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Installation Installation

MINIMUM SYSTEM REQUIREMENTS

Please ensure that your computer meets the minimum system requirements of this game which The latest DirectX® version or at least DirectX® 9.0c must be installed on your PC in order to
are specified below and on the packaging. guarantee the fault-free functioning of 1701 A.D.
You can find further information on DirectX® on the official website at http://www.microsoft.
• Operating system: Windows® 2000/XP com/directx.
• CPU: Intel Pentium 4® 2.2 GHz or equivalent processor
• RAM: 512 MB or better UNINSTALLATION/REINSTALLATION OF THE GAME
• Graphics card: Direct 3D-compatible with a minimum of 64 MB Video RAM and at least
compatible with Pixel Shader 1.1 If problems occur during playing, the game was not installed correctly or if you just want to
• Hard disk space: at least 3.5 GB free uninstall 1701 A.D., click on START in the Windows® taskbar and select UNINSTALL in the
• DVD-ROM drive 4X speed 1701 A.D. program directory in order to correctly uninstall the game.
• Sound card: DirectX® 9.0c compatible
• DirectX® 9.0c Proceed according to the instructions in the Installation section in order to reinstall the game
• Network: TCP/IP compatible after it has been uninstalled.
• Internet: Broadband Internet Connection required
• Mouse and keyboard PLAYING

INSTALLATION 1. Close down all open programs and background applications (including virus scanners).
2. Insert  the  1701A.D.  game  DVD  in  your  DVD-ROM  drive. The Autostart menu
1. Start Windows®. should appear. Click here on PLAY and set sail.
2. Close all programs and applications which are running in the background (including virus 3. If this is your first time playing 1701A.D., enter the serial number which can be found on
scanners). the back page of this manual and set sail.
3. In order to install 1701 A.D. on your computer, insert the DVD into the DVD-ROM disk
drive and wait until the Autostart menu appears. NOTE: If the Autostart menu does not start automatically, you can access 1701 A.D. either via
4. Note: If the Autostart menu does not appear automatically, click on the START button in the Windows® “Start Menu”(default is: START/Programs/1701 A.D.).
the Windows® taskbar and select RUN. Enter “D:\1701.exe” in the dialog box and then
click on OK. The Autostart menu appears. If your DVD-ROM disk drive should have a
different drive letter than “D”, please change the letter in the dialog box accordingly. NOTE: The original game DVD must be inserted in your DVD-ROM disk drive while you
5. Then click on INSTALL and subsequently – after you have read the general installation are playing 1701 A.D.
information – on CONTINUE.
6. If you have not yet installed DirectX® 9.0c, the installation program automatically requests NOTE: To install 1701 A.D. The Sunken Dragon, follow the same installation instructions
you to install DirectX® 9.0c. Please hereby follow the instructions on the screen and subse- while using The Sunken Dragon DVD-ROM.
quently restart the computer.

WHAT IS DirectX®?

DirectX® is an integral part of Windows® 2000 and XP which enables Windows® to access
certain interfaces of your PC very quickly and thus allows newer games to be run optimally. New
technologies such as the latest 3D-graphic cards are also optimally supported by DirectX®.
Contents Contents

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Enhancing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1. ANNOpedia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Demolishing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
2. Game Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Closing down . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3. THE MENUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Workload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.1 Creating a profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 8.2 Building types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.2 Start menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Roads and paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.3 Profile management.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Public buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.4 Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Market buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Production buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Sound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Research buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Further building types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Keyboard layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
High score list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 9 . SHIPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 9.1 Building and repairing ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
9.2 Ship’s actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
4. GAME MODES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Moving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Loading or unloading of goods or troops . . . . . . . . . . . . . . . . . . . . 22
4.2 Single player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Grouping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Continuous play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Escorting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Playground . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 9.3 Ship types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.3 Multi-player mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
10. TRADING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
5. OPERATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 10.1 Discovering trade partners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
5.1 Game screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 10.2 Passive trading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
5.2 Keyboard layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 10.3 Active trading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Changeable key commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 10.4 Trading routes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Permanent key commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 10.5 The courier ship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
10.6 Balance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
6 . DISCOVERING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1 1. DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
7. POPULATING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 11.1 Diplomacy screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
7.1 First steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 11.2 Contracts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
7.2 Population level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Peace treaty.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
7.3 Inhabitants’ requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Trade agreement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
7.4 Civilization levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Alliance pact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Table: Civilization Levels........ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Declaration of war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
7.5 Taxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 11.3 Tribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
11.4 Foreign cultures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
8. BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 11.5 Fraternization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
8.1 Constructing buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 11.6 The pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Effective area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 11.7 Secret diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Building costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Operating costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 12. RESEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Contents Introduction


13. BATTLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
13.1 Controlling troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31


Training troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Moving troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
1701 A.D.
Starting an attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

14. EVENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 It was a glorious time for discoverers and conquerors in the days when
14.1 Guests of honor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 the power of a nation was dependant on a mighty fleet of ships and
14.2 Disasters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 the glory of a queen was proportionate to the extent and continuous
expansion of her sovereign territory. Back then, a handful of brave
1701 A.D. THE SUNKEN DRAGON MANUAL. . . . . . . . . . . . . . . . 34
seafaring men raised anchor and set sail – underway to transcend the
Technical Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 boundaries or their known horizons and discover new worlds.
Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Software License. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Some may have branded these intrepid explorers as fools, but with a
Copyrights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 trusty ship and a Queen’s blessing they confounded all sceptics with
noble dreams of freedom, prosperity and immortality. They followed the
westerly winds and sailed with the dolphins until they finally reached
fertile land. Many busy hands set to work immediately and founded a
profitable and large settlement – from almost nothing. They dedicated
all their commitments and hopes to the founding of new colonies, boldly
confounding all adversities and set-backs in order to create a new home
in far-away lands and to prove all doubters wrong.

