
11.7.2.3 Attaining a particular account balance ......................................52
11.7.2.4 Gaining a monopoly..................................................................52
11.7.2.5 Supporting a fellow player ........................................................52
11.7.2.6 Combining assignments ............................................................53

11. The Editor ............................................................................................37
11.1 Starting the scenario editor ........................................................37
11.2 Saving, loading, and deleting scenarios created with the scenario
editor ..........................................................................................37

11.8 Multiplayer scenarios with assigned goals and mission statements ..53

11.2.1 Saving scenarios created with the scenario editor ..........................37
11.2.2 Loading a self-made singleplayer scenario for play ........................37
11.2.3 Loading a self-made multiplayer scenario for play ........................37
11.2.4 Loading the self-made scenario for editing ....................................37
11.2.5 Deleting self-made scenarios ........................................................37

11.8.1 Setting the number of assignments / assigned goals ........................53
11.8.2 Defining the mission recipient......................................................53
11.8.3 Assigning player colors in the editor and choosing flags at
the start of play ............................................................................53

11.3 Editor content and usage ............................................................38
11.4 Creating singleplayer scenarios without a defined goal ................38

End User License Agreement ......................................................................55

11.4.1 Creating a new chain of islands ................................................39
11.4.2 Distributing resources................................................................40
11.4.3 Placing ships..............................................................................41
11.4.4 Set number of players ................................................................41

Technical Support ......................................................................................56
Credits ........................................................................................................57

11.5 Computer-controlled players, computer artificial intelligence,
and “human players”: differences and effects on scenario creation ..42

Appendix
A: Building Descriptions......................................................................58
B: Build Trees

11.5.1 General construction logic............................................................42
11.5.2 Ships ..........................................................................................42
11.5.3 Warehouse ..................................................................................43
11.5.4 Number of islands ......................................................................43
11.5.5 Building houses ..........................................................................43
11.5.6 Building streets ..........................................................................43
11.5.7 Supply ........................................................................................44
11.5.8 Number of soldiers ....................................................................44
11.5.9 Pirates ........................................................................................44
11.5.10 Natives ....................................................................................44

Food Production ......................................................................................58
Trading goods, consumer goods ..................................................................59
Mining and subsequent treatment..............................................................60
Armament & shipbuilding ........................................................................61

C: Notes on DirectX™6 ....................................................................68
D: Keyboard assignments............................................................................................69
E: Problem Solving and FAQ’s ..................................................................................69
F: Availability of Buildings ..........................................................................................70
G: Requirements for Development............................................................................71

11.6 Creating a singleplayer scenario with buildings, but without a
defined goal ................................................................................45
11.6.1 Pirates ........................................................................................46
11.6.2 Natives ......................................................................................47
11.6.3 Building a warehouse ..................................................................47
11.6.4 Erecting buildings ......................................................................48
11.6.5 Placing soldiers ..........................................................................48

Index ..........................................................................................................71

2

1.

Your skill alone will decide whether your villages will grow to become
cities, and your poor pioneers rich aristocrats, or not. The building of the
right production chains, successful trading with other settlers, and your
diplomatic skills will be the cornerstones of your success. But be careful.
Pirates, and the jealousy that other settlers may feel, can mean serious
trouble.
As you may have noticed, 1602 A.D. will challenge you in many
different ways. You will have to show your skill at tactics and strategy and
use your organizational and administrative talents to be successful, without
losing sight of the goals you set yourself at the start of the game. Diplomacy
is necessary in dealing with the other settlements, and should be used as long
as it doesn't conflict with your overall strategy. War is also a legitimate means
of achieving your goal. It won't take long for you to see just how many-sided
1602 A.D. really is.
The operation of 1602 A.D. has been kept simple, so that you can
concentrate on what is important, namely creating your own New World.
1602 A.D. is complex, not complicated! If you are an experienced player,
reading the quick start guide will give you all the information you need to
play. If you want more detailed information on a particular topic, you can
either read the relevant chapter in the handbook or play the tutorial. These
will teach you the skills needed. The lavishly detailed graphics help to provide
you with the information you need. Screen animations keep you informed
about game progress at a glance. No more clicking through page after page of
statistics. This makes orientation easy.
Unless you're playing in network mode with other players, you will be
playing against computer opponents. They're trying to do the same thing as
you. Settle islands, build production chains, trade with others, and protect
their interests. And at your playing level. Even if you consider yourself a
relatively inexperienced player, the computer will automatically adjust your
opponents playing level to yours.
“Enough talk! Show me what you've got!"
Enter the fascinating world of 1602 A.D. and let yourself be captured by it's
unique atmosphere!

Introduction

A Word About This Manual . . .
Welcome to 1602 A.D.! While the best way to learn how to play 1602
A.D. is to play the Tutorial, this manual is a helpful tool. Chapters 2 and
3 provide a brief overview of how to get started in 1602 A.D.. Chapters
4 through 10 provide a more detailed explanation of the game and how
it operates. Try reading Chapters 2 and 3 to get started, then refer to
Chapters 4 through 10 for answers to specific questions, or for more
details about 1602 A.D.

Dear Friends,

Welcome to the ranks of the explorers and pioneers. Join us as we turn
back the hands of time to the year 1602.
The situation in Europe is absolutely hopeless. The cities are
overcrowded, and poverty and starvation are rampant. The future is
uncertain, and much of the population have little, or no, prospect for a better
life. This is the situation which has prompted a small group of courageous
men and women, yourself amongst them, to seek a better life in far-off lands.
Sail, with your followers and a limited supply of salted meat, rum, tools, and
building materials, into a previously undiscovered chain of islands. Your
challenge is to start a new life with the few provisions that you have brought
with you. A new life - no, a New World! You will need all your skills in the
fields of exploration, settling, diplomacy, trade, and war in order to master
the difficult task before you. You will soon discover that your fate is in your
own hands. Even the choice as to which island you settle must be carefully
made, for not every island offers ideal living conditions.

Have fun creating your own world playing 1602 A.D.!
3

2.

Click Install and you'll be greeted by the 1602 A.D. Setup Program.
Click "Next" to continue with the installation.

Installation

The screen now displays the terms and conditions of the license
which you must accept, by clicking the OK button, before
installing 1602 A.D.

2.1 System requirements
Minimum configuration:
Windows® 95/98, Pentium™ 100 processor or higher, 16 MB RAM, 2
MB PCI graphic card, 4-speed CD-ROM-drive, 120 MB hard disk
space, SoundBlaster™ or 100% compatible sound card with DirectX™support, Microsoft™-compatible mouse, speakers.

4.

The next window allows you to either choose the destination drive
and directory to which 1602 A.D. is to be installed, or to use the
defaults. If you use the defaults, please go to the section 7. The
amount of space free on your hard drive will also be displayed.

5.

Click “Browse” to select a different drive and/or directory. Click
“OK” to confirm your choice and return to the drive and directory
window.

6.

If the directory you want to install the game in does not exist, enter
the name directly behind the drive letter in the prompt box. The
program will now automatically create the directory when you click
the “Next” button. You can cancel the installation at any time
simply by pressing the “Cancel” button. The installation program
now copies all necessary files to your hard drive. Please be patient
while this is being done. You will now be asked to choose which
program group 1602 A.D. should be added to. Either choose an
existing group or a new group named 1602 A.D. will be generated.
Click "OK" to proceed.

7.

1602 A.D. requires DirectX™ 6. In this window the installation
program offers you the opportunity to install DirectX™ 6. If you are
uncertain as to whether or not DirectX™ 6 is already installed on
your computer, choose "Install". Please refer to appendix C. If
DirectX™ 6 is already installed on your system, please click "Finish".

8.

If you marked the box labeled "Install" earlier, the installation program
will now check and, if necessary, install DirectX™ 6. If you have

Recommended configuration:
Windows® 95/98, Pentium™ 166 processor or higher, 32 MB RAM, 2
MB PCI graphic card, 8-speed CD-ROM-drive, 120 MB hard disk
space, SoundBlaster™ or 100% compatible sound card with DirectX™Support, Microsoft™-compatible mouse, speakers.

2.2 Installing 1602 A.D.
Note: If you do not have DirectX™ 6 installed on your system, please
read appendix C before installing 1602 A.D. Be sure to use the
DXDIAG.EXE file to make sure all your drivers are DirectX™ 6
authorized.
1. Start Windows® 95/98 and insert the 1602 A.D. CD into your
CD-ROM drive. After a short pause you will see the start screen.
When you are installing 1602 A.D. for the first time you have the
choice between two options: “Install” or “Exit”.

4

deactivated the DirectX™ 6 installation option, the setup is now
finished.
9.

You can now start 1602 A.D. by either clicking on the icon, or by using
the entry in the program group in the Start menu.

Important note: if you have just installed DirectX™6, you will have
to restart your computer in order to implement the changes made
by DirectX™6 to your system.

2.4 Uninstalling 1602 A.D.
To uninstall 1602 A.D. enter the program group in the Windows®
95/98 Start menu where you installed 1602 A.D. Now click “Uninstall”
and 1602 A.D. will be completely removed from your computer.
Note: when uninstalling a game the saved games, the scenarios that you
yourself have created, the highscore list, and the GAME.DAT file will be
left on your hard disk.

2.3 Start of the game and configuration program
Before the actual start of the game, you have the option to change some
settings manually according to your own preferences by entering the
configuration program.
Cursor:
If your cursor shakes, stutters, or disappears while playing 1602 A.D.,
choose the 1602 A.D. settings entry in the 1602 A.D. program group.
Deselect the option “Hardware cursor”. Exit the configuration program
and start 1602 A.D. as always.
Music and sound effects:
Choose the 1602 A.D. settings entry in the 1602 A.D. program group
if you wish to turn off the music and sound effects before starting 1602
A.D.
Screen resolution I
If you receive the message “SET DISPLAY MODE FAILURE”, or one
similar to this, choose the 1602 A.D. settings entry in the 1602 A.D.
program group, and set the screen resolution to 640 x 480.
Screen resolution II
If you've set the screen resolution to 1024 x 768, and can't play any
longer because the picture on your screen is unrecognizable [colorful,
distorted picture], choose the 1602 A.D. settings entry in the 1602 A.D.
program group, and set the screen resolution back to the original value.

5

3.

The tutorial consists of a sequence of five separate scenarios, each of
which builds upon the one before, and therefore they have to be played
one after the other.

Quickstart

In the first scenario, “Discovery”, you learn to use the menus, explore
islands, and discover which crops will grow best and whether or not
there are any mineral deposits on the island. (See chapter 5)

(Singleplayer)

In the second scenario, “Settling”, you establish your first settlement
and begin to produce food and industrial goods. (See chapter 6)

3.1 Starting the program
Start Windows® 95/98 and load the 1602 A.D. CD into your CDROM drive. Please exit all other programs before starting 1602 A.D.
If Windows® 95/98 is in the “Autostart” mode the 1602 A.D. start
screen will appear after a few seconds. Click “Start” to load the game.
If the Windows® 95/98 “Autostart” mode is deactivated, look for 1602
A.D. in the program group where you installed it. Click the “Start”
button in the Windows® 95/98 task bar and look under “Programs”.
Choose the “1602 A.D. program group, or the program group where
you installed 1602 A.D., and click “1602 A.D. to start the game. The
introduction, which tells the 1602 A.D. story, will start after a few
seconds. You can quit the intro at any time by either pressing the “Esc”
button, or by right-clicking with your mouse. Once the intro is over the
main menu will appear.

In the “Trade and Diplomacy” scenario, you conclude a trade
agreement with another player and sail a ship to their warehouse, where
you sell your goods and buy others. This will teach you the skills needed
for trading at sea. (See chapters 7 and 8)

3.2 Choosing the mode of play
The singleplayer mode offers the following options:

The following quick start guide refers to the start of the continuous play.

The “Sea Battle” scenario puts you in control of a small flotilla of
warships that you lead into battle. (See chapter 9.2)
The last scenario, “Land Battle”, teaches you how to command a small
troop of soldiers in battle. After landing your troops, lead them in their
attack on a small enemy force. (See chapter 9.1)
Now that you have mastered the basics, you can enter the “Continuous
Play” mode and trade with, or fight against, up to three computer
opponents as you explore and settle a new world of islands.

3.3 “Voyage of Discovery”
As the game begins, you find yourself sailing your fully loaded ship
through a chain of islands, looking for a suitable place to start your first
settlement. As you will quickly see, each island offers a different set of
living conditions. The living conditions on each island dictate which
chain of production you should first establish. Choose an island from
the overview map (page 7), based on size and shape, and click on it.

• Tutorial
• Continuous play
• Play a scenario or a campaign
The tutorial gives you the chance to learn the basics about playing 1602
A.D. This is especially interesting if you are playing 1602 A.D. for the
first time or if you don’t have any previous experience with progressivestrategy games.
6

Revolving crossed hammers over a mountain indicate that it contains
either gold or iron.

You can now see the island in more detail on the game screen.

The agricultural products that may be planted can be shown simply by
moving the mouse pointer over the island.

Use the magnifying glass to zoom in and out, to
either get an overview or to view the island in detail. The compass allows
you to view the island from different angles, giving you a 360º view.
Once you have decided which island you want to settle, you can sail
there by clicking first on your ship, and then on the coast of the chosen
island.

You can vary the speed of the game, and thereby the speed of
your ship, by using function buttons F5 to F7. Once you’ve reached the
shoreline the “eye” icon will appear in the menu bar. Click this icon to
explore the island.
Once the exploration of the island has been completed, you will be able
to see which agricultural products will be most successful and whether
there are any iron or gold deposits on the island.
7

The total service area of the settlement consists of the sum of the service
areas of the warehouse and any market places that have been built.
Construction is limited to this area, displayed in light green on the game
screen. The only way to increase this area is by building more market
places.

Important!
Grain, palm trees, and forests grow equally well on all the islands.
Livestock production is also equally successful on all islands.
In order to keep you constantly informed, important events will show
up as symbols on the left-hand side of the information bar.
The information bar delivers further object or menu information
whenever you place the cursor over the object or menu point.

The service area of each building refers to the area serviced by that
particular building. During construction, this area appears as a yellow
frame around the building. You can display the service area of a building
at any time by clicking on it in the status mode. It will then be displayed
in light green.

3.4 “The Settlement”

Begin building your settlement by entering the “construction” mode
and clicking on the desired building or object in the appropriate submenu. Keeping your citizenry satisfied should always be your main
goal. Start off by making sure that there is always enough material, such
as wood, bricks, and tools, on hand for construction, and that there is
always enough food to keep your settlers fed. To this end, first set up a
forester in a forest, a fisherman on the coast, and then build a number
of houses. Use streets and roads to connect all of the above with the
warehouse, so that everyone has equal access to all the resources. Carters
with market wagons automatically transfer the goods from the producer
to the warehouse and the marketplace.

Sail to the shore of the island that you have chosen and build a
warehouse, which will be the base of your new settlement. Transfer the
supplies you brought with you by clicking on the ship in the status
mode and then on the wooden crate which will appear in the menu.
This will bring you to the loading menu, where you can unload your
ship by clicking first on the supply you want to unload and then on the
arrow pointing up. Now you can start with the actual colonization.

If you can’t erect a particular building, check the “status” line at the top
of the screen to see if you have enough construction material on hand,
and also make sure that you’re building inside the settlement’s service
area. When building a chain of production you must ensure that the
resource-based production units, such as the wheat farm shown in the
screenshot on the right, are located within the service areas of the
industrial production units, in this case the windmill and the bakery.
The warehouse, or a marketplace, forms the final, and most important,
link in the chain. These are the only places from which it’s possible to
distribute the goods to the population, or to sell them to a third party.

The catchment area, or service area, of each building and of the
settlement as a whole is extremely important.
8

To pay the inducement, simply click on the hand holding out the
money.

Important!
Always watch the production levels of each unit you build! In order to
check the current production level of any unit, click on it in the “info”
mode and look at the display, shown in percent of maximum. To
ensure maximum production on a farm, a plantation, or from a
forester, always make sure that the entire service area of the unit in
question is planted with the correct crop. The service areas for sheep
and cattle ranches should be completely deforested in order to supply
the maximum amount of grazing land.

➶

3.5 “Diplomacy”
Diplomacy and trade are inseparable. In order to cement good relations
with your neighbors, sign trade agreements and conclude peace treaties
with them. You can do this by entering the “info” mode and going to the
player status sheet, which is the uppermost menu level, where you will
see a piece of parchment in the lower right-hand corner. Click on the
parchment to enter the diplomacy menu. From here you can sign, or
cancel, trade agreements (coins) and peace treaties (cannon). Trade
agreements between yourself and one of the computer “players”, or
between yourself and one of your fellow players in multiplayer or
network mode, offer you the advantage of being able to see the supply
and demand situation in the warehouses and markets belonging to your
“partners”. This offers you an alternative to dealing with teamsters and
trading ships when doing your buying and selling. Peace treaties help to
prevent attacks by your “allies”, letting you concentrate on trade and the
further development of your settlements.
The successful conclusion of a peace treaty, or a trade agreement, is
dependent upon its acceptance by the other player. His acceptance, in
turn, is dependent on his general attitude towards you. The direction in
which the thumb points shows the current attitude. If the thumb points
down, offering a financial inducement can improve your chances
immensely. You can do this by clicking on the thumb icon.
You are now in the “tribute” menu. You can see by the angle of the
thumb what change your financial offer makes in the other player’s
attitude towards you.

Once both parties have accepted the contract, or treaty, the appropriate
parchment scroll in the diplomacy menu will unroll. Should you wish
to break a contract, simply click on the unrolled parchment.
Ideally you should, as shown on the right,
conclude both peace and trade agreements
with all of the computer players, so that
you can concentrate on trade and
development.

9

In the multiplayer, or network mode a gold coin will take the place of
the thumb icon in the diplomacy menu. Here the attitude and the
tributes of all other players represent an additional influence on the
contracts you intend to sign. The “chat” mode offers the opportunity to
make secret deals with your fellow players.

the marketplaces. Now simply choose the “Buy” icon for buy, or “Sell”
icon for sell, to enter the appropriate menu.
You can display your inventory, in either of the menus, simply by
clicking on one of the blue product boxes. Click on the product you
wish to buy or sell. You automatically spring back to the “Buy” and
“Sell” menu, where you can use the sliders (the yellow triangle and
circle) to set both the amount you wish to buy, or sell, and the price.
Right click with the mouse to confirm your decision and to leave the
menu.

Important!
It is also possible to influence your relationship with the pirates
through the payment of tribute, or protection money. However, with
pirates there are no guarantees, as their behavior is always
unpredictable. A pirate will also sell you goods without a trade
agreement, in contrast to your fellow players.

Trading ships visit your warehouse regularly. As long as you have made
the correct entries in the buy and sell menus, they buy your wares, and
sell you the supplies you need, such as tools. Of course, you can also
trade with the other players, whether in singleplayer or multiplayer
mode, as long as you have concluded trade agreements with them. Once
you have closed a trade deal with one of your fellow players you can both
see what the other has to offer, or needs, by clicking on the other player’s
warehouse or marketplace.