The adventurers finally created a new and influential colony in the New
World hallmarked by profitable trade, wise diplomatic maneuvering
and continual attention to the needs of the people.

It wasn’t easy, and it wasn’t always safe, but to those who lived by the
spirit of discovery and the will of progress, it was most certainly worth
it.

This is their story …

7
ANNOpedia The Menus
1. ANNOpedia 3. THE MENUS
You can reference the ANNOpedia in game help function for comprehensive information in
addition to this handbook. This can be accessed at all times via the game menu (open with Before you start your adventure in the 1701 A.D. world, you should
the Esc key) or even quicker via the F1 key. Everything you’ll ever need to know about 1701 take the opportunity to adapt the game to your desired graphic
A.D., can be found here. display and to configure the operation.

2. Game Screen Note: Your PC will be analyzed when the game is first started and
This is a short overview of the main elements of the game screen for those of you who can’t wait. a corresponding graphic profile will be created automatically by the
The Info bar The Fertility display The Direct help function The other players can program.
informs you about your tells you which plants shows you an introduc- interact with you via the
account, the number of and raw materials you tion to the functions Portrait window.
3.1 Creating a Profile
inhabitants and the stocks can harvest on this island. currently being used.
in the settlement’s stores. When you play 1701 A.D. for the first time, you will be asked to
create a player profile. To do this, please select the portrait and colour
with which you want to appear in the game and enter your player
name. From then on the Start Menu will be shown first whenever
you start the game.

3.2 Start Menu


Once this menu is displayed you can Start the introduction in order to
familiarise yourself with the game or start a game straight away in Single
player or Multiplayer mode. More information on this can be found in
the Game modes chapter.

In addition to this, you can also continue a game you have saved via the
Load game dialog and create a new player profile via Profile Manage-
ment. The menu option Leave game brings you back to your Windows®
desktop.

3.3 Profile Management


You can create a new game character and give it a
player portrait in Profile management. Your actions
will be announced to the other player in the multi-
player mode via this portrait.

The ANNOholic profile is the default setting.


Click on the Create profile button and enter a
new name. Eight different player colours are avail-
The News Bar reports The Central Button Area The Object menu shows The Preview window able with which your settlements and units are
on current developments contains the minimap information on selected informs you on the depicted in the game. You confirm your selection
in the 1701 A.D. game and access to the Building objects. Here you can currently selected object. with a click on Create profile. You can also Delete
world. and Diplomacy menus, start actions such as You can also control
a Profile here.
Strategic map, Research building and passive troops here.
menu, Special actions, trading.
Options menu and
Logbook.

8 9
The Menus Game Modes
3.4 Options 4. GAME MODES
You can adjust the game using many settings to match the power and specific features of your 1701 A.D. features a single player mode with a number of variations. Additionally you can
computer via Options. In addition to this you can adapt the control of the building process explore the 1701 A.D. world together with other 1701 A.D. players and measure yourself
and the behaviour of the camera. against them in the multiplayer mode via a LAN or the Internet.

Graphics 4.1 Introduction


The game graphics can be set to the levels Low, Medium, High and Very High. You can also The four tutorial modules introduce the game principle, the operation and the most important
individually adjust the various graphic options. Please confirm your selection with OK. game elements. It is highly recommended to complete all four tutorials before beginning the
game.
Note: The setting options available can vary from this table depending on the system config-
uration of your PC. When you have completed the introduction, you can select the Practice game option in the
next menu. The introductory map is kept open for you in a Practice game. The goals of the
Sound introduction are defined as game goals and you can choose your own path to accomplish
Here you can influence the volume in general and continuously adjust the sound settings for them.
the subsections of the overall sound backdrop.

Interface Note: In addition to the introductory game, 1701 A.D. also features the DIRECT HELP
You can adjust the displays and the operation to match your personal preferences. feature in the normal game. A corresponding icon appears at the top of the screen for every
new action and a text window is opened when this icon is left-clicked. You can activate or
deactivate Direct Help in the Interface options.
Here you can additionally switch on or off (or reset) the Direct help function, continuously
adjust the Scroll speed and set the Autosave interval so automatic saving happens every 60
or 30 minutes or not at all. 4.2 Single player
The Single player mode in 1701 A.D. features the Continuous play mode which really is at the
Tip: If you prefer the traditional control for building, as was used in both previous versions, switch the core of 1701 A.D. Whilst the adventure comes to an end sometime in the other game modes,
Simplified Building option off. the continuous play mode offers unlimited playing fun. Alternatively 1701 A.D. offers
you ready-made scenarios in which you can experience a story and face various chal-
Tip: Activating the right-click menu makes an effective method of accessing the most important menus lenges in order to give the adventure a happy end.
and building options in 1701 A.D. available to you.
Continuous play
Keyboard layout You can create games that suit your taste in the Start Menu of the
Here you can adapt the changeable keyboard layouts to suit your personal preferences. An Continuous play mode. From the size of the game map to the level of
overview of the changeable and non-changeable keyboard layouts can be found in Chapter 5 Start capital, and the degree of difficulty to the conditions for victory
Operation. – here you can determine in detail how you want to experience your
1701 A.D. game.
High score list
The high score list contains all the points that you have scored with your profile up to date. All
medals already won are also displayed next to the players’ names.

Note: Medals are rewards which you get when you reach certain game targets. You can win bronze,
silver or gold medals according to the level of difficulty of the game.

Credits
This menu displays the names of the people who were involved in developing this game.

10 11
Game Modes Operation

Scenarios
The Scenarios present you with special tasks in the NOTE: One DVD per PC with its own respective serial number is required for Multi-player games.
1701 A.D. world. The game procedure is similar to
the Continuous play mode, but the game world and 5. Operation
assigned mission Scenario are predefined in the form of Once you have decided on a game mode, adjusted your personal settings and started a game,
a story. Each Scenario has a prescribed end and is linked 1701 A.D. can be almost completely operated with a mouse and available shortcuts for many
to a points award that is defined according to certain commands and menus.
criteria. The goal is therefore to successfully complete the
Scenario with the highest amount of points. You can open all menus, select and build all buildings and mark all units with your left mouse
button. You can also select several units or ships in one go by keeping the left mouse button
Select a Scenario from the list at the bottom of the screen; a description of the tasks is shown depressed and dragging a frame around the desired group.
in the upper half of the screen. The stars next to the Scenarios indicate the degree of difficulty
with which this Scenario is rated. Clicking back into the game or pressing the Escape button closes all menus. If no menus are
open, the game options are displayed when the Escape key is pressed.
Playground
The Playground mode allows you to build up your settlement as you wish without having to Tool tips give you helpful hints throughout the entire game. Whether it is a building with
consider pirates, subjects and other subtleties. Build a town according to your own taste. You angry inhabitants, an enterprise with production problems or a menu item in the Continuous
are provided with an island and all building options are open to you right from the beginning. play options, if you leave the mouse pointer positioned over the object for a moment, a trans-
No queen will discipline you if your castle is just a bit too magnificent and no subject will parent window containing a help text is displayed.
demonstrate if you don’t want to build a weaving mill.
All menu elements are also equipped with Tool tips.
4.3 Multi-player mode
Up to four players can simultaneously immerse themselves in a world of 5.1 Game screen
discovery and conquest in 1701 A.D.’s Multi-player mode. You can start The game screen shows you everything that is happening in the island world of 1701 A.D.
a multi-player game in three ways: You can zoom in or out using the mouse wheel or alternatively use the F2-F4 keys or Page Up
and Page Down. You can rotate the game screen in a clockwise or counter-clockwise direction
• All players who are connected via a network can play with or using the Y and X keys. You can also do this by moving the mouse to the left or right whilst
against each other via the Local Network option. keeping the mouse wheel depressed.
• If you select the Internet option, you will be linked to the
GameSpy® Network which will connect you with other 1701 A.D.
game enthusiasts anywhere in the world. TIP: The right-click menu – When you need to move quickly with regard to
• Last but not least you can make contact with other players with a the control in 1701 A.D., you are well advised to use this option: if it is acti-
Direct connection via an Internet connection. In order to do this, vated, a radial menu is opened containing the most important menu points
you will need the IP address of the server on which you want to and buildings. When you click on one of the symbols, either the respective
play. menu is opened or you can build the respective building directly. You can
activate the right-click menu in the Options under Interface.
Just as in the Single player game, settings are possible in Multi-player mode for regulating victory
conditions, the game world and computer opponents. In addition to the random maps, and
special Multi-player maps, there is also a cooperative mode in which you can build up a settlement
together with a fellow player.

12 13
Operation Discovering

5.2 Keyboard layout 6. DISCOVERING

Changeable key commands Before you begin populating an island, you


should first undertake an exploratory journey.
Open Annopedia F1 Rotate camera clockwise y
Explore a number of islands with your ship in
Close-up camera F2 Rotate camera counter-clockwise x order to get a better picture of their compo-
Medium camera F3 Zoom in Page up sition and their natural resources before you
Long-range camera F4 Zoom out Page down decide where you want to settle.
Strategic map F5 Align camera to the North Home
Diplomacy menu F6 Rotate building clockwise . (period) Note: If you have chosen the Game setting Easy and have activated the Start with warehouse option,
Research menu F7 Rotate building counter-clockwise , (comma) you will already begin on an island chosen randomly.
Logbook F8 Change building model (only house) c
Special action menu F9 Delete buildings and units Del TIP: The free trader offers various maps of the island world for sale. You can buy small,
Quicksave F10 Enhance house u medium and large island maps or uncover the entire map.
Quickload F12 Jump to current event Space bar
7. POPULATING
Pause p Open construction menu b
Screenshot Print Screen Pipette mode n Once you have found a suitable island, you can begin with building your settlement. Your main
Increase playing speed + Demolition mode v focus should thereby be on fulfilling the needs of your people as your settlement will only grow
Reduce playing speed - Check through ships Tab and flourish if this is the case.
Scroll forward Arrow up Check through warehouses k
7.1 First steps
Scroll back Arrow down Exchange troops t
At the beginning of a game you are always equipped with
Scroll left Arrow left Multiplayer chat Enter
the materials that you require to start off with. If you have
Scroll right Arrow right Message to ally Backspace
selected the option Start with warehouse, tools, wood and
Postcard view Scroll Lock Activate/lock camera End food are already contained in storage; if you start on the
high seas, the goods can be found in the hold of your ship
and are automatically unloaded as soon as you build a warehouse. The next steps see you build
Permanent key commands roads, production chains, houses and public buildings so that your population can flourish
These key commands cannot be changed. and prosper.
Open Options menu Escape or Alt + o
In order to build a warehouse, sail as close as possible to a sandy spot on the coast.
End game (with safety query) Alt + F4 or Alt + q
The Build warehouse symbol should appear in the action menu of your ship. Click
Set production status for all buildings of this type on the on it and locate the building which appears at your mouse pointer on the coast with
Shift + Left-click on Closing down production
island
a left-click. Please note that only one warehouse can be built per island.
Do not automatically store raw materials in warehouse Shift or Ctrl + Build warehouse (ship)
Camera to warehouse without selecting Shift + Warehouse symbol in central menu TIP: If you keep the Shift key pressed when building a warehouse, no further building material will
Select warehouse without camera jump Ctrl + Warehouse symbol in central menu be transferred into the warehouse. You can use your remaining building material on another island for
another warehouse.
Camera to ship without selecting Shift + Ship symbol in central menu
Select ship without camera jump Ctrl + Ship symbol in central menu
Save selected units/buildings under numbers 0-9 Ctrl + 0-9
Select units/buildings saved to numbers 0-9 0-9