3.6 “Trade”
Your settlers will often demand goods that you cannot produce on your
island. Trading offers the only possibility to obtain these products and to
get rid of any surplus goods you may have. There are a number of
different ways to engage in trade. You can buy from, or sell to trading
ships and other players through your warehouse. You can use teamsters
to trade with any natives, or other players, who might share your island.
Alternatively, you can load up your ship and set sail for other islands to
sell your wares and buy supplies.

Go to the loading menu
and load your ship with
the desired products.
Now sail to the other
player’s
warehouse.
Upon arrival you will see
that a leather purse of
money, the trade icon,
appears in the menu.
Click on the icon to sell
your wares simply by
unloading them.

The “buy” and “sell”
menus for the warehouse,
and each of the
marketplaces, allow you
to choose which goods
you wish to buy and
which you wish to sell.
To reach these menus,
enter the info mode and
click on either the
warehouse or one of

Important!
Take advantage of the “autoroute” function for your ships and
teamsters in order to be able to concentrate on the development, and
expansion, of your settlement.
10

Use the teamster (the covered wagon) for
overland trading with any natives, or other
players, with whom you share your island.

Important!
Should you wish to load your soldiers onto a ship first select the
soldier, or soldiers, press the "Ctrl” button and click on the ship,
which should be adjacent to the coast. To debark your soldiers simply
click on the cargo hold containing the soldiers. The ship must be
anchored next to the coast when loading or unloading soldiers.

Use the autoroute function when you want
to set up a regular trade route between two
cities. Click “Choose destination” and use
the vertical double-arrow to select the
appropriate city. Now click on one of the
product boxes to select the chosen product
and then set the yellow arrow to the “load”
or “unload” position by clicking it.

Use this symbol to enter the “autoroute” menu.

Use this symbol to activate the autoroute function.
3.7 “Combat”
You shouldn’t neglect the building of an army to defend yourself against
attacks by pirates or one of your fellow players. In order to do this, you
need a castle for a training ground, weapons, and soldiers. You can also
use wooden palisades or stone walls to help protect your cities against
attack. Keep in mind that supporting an army is expensive.
Select soldiers by either clicking on them individually, or by drawing a
frame around a group. Selected them as described. A group can also contain
formations, or squads, of soldiers. You can select all the soldiers of any
particular specialty by clicking on the corresponding icon. For example, to
send those who have been wounded to the doctor, select them as described
above and, holding the “Ctrl” button down, click on the doctor.
11

Since attacks are not limited to the land, you should also build, or buy,
warships to protect yourself against pirates or opposing players. Both
trading ships and warships can carry cannon, which are made in a
cannon foundry. If you don’t have a cannon foundry, you can always try
to buy some cannon from the pirates.
To outfit your ships with cannon you
must first load them into the cargo hold.
To prepare your ship for battle, click on
the cannon in the hold and they will
automatically be placed in the cannon
hatches.
The “battle” menu offers a number of
possible tactics. If you are losing the fight
against a pirate, you can always surrender
by hoisting the white flag. The pirate will
then take the most valuable cargo from
your ship and leave. You can gain some
speed when running from a sea battle by
dumping some cargo overboard. Protect
your cities from pirate attacks! Send your
ships out on patrol.

12

4.

Start of the Game

4.1 Start of the game in general
Please exit all other programs before starting to play.
Start Windows® 95/98 and load the 1602 A.D. CD into your CDROM drive.
If Windows® 95/98 is in the “Autostart” mode the 1602 A.D. start
screen will appear after a few seconds. Click “Start” to load the game.
If the Windows® 95/98 “Autostart” mode is deactivated, look for 1602
A.D. in the program group where you installed it. Click the “Start”
button in the Windows® 95/98 task bar and look under “Programs”.
Choose the 1602 A.D. program group, or the program group where you
installed “1602 A.D., and click 1602 A.D. to start the game. The
introduction, which tells the 1602 A.D. story, will start after a few
seconds. You can stop the intro at any time by either pressing the “Esc”
button or by right-clicking with your mouse. Once the intro is over the
main menu will appear.

4.2.1 Tutorial
The tutorial gives you the chance to learn the basics about playing 1602
A.D. This is especially interesting if you are playing 1602 A.D. for the
first time, or if you don’t have any previous experience with progressivestrategy games.
The tutorial consists of a sequence of five separate scenarios, each of
which builds upon the one before, and therefore they have to be played
one after the other.
In the first scenario, “Discovery”, you learn to use the menus, explore
islands, and discover which crops will grow best and whether or not
there are any mineral deposits on the island. (See chapter 5)

4.2 Singleplayer mode
The singleplayer mode offers the following options:

In the second scenario, “Settling”, you establish your first settlement
and begin to produce food and industrial goods. (See chapter 6)
In the “Trade and Diplomacy” scenario you conclude a trade agreement
with another player, and sail a ship to their warehouse, where you sell
your goods and buy others. This will teach you the skills needed for
trading at sea. (See chapters 7 and 8)
The “Sea Battle” scenario puts you in control of a small flotilla of
warships that you lead into battle. (See chapter 9.2)
13

The last scenario, “Land Battle”, teaches you how to command a small
troop of soldiers in battle. After landing your troops, lead them in their
attack on a small enemy force. (See chapter 9.1)

4.2.4 Campaigns
Campaigns differ from individual scenarios in that the scenarios of a
campaign must be played one after the other. This means that you must
successfully complete the first scenario of a campaign before you are
allowed to proceed to the second scenario of the same campaign.

Now that you have mastered the basics you can enter the “Continuous
Play” mode and trade with, or fight against, up to three computer
opponents as you explore and settle a new chain of islands.
4.2.2 Continuous play
Each time you start a new continuous play game, the computer will
automatically generate a new world full of islands. However, before you
can start settling your new world you must first set the level of difficulty
by choosing one of the four preset difficulty levels. A short description
each of these levels will be shown on the screen. As an inexperienced
player, you should choose "easy" for the first game. Now click “Start”.
Enter your name at the prompt, and confirm it by pressing enter. If you
want to return to the main menu to change something, click the right
mouse button. After choosing your playing color by clicking one of the
flags, you will automatically jump to the game screen. If you want to
start a continuous play game while reading the handbook, then proceed
to the beginning of chapter 5 and continue reading from there.

Clicking here will allow you to continue a previously saved game. A list
of the games you have saved will appear. Click on a game to load it. You
can now continue your game from the same point where you left off.

This will automatically load the last game you were playing, allowing
you to pick up where you left off.

Clicking here will return you to the main menu.

4.2.3 Singleplayer scenarios
The 1602 A.D. scenarios offer a whole new set of challenges, especially
for players who are already experienced in the continuous game play
mode. In each of these exciting episodes you have a specific mission to
fulfill, allowing you to put your strategic skills to the test over and over.
Choose one of the scenarios from the list. The number of stars after the
name of the scenario shows the level of difficulty. Since the scenarios
grow progressively more difficult only the “easy” scenarios are available
at the start. You have to end each of these scenarios successfully before
you can proceed to the next. Clicking a scenario from the list will show
you a short description of it.
If you want to play the chosen scenario click “Start game”.

The highscore list for the continuous game mode shows the top twelve
players’ names, scores, and level of difficulty.
Here you can compare your highscore to any others saved on your
computer. The scenarios have a separate highscore list.
Multiplayer mode
The multiplayer mode is described in detail in chapter 10.
14

5.

You should always keep an eye on the amount of building material
available, as this determines the growth of your settlement. If your
warehouse is running out of a particular product or material, the icon
representing that material will appear shortly in the status bar. A spoken
message will also inform you of the shortage.

Operation

The info bar at the bottom of the screen constantly offers contextsensitive help. If you place the cursor over an icon, the info bar will show
a description of that icon. Special events happening outside the current
playing screen are represented by small icons on the left side of the info
bar. Clicking these icons will automatically transport you to where the
event is taking place. This allows you to stay on top of everything that
occurs on your islands. If you press the “J” button (for “Jump”) after
going to the scene of the occurrence, the screen will automatically return
you to the last place or ship you had selected.

5.1 The screen and icons
1602 A.D. is completely mouse-driven. For those players who prefer
using the keyboard, appendix D contains a table of keyboard
commands. The general rule for using the mouse is that the left button
is for opening menus, clicking icons, and executing actions in the game
screen. The right mouse button brings you back one menu level higher.
When you are already on the first, or top, level of the menu screen the
right mouse button has no function.

1602 A.D. automatically assigns ship, place, and wagon names. You can,
however, change these. When you click on the name in the info mode a
cursor will appear. You can now change the name. Confirm the change
by pressing “Enter”.

Your monitor now displays the playing screen with the info bar at the
bottom, and the overview map and the menu on the right.

In the upper right corner of the monitor
you can find the overview map, which
helps you to stay oriented. Underneath
this is the menu. Unsettled areas on an
island are colored brown. As soon as a
settlement is founded, the service area of
that settlement will take on the color of
the player who founded it. A blinking
white frame indicates the area currently shown on the playing screen.
Blue dots show the current positions of your ships and wagons. Clicking
a point on the overview map with the left mouse button automatically
displays that area on the playing screen.

The playing screen fills most of the monitor. Here you can see exactly
what is happening on the islands. The playing screen will automatically
scroll in the direction of the cursor whenever the cursor hits one of the
edges of the playing screen. It will continue scrolling for as long as the
cursor is held on the edge of the screen.

The status bar at the top of the screen will keep you informed as to how
many people live in your settlement, how much money you have, and
how many tons of tools, wood, and brick you have on hand.

The arrows around the compass allow you to rotate the view on the
playing screen by 90 degrees. The red end of the compass needle always
15

points north. North is also indicated on the overview map. To the right
of the compass is a magnifying glass. The plus symbol zooms you in for
a detailed look at things while the minus sign zooms you out.

Here you can save, and load, your games.
The “Save” icon for saving games, and the
“Load” icon is for loading saved games. A
cursor appears when you click a saved game,
allowing you to change the name. Clicking
the “Exit” button displays the evaluation
screen and allows you to leave the game.

The four icons below the compass are the most important icons in 1602
A.D. Each stands for a particular menu: the build menu, the battle
menu, the info menu, and the options menu. These icons, as well as the
overview map, the compass, and the magnifying glass, never move. One
click lets you jump from one menu to the next.

The evaluation screen gives a total account
of the current game and allows you to
compare this with previous games. You can
also access this screen at any time during
play.
You can learn more about the evaluation screen and how to access it
during the game in chapter 4.2. Clicking “Main menu” in the evaluation
screen will return you to the main menu, where you can end 1602 A.D.
simply by pressing “Exit”.

The construction menu lets you choose which buildings you want to
erect. Which buildings you can erect, and at which point in time, is
more thoroughly explained in chapter 6.
The battle menu allows you to control your soldiers and ships in battle.
Chapter 9.1 explains land battles, and chapter 9.2 battles at sea.

Clicking the two notes opens the music
menu. The background music currently
playing is framed. You can play any
particular title by clicking it. Use the arrows
to scroll up and down through the list.
The slider allows you to vary the volume of
the music. If you want to play the songs in a
particular order, click the notes numbered “1
2 3”. The “Test” button lets you check the
volume level of the sound compared to the
volume level of the music.

The info menu gives you detailed information on the status of your
settlement. Clicking on a building while being in the info menu will
open an object menu for that building.
The options menu allows you to change
game settings and to save, or load, games.
Here you can change the screen resolution
by clicking the corresponding field. The
floppy disk icon opens the savegame menu.

16

Video sequences and speech output

score. This lets you compare your current
status with past games. Clicking the question
mark beside the point score will open the
evaluation screen, where you can see a detailed
analysis of your game so far. Clicking the right
button of your mouse returns you to the
playing screen.

Clicking the plank at the bottom of the options
menu marked 1602 A.D. opens a special menu
for controlling the video sequences and speech
output.
Here you can choose which events you want to
be told about vocally and which video sequences
you want to see while playing.
Pause
If you want to take a short break while playing 1602 A.D., press the
“Pause” button on your keyboard. To return to the game, either press the
“Esc” button on your computer or click the right button of your mouse.
Quit playing
When you want to end 1602 A.D. go to the options menu.
This brings you to the evaluation screen, which gives a total account of
the current game. You can now return to the main menu where you can
leave 1602 A.D. simply by pressing “Exit”. You can also leave the game
by pressing the buttons ALT+F4. If you want to stop playing a tutorial
game, just click the “x” in the top left corner of the expanded info bar.
5.2 Player status, evaluation screen, city list, and ship list
Clicking the warehouse, or on one of the marketplaces, in a city while
in the info mode will display a status report for that city. Clicking the
right button on your mouse brings you to the next higher menu where
the overall status (the player status) of all your islands is shown. The
number of inhabitants is displayed, as well as expenses and income.
Always keep an eye on the overall financial status of your islands. To
make it easier to keep track the total sum is color-coded. Red means you
are operating at a loss, and green means that you are making a profit.
You should check this status regularly once your settlements begin to
grow to help keep you informed about any changes.
Underneath your current account balance you can find your current

Clicking the house with the question mark takes you to the “cities”
menu. Here you can see a list of all the cities you have founded, as well
as the names of the cities founded by any other players with whom you
have a trade agreement.
When you move the cursor over the name of a city its location will be
shown by a crosshair on the overview map.
17

Clicking the ship with a question mark opens
the “ship” menu. Here you will find a list of all
of your ships.
An additional symbol shows whether the ship is
at anchor (an anchor), on a single voyage (a
yellow arrow), or on an autoroute course (a red
arrow). The current position of the ship is
shown by an crosshair on the overview map as
soon as you place the cursor over the name of
the ship. Clicking the name of a ship, or a city,
from the list will automatically take you to that
ship or city.

routes automatically within your settlement. Market wagons, which are
covered wagons, can be manually driven. Market wagons have to be
ordered by a market or a warehouse before they become available. You
can do this by entering the info mode and clicking the warehouse, or the
marketplace, where you wish to have the cart. Click the “market wagon”
icon to order the wagon. The cursor will change to a vertical double
arrow. Move this double arrow to the point where you want to have the
market wagon and click the left button on your mouse (also see chapters
8.2, 8.4, and 8.6).

5.3 Moving ships, market wagons, and soldiers
In order to move ships, wagons, or soldiers you
must first select them by clicking them with the
left mouse button.
You can now move the ships, wagons, or
soldiers to a new location just by clicking it
with the left mouse button.
If you want to move more than one ship,
wagon, or soldier, select them by holding the
left mouse button down and drawing a frame
around them. This will automatically change
them to battle mode.
If you prefer, you can also use this technique to
select individual ships, wagons, or soldiers.

The “stop” symbol (the hand) lets you stop the movement
of ships, wagons, or soldiers.
Please note that there are both market wagons and handcarts on your
islands. They differ in that the handcarts, or carts, follow their pre-set
18

6.

Settling

6.1 Landing
Once you’ve chosen a place on the shore, sail your ship there. The
building which then appears in the menu is the smallest of the
warehouses, and the first building you can erect. It can only be built on
the coast. Click on the warehouse in the menu, and then run your
cursor along the shoreline. If the warehouse is displayed on the coast,
you can build it by clicking your left mouse button. Now you’ve
established a base of operations, and laid the cornerstone of your
settlement.

A red bar in the field will give a general indication as to the amount. Use
the arrows to load and unload. The numbers indicate the amount in
tons transferred per mouse click. At the bottom of the menu,
underneath the name of the ship, you can see which supplies, and how
much, are on board your ship. Directly above this you can see the status
of your warehouse and the name of your new settlement. To transfer
supplies from your ship to the warehouse click the supply you want to
transfer, set the amount, and click the arrow pointing up. The general
rule for loading, and unloading, supplies is: the arrow pointing down
loads supplies from the warehouse to the ship, and the arrow pointing
up loads supplies from the ship to the warehouse. At the start of the
game you should keep your warehouse as full of supplies as possible.
This is the only way to be certain that you will have enough building
materials on hand for the first few buildings.

6.2 Unloading supplies
In order to use the supplies you brought with you, you must first transfer
them to the warehouse. You won’t be able to build anything until you
unload your supplies. Go to the info mode and click on your ship, which
should be anchored in front of your warehouse. Clicking the wooden
crate opens the loading menu, where you can load and unload your ship.
In the loading menu all supplies have been divided into four categories:
building supplies, weapons, consumer goods, and raw materials. Choose
from these categories the goods you want to load, or unload. Fields
representing supplies that are not available are darkened. A yellow frame
indicates which supply is currently selected, and can be loaded or
unloaded. When you place the cursor over a supply, the info bar will
display how much of that supply you have on hand.

Now click the construction menu to begin building your settlement.
6.3 Building houses
All buildings shown in the construction menu
have been divided into categories such as
workshops, roads and bridges, and defensive
structures. You can see which buildings an icon
19

represents by looking at the info bar. Clicking one of these icons opens
a menu showing the different buildings in that category. Please note that
some buildings only become available once both the population, and the
prosperity, of your settlement have reached a certain level (see chapter
6.7.1). Buildings not yet available are represented by an empty square
with a question mark. Once you have chosen a building (by clicking it),
the building will then appear underneath the four main icons. The
arrows beside the building allow you to rotate it.

6.4 Demolition

Buildings or objects that are either no longer needed, or have
been built in the wrong place, can be demolished. To demolish a
building, click the pickaxe icon. Now move the cursor to the building,
road, or plant you want to demolish and click the left mouse button.
The building or object will immediately disappear from the screen. If
you want to clear an entire area, hold the left mouse button down and
draw a frame around the area you want to clear.
All the selected objects inside the frame disappear. You can use this, for
example, to clear land for a farm even after you have already built the
farmhouse. In this case, only the plants around the farmhouse will be
removed, while the farmhouse remains untouched. Careful: the
“demolish” function is final. If you mistakenly tear down the wrong
building, you will have rebuild it using the normal methods and
resources.

If you want your buildings to automatically align
themselves to the road, click the cross beside the arrows to activate the
auto-rotate function.
Construction and operation costs, as well as the amount of building
materials needed, are also shown. Your cursor will now assume the shape
of the chosen building. You can only build in the area administered by
your first building, the warehouse. You can see this area by clicking the
warehouse in the info mode. When you move your cursor outside this
area you will only be able to see the outline of the building, and
construction will be impossible. Building marketplaces allows you to
expand the service area administered by your settlement.
Clicking the desired spot on the playing screen will cause the building
to be erected there, and the corresponding amounts of building
materials and money will be deducted from the total.
If the building on the screen is blinking, this means you cannot build it.
Either you don’t have enough money or building supplies, or you are
trying to build outside the area administered by your settlement. The
status line at the top of the screen shows how much building material is
needed. If you are not sure what function a particular building has in the
chain of production, see the corresponding entry in appendix A for
more information.