14 15
Populating Populating

7.2 Population level


Differing numbers of inhabitants can be accommodated in the houses according If the preconditions for a progression to the next level have been met, your inhabitants will
to the civilisation level: for example only eight people can live in a pioneer’s house automatically enhance the houses provided they have sufficient building materials. As your
whereas 20 inhabitants can live in a citizen’s house. The inhabitants will start to population develops itself further there is also the possibility of upgrading existing buildings,
move out and leave the island if they are unhappy but if they are happy, more and e.g. the market building or the warehouse, to a higher level.
more inhabitants move in until each house has reached its inhabitant limit.
Note: You can deny access to building material for the population by clicking on the
building material symbol in the house menu. As soon as a house is ready to progress to the
Tip: Do not delay in building houses so that as many inhabitants as possible move in. For the more next level, a green arrow above it starts to flash. You thus have control over the building
inhabitants you have, the more income you receive in taxes. material and population growth.

7.3 Inhabitants’ requirements


Table: Civilization levels:
Your inhabitants will require more and more goods as
the population level increases in order to remain satis- Civilization level Requirements: Goods Requirements: Buildings
fied and to be able to progress to next higher civili- Pioneers Food Village Centre
sation level. You can obtain these goods by building Settlers Cloth Chapel
production chains and by trading. Your population Citizens Alcohol & Tobacco School
also has social needs which can be satisfied by building Merchants Lamp oil & Chocolates Theatre
corresponding public buildings. For this to be the case, Aristocrats Colonial Goods Senate
the houses must be located within the effective area of
these buildings. Tip: You should secure the supply of goods which are relevant for level retention and progress as soon
as possible in order to prevent shortages in supplying your population in advance.
In order to find out more information on your inhabitants’ requirements, click on one of the
houses. You can now see the goods and buildings which the inhabitants of this house require 7.5 Taxes
for long-term settling and for progression to the next civilization level.
Taxes are your most important source of income. You have the possibility of determining the
You can also gain an overview of the mood of the entire level of taxes which the inhabitants of your islands have to pay via the so-called “tax load”. You
population via a click on the village centre. A menu is can find the tax load in every house menu and your setting there is valid for the entire popula-
then displayed which shows you the number of inhab- tion at the civilization level of the currently selected house.
itants and also the mood of the population according
to their respective civilization levels (via the respective You can control the level of taxation with the depressed mouse key. The color of the tax load
portrait) as well as the requirements of the individual shows you the effects a tax rise or tax drop would have on the satisfaction of the popula-
levels. tion. High taxes are marked in red shading and may annoy your inhabitants so much that
many types of demonstrations of resentment may result. Low taxes
7.4 Civilization levels are marked in green shading and are of course much better accepted
by your population.
Each civilization level reflects the cultural and economic level of development of your popula-
tion. There are five civilization levels in 1701 A.D., which each include new buildings and Note: The maximum satisfaction of your inhabitants must be guaranteed in order for them to progress
production possibilities for you. Your inhabitants do not progress to the next civilization level to the next highest civilization level. In order to realize this you must adjust the taxes so that the inhab-
until their requirements have been satisfied. However the higher the inhabitant’s level, the more itants experience the highest level of satisfaction in addition to fulfilling their requirements.
difficult it is to satisfy their needs in order to retain the current civilization level or progress to
a higher level.

Note: New houses will always be set to the Pioneer level.