6.5 Building roads

Roads and bridges have their own category
in the construction menu, and are built in much the same way as
buildings. To build a longer stretch of road at one time, choose the type
of road from the menu. Now place the cursor where the road should
begin and, holding the left mouse button down, drag the cursor in the
desired direction. The road automatically assumes the desired length.
When building roads you should make sure that all buildings producing
consumer goods have roadside frontage, so that the carts can transport
the goods to either the warehouse or one of the marketplaces.
This is the only way to make certain that the goods produced actually
get distributed to your settlers or are available for trade. Houses should
also be built beside a road so that, for example, the doctor can visit the
house. Make sure that the road actually touches the buildings.
Otherwise they are not “on the street”.
20

Keep in mind that streets paved with cobblestones speed transportation
by cart. Building bridges allows you to cross rivers.

chain of production are shown in appendix B. Defensive structures,
namely castles, also have supplies that have to be either stored or
produced within their service areas. This means that weapons for your
soldiers have to be either stored in a warehouse within the service area of
your castle(s), or your cannon foundry, swordsmith, and musket maker
all have to be within its service area. The same applies to shipyards.
Wood and cloth have to be available within the service area of the
shipyard. You can also find the exact relationships between different
buildings same information in appendix B of this handbook. You can
find more information on defensive structures in chapter 9.

6.6 Service areas

You can see the service area of a building even
before you erect it. Before construction this area is framed in yellow.
After a building has been built, you can see the service area by going into
the info mode and clicking the building. The service area is now shown
as the bright area around the building. The size and function of this area
varies with the type of building. The service areas of the warehouse and
the marketplaces are most important, as they define the total service
area of your settlement. You can always enlarge the service area of your
colony by building new marketplaces. A large service area is important,
as you can only build houses within this area. The service area of a
building is also crucial to the transportation of goods.
The service areas of the buildings in a chain of production are extremely
crucial. The buildings producing raw materials must be within the
service area of the building which then processes them. Only then can
the transportation of the various materials between them be guaranteed.
A farm produces grain. This grain can only be ground into flour when
the farm lies within the service area of a windmill. In order for the flour
to be processed into bread, the windmill, in turn, has to be within the
service area of a bakery. The most important link in the chain, however,
is the warehouse or the marketplace. All buildings have to be within the
service area of one of these, or the goods can neither be distributed to
the population, nor used in trade.
Each business, and each farm, has an individual service area that can be
displayed by clicking the building while in the info mode. This building
only services this area. For example, cotton planted outside the service
area of a cotton plantation cannot be harvested. In order to ensure the
most efficient operation of your buildings, always watch your service
areas carefully. The connections between the different buildings in a

6.7 The first successful settlement
6.7.1 The relationships between population, the level of civilization, and
the automatic development of the settlement
Don’t forget to build enough houses for your settlers. Having a firm roof
over your head does wonders for the attitude. The contentment of your
settlers, or the fulfillment of their wishes, is your guarantee for the
commercial success of your settlement. When the inhabitants of your
island become unhappy they sometimes leave, which then leaves you
with both not enough workers and too few taxpayers. You can always see
how satisfied your settlers are by clicking one of the houses in the info
mode.
The facial expressions of your settlers gives
you an idea how satisfied they are. Tax rates,
the availability of food and consumer
products, and the public amenities available
to your population all affect the level of
satisfaction your citizens enjoy.
You can adjust the tax rate by using the
slider. Keep in mind the current economic
situation when setting the tax rate. High tax
rates over a long period of time have a
negative effect on the satisfaction of your
citizens. You can use this as a short-term way
to generate extra income. The symbols
21

underneath the slider show what the people in your settlement currently
desire. Placing the cursor over one of the symbols shown will display
more information about it in the info bar. Beside these symbols you can
see a vertical bar. This shows the how satisfied the people in your
settlement currently are. The horizontal black line across this bar
represents the minimum level of satisfaction for the current level of
civilization. The higher the red bar climbs, the more satisfied your
citizens are. The tax rate also has an effect on this bar: the higher the tax
rate, the higher the black line. The higher the black line, the more likely
your citizens are to become dissatisfied. The horizontal bar shows the
level of the food supply. Again, the black line shows the minimum
standard necessary. Having enough food to go around is absolutely
necessary for the satisfaction of your settlers. You will only attract new
settlers when those you already have are satisfied. An increase in
population is one of the main conditions for the advancement of your
settlement to the next level of civilization.
There is a total of five levels. Level 1 consists of the pioneers, level 2 the
settlers, level 3 the citizens, level 4 the merchants, and level 5 the
aristocrats.
Each time you reach a new level of civilization new buildings become
available, and the needs and desires of your settlers grow as well. It is easy
to see when you have reached a new stage of civilization because, as long
as there are enough construction materials on hand, the houses
automatically increase in size. Don’t forget to build more houses to
attract more citizens.

Your settlers are constantly collecting building supplies from your
warehouse and marketplaces to maintain, and expand, their homes. You
can watch the changes as they occur. The size of the houses, and the
number of taxpayers per house, increases with every new stage in the
level of civilization. Naturally, you have to provide more food to feed the
extra mouths.
If you want to save building materials in order to erect a particularly
large, or complex, building you can prohibit your settlers from collecting
building supplies. Enter the info mode and click one of your
marketplaces, or your warehouse. Now click this icon to stop your
settlers from picking up building supplies.

➶
Don’t forget to give your settlers access to the building supplies again
once you have erected the special building. You can release the building
supplies by clicking this icon once again.
6.7.3 The food supply
You can either grow your own food, or buy it from someone else (see
chapter 8). Hunters, fishers, butchers, and bakers supply food. Hunters
and fishers are available right from the start and are capable of meeting
the needs of a small community all by themselves. Later the butchers
and the bakers provide additional food. When building the fisher’s hut
make sure its service area includes fishing ground, which is represented
by dark blue water. Place the hunting lodge in a forest so that the hunter
has enough deer to hunt. The forest shouldn’t be too thick, however, or
the hunter won’t be able to see the deer to shoot them. In order for the
butcher to be able to deliver his meat, you will have to build a cattle farm
with enough grazing land for the cattle to grow. The grain farmer has to
deliver grain to the windmill, where the miller grinds it to flour for the
bread that the baker produces.

6.7.2 Your inhabitants’ desires
Satisfying the wants and needs of your settlers should always be your first
priority. If you ignore your settlers’ wishes too long, they can either drop
a level of civilization or even leave your settlement entirely. The houses
then either collapse or shrink back to their former sizes.
The higher the level of civilization your settlers enjoy, the more
demanding their desires become. Not only do they want a greater variety
of consumer products, they also demand a wide range of public
amenities. Soon you are building everything from chapels and schools to
pubs.
22

6.7.4 Producing consumer goods
Pretty soon your settlers will not only need food, but also consumer
products such as tools and cloth. To turn the raw materials on your
island in to consumer products you will have to have workshops for
your tradesmen. When building a workshop you can see the raw
materials it needs in the menu. This makes it easier to be certain that
all the buildings in a chain of production are within the correct radius
of one another.
Change to the info mode and click a workshop with your left mouse
button. The name of the workshop, the current workload, and the
operating cost will now be displayed. These differ according to the size
and type of building. You will also see displayed the current amount of
raw materials and finished products on hand. In the lower right-hand
corner of the window you will see two symbols. The “Zz” symbol
allows you to shut a workshop down temporarily. Depending on the
size of the building, this either cuts the operating costs in half or
removes them completely. When a building has been shut down the
“Zz” symbol will rotate over it. When you want to re-start production
in a building, just click the “Zz” symbol again. The cart symbol shows
whether or not product transportation from the workshop to the
marketplace is allowed. Clicking this symbol prohibits carts from
collecting finished products for transportation. The workshop will
keep producing until their storehouse is full, and then stop until
collection is once again permitted. Clicking the cart symbol will release
the goods for collection. This only applies to the carts, however, and
not to the carriers employed by the baker and other processing
workshops.
Whether a building is currently operating, or not, is shown through
animation. When the sails on the windmill are turning on the playing
screen, the grain is being ground into flour.

If a question mark appears over
the windmill, it means that there isn’t
enough raw material available, or that the
stock of this workshop is full (in this case,
grain). This means that the grain farms are
not producing enough grain, or that there
is no more grain available in your
warehouse or market places. Clicking a
building in the info mode will show how
efficiently that building is operating. Draw
your conclusions, correct the problem, and
the question mark disappears. A question mark over a building
demands action.
6.7.5 Transporting goods on your island
Handcarts provide transportation for the goods within your
settlement.
The number of handcarts available depends upon the number of
marketplaces. Each new marketplace brings two new handcarts with it.
These carts automatically collect the goods from the different
workshops located within the service area of the warehouse or market
place as necessary.
In order to streamline the transportation of goods between workshops,
the distance between them should be kept relatively short. If you want
to prevent the collection of goods from a particular building, go into
the info mode and click first the building, and then the cart symbol.
You can also employ a teamster with a market wagon when you want
to trade with any natives or other players on the same island (see
chapters 8.2 and 8.6). Market wagons can be distinguished from carts
in that they are covered wagons. They also have to be manually
controlled, which means you have to set the route they are supposed to
travel. These traders will thereafter ply their routes automatically.

23

6.8 Advanced stage of the game
At an advanced stage of the game you will
already have built many houses and
workshops.
The larger your settlement grows, the more
storage room it needs. Build lots of
marketplaces, and expand your warehouse.
Enter the construction menu, click the
next larger warehouse, and put it in place
of the current one. You don’t have to
demolish the old one first, you can just
replace it.
You can see which products you have
stored by looking at the inventory. Double
click the warehouse, or a marketplace, to display the inventory.
Each product available in the game has its own box. The red bar on
the right-hand side of the box shows the amount of that product
currently stored in the city. The info bar displays the exact amount
whenever you place the cursor over a box. If you are buying or selling a
product, (see chapter 8) you will also see an additional arrow in the
box. An arrow pointing into the box means you are buying that
product, and an arrow pointing out of the box means you are selling
that product. The color of this arrow shows the current market price
for the product concerned. You can set this price using the slider in the
buying/selling menu. Green means that the buying/selling price is low,
and red high. The buying/selling limit can be seen as a horizontal
black line in the bar on the right-hand side of the box. You will
quickly see that the growing number of products being offered makes
governing your settlement more and more complex. A balance between
the operating costs of the different buildings and the tax levied is
extremely important, as your settlers will soon demand products which
you cannot produce.
The amount of products needed can also increase when you decide to
settle another island. Diplomacy and trade quickly become absolute
necessities.
You can get an update on the current status of your settlement by

clicking either a marketplace or the warehouse in the info mode.
Clicking the right mouse button takes you up one menu level, where
you can see the total status of all your islands. You can also display the
total status by clicking an empty piece of land in your settlement while
in the info mode.
You can also see how good your current strategy is by comparing your
settlements’ progress to the others around you. Reaching a high level of
play (shown) without intensive use of your trade possibilities will be
extremely difficult. Keeping this in mind, make early contact with
your neighbors and set up the necessary climate for future trade
agreements.

24

7.

of parchment with a cannon (peace treaty), and a thumb.
The thumb indicates the player’s current attitude towards you. You can
influence this attitude by paying him tribute.

Diplomacy

7.2 The trade agreement

In order to conclude a trade agreement, one
player must offer it to another. Trade agreements are represented in the
menu by a roll of parchment with a coin. When a hand holds out a roll
of parchment with a coin in the diplomacy menu, it means that you are
being offered a trade agreement. Click the roll of parchment to accept.
Once both parties have accepted the agreement, the parchment unrolls
and the agreement comes into effect. A spoken message, and an icon in
the info bar showing a roll of parchment, will allow you to react quickly.
The coat of arms underneath the parchment lets you see who’s offering
the agreement. Change to the diplomacy menu to accept the agreement.

If you want to offer another player a trade agreement, change
to the diplomacy menu and click on the roll of parchment with the coin.
A hand appears, offering the other player an agreement. Once you have
offered an agreement you will have to wait for the answer from the other
player. If he accepts, a message will appear in the info bar, and the
parchment in the diplomacy menu will unroll. The trade agreement is
then concluded. A successfully concluded trade agreement allows you to
see his supply and demand situation by clicking on his warehouse, or
one of his marketplaces.

7.1 The diplomacy menu

Relations with your competitors and
fellow players are controlled through the
diplomacy menu. Change to the info mode,
and then keep clicking the right mouse button
until you reach the top menu layer. Clicking
the parchment with the left mouse button
opens the diplomacy menu. Three icons will
appear for each of your fellow players: a roll of
parchment with a coin (trade agreement), a roll

If you want to cancel an existing trade agreement, just click
the unrolled parchment in the diplomacy menu. It will then be rolled up
and the agreement broken. In order to re-open trade relations you will
25

have to conclude a completely new trade agreement. Keep in mind the
fact that it is seldom possible to conclude a new trade agreement right
after one has been broken, as breaking a trade agreement usually has a
negative influence on the other players’ attitude towards you.

In the Multiplayer mode the thumb is
replaced by a coin. The relationships
between players are either handled openly
by the players, or through using the Chat
Mode.

7.3 The peace treaty

Peace treaties are concluded in the same way trade
agreements are. They have to be offered, accepted, and concluded. A roll
of parchment with a cannon represents them. Here, once again, one
player has to offer another a peace treaty so that the other player can
accept it. The unrolled parchment indicates a signed peace treaty. To
break a treaty, click the unrolled parchment.
Signing peace treaties helps protect your convoys and your settlements
from attack.
If you attack one of the other players, or land soldiers on one of his
islands, the peace treaty is automatically broken and war declared.

7.5 Pirates and Natives
Some of the islands in 1602 A.D.
are already inhabited by pirates or
natives. You can see where when
you sail along the coastline of an
island, or when you anchor off the
coast. This means that you don’t
have to explore an island to find out whether it is inhabited or not. This
helps you decide whether or not you want to settle the island anyway.
The natives are usually friendly towards strangers. If you decide to build
your settlement on an island already inhabited by natives, you can trade
with them (see chapter 8.6). Further diplomatic relations are not
possible. If you decide to attack the natives, they will defend themselves.

7.4 Paying tribute
A good working relationship with your
fellow players raises your chances to
conclude trade agreements and peace
treaties. The thumb indicates the other
computer players’ general attitudes
towards you. In order to improve that
attitude, click the thumb. This offers you
the opportunity to pay tribute, or offer a
financial inducement, to the other player.
Use the slider to determine the amount
you want to pay. The thumb shows how
much the attitude will improve through
payment. Now click the hand to make the
payment. Clicking the right mouse button
returns you to the diplomacy menu.

During the course of the game you may run into pirates. Depending on
the circumstances, these can either be dangerous robbers on the prowl,
or useful trading partners and allies in case you are having problems with
a competitor. Always keep in mind that pirate behavior is never
predictable. If a pirate ship attacks your settlement, or one of your ships,
defend yourself. Either try to sink the pirate ship, or surrender. You can
also try to follow a pirate ship to find their hideout. Once you’ve found
the pirate base, you have a number of options. Sail to their dock and
click their warehouse. The Pirate menu will appear. Now click the bag
26

of money to do business with the pirates.
This can be especially interesting when the
pirates have cannon for sale (see also
chapter 8.5). Two other options are also
available: paying protection money and
taking out a contract. Click the pirate to
open the appropriate menu. If you want to
keep the pirates from attacking for a while,
you’ll have to pay them protection money.
The pirates will demand a certain sum of
money from you. If you think that the
amount is acceptable, click the outstretched
hand to make payment.
If you want to hire the pirates, say to harass your competitor’s shipping,
click “Assignment”. Now choose the other player’s flag and click the
pirate’s hand to pay the required amount. Now your competitor will be
forced to spend a little more time worrying about pirate attacks.
Once again, never forget that pirate behavior is never predictable.

27

8.

Trade

Use the different possibilities trade offers to present your settlers with as
wide a range of products as possible, and to sell off any surplus goods
you may have. The free traders offer you the chance to buy badly needed
supplies right from the start. Tools and raw materials, such as iron ore,
may be scarce at the beginning, and the traders carry a supply of such
items.

8.2 Trading with other cities on your island
If you have settled the same island as another player with whom you
have a trade agreement, or if natives settle on your island, you can use
market wagons to trade with them. Each city has one market wagon.
The market wagon is a covered wagon, which you control in exactly the
same way as a ship. Don’t confuse market wagons with the handcarts
that automatically transport goods.
You can send your wagons across the island to trade your goods with the
other player, or with the natives. Both individual trips and automatic
trade routes can be used. See chapter 8.4 “Automatic trade and
transport”.

8.1 Free traders
Your fellow players will not be the only ones to visit your settlement. The
free traders will also pay their calls. These buy any surplus goods you
may have on offer and sell goods you may need. They are convenient,
but not always cheap. To do business with the free traders, change to the
info mode and click your warehouse. You now have the choice between
“Buy” and “Sell”. If you want to sell something, click “Sell”. Clicking
one of the storerooms (empty blue squares) will show you an inventory
of your products, where you can select the product you want to sell. Use
one slider to set the selling price and the other to set the maximum
amount you want to sell. Everything left of the mark you set with the
slider will remain in the warehouse, while everything to the right of it
will be sold. The info bar will also show the amount set in tons.
When buying (“Buy”) goods the procedure remains the same. The free
traders will keep selling you the chosen product, up to the desired
amount.

The first time you want to use the market
wagon, you have to change to info mode and
click first a warehouse or marketplace, and then
the market wagon symbol. The cursor will
change to a vertical double arrow. Now click the
place where the wagon should go first. If you send the market wagon
directly to a warehouse or marketplace, you can load it directly. Choose
up to three items that are currently in demand, and load them from the
marketplace, or warehouse, onto your wagon.

28

To offer these goods to the other player, or the natives, for trade, drive
the wagon to one of his market places or in the case of the natives the
chief ’s hut. You control a wagon in exactly the same way as a ship. Once
the wagon arrives, the right-hand side of the menu will display the trade
symbol (a bag of money), instead of the usual wooden crate. Click the
trade symbol to go to the trade menu. Click the arrow pointing up to
sell the goods by unloading them from the wagon. Use the same
procedure to buy goods, but click the arrow pointing down this time.
Please note that it is only possible to exchange or trade with the natives.
See chapter 8.6 “Trading with the natives”.
If your market wagon is already underway, and you want to find it
quickly, click one of your market places and then the symbol for the
market wagon, which now displays a question mark. Clicking this icon
will cause the playing screen to automatically spring to that wagon.

click the arrow pointing up to sell the goods. Your account is
automatically credited with the money. If you are not happy with the
price, click the right mouse button to leave the trading menu and sail off
to another trading partner’s dock. When a trading partner has no
interest in your product the arrow pointing up is transparent.
If you want to buy goods that your partner has on sale, click the product
you wish to buy and use the arrow pointing down to load the amount
needed onto your ship. Now sail back to your warehouse and unload the
ship so that your settlers have access to the new products you have
brought them.
8.4 Automatic trade and transport (autoroute mode)
This type of trading only works with your own ships and market
wagons, and the procedure is the same for both. The only difference is
that the ship travels overseas, and the market wagon overland, and then
only on the one island.
Naturally, you can also use the autoroute mode to transport goods
between your own islands. There are two different sizes of trading ships,
with different cargo capacities. Each ship, or market wagon, can have up
to four stops on their route. At each of these stops, two products can be
bought or sold. Once the last point on the trading route has been
reached the ship, or market wagon, starts again from the beginning.

8.3 Trading with settlers on other islands
If you have a trade agreement with another
player you can see what he wants to buy, or
sell, by clicking his warehouse or one of his
market places. Perhaps they produce goods
which you urgently need, or maybe they
need something of which you have a surplus.
Sail your ship to other islands and offer your
goods for sale, or buy those you need. Keep
a sharp eye on the price, though.
Load your ship by sailing to the dock in
front of your warehouse and clicking the
wooden crate.
Chapter 6.2 explains in detail how to load,
or unload, your ship. The “Trade and diplomacy” tutorial (see chapter
4.2.1) will let you practice trading with settlers on other islands.
After loading your ship, sail to another players warehouse (one with
whom you have a trade agreement). The trade symbol, a bag of money,
will replace the wooden crate in the ship menu. Click the bag of money
to trade. Now choose the product you want to sell. You can now see the
price your trading partner is prepared to pay. If you agree with the price,

In order to lay out an autoroute for the first time, change to
info mode and click your ship. Now click the middle icon (autoroute
mode) from the ship menu.
Setting the starting point is done by clicking
the bar marked “Set destination”. The cursor
now changes to a vertical double arrow. Click
on the warehouse of the city which is to be the
starting point of the route. The bar will now
show the name of the city, and the cursor
returns to normal. Now choose a product by
29

clicking the first blue square. In foreign cities, only goods which are
currently offered, or are needed, can be chosen. Once the product has
been chosen, you have to decide whether it should be loaded or
unloaded. This is done by using the arrows next to the blue squares. An
arrow pointing into the square means load the product, while an arrow
pointing outwards means unload. Click an arrow to change its direction.
The sliders next to the squares allow you to set the amount to be loaded
or unloaded. The stops set up on the route will be reached in the order
they are entered. To activate the route, first click the right mouse button
to return to the ship menu.

To change the direction of the arrow, click it with the left mouse button.
Use the slider to set the desired amount here, as well. The first
destination, and the actions to be taken there, are now set.
Now click the next “choose destination” bar and click other warehouse.
Use the same procedure as above, but this time you have to set the
arrows so that the wood will be unloaded and the iron ore loaded.
This means the arrows must point away from the wood, and at the iron
ore. Once again, use the sliders to set the amounts to be loaded and
unloaded. Right click with the mouse to return to the ship menu. Now
click the “start/stop autoroute” icon to send the ship on its way.
The ship will continue to follow this route until you stop it by using the
“Stop Autoroute” command, or until you set a new route.
Click the autoroute icon again in the ship’s info menu to deactivate this
function.

The icon above and to the right of the autoroute icon
(start/stop autoroute) starts and stops the autoroute. If a particular
product is not available, the ship or wagon will continue on its route. If
the desired amount of a particular product is not available, as much of
the product as possible will be loaded.

8.5 Trading with pirates
Trading with pirates is, at best, an uncertain business. If you haven’t
already paid protection money, there’s a good chance your ship will be
attacked. If you sail directly to the pirates’ warehouse, the chances are
good that you won’t be attacked. Make sure the holds of your ship are
empty, otherwise the pirates will regard your cargo as booty. Also make
certain that you don’t have any cannon on board. It is not possible to
conclude a trade agreement with pirates, but you can still buy from them
through their warehouse, even though it’s a risky business. Since pirates
deal in stolen goods, and sail farther away than anyone else, they
sometimes have products to offer that can’t yet be found anywhere else.

An example: you want to trade with another city, with whom you have
a trade agreement. To check the supply and demand situation, you click
the warehouse in the other city. You see that they have iron ore on offer,
which you need, and that they need wood, which you want to sell.
You want to trade these goods on a regular basis. Change to info mode
and click your ship. Now click the autoroute icon. Now click the bar
marked “choose destination” and click the first stop on your route, your
warehouse.
Now click the first product field (blue square) and find the symbol for
wood. The arrow beside the wood means that it will be loaded onto your
ship.
The info bar describes exactly what will be done with the product when
you move the cursor over that product.
Now use the slider to set the amount of wood you want to load onto
your ship. Now click the other product field and the iron ore. This time
the arrow has to point away from the ore, so that the ore will be
unloaded here.

8.6 Trading with the natives
If you have settled an island, which also has a native village on it, you
can trade with them by using your market wagons. You can only trade
by sea with natives that have located their chief ’s hut, or their lodge,
close enough to the water. You can easily tell if this is the case by sailing
to the coast nearest to their lodge, or the chief ’s hut. If the trade symbol
(the bag of money) appears in the ship’s menu, you are close enough and
trade is possible. Change to the info mode and click the lodge or chief ’s
house to find out what they have to offer and what they want in return.
30

If you have the desired goods in your warehouse, or your ship, then
make your way to the native village. Now select the product in your
ship’s holds that the natives want.
The arrow pointing up is now active, and you can unload the cargo.

Select the amount of goods you want to trade to the natives, and then
click the arrow pointing up to start unloading. Once this is done, you
can load the corresponding value in goods which the natives have on
offer onboard by clicking the product in their lodge and using the arrow
pointing down. Once the trade value has been reached, the arrow will
darken. If you want to trade some more, you will have to give the natives
more of the supplies they desire.

31

9.

Click a specialty, and then the training symbol. The training then begins
in the castle, and the specialty chosen appears in one of the blue squares.
The soldiers are unavailable for the duration of the training period,
which is shown by a counter. The soldiers can first be used when the
counter has reached 10, and the weapons appropriate to their specialty
have been collected from the market place.

War

Click the dispatch button, and then the place where the soldier is to be
assigned. The now fully trained squad then leaves the castle and proceeds
to the designated location.

9.1 Land battles

Please note that each soldier you see represents a squad of soldiers. Each
squad needs a certain amount of weaponry, depending on their specialty,
which you either have to produce or buy. The orange bar in the training
window shows whether you have enough weapons to finish the squad’s
training and dispatch them or not. When the bar turns red it means that
you now have enough weapons for the squad.

9.1.1 Attack and defense
Castles and defensive structures built of wood and stone help you
protect your settlement from attack. Stone structures are naturally better
than wood, but they are also more expensive. Each watchtower has two
cannon, and is most useful when placed on the coast, where it can better
defend against attacking ships. You shouldn’t rely on defensive structures
alone, however. Keep a small troop of soldiers ready to counter possible
attacks. Above all, protect your warehouse and marketplaces, for your
city stands, or falls, with them.

9.1.3 Using your soldiers
Click a squad, or draw a frame around a group of squads, and you will
find yourself in combat mode. If you want to send your soldiers to a
specific point on the screen, just left click that point. But be sure to send
them to a point they can reach.
Send the selected soldiers out to patrol a stretch between two points by
clicking the “patrol” button and then a point on the map.
The soldiers will now patrol the stretch between their starting point and
the designated point on the map. Should enemy soldiers or ships
penetrate the area patrolled, your soldiers will automatically defend
themselves. To fight, click the soldiers, building, or ship to be attacked
(while your soldiers are “selected”). Your soldiers will then move to the
designated point and attack. If you want your soldiers to destroy trees or
fields, you must hold the [Ctrl] button down and then click on the
object to be attacked.
A green bar shows your soldiers’ current level of health. Naturally, the
more badly wounded your soldiers are, the more this sinks. You can
control all the soldiers in a particular specialty by clicking the icon for
that specialty. You can also move groups of soldiers with different

Before attacking someone else, you should watch your opponent and see
what resistance you can expect. See which tactic is appropriate to which
terrain. Also keep in mind that soldiers are not only expensive to have,
they are also expensive to train. A balance between population, income,
production levels, and troops is necessary. If you invest too much money
in an army, it can rob you of badly needed revenue.
9.1.2 Training soldiers
The basic unit of defense is a squad of soldiers. These are trained in
castles, and need weapons in the course of their training.
Please note that the smallest castle first becomes available in the
construction menu when your population has reached both the “settler”
level and a certain size. Build a castle, change to info mode and then
click it. The castle menu then shows the different trades, or specialties,
available: sword fighters, musketeers, cavalry, and artillery.
32

specialties at the same time by either drawing a frame around them or
by assigning them a button. Select the soldiers using the normal
methods, and then press “Ctrl” and a number from 1 to 9. The number
you have assigned them now appears beside the green bar. You can now
select all the soldiers in the designated group simply by pressing the
assigned number. To learn how to select soldiers with the keyboard,
please read appendix D.
You will see symbols for different troop formations in the combat menu.
Select a troop of soldiers and click one of these symbols. The soldiers in
that troop will then assume the selected formation.
Sail your ship to your destination and anchor at the coast. To unload
your soldiers, simply click the cargo hold where they are displayed, and
they will appear on land.

9.1.6 After the battle
After a battle you should give your soldiers a rest, and send the wounded
for medical treatment. To select the wounded soldiers, draw a frame
around them and then click the red cross symbol. Now the wounded
soldiers with 50% or less health have been selected. Hold the “Ctrl”
button down, and the soldiers will go into the doctor’s house. After a
short period of time, the fully healed soldiers will once more become
available. If you are on a foreign island, where you have no doctor, you
must first load your wounded soldiers onto a ship and sail them back to
your island. Give the population time to repair damages to buildings
and defensive structures. Above all, look after your settlers, and their
workshops, which were neglected during the battle.

Important!
To load soldiers onto a ship, first select them. Now hold Ctrl and click
on your ship, which is waiting at the coast.

9.1.7 Retirement
You can retire soldiers who are no longer needed by paying them a small,
one-time pension. Select the unit to be retired and click the retirement
button.

9.1.4 Weapons
Each specialty has their own typical weapon. The infantry and the
cavalry use swords, the musketeers use muskets, and the artillery use
cannon. The training of a squad cannot be completed until they have
the required weapons.
In order to supply the soldiers in the castle with weapons, you either
have to produce them yourself or buy them. The armorer makes swords,
the musket maker muskets, and the cannon foundry produces cannon.
Don’t forget that you need enough raw materials to produce the
weapons.

9.2 Sea battles
9.2.1 Ships’ specifications
Type of ship
Small trading ship
Large trading ship
Small warship
Large warship

Cargo capacity
200 tons
300 tons
150 tons
400 tons

Speed
12 knots
10 knots,
17 knots
19 knots

Weaponry
6 cannon
10 cannon
8 cannon
14 cannon

Price
400 gold coins
520 gold coins
600 gold coins
900 gold coins

9.2.2 Building, buying, and selling ships
In order to build ships you need a shipyard. You can only build a small
shipyard first. Once your citizens have reached the level of “aristocrat”
you can build a large shipyard. To commission the building of a ship,
change to the info mode and click the shipyard. Now click the type of
ship you want to build. Keep in mind that the materials needed to build
the ship have to be stored within the service area of the shipyard.
A vertical red bar shows the rate of progress on ship construction. You
will be notified whenever a ship is completed.
If you no longer have any use for a ship, you can sell it or sink it. Change

9.1.5 Taking over islands and buildings
If you have destroyed all the enemies’ watchtowers, marketplaces, and
his warehouse in battle, and he doesn’t have the money or raw materials
to rebuild them, he then loses control of his entire area of influence on
the island. As a result, the settlers on the island leave, and the workshops
and houses begin to collapse. If you quickly build a new warehouse (and
replace the destroyed marketplaces), the remaining houses and buildings
then belong to you.

33

to the info mode and click the icon with the coin or, if you wish to sink
it, simply click the sink button.
Use the slider to set the selling price. If you decide you want to keep the
ship, just click the icon with the coin again to stop the sale.
Just as you can offer ships for sale, sometimes other players offer ships
up for sale.
Buying a ship is a quick, if not always cheap, alternative to building one.
The info bar will inform you whenever a ship comes up for sale. Click
the icon in the info bar to go to the place where the ship is being offered.
Click the offered ship, and the asking price and an icon with a coin will
appear. If the price is acceptable, click the coin to purchase the ship. The
ship sails under your flag from now on, and you can use it for whatever
you want.

9.2.5 Sea battles
Despite careful navigation, and skilled ship handling, you can still end
up getting involved in battles at sea.
You can land in a pirate ambush, or your ships can come under attack
by one of your competitors, before you know it.
You now have the following options:
You can run away. Keep in mind, though, that pirate ships are fast and
maneuverable. Click a point far from the attackers, and hope that you
can escape. You will probably be followed, and once more taken under
fire. To speed your escape, dump your cargo overboard by clicking the
“throw cargo overboard” symbol in the sea combat menu.
You can fight. You’d better be well armed for this one, though, as you
can lose your entire ship, including cargo. Select one of your ships, and
click the ship you want to attack. Your ship will now sail alongside the
other ship and open fire.

9.2.3 Arming your ships
Cannon are the only weapons available for a ship. You can either
produce them in your own cannon foundry, or buy them from another
player, or even from the pirates!
Once you have poured, or bought, your cannon, load them onto your
ship just the same as any other product (chapter 6.2 explains the loading
procedure in detail). You can now see the cannon in your ship’s cargo
hold. To bring the cannon on deck, go back to the info menu and click
the cannon in the cargo hold. The cannon will be loaded into all the
available cannon hatches. The ship’s menu now also shows how many
combat-ready cannon are on board. If you want to disarm a ship, click
the cannon symbol above the ship repair bar. Make sure that you have
enough room in the hold before doing so. Only as many cannon will be
removed as fit in the ships’ hold.

You can surrender. This option is only open when you are being attacked
by pirates. Change to the combat mode, and click the white flag symbol.
This means you surrender. The pirates will now board your ship and
take part of your cargo. If you are attacked by another player, you can
only either run away or sink his ship.
At the end of a battle, your ship will probably have been damaged. Sail
back to your shipyard to have it repaired. Change to the ships’
information menu, and click the “repair ship” symbol next to the ship
repair bar.

9.2.4 Patrol
Your ships can secure your borders at sea just as your soldiers do on land.
Send a selected ship on patrol by clicking the patrol button, and then
clicking a point at sea. The ship will now patrol the area between the
starting point and the designated point at sea. If another enemy ship
enters the patrol area, it will be attacked.

The cost, and the amount of time, needed for repair depend upon the
amount of damage done to the ship. The ship can only be repaired when
all the necessary materials can be found within the shipyard’s service
area.

34

10.

10.1.3 Serial connection (e.g. Null modem)
If you want to start an 1602 A.D. network game using a serial
connection, you should first check the Windows ® 95/98 start menu
under programs /accessories to make sure that the DIRECT CABLE
CONNECTION has been installed. If you cannot find it in the menu,
then you must manually install the DIRECT CABLE CONNECTION
from your windows setup menu. If the connection is already installed,
all you have to do when starting a network game is designate the COM
port you wish to use.

Multiplayer
Mode

The network mode offers you the chance to play 1602 A.D. with up to
four other players in a network at the same time. Using a modem, or
null modem connection, two players can share the adventure. Here, just
as in the singleplayer mode, you can choose between continuous play
and different scenarios. First of all, though, you have to configure the
network mode.

10.1.4 Setting up a network game
The first step is to designate which computer will be used as the server.
Use the computer which is fastest and has the most RAM.
After choosing the network mode, the player using the server will be
asked a number of questions, starting with the player’s name and a short
form of address.

10.1 Configuring Your Computer for Multiplayer Games
10.1.1 LAN-game
A LAN-game refers to a game played within a local area network
environment. You must have a network adapter card before you can do
this. Check under NETWORK/PROPERTIES and make sure that one
of the network protocols TCP/IP or IPX are installed on your computer.
Note: all of the computers taking part in the game must use the same
network protocol.

Once the “Next” button has been clicked, you can either build a new
group or connect to an existing one. The player using the server should
choose “Form a new group” from the menu, while the other players
should all choose “Connect to an existing group”.

10.1.2 Internet game
In order to play a game over the Internet, you must know the server’s
(the computer which has initialized the game) IP number. To find out
the server’s IP number, enter WINIPCFG.EXE at the START/RUN
prompt. You now see the SERVER’S IP number, which must be entered
by each CLIENT (computers which wish to join the game) after starting
the TCP/IP connection in 1602 A.D.

All players have to go through the next menu, which is where they have
to decide which network protocol to use. They can choose from all the
protocols installed on the computer. The most common network
protocol is the IXP protocol.
Please note that everyone has to choose the same protocol!
Once all the players are logged in, the player using the server has the
following options:

The player using the server must now enter the number of players and a
name for the group.

35

10.1.5 Continuous play in multiplayer mode
Choose continuous play to start a new game where, together with your
fellow players, you can begin exploring, settling, trading and fighting.
You still have to make a few decisions before playing, though. Just as in
the singleplayer mode, you have to agree on the level of difficulty, and
choose your flags.
10.1.6 Scenarios in multiplayer mode
You can also play the scenarios in network mode, where you can
compete against one another. In these scenarios, the other players take
over the role of the computer as competitor. Choose, as a group, which
scenario you want to play. The number of stars beside a scenario shows
the level of difficulty. In contrast to the singleplayer mode, you can
choose from all of the scenarios right from the start. Clicking a scenario
will display more information about it. If you want to play the scenario,
click “Start game”.
10.1.7 Chat mode
The chat mode lets you “talk” to other players. Each player is represented
by a number from 1 to 4. You can “call” another player by typing “Alt”+1
or “Alt”+2, etc. You can send a message to all players at the same time by
entering “Alt”+5. After typing “Alt+5” just enter the message you want
to send. The message will then appear on the screen of the person you
sent it to. This gives you the chance to conclude deals with other players
in secret. If you decide that you don’t want to send a message, simply
press the “Esc” button to cancel it.

36

11.

11.2.2 Loading a self-made singleplayer scenario for play
If you want to try playing the saved scenario, you must exit the editor
and start the full version of 1602 A.D. Select the singleplayer mode,
choose your new scenario from the self-made scenario list, and start this
scenario as usual.

The Editor

11.2.3 Loading a self-made multiplayer scenario for play
Before you can play a self-made multiplayer scenario on a network, the
chosen scenario must be installed on each of the participating
computers. This means you must first make it available to your fellow
players for installation. Make sure that the chosen scenario is designed
for exactly the number of people who wish to play. Each of your
potential fellow players must copy the newly created scenario into the
"own scenarios" folder on their computer. The "own scenarios" folder is
a subdirectory of the 1602 A.D. folder, which may be quickly and easily
opened using either the "Windows® 95/98 Explorer" or the My
Computer icon on the Windows desktop. Open the drive directory
where you have installed 1602 A.D. In the 1602 A.D. folder you will
find the subdirectory "own scenarios", to which you must copy the
scenario. Then set up the multiplayer mode as usual, and start the game.