16 17
Buildings Buildings
8. BUILDINGS
Operating costs
Construction belongs to your most important tasks as a founder of settlements in Specified buildings incur running costs. These include fortresses, educational buildings, farms
the 1701 A.D. world. You can select buildings and locate them in the game world and plantations. You can monitor operating costs in the preview window via a click on the
via the construction menu. You can access the construction menu with a click on respective building.
the building symbol in the Central button area.
If you shut down a building you therefore also reduce your operating
8.1. Constructing buildings costs. Please note that only manufacturing chains can be closed down.
Buildings are split into three categories within each level: Schools, churches or the fire brigade also incur operating costs but
cannot be closed down after they have been built.
1. Public buildings and roads (on the left).
2. Production buildings (in the centre). Activation
3. Buildings, which have yet to be made Buildings are activated based on respective civilization level and number of inhabitants.
available via research (on the right). Buildings which have not yet been activated are displayed in grey shading in the construction
menu. This means that you cannot yet construct this building.
Select the desired building with a left-
click and it is then transferred to the If you locate the mouse pointer over one of the grey-marked building fields in the construction
mouse-pointer and is ready to be built. menu, the required number of inhabitants for its construction will be displayed. Some build-
You can now locate it in the game world ings are only activated if they have already been researched in a research building.
with a second left-click. If you want to
build another building, click on the corresponding symbol in the construction menu again and Alignment
repeat the process. The construction menu can be closed with the Escape key, a left-click on the Buildings automatically rotate themselves to the correct building position when the building
game world or on the button. location has been selected, but you can also rotate and align the position of the building manu-
ally in 90° steps via the Period and Comma keys.
Effective area
Tip: You can select from one of the five different inhabitant houses of the Pioneers by pressing the
The effective area is the sphere of action of buildings
V key.
and units. It is displayed as soon as you have selected
the building and it is attached to your mouse pointer.
Enhancing
The size and function of the effective area varies
Some buildings, for example the market building and the warehouse, can be
according to the building type.
enhanced if you have progressed to higher civilization levels since it was built. The
storage capacity of the entire island is thereby increased and in the case of the ware-
house, also the number of tradeable goods. In order to do this, click on the button at the top
edge of the preview window.
Tip: You can achieve the most effective expansion of your settlement area by locating new market
buildings in such a way that the effective areas of these market buildings only slightly overlap. The effec- Demolishing
tive area of the new market building is displayed in green as long as the contact to the current effective You can make room for new buildings or remove enterprises from the game world
area is maintained. that you no longer require with the Demolish function. Activate the demolish
mode via a left-click on the Demolish button (hatchet) on the Minimap. A small
Building costs hatchet is displayed at the mouse pointer. Left-clicking on a building causes it to collapse and it
The construction of buildings costs money and building materials. You can find out how much disappears forever from the game world. A (quick) right-click will interrupt this action.
you will need to pay for a certain object if you keep the mouse located over a building button
in the construction menu. The costs and building materials available for the respective building Alternatively you can also select the Demolition mode in the preview window via a
are displayed in green text with missing materials in red. click on the skull symbol. Depending on the degree of difficulty you will be refunded
all, half or no building costs at all.

18 19
Buildings Buildings

Closing down Public buildings


You can temporarily close down some buildings by clicking on the “zZz” symbol in Public buildings are those buildings that your population requires to satisfy their social needs.
the respective building menu. You can thus save the operating costs for this building These include the village center and the chapel at the beginning of the game. An increasing
and if you keep the Shift key depressed at the same time, all buildings of this type number of public buildings will become available for building in the Construction menu
will be closed down. according to your civilization level.

Workload Market buildings


Most manufacturing chains require two production units in order to supply the final goods. Your warehouse and your market buildings combine to form your stores and every additional
market house increases your storage capacity. This principle works across the whole island so
You can check the workload of an enterprise in if a certain good is available on an island, it can be supplied by any market building. You must
the respective building menu. The percentage however use ships for transporting goods to other islands.
display shows how efficiently the manufacuring
Tip: The more market buildings you construct in a town, the more market wagons ensure the regular
chain is working.
collection of your produced goods. More market buildings therefore mean higher operating costs, but
also higher storage capacities and faster collection.

Tip: If a certain good should be very urgently required, you can activate an immediate pick-up in the
Tip: All the fields of the enterprise can be used by left-clicking on the Optimize button in respective enterprise. The next free market wagon will then collect the goods from this enterprise right
the building menu of the enterprise, as long as they do not overlap with other enterprises. away.

8.2 Building types Production buildings


The following building types are available for construction in 1701 A.D: Production buildings serve the manufacturing of goods and raw material recovery as well as the
(You can find more detailed explanations of the military buildings in Chapter 13 - Battle.) production of building materials. At the start you can choose from the lumberjack’s hut, the fish-
erman’s hut and the hunting lodge. As the game progresses you will find further buildings in your
Roads and paths construction menu that will become important to satisfy the growing needs of your population.
Roads and paths connect your buildings with each other. Enterprises that produce
end-products must be connected to a road for transport to warehouses.
Note: Not all buildings in a production chain can always be built on the same island – perhaps because
the necessary fertility is lacking. In this case, you must transport the required intermediate goods to the
Click on the respective road symbol in the Construction menu. Select the starting point for the final enterprise.
path and its direction is then defined by the subsequent movement of the mouse. Locate the
finishing point for the path with a second left-click.
Research buildings
Schools and universities fulfill the requirement of your population for education and enable
research. If you have researched a certain skill, you can use it anywhere in the game world,
irrespective of what island it was researched on.

Further building types


• Coastal buildings: Some buildings can only be built on the coast. These include the
warehouse as well as all buildings dedicated to fishing and shipping.
• Mines: Mines can be set up to access the supplies of raw materials.
• Military buildings: These buildings serve defense purposes and the protection of your
settlement.
• Ornamental installations: The ornamental installations serve to make your town more
attractive and are activated progressively from Citizen level onwards.
• Splendour buildings: These mighty and splendid buildings are only available at
Aristocrat level. The castle with its various components and the lighthouse are
classified as splendour buildings, and create the best preconditions for a visit by
the Queen.

20 21
Ships Ships
9. SHIPS

In the 1701 A.D. world, your ships can explore sea passages, discover new trading partners and First set the quantity of goods to be loaded to one
transport goods and troop units from one island to the next. ton, ten tons or the entire quantity available respec-
tively by clicking on the corresponding symbol.
9.1 Building and repairing ships
You need a shipyard in order to build a ship, and you will also
require wood, cloth, money and (for some types of ships) cannons. Now transfer the set quantity of these goods to a free
The number of ships which you can set sail with depends on the cargo hold of the ship via a further left-click on a
total number of your inhabitants. goods symbol in the store.

Once you have all materials necessary, click on the respective Likewise goods can be transported from the ship to
shipyard and select the desired ship’s type from the menu. Click again on the respective ship’s the warehouse by selecting the respective cargo hold
symbol in order to interrupt the construction. and quantity to be unloaded.