11.1 Starting the scenario editor
In order to start the 1602 A.D scenario editor, you will have to open the
1602 A.D. program group in the Windows® “Start menu”: Click the
Windows® “Start” button > “Programs > 1602 A.D. > “Editor”.
The “Editor” start screen appears immediately and, after a few seconds,
you will find yourself in the 1602 A.D. scenario editor.
11.2 Saving, loading, and deleting scenarios created with the scenario
editor
11.2.1 Saving scenarios created with the scenario editor.
You are in the scenario editor, and wish to save the scenario that you
have just created. Go to the options menu and click the diskette icon.

11.2.4 Loading the self-made scenario for editing
You want to load a scenario created by using the scenario editor for
further editing. If you did not create the scenario yourself, make sure
that you have copied the scenario into your "own scenarios" folder of
your hard disk [as described in 11.2.3]. Start the scenario editor, and go
by way of the options menu and the diskette icon to the save/load menu.
Click the arrows beside the appropriate icon to set the number of human
players for whom the scenario is to be generated. Now look for the name
of the scenario in the list. Click the appropriate scenario name, and then
the "Load" icon. The scenario will now be loaded and you can edit it.

A list of all available scenarios will appear. To add your new scenario to
this list, click the "generate new scenario" button.
The words "New mission" will be displayed in the list surrounded by a
yellow frame and a cursor will appear. Here you can enter the name of
your scenario, and confirm it by clicking the “Save” button.
This scenario is now saved. Should you wish to further edit the scenario,
return to the editors create menu.

11.2.5 Deleting self-made scenarios
You can delete a self-made scenario any time by deleting it from the
"own scenarios” folder in the 1602 A.D. folder. Please read section
11.2.3 to find out how to locate the "own scenarios" folder.
37

11.3 Editor content and usage
General introduction:

Once you have chosen the type of the island, click the island icon.
The cursor now changes to a double arrow.
The island, or more exactly said its area of effect, is represented by a
dotted yellow frame. If this frame is red, you cannot place the island here
as, for example, either your island's area of effect overlies that of another
island or you are too near to the edge of the map.

The 1602 A.D. scenario editor offers the experienced 1602 A.D. players
the chance to create their own scenarios for both single and multiplayer
games. Before you create your first scenario, we would like to use a
number of examples, which grow progressively more difficult, to explain
to you how to use the scenario editor, and to familiarize you with its
special rules.
Please refer to the index at the end of this handbook if you would like
to take a more detailed look at certain areas at a later point in time.

The overview map shows you your current location. If you want to place
the island here, click the desired place in the ocean on the main map.
Use this method to place other islands until you have the number and
placement the way you want them.

11.4 Creating singleplayer scenarios without a defined goal
This example deals with the creation of a singleplayer scenario for a
continuous play game with no defined goal. This example serves mainly
to familiarize you with the menus, by describing the creation of a
scenario step by step.

Click on the crossed arrows in the creation menu to move an island that
has already been placed. Place your cursor on the island that is to be
moved, and hold the left mouse button down while you drag the island
to its new location. The crossed arrows disappear when you click the
right mouse button.

We will go into more detail about the many further features offered by
the scenario editor on the pages which follow.

The next step allows you to set both the type of vegetation be found on
the island and the shape of the island. Select one of the islands by double
clicking it. A forest icon with a question mark automatically appears.

Before you begin to create a scenario, you should at least have a general
idea of what the goal of the scenario should be. Inasmuch as this
example does not have a definite goal, you only need to answer the
questions as to how large your island chain should really be and for how
many players.

Clicking this icon allows you to change between the two forms of
vegetation available, a tropical forest [southern islands] and a temperate
forest [northern islands].

Start the editor.
The creation menu opens immediately.

Once you have decided upon the type of vegetation, click the "Island
shape" icon. You can now use the slider to choose the shape of the island.
If you want specific agricultural products to grow at a rate of 100%, or
if you want to place iron ore and gold deposits on the island, click the
resources icon.
You will now be shown the agricultural products that can be grown upon
this island.
Note: islands with temperate forests support tobacco, grapevines, and
sugar cane while tropical islands support cocoa, cotton, and spices.

The creation menu can be found under the "globe" icon.
Your world is still completely empty.
The dotted white location frame on the overview map displays your
current location.
Click the arrows beside the island symbol, and choose the island size.
38

Click the appropriate agricultural product so that it produces a yield of
100%.
If you do not click this icon, the agricultural products shown will only
have a yield of 50%, which makes it more difficult to develop a
settlement on this island. If you now place the cursor over the island, the
info bar will now show which agricultural products will produce which
yields on this island.
If you want to rotate the island, keep clicking the "rotate island" icon
until the island is facing the way you want it.

mode to go to the ship menu. Click the blue product fields that
represent empty cargo holds.
Choose the products that the ship is to carry from the inventory. All
products are available.
Use the slider to set the amount of each product.
It is a good idea to at least outfit the ships with wood, tools, and food.
If your island chain is already relatively detailed, you should save your
scenario. Read section 5 for detailed information on how to save and
load your scenarios.

Now click the mountains on your island, if there are any.
You now have the chance to assign an iron ore or gold deposit to the
mountain you have selected. A small animation above the chosen
mountain shows that deposit can be found here. Please note that you
can only assign one ore deposit to a mountain, and a maximum of 2 iron
ore or gold deposits to an island. In cases of large iron ore deposits, you
can also decide whether or not these are to be inexhaustible. Return to
the creation menu, and click the iron ore deposit icon. Clicking the
different icons in this menu also allows you to decide whether your
island chain will undergo periods of drought, or not, and whether or not
pirate attacks are to be recurring random events.

You don't have to specify the shape and natural resources of each island
when creating your scenario, though. The shape of the islands can be
generated from a pool of approximately 700 different islands at the start
of each game, with the natural resources you have chosen being
distributed at random. Not only is this method comfortable, it also owns
provides for an element of surprise in your scenarios.
11.4.1 Creating a new chain of islands
Once the editor has been started, you will see a world without islands.
The creation menu, which is to be found under the "globe" icon, is
automatically activated.
Click the arrows beside the island icon and choose a size. There are five
different sizes of islands to choose from.
Choose the desired island size by clicking the island symbol. The cursor
now changes to a double arrow. Move the double arrow to the place
where you wish to place the island.
The island, or more exactly said its area of effect, is represented by a
dotted yellow frame. If this frame is red, you cannot place the island here
as, for example, either your island's area of effect overlies that of another
island, or you are too near to the edge of the map.
Clicking the desired location on the main map will place the island here.
The position of the island in the chain can be seen on the overview map.
To edit the island, either click it or change to info mode. The "forest"

Here you can also control volcanic eruptions and the availability of free
traders.
The next step is to assign ships to the players who will be playing this
scenario. To do this, click the player's coat of arms in the creation menu.
Now use the arrows beside the ship icon to choose from one of the four
preset classes of ship. This means that you must decide whether you
want to give the red player a small/large trading ship and/ or a
small/large warship. Once you have decided on the type of ship, click the
ship icon. The cursor now changes to a double arrow. To place the ship,
click the appropriate place in the water with the double arrow.
You should equip each ship with the resources necessary for each player
in your scenario to settle an island. Click the appropriate ship in info
39

icon allows you to define the island’s vegetation. If you decide on a
temperate forest, the island becomes a so-called northern island, whereas
a tropical forest denotes a so-called southern island. In choosing the type
of vegetation, you also choose the types of agricultural products that can
be grown on the island.
The island icon with the question mark leads you to the island catalog.
Moving the slider between plus and minus allows you to change the
shape of the island. Here you can also change the type of forestation.
Keep in mind, however, that this will also change the shape of the island.
Click the agricultural products symbol with the question mark if you
want to assign an agricultural product on the island a 100% yield rate.
According to the island's vegetation, the agricultural products available
will be displayed. On northern islands these are tobacco, grapevines, and
sugarcane while on southern islands, cotton, and spices are available. You
can only set a yield rate of 100% for a maximum of these three products
on each island. The remaining products are automatically assigned a
yield rate of 50%. If you decide not to click the agricultural product
icon, the agricultural products will be distributed throughout the island
chain at random. Here, however, you must first have allotted resources
by means of the random distribution menu. To learn how to do this,
please read section 11.4.2. Generally speaking, it is also possible to
combine the assignment and the random distribution of resources.
You can assign iron ore and coal deposits by simply clicking the
appropriate mountain in info mode. Please note, however, that you must
first assign the other resources. Once you have clicked on a mountain a
menu appears, showing the deposits that may be assigned. You can
choose from both small and large iron ore and gold deposits.
A maximum of 2 ore deposits per island may be assigned. Small iron ore
deposits supply approximately 80 t of ore before running out, while
large deposits are good for approximately 280 tons of ore before running
out. Exception: the creation menu allows you to designate large iron ore
deposits as inexhaustible. Small mountains, or hills, cannot be assigned
ore deposits.

If you wish to assign iron ore and gold deposits at random, you must
first have allotted resources by means of the random distribution menu
[see section 11.4.2]. Here, as well, it is also possible to combine the
assignment and the random distribution of iron ore and gold deposits.
If you want to delete an entire island, click it in info mode. A wastepaper
basket will appear in the menu. Click on this icon will delete your
island.
If you want to move your island, click the crossed arrows. The cursor
now assumes the shape of the crossed arrows. Move the cursor to the
island that you wish to move and, holding the left mouse button down,
drag it to the desired position.
If you want to turn your island, keep clicking the "rotate island" icon
until the island is facing the way you want it.
The initial islands, the islands where the final form has not yet been
assigned, should be separated by at least six fields of dark water.
Otherwise, watchtowers placed on the coastline will not be able to
defend themselves against enemy ships.
11.4.2 Distributing resources
Open the creation menu and click the random distribution icon.
The new menu now displays all the resources that can either be
distributed at random, or specifically assigned, throughout your island
chain. The agricultural products are tobacco, grapevines, sugar cane,
cocoa, cotton, and spices. Furthermore, both small and large iron ore
deposits, as well as gold deposits, may also be distributed.
You must additionally decide whether or not treasures and native villages
are to be found in your island chain. The two different native villages
differ only in appearance.
Under the icons you will see two numbers. The number on the left
represents how often these products are to be randomly assigned a 100%
yield rate. Use the two arrows to change this number.
The number on the right represents how often you have directly
assigned these products to chosen islands. This number cannot be
changed in this menu, as it is determined by the settings you have made
while creating your island in the info mode [see creating a new chain of
islands, section 11.4.1].

Make sure that you do not assign gold and iron ore deposits to
volcanoes, as these will be destroyed by an eruption.
40

Each product may only be found once on each island. This means that
if you assign more products than there are islands on which they could
actually be found, the extra products assigned will be ignored.
Treasures can only be distributed at random!

Click the ship icon once you have decided on the type of ship. The
cursor now becomes a double arrow. Click the desired point in the water
in order to place the ship there. Repeat this process for each player color.
If you want to change the player color assigned to a ship, just click the
ship and then choose the desired color.
Each ship is automatically assigned a name. You can change these at any
time by clicking the sign bearing the ship's name.
You should assign each ship the resources necessary for each player in the
scenario to begin settling the island chain. Click the blue fields
representing empty cargo holds. Choose the supplies to be loaded from
the inventory. Use the slider to set the appropriate amount. The exact
amount will be shown in the info bar. It is a good idea to at least equip
each ship with tools, wood, and food.
If you want to change your choice, click the appropriate field. Now drag
the slider to zero. The field is once again empty.
You can also equip your ships with cannon. You can find the
corresponding icon in the inventory, along with the other supplies. In
order to prepare the cannon for use, click the cannon in the cargo holds.
Please note that a maximum of 33 ships per player may be built.
You can see which ships, and how many, you have assigned each player
color by going to the info menu and clicking the ship list icon.
If you no longer need a particular ship, you can select it and then click
the "sink" button in info mode.

If you assign an island resources with a yield rate of 100%, you may only
designate three products, depending upon the type of vegetation. For
example, your island may have a yield rate of 100% for tobacco, grape
vines, and sugarcane. Should you, however, assign these resources over
the random distribution menu only two, at most, will have a yield rate
of 100%, even though you have assigned enough resources.
The availability of resources on your islands affects the difficulty of your
scenarios. If the agricultural products on your islands only have a yield
rate of 50%, it will be it much more difficult to ground, and successfully
develop, a flourishing settlement.
Please note that at least one island in your chain should have a yield rate
of 100% for either grapevines or sugarcane. Otherwise, it will not be
possible to produce alcohol. Cocoa is also one of the products that
cannot be replaced. Tobacco and spices have the same value. Either one
of these, if it is available in sufficient quantity, can make up for a deficit
in the supply of the other. In order to be able to produce the necessary
products, you will have to ensure that these agricultural products can be
found with a yield rate of 100% somewhere in your island chain.

It is not possible to assign natives a ship. Likewise, you cannot build the
ships belonging to the free traders. A free traders' ship will automatically
be placed as soon as two warehouses have been built in your island
chain. This means that the more warehouses built in your chain of
islands, no matter which color player has built them, the more free
traders there will be.

11.4.3 Placing ships
In order to place ships within your island chain you must open the
creation menu. Here you will see the ship icon. The arrows will help you
to choose between the four different types of ships. You have the choice
between small and large trading ships, and small and large warships.
Decide which ship, or ships, you wish to assign to each player [red, blue,
white, and yellow]. Please note that only those colors for which you have
assigned a ship will be taken into account in the scenario. This means
that if there is supposed to be a yellow player then either a yellow ship,
or a yellow warehouse, must be assigned.

11.4.4 Set number of players
You set the number of players by setting ships, or building warehouses,
in a particular player color.
If you assigned each player color a ship, the human player in a
singleplayer scenario assumes control of the ship corresponding to the
41

color of the flag chosen in the hall of flags. The other ships will be taken
over by computer players.
If the number of players is determined by the warehouses set, the same
procedure as with the ships applies. This means that the human player
assumes control of the settlement belonging to the color chosen in the
hall of flags. The other settlements will then be taken over by computer
players.
The same procedure applies to network games as to singleplayer games.
All colors which have not been chosen will be taken over by computer
players.

11.5.1 General construction logic
The computer follows a certain logic in construction. On one island,
where an agricultural product with a yield rate of 100% can be found, a
self supporting city of 150 to 200 inhabitants will be developed up to
level 2. Then another island will be developed according to the same
strategy.
After the assessment of the building land, the iron ore and gold deposits
will automatically determine the city best suited for development to level
3. The necessary supplies will either be produced, or bought, up to a
level of between 10 and 16 t. The next step is the construction of the
corresponding buildings, and the development of the infrastructure. The
production and purchase of supplies continues until level 3 is stabilized,
and a population of between 300 and 500 inhabitants has been reached.
The computer will now try to settle an island which offers a resource
which has up to now been missing. The island will become its
production island. Once ore production has been commenced, and a
shipyard or castle built, the previous steps will be repeated until level 4
has been reached. The same applies to level 5. Along the way, the
computer will fortify its islands with walls, inasmuch as the necessary
raw materials, in this case bricks, are available.

If a computer player cannot find and island to settle, he will turn into a
pirate. If you sink his ship, it will not be replaced.
11.5 Computer-controlled players, computer artificial intelligence, and
"human players": differences and effects on scenario creation
It is necessary to differentiate between "human" and computercontrolled players. With "human" player, we refer to the player color
that can be played by a "human" player such as you. The player color
generally assigned to the human player when creating a scenario is red.
If you are building a settlement for the "human" player, choose the red
player in the editor. A head on the coat of arms designates the human
player. When you start to play the scenario, however, you are free to
choose whichever player color you want. Even when you assume the role
of the human player you are not limited to red as a player color. The
computer will automatically assign you the islands that you built for the
"human" player using the editor. The computer-controlled players are
those for whom you can build ships or supplements, but whose control
during play the computer assumes. The pirates and the natives are also
examples of computer-controlled players.

11.5.2 Ships
The ships should always correspond to the computer's level of
civilization. If the computer has cities with a high level of civilization,
then it should have the corresponding ships.
If you have not built a settlement for the computer player, its ship
should contain at least enough supplies to build a warehouse. If this is
not the case, the necessary supplies will automatically be supplied via the
cheat function.
Except for the "start ship", none of the ships should be carrying any
supplies. You should deposit any supplies you wish to provide the
computer player for the development of its settlement in the warehouse.
The number of ships should equal the number of the computer players
cities.

The computer-controlled players act according to their own logic. For
this reason, certain rules must be followed when you create scenarios
using computer controlled players.

42

Do not set any autoroutes for the computer player.
Place its ships at different distances from the capital city's warehouse to
avoid traffic jams.

computer opponent with the optimal starting point when you provide it
with one or two settlements for housing, and the rest simply as
production islands.
If you're only providing one warehouse for the computer opponent, it is
important to leave room to the left and right of the warehouse for a pier,
or to build a road to the left and right of the warehouse. This is the only
way that the computer player can load, and unload, soldiers from its
ships. The soldiers are then dispatched from the warehouse to various
places on the island.

11.5.3 Warehouse
The computer uses the following procedure when building warehouses.
The beach must be at least five fields across, a minimum of three of
which must be straight. This corresponds to the width of the warehouse.
One field to the left and right of the warehouse should be reserved for
the pier.
A line at least 16 fields in length, measured from the middle of the
planned construction site towards the middle of the island, must be free
of obstructions.
There should be enough trees for the foresters in the area around the
warehouse.
There has to be enough room within the service area of the warehouse
to accommodate the construction of between 5 and 7 farms.
The warehouse can not be built in deep bays or other confined areas in
order to avoid traffic jams.

11.5.5 Building houses
If you are building a settlement for the computer player on a smaller
island, there must be either enough houses for 80 level 2 settlers, or 16
houses for level 1 pioneers.
There is no lower limit when constructing production islands. Please
keep in mind, however, that when you are building a production island
you cannot place any houses here. Otherwise, the computer player will
try to build a settlement here.
All buildings must be erected in accordance with the playing logic and
have road frontage.
The computer will tear down all of the buildings erected that do not
conform to playing logic.
A maximum of three castles and one shipyard per computer player is
supported.
The shipyard should not be built in a deep bay, or other confined area,
due to the danger of traffic jams.

11.5.4 Number of islands
If the players are all starting the game without settlements, there have to
be enough large and middle-sized islands available to provide each player
with a large island for his main settlement. If a computer opponent is
unable to find an appropriate island, it will turn into a pirate. Set small
islands in your chain, as well, so that the pirate also has a place to build
a settlement.
If you are providing the computer players with cities, the maximum
number is 4 to 6 per player. Please note that the more cities a computer
player has to administer, the slower his reaction time will be. In a chain
with the maximum number of islands (50), the playing speed is not
going to make you particularly happy.
If you are settling 2 opposing cities on the same island, you should
choose the largest sized island available.
One or two of the agricultural products on the computer opponent’s
main island should have a yield rate of 100%. You can provide the

11.5.6 Building streets
If you are providing the computer player with a settlement, the streets
must be at least four fields long. The computer uses an optimal grid
length of six fields. Connecting streets may be shorter.
All buildings and workshops must front directly onto a road.
The roads must be connected to either a market place or a warehouse.
Please note: the computer's logic will not extend, expand, or replace an
incomplete or incorrect network of streets.
43

11.5.7 Supply
The production and supply of goods for the cities which you provide for
the computer opponent must correspond to the city's stage of
development. Details on this theme can be found in the appendices A
and B.

and set a maximum of four pirate ships, in your chain of islands.
If the pirates cannot find anywhere to settle, they will remain at sea and
try to make the settlers' lives miserable.
You can also set the frequency with which the pirates appear in the
creation menu. When you click the "pirate" icon and the flag is marked
with a red cross it means that no new pirates will appear when you sink
a pirate ship or when you destroy the pirate's nest.
If you have not built a pirate's nest, or placed any pirate ships in your
scenario, clicking the "pirates" icon will keep pirates from appearing at
all.

11.5.8 Number of soldiers
Spread a maximum of 40 to 60 % of the soldiers assigned to the
computer player amongst its islands, and let the computer spread the
rest around itself. Otherwise, it is possible that it will not attack, or that
the deployment of the soldiers will no longer correctly function.
Do not load any soldiers onto the computer player’s ships. Instead, place
them next to the warehouse on the main island, so that the computer
can use them for an attack.
Do not place more than 8 to 16 soldiers, due to the danger of a traffic
jam.
If you're only providing one warehouse for the computer opponent, it
is important to leave room to the left and right of the warehouse for a
pier, or to build a road to the left and right of the warehouse. This is the
only way that the computer player can load, and unload, soldiers from
its ships. The soldiers are then dispatched from the warehouse to various
places on the island.

11.5.10 Natives
The natives are computer-controlled players. As with the pirates, you
may choose the natives as a player color in the scenario editor and build
settlements for them. The building of ships for the natives is, however,
not allowed.
You can build settlements for two different tribes. Both tribes have the
same types of buildings available. The only difference is in their
appearance.
The first building which you should place for the natives is the chief's
hut, or head lodge.
You can also arrange for the natives to grow tobacco [northern islands],
or spices [southern islands], on the islands where you have erected their
settlements. If you place the appropriate plantations, you should make
sure that the appropriate agricultural product has a yield rate of 100%.
You can use the creation menu to place native warriors to defend the
villages.

11.5.9 Pirates
As a rule, pirates are opponents. It is not possible to choose the pirates
as a player color in the scenarios. You can, however, set pirate ships and
build a pirate's nest when creating your island chain.
If you want to build a pirate's nest, choose the pirates as a player color
in the creation menu. Now click the island were the pirates should build
their hideaway.
The construction menu will now display the buildings that you can erect
for the pirates.
Pirates do not produce anything on their island, as they get all of the
goods and raw materials they need from their raids. For this reason there
are no limits when developing the pirate's nest.
Keep in mind that you can only build a maximum of four pirate's nests,

The erection of a warriors' lodge allows the natives to train their own
warriors, and saves you having to place them.
If you want the natives to be the only ones able to raise tobacco or spices
on the island, you must first place the plantations, and then undo the
agricultural product distribution for the island. To do this, click the
island, and deactivate the appropriate icon.
44

You can also assign the natives a gold mine. In this case, gold will be
available as a further item for trade.

contain either an iron ore deposit or a gold deposit, but not both.
Now go to the creation menu and click the "random distribution” icon.
Here you will see a list of the resources that are available for distribution.
Use the arrows to the right and left of the agricultural product icon to
set the number of resources to be distributed amongst your islands at the
start of the scenario. The islands to which you have already assigned
resources will be ignored. This is the leftmost number of the two. The
number to the right tells you how many resources you have already
distributed. You cannot change this number from here.
Keep two things in mind:
This means that if you assign more products than there are islands on
which they could actually be found, the extra products assigned will be
ignored.
If you assign resources by random distribution, instead of doing it
manually, a maximum of two, instead of three, will have a yield rate of
100%.
If treasures and native villages are to be part of your island world, you
will have to make these settings in the randomized element section of the
creation menu.
Once you have created the islands and distributed the resources, you
should set at least one ship for each color to be represented in the
scenario. If the ship is for a computer player, that is to say for the player
colors blue, yellow, and white, then they should contain enough supplies
[wood, tools, and food] to build a settlement.
Should this not be the case, these will be entered automatically. If you
plan on setting more than one ship per player, the additional ships
should not contain any supplies. You should place any supplies that you
want to give your computer opponent for the development of its
settlement in its warehouse. Now start to develop settlements on both
the human and the computer players' islands. Assign each computer
player one large island for their main city. One or two agricultural
products on your computer players' main islands should have a yield rate
of 100%. Place the warehouse first. It is important for the computer
player to have enough room for a pier, and that it be possible to build a
road to the left and right of the warehouse. Additionally, a line at least
16 field in length, measured from the middle of the planned

You can also fill the head lodge with items other than tobacco, spices,
and gold. Please keep in mind, however, that the natives can only
produce the goods previously mentioned. This means that if you fill the
head lodge with cotton, the natives will only offer cotton in trade until
the original supply runs out.
If you want to trade with the natives overland, it is important to make
sure that a road leads to the edge of the area controlled by the natives. If
you want to trade with the natives by sea, it is important to make sure
that the head lodge is placed on the coast.
Placement of native villages in your chain of islands is practically
unlimited.
11.6 Creating a singleplayer scenario with buildings, but without a
defined goal
In this example we will explain how to create a chain of islands in a
singleplayer scenario for one human and three computer players. We will
also explain how to settle this island chain in such a manner as to allow
the computer players to develop their settlements according to their
logic.
Place at least 4 large and middle sized islands - the more the better - in
your chain, as described in the section entitled "Creating a new chain of
islands". Edit these islands, and assign them their vegetation. We suggest
a combination of assigned and randomly distributed resources. Click the
individual islands, and then the appropriate agricultural product icons,
to determine which of these is to have a yield rate of 100%. Tobacco,
grape vines, and sugarcane are available on the northern islands [those
with temperate forests] while cocoa, cotton, and spices are available on
the southern islands [those with tropical forests]. Assign at least one
agricultural product per island a yield rate of 100%.
If you want to assign iron ore or gold deposits to the mountains on your
island, click the mountain and choose the desired resource. Each island
can have a maximum of two iron ore or gold deposits. A mountain may
45

construction site towards the middle of the island, must be free of
obstructions. There should also be enough trees for the foresters in the
area around the warehouse. Now build up the settlement. If you are
building the computer player a self-supporting city of 150 to 200
inhabitants, developed up to level 2, then you will have to settle another
island according to the same strategy.
When erecting buildings the same rules apply as during play.
In real terms this means that the warehouse and the market places
determine the total service area of your city.
At the start you may only build within the service area of the warehouse.
Buildings producing resources must be located within the service areas
of the buildings that process these resources.
The computer will tear down any buildings not conforming to this
logic.
All houses and workshops must have road frontage. The roads, which
you build for the computer player, must be at least four fields in length.
The computer's logic will not extend, expand, or replace an incomplete
or incorrect network of streets.
Even if all of the buildings in the construction menu are available, you
are still not allowed to erect any buildings that do not correspond to the
current level of development. For example, if you build a cathedral in a
settlement inhabited by pioneers, the computer will not be able to
associate the building with the corresponding level of development. It
will then tear it down and replace it with the appropriate building in this
case a chapel. A description of the levels, buildings, and the materials
necessary for their construction and can be found in appendices A and B.
When developing the computer players' cities it is important to make
sure that the number of ships equals the number of the individual
computer player's cities.
If you want to protect your island chain from drought, or to prevent
pirates which have been destroyed from coming back, you should click
the appropriate icon in the creation menu.
In order to meet your island chain a little more lively, you can place
natives on an island. Go to the creation menu and choose "natives" as a
player color. If the natives are to grow either tobacco or spices, then you
should choose an island where one of these products has a yield rate of

100%. Now go to the construction menu and erect the head lodge,
which is the equivalent of the warehouse. Now develop the settlement
according to your wishes. A number of different buildings are available.
The 1602 A.D. construction logic applies here, as well. The first
buildings have to be erected within the service area of the head lodge
until the total service area has been enlarged.
If you want to assign the natives goods to help them in developing their
settlement, you will have to deposit these in the native warehouse. To do
this, click the head lodge and the inventory will appear. Click the
product that you wish to supply to the natives, and use the slider to set
the amount. When assigning goods to the natives, remember this: the
natives will offer goods which they do not produce themselves in trade
for as long as they still have some in their warehouse.
Now you have done all of the preliminary work necessary to allow the
computer player to develop the settlements you have built for it
according to its own logic. Save your scenario as described in section
11.2. Section 11.2.2 describes in detail how to start playing your
scenario.
11.6.1 Pirates
As a rule, pirates are opponents. It is not possible to choose the pirates
as a player color in the scenarios. You can, however, set pirate ships and
build a pirate's nest when creating your island chain.
If you want to build a pirate's nest, choose the pirates as a player color
in the creation menu. Now click the island were the pirates should build
their hideaway.
The construction menu will now display the buildings which you can
erect for the pirates.
Pirates do not produce anything on their island, as they get all of the
goods and raw materials they need from their raids. For this reason there
are no limits when developing the pirate's nest.
Keep in mind that you can only build a maximum of four pirate's nests,
and set a maximum of four pirate ships, in your chain of islands.
If the pirates cannot find anywhere to settle, they will remain at sea and
try to make the settlers' lives miserable.
46

You can also set the frequency with which the pirates appear in the
creation menu. When you click the "pirate" icon and the flag is marked
with a red cross it means that no new pirates will appear when you sink
a pirate ship or when you destroy the pirate's nest.
If you have not built a pirate's nest, or placed any pirate ships in your
scenario, clicking the "pirates" icon will keep pirates from appearing at all.

You can also fill the head lodge with items other than tobacco, spices,
and gold. Please keep in mind, however, that the natives can only
produce the goods previously mentioned. This means that if you fill the
head lodge with cotton, the natives will only offer cotton in trade until
the original supply runs out.
If you want to trade with the natives overland, it is important to make
sure that a road leads to the edge of the area controlled by the natives. If
you want to trade with the natives by sea, it is important to make sure
that the head lodge is placed on the coast.
Placement of native villages in your chain of islands is practically
unlimited.

11.6.2 Natives
The natives are computer-controlled players. As with the pirates, you
may choose the natives as a player color in the scenario editor, and build
settlements for them. The building of ships for the natives is, however,
not allowed.
You can build settlements for two different tribes. Both tribes have the
same types of buildings available. The only difference is in their
appearance.
The first building, which you should place for the natives, is the chief's
hut, or head lodge.
You can also arrange for the natives to grow tobacco, [northern islands]
or spices [southern islands], on the islands where you have erected their
settlements. If you place the appropriate plantations, you should make
sure that the appropriate agricultural product has a yield rate of 100%.
You can use the creation menu to place native warriors to defend the
villages.

11.6.3 Building a warehouse
If you want to build a settlement, or to place soldiers, on an island in
your chain, it is first necessary to build a warehouse. Please note that it
is only possible to erect a warehouse on an edited island. Section 11.4.1
describes in detail how to edit an island.
Go to the creation menu, and choose the color for which you wish to
erect a warehouse. Now go to the construction menu and select the
warehouse. Now place it in the desired location on the coastline.
When erecting buildings, in this case the warehouse, the same rules
apply as during play. So if the building is blinking, you cannot build it
on the proposed site.
If you want to build production buildings other than the warehouse, you
should ensure that a supply of the necessary materials is on hand.
Otherwise, it can result in shortages in your settlements at the start of
your scenario. If you, for example, build a sheep farm and a weaving mill
simultaneously, it can come to pass that a question mark will appear
above the weaving mill as the sheep farm can not yet supply the weaver
with wool.
In order to avoid this shortage, you should first store some wool in your
warehouse.
To store goods in the warehouse, double click it. The inventory now
appears. Click the goods that you wished to store. Use the slider to set
the amount.

The erection of warriors' lodge allows the natives to train their own
warriors and saves you having to place them.
If you want the natives to be the only ones able to raise tobacco or spices
on the island, you must first place the plantations, and then undo the
agricultural product distribution for the island. To do this, click the
island and deactivate the appropriate icon.
You can also assign the natives a gold mine. In this case, gold will be
available as a further item for trade.

47

The same method applies when you want to store goods at a market
place.
You can assign the warehouse to a different player color at any time.
Keep in mind that all the buildings within the service area of the
warehouse will also be reassigned to the new color.

11.6.5 Placing soldiers
Soldiers may only be placed for the player colors red, blue, yellow, and
white. Natives and pirates have no armies.
You must erect a warehouse in the appropriate color before placing
soldiers. Section 11.6.3 describes in greater detail how to build a
warehouse.
Choose the color in the creation menu for which you wish to place the
soldiers.
The arrows to the left and right of the soldier allow you to choose
between the different types of soldier. You need to choose between
infantry, cavalry, musketeers, and artillery.
Choose the type of soldier by clicking it. The cursor now changes to a
double arrow. Now place the soldier within the service area of the
appropriately colored warehouse, or one of the market places, on the
main screen.

The first building, which you should place for the natives, is the head
lodge.
11.6.4 Erecting buildings
All of the buildings are available in the construction menu. Keep in
mind that before you erect any other buildings, you must first erect a
warehouse.
The player color of the warehouse determines the player color of the
other buildings erected.
You can place the buildings without having to worry about having
enough money or building materials. Although this makes the erection
of buildings very easy, there are still a few ground rules which must be
followed:
You are still not allowed to erect any buildings which do not correspond
to the current level of development. For example, if you build a
cathedral in a settlement inhabited by pioneers, the computer will not
be able to associate the building with the corresponding level of
development. It will then tear it down and replace it with the
appropriate building, in this case a chapel.
When erecting workshops, you have to make sure that the necessary
resource producing buildings are within the workshop’s service area. It is
only worth erecting a weaving mill when either a sheep farm or a cotton
plantation is located within the weaving mill's service area. The
connections and relationships between the different workshops and
production buildings can be seen in Appendix B.
Other rules to be followed when creating a scenario with computer
players can be found in Section 11.5.1.

If you want to change the soldiers' allegiance, you must also change the
player color of the warehouse accordingly. To do this, change to info
mode, then click the warehouse, and finally the new player color.
It is absolutely necessary to place the soldiers belonging to a computer
player within the service area of its warehouse. Otherwise, they will "die"
within seconds of starting the game.
Soldiers which are no longer needed can be pensioned off by clicking the
"retirement" button. These soldiers can then no longer be reactivated.
If you want the soldiers to patrol an area, you will have to click the patrol
icon after selecting the desired soldiers. Now click the point to which the
soldier should patrol, the so-called turning point.
11.7 Creating a singleplayer scenario with a player goal request and
assignment texts
The knowledge you have gained up till now enables you to create
singleplayer scenarios, which strongly resemble the continuous play
games, inasmuch as the player has no defined goals, and no fixed
assignment.
Assigning each human player a specific mission with clearly defined goals
makes it possible to define when a scenario has been won, or solved.
48

Here is an example.

11.7.1.2 Affecting the computer player's attitude
Although you cannot assign the computer opponent a mission, you can
influence its relationship to the human player using the player's data
menu. Use the left vertical slider to set the computer opponents pacifism
level and the right vertical slider to set its envy level. If the computer
player is negatively inclined towards the human player, it will
successively cancel trade agreements and peace treaties between them,
and finally even attack the human player. A good atmosphere is the best
guarantee for flourishing trade agreements and peaceful times. In order
to set these levels, you have to go to the creation menu and choose the
player color of one of the computer players, such as yellow, for example.
Now click the coat of arms with the question mark, which is now
colored yellow. You now find yourself once again in the players data
menu.

Always save your chain of islands before beginning the complex process
of the editing the game values. This ensures that in case a mistake is
made here, you can still call up the original chain of islands.
11.7.1 Example: creating a singleplayer scenario with an assigned goal
A singleplayer scenario is to be created with the following goal: the
player has won when he has built two cities, each with a population of
1500, one of which can boast of 500 merchants within this number.
Use one of the island chains you have already created. Be sure the you
have provided the human player with enough resources, buildings, ships,
warehouses and, depending upon the assignment, soldiers. Depending
on whether or not you have settled islands, and set ships, for all of the
player colors the human player will later have to deal with the
corresponding number of opponents. We will assume that all player
colors have at least one large island and a number of ships, and that there
are both pirates and natives in the area.

The pacifism level determines the point at which the computer players
attitude towards human players changes from positive to negative.
Before you set this level you must first activate the slider by clicking the
thumb icon above it. In the example shown the pacifism level is set so
that the computer player [yellow] will start to become aggressive towards
human players when its own inhabitants sink below the "settler" level.
The horizontal lines beside the sliders represent the different levels of
civilization ascending from pioneer to aristocrat. The envy level in the
example shown has been set so that the computer player [yellow] will
start to become aggressive towards human players when their
populations reach merchant level. Please do not forget to activate the
slider by clicking the thumb above it before trying to set these levels!

First of all, make sure that you have set the number of human players in
the creation menu to "1". This means that the red island that you edited,
and its resources, will be connected to the assignment now to be defined.
The player will later automatically be assigned both the island, and the
assignment, at the start of play, no matter which color flag they choose.
11.7.1.1 Defining player data
Click the coat of arms icon with the question mark in the creation menu
to define the first player data for the human [red] player. You now come
to the player's data menu.
The bottom slider allows you to set the amount of money the human
player has available at the start of the assignment. 10,000 is a fair value
here. If the start capital is lower, it will make the assignment more
difficult, while a higher start capital makes it easier to complete the
assignment. If you do not set a value here yourself, the average capital of
10,000 will automatically be set at the start of play.