You can have a ship repaired in your shipyard or in the shipyard of an allied partner. Just click
Tip: You can also automate the loading and unloading of the ship for goods which you regularly
on the ship to be repaired and send it to the shipyard with a right-click.
transport with a trading route.

9.2 Ship’s actions


You can also take on troops on your own ships in order to transport them to other islands. The
boarding of troops is possible anywhere where there are flat coastal sections. In order to board a
Moving unit of troops, you must select it with a left-click. Now a button appears in the preview window
Once you have selected a ship, you can move it in two different of the troop unit for boarding it onto a ship. Click on this button and select the ship on which
ways: you would like to load your troops.
1. The movement command is activated via a left-click in the ship’s
menu which displays the mouse pointer as a ship’s wheel. A For disembarking, the ship is first selected. All troops on board are disembarked to the
further click on the game world or minimap signifies marching orders. marked location on the beach with a click on the button Disembark troops.
2. A right-click on a location in the game world or Minimap issues a direct movement
command. If one of your ships has to retreat in the face of
attackers, you can increase its speed by throwing
Loading or unloading of goods or troops the goods loaded overboard. The mouse pointer
If one of your ships drops anchor next to your warehouse or one of your trading changes when it is positioned over a full cargo hold
partners, you can load or unload goods between the warehouse and the ship via and thus indicates that you can throw these goods
the goods transfer tab. The goods transfer menu displays the storage area of the overboard. The entire contents of this cargo hold
warehouse at the top and cargo hold of the ship at the bottom. are lost with a right-click. Thereafter a flotsam box containing the goods appears on the water
near the ship. If you are quick enough and your opponents don’t get there first, you can collect
the goods again later. This also works with troops: If you right-click on troops in the ship’s
menu while you are at sea, they get thrown overboard! They save themselves on barrels and float
around as castaways on the water. Do not however wait too long before you rescue your people,
otherwise they will drown in the water or become shark bait.

Grouping
In order to group several ships together, select the desired ships with a left-click. Keep the Ctrl
key depressed while you press the keys 1, 2 etc. in order to assign the groups to a number key.
You can subsequently select the respective group by pressing the corresponding number.

22 23
Ships Trading
10. TRADING

If you press the respective number twice quickly, the group is selected and shown in the centre Sooner or later the inhabitants in your settlement will require goods that you cannot produce
of the screen section. yourself, Or you’ll have too much of a certain good and want to sell your surplus at a profit –
time to trade!
When a ship is left-clicked while the Shift is
depressed, this means that it will be subsequently 10.1 Discovering trade partners
added to or removed from the selection.
The Free Trader is the first and most reliable trading partner in 1701
The altered selection must subsequently be reas- A.D. You have a trade agreement with him as soon as the game has
signed the group number. In order to be able to started. He visits all warehouses regularly with his ships, and supplies
better differentiate the various groups, all grouped required goods or buys goods he is offered. Furthermore, he offers a
units have a small number on their banner. special service; he sells maps to reveal part of the island world. Other
trade partners can include foreign tribes, computer players or human
Attacking players, but you must first draw up a trade agreement in order to enter
You can attack enemy ships as soon as into trading relations with them (See chapter 11 - Diplomacy).
you have sighted them. If you have selected one or several or your own ships, the
mouse pointer changes as it moves over enemy troops, ships and buildings and thus
displays that they can be attacked. Tip: You can give the trading route an individual name by clicking on the previous name in
the strategic map menu with the left mouse key and giving the trading route a new name.
The attack command can be issued in two different ways:
1. The attack command is activated via a left-click in the ship’s menu and executed Note: Foreign tribes do not leave their island and therefore are reliant on trading partners coming to
via a second left-click on enemy troops, ships or buildings. their warehouse. Continuous trade with these tribes offers various advantages to the player.
2. The attack is executed directly with a right-click on the opposing unit.
10.2 Passive trading
Escorting The simplest method for trading is Passive trading. Conducting all your business
You can use this command to give your own ships an escort. The escort follows the unit as from you own warehouse, you allow all players engaged in trade agreements to see
protection and attacks approaching opponents automatically. First select the unit which should your goods available for commerce.
act as the escort.
10.3 Active trading
The escort command can now be issued in two ways:
1. Activate the Escort command with a left-click in the ship’s menu. The mouse Active trading describes the possibility of selling and buying at foreign
pointer changes its appearance and you can assign the escort with a click on the warehouses. Active trading is only possible with a ship and an existing
unit to be protected. trade agreement. Active trading has the advantage that you can deter-
2. The escort can be directly assigned with a right-click on the unit to be protected mine the timing of the exchange of goods yourself and are not depen-
when the ship is already selected. dent on a visit by trading partners.

A ship can be escorted by as many other units as you desire. The escort is not finished until a If your ship is located near the warehouse of a trading partner, select
corresponding command is given. the Goods transfer tab in the ship’s menu, via which the sale or
purchase of goods takes place. Only goods which are stored on board
9.3 Ship types ship and which have been tendered by the other player for purchasing
can be sold. You can recognise a demand by the green colour of the
A variety of ship types which can differ greatly in hold capacity, susceptibility to damage and goods field in the warehouse of your trading partner. In the same way goods can only be
speed are available for your adventure in the 1701 A.D. world. The ship’s speed is also addition- purchased that the other players offer for sale; they are marked in red. The ship must have
ally influenced by the current cargo load. sufficient free cargo hold capacity for this.

Tip: You can see which goods a trading partner offers for sale or purchasing by a click on his warehouse.
Thus you can load your ship accordingly before you leave. This also works on the strategic map.

24 25
Trading Trading

10.4 Trading routes 10.5 The courier ship


Strategic map Views The courier ship enables the express collection of goods that have been selected via passive trade
with warehouses military, ships, warehouses on/off for purchasing. You must research into the courier ship via education before you can use this
possibility for immediate delivery.