If three colors in the scenario have been taken by computer players,
[blue, yellow, white], as shown in our example, then both the envy and
pacifism levels may be set for each player. Please try to make sure that
you only use logical combinations of the envy and pacifism levels. These
settings for the computer players are optional: If they seem to be too
lavish, or too complex, at the moment you can first create your scenario
without making any adjustments to these levels. Nevertheless, your next
task is the setting of determining diplomatic relations.
49

11.7.1.3 The editor’s diplomacy menu
Go to the creation menu and choose the human player, that is to say the
red player. Call up the diplomacy menu in the same manner as you
would during play by clicking the right mouse button repeatedly until
you come to the player status menu. Now click the diplomacy menu
icon [parchment], below left. Here you can now determine the status of
diplomatic relations between players, by concluding trade agreements
and peace treaties by clicking them. You can also use the thumbs located
above the different coats of arms to set the general attitude of the players
whose colors appear on these coats of arms and the human player [red]
by either raising or lowering them. Here, as well, you should consider
the logical relationships such as, for example, the fact that the player
whose trade agreement and peace treaty you have just broken will not be
politely inclined towards you.
In our example, for the sake of simplicity, you should conclude a trade
agreement, and a peace treaty, with each player color. At the same time,
you should turn all the thumbs up in order to keep yourself from being
attacked by other player colors, or having difficulties with them, at the
start of the game.
Think about the logical connection between the settings you made in
the player’s data menu, and their effect on the settings you make in the
diplomacy menu, when you start creating more complex scenarios.
The settings in the diplomacy menu are optional, as well. If you do not
set the values yourself, then average values will be used.

Placing the cursor over an icon will result in information about that icon
being displayed in the info bar.
Clicking the right mouse button will always return you from the view
assignment menu to the options menu. The settings, which you have
made in the view assignment menu, are then automatically saved.
11.7.1.4.1 Designating the recipient of a mission
Choose a player color by clicking one of the coats of arms below left. In
singleplayer scenarios, you automatically begin building in red for the
human player, as determined in the creation menu. For this reason, you
should now once again choose the red coat of arms.
The free choice of flag colors at the start of the game is not affected by
settings made in the view assignment menu. The red player color in the
editor simply means that the settings made here apply expressly to the
human player, and not to one of the computer players. Even if you
choose the yellow flag when beginning play, the settings you made for
the red player in the editor will still apply to you.
Set the mission number beside the coat of arms to “1”. The first mission
will be assigned to the red player [the red coat of arms is active].
11.7.1.4.2 Assign mission goal directly
Mission goals generally fall into five different categories, some of which
may be combined. In accordance with our example we will only explore
the first category here, and that is to build a city of a certain size. This
means that a predetermined population per city must be reached, with
a certain portion of this population having reached a particular level of
development. All the other possible categories are described in section
11.7.2.

11.7.1.4 Setting the actual target values in the assignment menu
The logic behind the determination of the target values in a scenario is
intimately connected to the mission assigned to the player. Both are
therefore generated in the same menu, which can be reached by clicking
the mission icon in the option menu. Don’t forget that the island world
you created must be compatible with the assigned mission for the player
to have a chance of accomplishing the mission successfully. Since we are
using a singleplayer scenario in our example you only have to enter the
view assignment and target values for one player color and write one
mission statement.

Reaching a predetermined population level or level of development
Click the city icon. The buttons beside it determine the number [1-3]
of cities for which the population is to be predetermined. The slider
allows you to set the population level. If the target level the city has been
set, the button will turn green. To set the target value for the example
from the beginning of the chapter, [see 11.7.1] click the first button
50

beside the city symbol and set the slider to 1500 inhabitants. Click
button "2" and repeat the process. Both buttons turn green. Leave the
second button activated and click the figure to the left of the slider to set
a level of development, and then set the slider to 500 inhabitants. You
have now set the assignment goal for the human player in our example
of a singleplayer scenario. In the view assignment menu it should look
like this:

the difficulty level between 1 and 2 stars.
You have now successfully created your first scenario!
If you leave the view assignment menu, by clicking the right mouse
button, your settings will automatically be saved. Save your scenario over
the "save/load" menu under the name you have chosen. It will now be
saved in the "Own scenario" folder in the 1602 A.D. directories of your
hard drive. To start, and test, your first creation you must exit the editor,
start 1602 A.D., and choose the scenario you have created from the end
of the scenario list under "Singleplayer".

All that is needed to complete the scenario is to write the mission
statement.
11.7.1.4.3 Editing the mission statement
Click the "edit mission statement" icon. A text window will appear in
where you can enter your text. Makes sure that all mission goals are
covered in the mission statement, and type in mission number one for
the player color red. Click "OK" to confirm. You can call up the text at
any time should you wish to edit or correct it.
Sample text for our example scenario: "In the name of the king":
"Just as you are beginning to establish a settlement, you received a
missive from your far-off King. You are to erect two cities, each of the
population of 1500 inhabitants, in his honor. Make certain that one of
the cities becomes home to ask least 500 merchants, in order to establish
a new trading power in the area. "
Now your first scenario is finished, except for one last setting: basic level
of difficulty for the different computer players must still be set.

Now start your first independently created scenario!
11.7.1.4.5. Assigning an outrovideo
To assign a special outrovideo, which will be shown at the mission
assignment, click on the arrows to the right of the film roll icon. You
can select one out of 13 outrovideos. To see a preview of the video
click on the film roll icon.
11.7.2 Possible scenario assignment goals
11.7.2.1 Reaching a predetermined population or level of development
The goal has been reached when the population of the human player’s
city, or cities, reaches a predetermined level, and a preset portion of the
population reaches an assigned level of development.

11.7.1.4.4 Setting the basic level of difficulty for computer-controlled
players
You do this by clicking the star beside the coats of arms. Here you set
the basic attitude of the computer opponents, that is to say the player
colors that are not controlled by human players, as well as the pirates.
The more stars, the greater the level of difficulty. If you choose a one star
difficulty level, for example, you will have weak pirates, while at fourstar difficulty the pirates will be heavily armed indeed. To list all the
game values that are affected by this setting would greatly exceed the
bounds of this example. In our example scenario we should therefore set

Click the city icon. The buttons beside it determine the number [1-3]
of cities for which the population is to be predetermined. The slider
allows you to set the population level. If the target level the city has been
set, the button will turn green.
As a separate assignment goal [or, ideally, in combination with the
assignment of a predetermined population goal for each city] you can
also defined how many of the city’s inhabitants must reach a certain level
of development. The inhabitant figure symbolizes the different levels of
development. Clicking the figure repeatedly changes the level of
51

development [pioneer, settler, citizen, merchant, aristocrat]. The slider
lets you determine how many of the city's inhabitants must attain the
chosen level of development. The maximum value which can be set
corresponds to the total population of the city as previously determined.
Clicking the numbers to the right of the slider, from 250 to 25,000, sets
the number range covered by the slider, making it easier to set very high
levels. If a player reaches these goals during the course of the game, he
has won.

two options, although this greatly increases the scenario’s level of
difficulty. Just as when setting population levels, the numbers beside the
sliders make it easier for you to choose and set amounts.
You can see both the balance of trade, and the balance on account, in the
player menu in both the scenario editor and during play. Keep clicking
the right mouse button until you reach the highest menu level.
11.7.2.4 Gaining a monopoly
The scenario is won when the player gains a monopoly on the preset
commodity. You may also set alcohol, gold, and iron ore in addition to
the agricultural products tobacco, cocoa, spices, cotton, and sugarcane
as the products to be monopolized.

Example of a mission statement: found a city with 3000 inhabitants,
500 of which are to be citizens.
11.7.2.2 Conquer a predetermined opponent
The assignment goal has been reached when the predetermined
opponent, or opponents, have been defeated. First, choose the player
color which is to receive the assignment from the menu. Now click one
of the coats of arms beside the sword symbol to choose the opponent to
be defeated. You can, of course, choose more than one opponent to be
defeated [except for the player who is receiving the assignment]. The
icon with the four coats of arms and the question mark allows the
random selection of the player to be conquered, or you can also choose
to defeat the pirates. Keep in mind that raising the number of opponents
to be defeated also raises the assignment’s level of difficulty.
Note: to avoid any complications when choosing flags of the start of the
game, the flags which you have designated as opponents will not be
available to choose from.

You may also set the attainment of two monopolies simultaneously as
the assignment goal. Choose a player color, and click the arrow beside
the first empty blue field. Click your way through the inventory until
the product to be monopolized is displayed.
In multiplayer scenarios you may also give two different players the same
monopoly assignment. These two players will now have to fight for the
advantage .
A monopoly on a particular product is classed as having been reached
when a player has erected a warehouse on all of the islands where the
product has a 100% yield rate, and is the sole inhabitant thereof
[excluding natives].

11.7.2.3 Attaining a particular account balance
The goal is reached when a certain sum has been attained in either the
balance of trade or the balance on account. As always, you must first
choose the player who is to receive the assignment. Click the gold coin
and use the slider to set an amount which the player must have on
account in order to successfully complete this scenario. You may also,
separately, set a predetermined threshold value for the balance of trade
[= income - costs]. This assignment is a little more difficult. Click the
bag of coins and use the slider to set an amount. You can combine the

In the case of a gold or iron ore monopoly, the player must have settled
all islands where these are to be found.
11.7.2.5 Supporting a fellow player
The player who has been assigned the mission has reached his goal when
the computer player, or human player, he has been assigned to support
reaches a predetermined goal.
52

This means that the player must support another player in the realization
of his goal. The mission goal is in this case identical with that where a
predetermined population level, combined with a preset level of
development goal, is to be reached [see section 11.7.2.1]. Here, however,
the setting only applies to a single city, and must be made by means of a
special menu. First, choose the player to be assigned the job of supporting
another player. Now choose one of the coats of arms beside the outstretched
hand holding a coin to determine which player is to be supported.
Clicking the icon with the four coats of arms and a question mark
simply states that a player must be supported. This means that the player
color assigned the mission can choose which player, or computer player,
they wish to support.
Use one slider to set the population to be reached in the city, and the
other to determine which level of development must be reached by
which percentage of that population. To do this, click the figure and set
the level. The numbers to the right of the slider are to help you in
choosing a number.
You are now familiar with all possible mission goals, and are now capable
of designing and assigning your own mission goals.

11.8 Multiplayer scenarios with assigned goals and mission statements
The process of creating a scenario for a number of players is in principle
identical to that which you have already followed in creating a
singleplayer scenario.
For this reason we will concentrate in this chapter on those points which
differ from the procedures used to create a singleplayer scenario.
11.8.1 Setting the number of assignments / assigned goals
The biggest difference is that, in a multiplayer scenario, a goal must be
defined, and a mission statement written, for each player in the scenario.
It is also unnecessary to assign computer players goals, inasmuch as these
would be ignored anyway.
You can, however, influence the behavior of the computer opponents by
setting their basic level of difficulty, and making further adjustments in
the diplomacy and player’s data menus [see 11.6.1.2 and 11.8.1.3].
11.8.2 Defining the mission recipient
You have already set the number of human players and computer players
in the creation menu [see 6.1.4]. Now use the view assignment menu to
assign each human player a mission. Settings and assignments made here
for computer players are unnecessary, and will be ignored at the start of
play. Click the red coat of arms for the first human player, and place the
number "1" between the arrows. Now click the blue coat of arms for the
second human player, and place the number "2" between the arrows,
and so on. The mission will always be assigned to the coat of arms
currently active [yellow frame].

11.7.2.6 Combining assignments
It is also possible to assign a player a mission which combines two
different goals. This means that the scenario is won first with the player
has successfully completed both assigned goals. When combining goals,
you must be careful that they do not conflict with one another. For
example:" Conquer the blue player and support the blue player in
reaching a population of 2000 merchants!". Conversely, it would be
useful to combine the assignments: "Help an opponent of your choice
to build a city which is home to 350 aristocrats, and maintain certain a
balance on account while doing so!" With the exception of
contradictions in logic, there are practically no limits set on your fantasy
and the number of possible combinations.

11.8.3 Assigning player colors in the editor and choosing flags at the start
of play
Inasmuch as the player colors assigned in the editor are not identical
with the choice of flags offered at the beginning of the game, some
explanation is necessary.

53

In a multiplayer scenario with four different human players, for
example, you will have assigned four different missions. At the start of
the game you wish to have the islands which you have developed for the
blue player color, and the corresponding assignment, for your own, in
order to make the most of the tactical advantage gained by having
created both yourself.

Please read the tips and tricks concerning these themes and the "read
me" file on the CD. You can call up these files over the program group
in the Windows® Start menu.
You can find up to date tips for 1602 A.D. and the expansion set "New
islands, new adventures" on the SUNFLOWERS webpage
(http://sunflowers.de or http://anno1602.de) and the international
(http://www.1602 AD.com) 1602 A.D. websites.

The islands and missions generated in the editor are assigned in order of
precedence to the player network names, in alphabetical order, in a
multiplayer scenario. This means that the player whose name is closest
to the start of the alphabet receives the islands, and missions, assigned to
the red player in the scenario editor, followed by blue, then yellow, and
finally white. This means that if you want the islands and missions
assigned to the blue player, you must make sure that your name occupies
the second place on the list alphabetically. The color of the flags chosen
in the hall has no effect on this. This means that if your name is the
second in the alphabetical order, you will automatically be assigned the
islands and missions assigned to the blue player in the editor menu. If
you choose the yellow flag in the hall of flags, and your name is the
second in alphabetical order on the network list, you will still receive the
missions and islands assigned to the blue player in the editor menu, even
though you sail under the yellow flag.
Load an old multiplayer scenario [only the file extensions .szs and .szm
will be recognized] with which you are very familiar into the scenario
editor, and save it under a different name. Now copy the multiplayer
scenario from the "scenes" folder into the “ own scenarios” folder, so that
it can be loaded into the scenario editor. Examine the different settings
to get a better picture of the situation, or change the settings to suit your
taste.
All of the players taking part in a multiplayer scenario must have the
scenario in their "Own scenarios" folder.

54

END-USER LICENSE AGREEMENT-PRIVATE
PLEASE READ CAREFULLY. BY USING THIS SOFTWARE, YOU ARE AGREEING TO BE
BOUND BY THE TERMS OF THIS LICENSE. IF YOU DO NOT AGREE TO THESE
TERMS, PROMPTLY RETURN THE PRODUCT IN ITS PACKAGING TO THE PLACE
WHERE YOU OBTAINED IT.

no event shall our total liability to you for all damages, losses, and causes of action (whether in
contract, tort or otherwise) exceed the amount paid by you for the Software.
6. Controlling Law and Severability. This license shall be governed by and construed in accordance
with the laws of the State of New York, USA. If any provision of this license is unenforceable, the
rest of it shall remain in effect.

1. License. The software accompanying this license (the "Software") and the related documentation
are licensed to you by us and are subject to this license. If the Software is configured for loading
onto a hardrive, you may so load the Software only onto the hard drive of a single computer and run
the Software off only that hard drive. You may not delete the copyright notices or any other
proprietary legends on the original copy of the Software. You may transfer all rights we grant to you
in this license to someone else as long as he or she reads and agrees to accept this license. If there is
an editor incorporated into the Software, this license is also subject to Section 8 below.

7. Complete Agreement. This license constitutes the entire agreement between the parties with
respect to the use of the Software and the related documentation.
8. Editor and End-user Variations.
(a) The Software may include an "Editor." An "Editor" is a feature which allows you to modify
the Software or to construct new variations for use with it. These modifications and variations
can be both playable and non-playable. An Editor includes its associated tools and utilities.
An Editor is NOT shareware. You may not freely distribute it to any BBS, CD, floppy or any
other media. You may not sell it or repackage it for sale.

2. Restrictions. The Software contains copyrighted material, trade secrets and other proprietary
material. You may not decompile, modify reverse engineer, disassemble or otherwise reproduce the
Software except as expressly allowed by us. You may not rent, lease, sublicense or distribute the
Software. You may not electronically transmit the Software from one computer to another or over a
network.

(b) Using the Editor, you may create modifications or enhancements to the Software, including
the construction of new levels (collectively referred to as "Variations"), subject to the following
restrictions:

3. Termination. This License is effective until terminated. You may terminate this License at any
time by destroying the Software and related documentation. This License will terminate immediately
without notice from us if you fail to comply with any provision of this license. Upon termination,
you must destroy the Software and related documentation.

i.

4. Disclaimer of Warranty on Software. You are aware and agree that use of the Software and the
media on which it is recorded is at your sole risk. The Software, related documentation and the
media are provided "AS IS." Unless otherwise provided by applicable law, GTIS warrants to the
original purchaser of this product that the Software storage medium will be free from defects in
material and workmanship under normal use for ninety (90) days from the date of purchase. This
warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. We
EXPRESSLY DISCLAIM ALL OTHER WARRANTIES, EXPRESS OR IMPLIED, INCLUDING
BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE. WE DO NOT WARRANT THAT THE
FUNCTIONS CONTAINED IN THE SOFTWARE WILL MEET YOUR REQUIREMENTS,
NO ORAL OR WRITTEN INFORMATION OR ADVICE GIVEN BY US OR ANY OF OUR
AUTHORIZED REPRESENTATIVES SHALL CREATE A WARRANTY OR IN ANY WAY
INCREASE THE SCOPE OF THIS WARRANTY. SOME JURISDICTIONS DO NOT ALLOW
THE EXCLUSION OF IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS MAY NOT
APPLY TO YOU.

Your Variations must only work with the full, registered copy of the Software, not
independently or with any other software.

ii. Your Variations must not contain modifications to any executable file.
iii. Your Variations must not contain any libelous, defamatory, or other illegal material,
material that is scandalous or invades the rights of privacy or publicity of any third party,
or contains any trademarks, copyright-protected work, or other recognizable property of
third parties.
iv. At least once in every online description and with reasonable duration on the opening
screen, your Variations must prominently identify (i) the names and email addresses of its
creators, and (ii) the words "THIS LEVEL IS NOT MADE BY OR SUPPORTED BY
GT Interactive Software, The WizardWorks Group, or any of their affiliates and
subsidiaries.
v.

5. Limitation of Liability. UNDER NO CIRCUMSTANCES, INCLUDING NEGLIGENCE,
SHALL WE BE LIABLE FOR ANY INCIDENTAL, SPECIAL OR CONSEQUENTIAL
DAMAGES THAT RESULT FROM THE USE OR INABILITY TO USE THE SOFTWARE OR
RELATED DOCUMENTATION, EVEN IF WE HAVE BEEN ADVISED OF THE
POSSIBILITY OF THOSE DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE
LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL
DAMAGES SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. In

Your Variations must be distributed solely for free. Neither you nor any other person or
party may sell them to anyone, commercially exploit them in any way, or charge anyone
for using them. You may exchange them at no charge among other end-users.

vi. By distributing or permitting the distribution of any of your Variations, you hereby grant
back to us an irrevocable royalty-free right to use and distribute them by any means.
vii. The prohibitions and restrictions in this section apply to anyone in possession of the
Software or any of your Variations.

55

Product Return Procedures In The United States
In the event our technicians at 425-398-3074 determine that you will
need to forward materials directly to us, please include a brief letter
explaining what is enclosed and why. Make sure you include the
Return Merchandise Authorization Number (RMA#) supplied you by
the technician and your telephone number in case we need to call you.
Any materials not containing this RMA# will be returned to you
unprocessed. Your mail should be sent to the following address:

Technical Support
Technical Support (U.S.)
Assistance Via World Wide Web
Get up-to-the-minute technical information at the GT Interactive
Software web-site, at: http://www.gtisonline.com twenty-four hours a
day, seven days a week. Through this site you’ll have access to our
FAQ documents, (Frequently Asked Questions) which contain our
latest troubleshooting information.
You’ll have access to our FTP (File Transfer Protocol) area where you
can download patches and new enhancements as soon as they become
available, and an E-Mail area where you can leave us your tech support
problems and questions if you do not find your answers within the
FAQ.

GT Interactive Software
13110 NE 177th Place
Suite # B101, Box180
Woodinville, WA 98072-9965
Attn: Technical Support
RMA#: (include your RMA# here)
Warranty Policy In The United States
If our technicians determine that the product storage medium is found
to be defective within ninety (90) days of original purchase, (unless
otherwise provided by applicable law), GT Interactive Software will
replace the item free of charge, to the original purchaser, if the item is
accompanied by the original dated receipt and packaging. If you do
not have the original receipt, or if the warranty period has expired, GT
Interactive Software will replace the product storage medium for a
nominal fee.

Help Via Telephone/Fax Or Mail In The United States
For phone assistance, call GT Interactive Software’s Tech Support at
425-398-3074. We have an Interactive Voice Response and Faxback
system that is available twenty-four hours a day, seven days a week. If
you should need live support, we are available Monday through Friday,
7:30 AM until 7:30 PM (PST). Please note that live Tech Support
may be closed on major holidays. We ask that you do the following
when calling: be at your computer; have your system information
ready for our technicians including system make and model; RAM;
video and sound card data and drivers; and any screen or error
messages you’ve encountered and where (if not currently displayed on
your screen). It will expedite your handling significantly. You may also
fax in your Technical Support questions or problems to: (425) 8060480, or write in to the address below.

If your product information contains Technical Support phone
numbers for Europe, you must contact those phone numbers and
abide by their warranty policies.

56

Credits
Max Design:
Programming:

Wilfried Reiter
Albert Lasser

Speaker:

Tom Zahner

International Sales:

Marcella Link
http://sunflowers.de

Graphics:

Ulli Koller
Martin Lasser

Sunflowers Webpage:

Island-Design:

MAX DESIGN

Special Thanks to:
All SUNFLOWERS staff members, all external partners and all the families, partners
and friends who made the completion of this project possible through their personal
commitment, patience and understanding.

Sunflowers:
Production:

Juergen Reusswig

Co-Ordination:

Jochen Bauer
Uwe Mathon

Testing and Support:

Michael Backhaus
Lydia Brkic
Christoph Klempau
Sascha Ramali
Matthias Stiffel
Stephan Winter
Alexander Frey, Sebastian Ridder

For GT Interactive Entertainment USA
Product Development
Producer:

Joel Maximillion Breton

Quality Assurance:

Steve Knopf
Tomasi Akimeta Jr.
Keith Moran
Doug Price
Paul Ashby
Tim Hess
Marianne Arotzarena

Special Thanks:

Geoff Myers
Rob Denning
Todd Colletti
Ron Gilbert
Kristi Walton
Hiromi Nobata
Mary Gerardi

Music and Sound:

Starlight-Systems

Manual:

Renate Grof
Bianca Koenig
Marc Huppke

Marketing:

Renate Grof
Susanne Schaefer

Logo-Artwork:

András Kavalecz

Localization by:

Sunflowers GmbH

Public Relations:

Jen Martin
Brandon Smith

Co-Ordination:

Jochen Bauer
Uwe Mathon

Marketing:

Mark Polcyn

Manual and Program Text: "I Know What You Mean", Bill Thomas

Packaging:

Moore Design Group

57

Appendix A:

Building
Descriptions

Legend:

Costs: production running / production stopped

Food Production
fisher’s hut
Workers:
Operating costs:
Required:
Final product:

1
5/0 Gold coins
fishing grounds
food

bakery
Workers:
Operating costs:
Raw materials:
Final product:

2
5/0 Gold coins
flour
food

1
5/0 Gold coins
deer
food

cattle farm
Workers:
Operating costs:
Required:
Final product:

2
5/0 Gold coins
pasture ground
cattle

2
5/0 Gold coins
grain field
grain

butcher’s shop
Workers:
Operating costs:
Raw materials:
Final product:

2
5/0 Gold coins
cattle
food

hunting lodge
Workers:
Operating costs:
Required:
Final product:

grain farm
Workers:
Operating costs:
Required:
Final product:

farms for consumer goods and trading goods
water mill / wind mill
Workers:
2
Operating costs:
5/0 Gold coins
Raw materials:
grain
Final product:
flour

sheep farm
Workers:
Operating costs:
Required:
Final product:
58

2
5/0 Gold coins
pasture ground
wool

cotton plantation
Workers:
Operating costs:
Required:
Final product:

6
35/15 Gold coins
cotton field
wool

spice plantation
Workers:
Operating costs:
Required:
Final product:

6
35/15 Gold coins
spice field
spices

weaver’s hut
Workers:
Operating costs:
Raw materials:
Final product:

2
10/5 Gold coins
wool
cloth

tobacco plantation
Workers:
Operating costs:
Required:
Final product:

6
35/15 Gold coins
tobacco field
tobacco

weaving mill
Workers:
Operating costs:
Raw materials:
Final product:

4
20/10 Gold coins
wool
cloth

tobacco products
Workers:
Operating costs:
Raw materials:
Final product:

2
20/10 Gold coins
tobacco
tobacco products

tailor’s shop
Workers:
Operating costs:
Raw materials:
Final product:

3
10/5 Gold coins
cloth
clothes

vines
Workers:
Operating costs:
Required:
Final product:

4
35/15 Gold coins
vines
alcohol

59

sugarcane plantation
Workers:
4
Operating costs:
35/15 Gold coins
Required:
sugarcane field
Final product:
sugarcane

gold mith
Workers:
Operating costs:
Required:
Final product:

3
45/20 Gold coins
gold
jewelry

forester’s hut
Workers:
Operating costs:
Required:
Final product:

1
5/0 Gold coins
forest / palm trees
wood

quarry
Workers:
Operating costs:
Required:
Final product:

0
0 Gold coins
mountains
stones

stonemason
Workers:
Operating costs:
Raw materials:
Final product:

2
5/0 Gold coins
stones
bricks

Building materials
distillery
Workers:
Operating costs:
Raw materials:
Final product:

cocoa plantation
Workers:
Operating costs:
Required:
Final product:

gold mine
Workers:
Operating costs:
Required:
Final product:

3
15/7 Gold coins
sugarcane
alcohol

4
35/15 Gold coins
cocoa field
cocoa

10
60/20 Gold coins
vein of gold
gold
60

armament and ship building
iron ore mine
Workers:
Operating costs:
Required:
Final product:

8
60/20 Gold coins
iron ore vein
iron ore

deeper iron ore mine
Workers:
10
Operating costs:
60/20 Gold coins
Required:
iron ore vein
Final product:
iron ore

ore smelter
Workers:
Operating costs:
Raw materials:
Final product:

tool maker
Workers:
Operating costs:
Raw materials:
Final product:

3
25/10 Gold coins
wood, iron ore
iron

sword maker
Workers:
Operating costs:
Raw materials:
Final product:

3
30/14 Gold coins
iron
swords

musket maker
Workers:
Operating costs:
Raw materials:
Final product:

4
45/20 Gold coins
wood, iron
muskets

cannon foundry
Workers:
Operating costs:
Raw materials:
Final product:

5
60/25 Gold coins
wood, iron
cannon

small shipyard
Workers:
Operating costs:
Raw materials:
Final product:

3
25/10 Gold coins
iron
tools
61

4
100/20 Gold coins
wood, cloth
small trading vessel
small battleship

large shipyard
Workers:
Operating costs:
Raw materials:
Final product:

small trading vessel
small battleship
trading vessel
battleship

stone watchtower
Required:

2 Cannons

warehouse I
Workers:
Operating costs:
Stock:

2
15 Gold coins
30 tons

warehouse II
Workers:
Operating costs:
Stock:

4
15 Gold coins
50 tons

warehouse III
Workers:
Operating costs:
Stock:

5
15 Gold coins
75 tons

warehouse IV
Workers:
Operating costs:
Stock:

6
15 Gold coins
100 tons

Warehouses

castle
Workers:
Operating costs:
training capacity:

4
55 gold coins
3 soldiers

large castle
Workers:
Operating costs:
training capacity:

6
90 gold coins
5 soldiers

fortress
Workers:
Operating costs:
training capacity:

wooden watchtower
Required:
2 Cannons

6
150/30 gold coins
Holz, Stoffe

8
130 gold coins
8 soldiers

62

other buildings
market-place
Workers:
Operating costs:

3
10

church
Workers:
Operating costs:

3
50

alcohol
3
15

doctor
Workers:
Operating costs:

2
30

tavern
Required:
Workers:
Operating costs:

public bath
Workers:
Operating costs:

5
60

school
Workers:
Operating costs:

2
30

fire brigade
Workers:
Operating costs:

3
15

college
Workers:
Operating costs:

5
60

chapel
Workers:
Operating costs:

1
5

theater
Workers:
Operating costs:

5
80

63

Appendix B: Build Trees

Food production

cattle

butcher’s shop

fisher’s hut

cattle farm

food

food

cattle

market-place

Legend

food

hunting lodge

Production chain

warehouse

Surplus production

(for trading with raw materials and
half finished products)

food

flour

grain

flour mill

bakery

flour

grain
grain farm
water mill

64

Trading Goods, Consumer Goods

distillery
weaver’s hut

sugar

cotton plantation
tailor’s shop

wool

cloth
sugarcane plantaion

weaving mill
sheep farm

cloth

liquor

clothes

sugar

wool

market-place

spices

liquor

spice plantation

vines

warehouse

tobacco products

cocoa

tobacco products

tobacco

tobacco
tobacco plantation

cocoa plantation

65

Mining and Subsequent Treatment

ore mines

iron ore

gold mine

iron ore

quarry

gold
forester’s hut

wood
iron
ore smelter

wood
goldsmith

stonemason

iron

jewelry

tool maker

armourer

swords

bricks

musket maker
cannon foundry

tools

gold

muskets

market-place

cannons

warehouse

66

Armament and Shipbuilding
market-place

wood

cloth

warehouse

swords

small shipyard

cannons

large shipyard

muskets

cannons
watchtower

cavalryman
infantryman

musketeer

artilleryman
small
trading vessel

castle

67

small
battleship

trading vessel

battleship

Appendix C
Notes on DirectX™6
The DirectX™ technology was developed by Microsoft to be used with
Windows® 95/98. As a consequence programs specially developed for
Windows® 95/98 can access your hardware directly. This results in
smoother animation of graphics and faster game play. In order for
DirectX™6 to function properly, you have to have the correct
DirectX™6 drivers installed.

If a version number is displayed, but AUTHENTICATED is not, then
this is probably a driver from a previous DirectX™ version. This driver
should be DirectX™6 compatible and you should be able to install
and play 1602 A.D. without any problem. You should still contact
your hardware dealer for the newest DirectX™6 drivers.
If the message NO HARDWARE SUPPORT appears then the driver
is not compatible with DirectX™. Contact your hardware dealer for
the newest DirectX™6 drivers.

Is your system DirectX™6 compatible?
You are in your Windows® desktop environment and the 1602 A.D.
CD-ROM is in your CD-ROM drive. Click the START button and
then FIND and FILE/FOLDER. In the NAME box enter
DXDIAG.EXE and in the FIND box the drive letter of your CDROM drive. Now click START. Once the search is finished you will
see the file DXDIAG.EXE in the bottom half of the search window.
Double-click this with the left mouse button. A list of DirectX™6
supported drivers now appears on the screen.

If you have never previously installed a DirectX™ version on your
computer the installation program will ask you, whether you want to
overwrite the current driver, or not. We strongly recommend that you
do this unless you are 100% certain that your current driver is 100%
DirectX™6 compatible. If the new drivers cause problems, you can
reload the old drivers using the DXDIAG.EXE program mentioned
above.

Problems can arise, if the driver is not AUTHENTICATED, and no
version number is shown. Contact your hardware dealer for the newest
DirectX™6 drivers or have a look at your hardware manufacturerís
Internet site.

NOTE: The latest drivers for your system can be found on the
manufacturers’ Internet sites and at www.download.com.

68

Appendix D
Keyboard assignments
F2
F3
F4
F5
F6
F7
Z
X
O
D
L
B
K
I
F
W
J
H
PAUSE
ESC/ right
mouse button
S
C
Ctrl + 1-9
1-9

F8
F9
F10
F11
F12

= Zoom level 3 - bird eye view
= Zoom level2 - normal view
= Zoom level1 - detailed view
= Normal game speed
= Double game speed
= Quadruple game speed
= Rotate counter-clockwise
= Rotate clockwise
= Options menu
= Diplomacy menu
= Save/Load game menu
= Construction menu (build)
= Combat mode (battle)
= Info mode (status)
= Video sequences and speech menu
= Ship hoists white flag and surrender to the
pirates
= Jump to the active object
= Cycle between own warehouses
= Pause the game

= Select wounded (only if health is less than 50%)
= Pick infantry out of selected soldiers
= Pick cavalry out of selected soldiers
= Pick musketeers out of selected soldiers
= Pick artillery out of selected soldiers

Multiplayer mode only
Alt + 1
Alt + 2
Alt + 3
Alt + 4
Alt + 5

= Chat - to red player
= Chat - to blue player
= Chat - to yellow player
= Chat - to white player
= Chat - to all players

Appendix E
Problem Solving and FAQ’s

= End pause / interrupts videos / back to previous menu
= Shows list of own ships
= Shows list of own and allied cities
= Store assembled troops
= Call stored troop assemblies

You can find competent answers to installation and gameplay FAQ’s,
as well as tips on the standard problems, in the Readme.rtf file on the
1602 A.D. CD-ROM. To open this file go to the 1602 A.D. program
group in the Windows® START menu and click on README.

69

Appendix F
Availability of Buildings
Number of
inhabitants

Stage of
development

Availability of
building

Number of
inhabitants

Stage of
development

Availability of
building

0

Pioneers

Warehouse1 / forester / fisherman / hunter /
sheep farm / weaving hut / market place
dirt road / chapel

150

Citizens

Gold mine / Church

200

Citizens

Cotton plantation / Cocoa plantation /
weaving mill / tailor’s shop

210

Citizens

Public bath

400

Citizens

Cannon foundry

450

Citizens

Deeper ore mine

250

Merchants

Warehouse4 / gold smith / ornament tree /
College

300

Merchants

Theatre

400

Merchants

Large castle / musket maker

500

Merchants

Large shipyard

600

Aristocrats

Fortress

1500

Aristocrats

Palace

2500

Aristocrats

Cathedral

30

Pioneers

Cattle farm / butchers

15

Settlers

Quarry / stonemason / fire department /
cobblestone street

30

Settlers

Warehouse2 / wooden palisade /
wooden town gate

40

Settlers

Winery / spice plantation / tobacco plantation /
sugarcane plantation distillery / tobacco products

50

Settlers

Tavern

75

Settlers

Grain farm / water and wind mill / bakery

100

Settlers

School / tool maker

120

Settlers

Iron ore mine / ore smelter / small shipyard

200

Settlers

Small castle / sword maker / defense buildings

50

Citizens

Doctor

100

Citizens

Warehouse 3 / gallows

70

Appendix G

Index

Requirements for Development
Stage of
Development

Inhabitants
per house

Pioneers

2

Settlers

6

Market place / chapel Cloth, alcohol and
tobacco or spices

Citizens

15

Tavern/school

Cloth, alcohol, cocoa and
tobacco or spices

Merchants

25

Church/public bath

Cloth, clothes, jewelry,
alcohol, cocoa and
tobacco or spices

Aristocrats

40

Public
buildings

A
Agriculture
7
Attack
11,26,27,32
Artillerymen
32,33
Autoroute
28,29
cancel
30
start/stop
29,30
Availability of buildings
70

Needed goods to
proceed to next stage
Cloth

B
Bags of money
27,29,30
Bricks
8,15,42
Buildings (see appendix A)
58
Building cost
20
Building material
20

Theatre/college

C
Cannon
Cart - symbol
Castle menu
Cattle-raising
Cavalry
set automatic trading
route destination
City names
Civilization, level of
Combat menu
Compass
Construction mode
Continuous play
Current score

71

12
23
32
8
32,33,48
28
15
21
33
7,16
8,16,19
6
17

D
Degree of difficulty
Demolish
Diplomacy menu

14
20
25

E
Editor
Effects
Explore
Eye - Icon

37
16
7
7

F
FAQ's
Forest
Free traders

70
8
28

G
Game screen
Gold deposits
crossed hammers
Grain
Green bar

15
7
7
8
32

H
Health
Highscore list

32
14

I
Inventory
Infantry
Info bar

24
33,48
15

Info mode
Install/uninstall
Intro
K
Keyboard operation
L
Loading goods
Loading menu
Loading and unloading
Loading soldiers onto ship
M
Magnifying glass
Market carts
Market-place
Market wagons
Money
Multi player mode
game
setup
create group
IPX
name
network protocol
number of players
TCP/IP
connect
player name
continuous play
scenarios
chat mode
load game
continue game
Music

15
4
3

Musketeers
N
Natives
trade with

R
Repair ships
Requirements for development

72

26
30

S
Sea combat
surrender
flee
Service area
Settings
Settlers
population
satisfaction
supply bar
facial expression
food supply
civilization, level of
development
total area of service
Ships
build
arm
patrol
repair
Ships names
Shut down
Singleplayer mode
end game
continue last game
load game
start game
Scenarios
tutorials
continuous play
Specialties, military
Stop
Streets

69

8,19
8,19
8,19
11,33

7
8
8
8,18,27,28
15
35
35
35
35
35
35
35
35
35
35
36
36
36
36

O
Operating cost
Options menu
Ore deposits
crossed hammers
Overview map
P
Palm trees
Parchment
Patrol
Pause
Peace treaty
Pirates
Pirate stronghold
trade
protection money
assignment
Player name
Price
Product field
Product transportation
Production, chain of
Protection money
Q
Quantity
Question marks

23
16
7
7
6,7

8
28
12,32,34
17
26
26
26
30
27
27
6,7
10
30
25
6,20,23,64
27

10
23

16

72

34
71

12,33
12,34
34
8,21
16
15
21
22
21
22
22
22
8,21
10,33
33
34,41
2,34
34
15
23
13
16
14
14
6
6,15
6,15
16
32
18
20

T
Taxes
Thumbs
Tools
Trade agreement
Trade symbol
Trading
buying menu
selling menu
Tribute, pay
Troops
training
formations
patrol
specialties
wounded units
V
Video quality
W
Warehouse
White flag
Wood
Workload
Workshops
Z
zZ

21
50
8,10,15
9,25
29
30
10
10
9,26
11,32
32
33
12,32
32
33

5

8,9,19
12
8,15,30
8,21,23
10,23

23

Download PDF