Tip: Remember that while delivering goods with courier ship is very quick, it is also very expensive!
Furthermore the courier ship can also be attacked by enemies and may even be sunk.
Route
Trading routes 10.6 Balance
according to The balance is the difference between the income and expenditure of all your
numbers islands and is specified in gold coins. The info bar at the top left of the screen shows
Create route your total balance as soon as you click on the coins symbol. The balance value is
displayed in green as long as more money is earned than spent. If expenses exceed
Warehouse income, it will be colored in red.
window 1
with goods The current income and expenditure of an individual island can be checked specifi-
cally in the respective warehouse or market building.

Warehouse window 2 Ships list


Goods transfer and trading can be automated using trading routes. You can only set
up trading routes between the warehouses of your own settlements and the settle-
ments of foreign tribes and other players with whom you have a trading agreement.

In order to create a trading route, open the strategic map and click on the ship’s wheel at the
left underneath the map. Alternatively you can also open the menu for trading routes
from the ship’s menu. A warehouse window opens in which you can select the first
stop of your trading route from a list. Alternatively you can also click on a warehouse
in the strategic map.

Now select the goods which you want to load or


unload at the first stop. In order to do this, click on
the red or green arrow in order to open the goods
overview. You can determine the desired level of
stored goods on the ship using the sliding bar – for
example if you want to sell the entire quantity of a
good on board, set the bar to zero.

At the same time a second warehouse windows opens in which you can specify the final desti-
nation of the trading route from the list above. You once again have the alternative of selecting
the destination directly on the strategic map.

26 27
Diplomacy Diplomacy

11. DIPLOMACY
Trade agreement
All interactions with third parties affecting a player’s Basically all inhabitants in the 1701 A.D. world with whom one is at peace can be
reputation are termed Diplomacy. Players discov- persuaded to enter into trade agreement. It depends on your reputation with a given
ered in the island world are displayed in the player, whether he accepts or rejects an offer of an agreement. Sometimes a player
Diplomacy Menu. Here you can negotiate will demand a tribute before he is prepared to accept an agreement.
on agreements and tributes. The higher
your prestige with other players, the When your own portrait is in the center of the Diplomacy Menu, click on the purse symbol
easier it is to reach agreements with and subsequently on the prospective contractual partner and he will then be offered a trade
them. agreement. If you are presented with an offer of this kind, you can accept it with a click on the
green tick. If your contract offer is accepted, the purchase and sales offers of the trading partner
11.1 Diplomacy screen can be viewed in his warehouse. The trade agreement can be cancelled by both sides at any
The Diplomacy screen represents time. In this case the peace treaty will become active again.
your relations to other players and
foreign tribes and you can open it Alliance pact
with a left-click on the wreath symbol The Alliance pact enables military support from fellow players in addition to mutual
in the Central button area. trade. Alliances are only available between players with existing trade agreements. In
You then see a circle with the order to offer an alliance, click on the symbol with the two hands in the Diplomacy
portrait of your game figure in menu and then click on the desired alliance partner.
the centre; the representatives of
all civilizations and foreign tribes are aligned An alliance offers you many advantages:
around you. • Areas which your allied partners have already explored are shown on your minimap.
• Damaged ships are automatically also repaired in the wharfs of your allies.
The colors of the connecting lines to your portrait indicate your reputation with the respective • You can also request help from your allies in case of war.
player, and the small circle to the right and left underneath the portrait shows the color of the
player on the map and the diplomacy status between the two of you. If a another player has a Declaration of war
request for you, a small letter is displayed above the agreement status symbol at the portrait. Diplomatic relations with fellow players can also be abruptly terminated. Before you
can attack fellow players and expel them from the world, you must first officially
If you click on one of the portraits of the fellow players, it moves the centre declare war on them. This is carried out via a left-click on the sword symbol and
of the menu and your portrait appears at the top in the circle. You can now subsequently selecting the battle opponent. The selected player is then automatically
interact with this player. The vertical bar to the left shows your reputation with also in a state of war.
this player, and the three symbols on the right show the current agreement
status and options for improvements or cancellation. You can only end a war by offering a peace treaty. In order to do this, click on the dove symbol
Underneath the portrait in the center, you have the possibility of demanding for or and the respective player. Whether an opponent accepts an offer of peace depends on your
awarding tributes as well as requesting ally aid if an alliance pact exists. current player reputation and may well involve a tribute demand.

11.2 Contracts 11.3 Tribute


Peace treaty You can demand or pay tributes in the Diplomacy Menu. Note:
A tribute demand inevitably lowers your reputation, independent
A peace treaty is a precondition in order to draw up a trade agreement. The prevailing of whether the tribute is accepted or not, and a tribute payment
peace can be ended at any time by both contractual partners by a declaration of to others can increase your reputation.
war.

Warning: The pirates are a bad lot and you are at war with them right from the beginning of
the game! So be careful when you meet them as they will attack you straight away.

28 29
Diplomacy Research and Battle

12. RESEARCH

11.4 Foreign cultures Knowledge is power.


Foreign tribes inhabit islands which they never leave. They are however You can purchase or enhance new buildings, units and acquisitions with the help of Research.
prepared to enter into diplomatic relations with other inhabitants in the Additionally, you can only acquire certain buildings and capabilities as well as some military
island world and engage in trade. They extend their trust to players they units via Research. This requires either a school, available from the Settler level, or the univer-
judge to be reliable, and this results in special trading advantages – for sity available from the Merchant level.
example the possibility of purchasing colonial goods - and enables access
to the Special Ability of the tribe. Should you wage war with them, however, beware those Every Research project costs knowledge – the unit of measurement for research speed - in
“Special Abilities” yourself! addition to gold, and the more inhabitants a settlement has, the quicker a Research project
can be completed.
11.5 Fraternization
Fraternization with foreign tribes corresponds to an alliance pact between fellow players. The
main difference is that foreign tribes cannot provide military aid as they cannot leave their 13. BATTLE
island. In order to fraternize with a foreign tribe, click on the patriarch of the foreign tribe in
„If you want peace, prepare yourself for war“ went the
your Diplomacy Menu and select the option Offer fraternization to the right of their portrait.
old Roman saying, and this applies to the world of
1701 A.D. as well. Thus, depending on the level of
If fraternization is accepted, the foreign tribe will offer you – in addition to better prices for
difficulty selected for your computer counterparts,
conventional trading goods – one of the four colonial goods for purchasing. In addition you
you should consider protecting your island against
can also see the Special Action of the foreign tribe via your Diplomacy Menu and a and use it
enemy attacks at all costs.
against your enemies via a click on the action displayed.

11.6 The Pirates


Ramirez and his pirates are on hunt to capture ships throughout the
entire island world. The belligerent buccaneers live in remote pirate
lairs which are well guarded and they attack anyone who approaches
their ships or their lair. Tip: If you are a peaceful player and do not provoke anyone, you will not be attacked by an opponent.
The pirates and the computer player Count Igor Yegorov are however exceptions to this rule.
The pirate warehouse can be viewed at any time as soon as you have
discovered the pirate island and the transferral of goods is carried out 13.1 Controlling troops
in the same way as for trading with other computer players. You must first impress Ramirez
however, by destroying foreign cultures and winning his esteem. If you succeed, he will enter A life bar is situated above all military units. You can use this to see the health status of your
into an alliance with you and you can immediately buy all colonial goods from him. But watch units at any time. The color green means completely healthy; if this bar starts to empty during
out: an alliance with Ramirez drastically reduces your prestige with all other players. battle conditions, your unit’s bar will change color to red proportional to the extent of the
damage suffered.
11.7 Secret Diplomacy Training troops
The Secret Diplomacy Menu, enables you to access The training of the troops is carried out in the military buildings. You can
researched Lodge activities and Special Actions. see which units you can train there and which goods (cannons or weapons)
You thus have a variety of possibilities for are required for this in the respective building menu. Only one troop unit
harassing annoying competitors. can be housed per millitary location at a time, however multiple units in
different locations can train simultaneously.
You must first build a Lodge house in order to be able
to use Lodge activities. You will then find a spy in the Note: The maximum number of troops which you can train in a military building depends
Special Action menu who is prepared for action immedi- on the current population level of the island. The troop limit can however be raised by
ately. You can research into all other Lodge activities subse- researching into the military draft.
quently in school or at university. Special activities cannot be
used against foreign tribes.

30 31
Battle Events

14. EVENTS
Moving troops
You can move your troop units via a mouse click on the game world or Minimap. Rivers Not everything can be planned in the 1701 A.D. world and Fate has pleasant as well as
are crossed if bridges are available, plateaus are accessed via ramps and only mountain unpleasant surprises in store for you.
ranges and cliffs represent insurmountable barriers.
After you have selected a troop unit, you can issue a movement command in two ways: 14.1 Guests of honor
You will be visited by various guests of honor on your island who bring incentives
1. A click in the units menu activates the movement command and the mouse pointer changes
and presents for the duration of their visit to increase the satisfaction of the inhabit-
its appearance. The command is executed via a second click to a free location in the game
ants. You can always find the guests of honor in the village centre.
world or Minimap.
2. The movement command can be executed directly with a right-click to a free loca-
There are nine different guests of honor including the Queen. She is however a special case.
tion in the game world or Minimap.
When the Queen pays you a visit, you must be able to offer her something.
Starting an attack
Your town must contain aristocrats as well as a castle and a lighthouse. This is
You can attack opposing military units as soon as you see them.
the first step towards your own independence. It is not until you have paid a
If you have selected one of your units, the mouse pointer changes appearance over
certain amount of tributes to the Queen, or you have caused her entire fleet
enemy troops, ships and buildings and thus indicates they can be attacked. You can
to retreat in battle that the Queen will grant you your independence.
issue the command to attack in two ways:
1. The attack command will be activated via a left-click in the units menu and executed via a
14.2 Disasters
second left-click on the opposing troops, ship or building.
2. The attack can be directly initiated via a right-click on the opposing units. Natural disasters occasionally disrupt the peaceful island life. They happen
randomly and have devastating effects on buildings and the population.
TIP: You can attack a fellow player with whom you are not at war by keeping the Shift key depressed The following catastrophes can inflict themselves on your island world:
and clicking on his units or a building. This results in a declaration of war and the immediate
commencement of battle.
Earthquakes
The units selected can be grouped together by assigning them a group number with the key
combination Ctrl + number (1,2,3, ... 0). The individual groups can be later activated by
pressing the corresponding number (1,2,3, ... 0). All units have their group number on their Fire
banner in order to be able to better differentiate the various groups.

Plague
Clicking on a unit with the Shift key depressed means that it is
subsequently added to the selection or that it is removed from it.
You must subsequently reassign it the group number again. A Plague of rats

Volcano

Tip: If your troops have been decimated by battle, you can merge units of the same type in order to
regain the original battle strength, as you cannot “repair” your units. In order to do this, select units of Hurricane
the same troop type and then click on the Group troops symbol in the selection menu.

32 33
Contents New features

1. New features in the add-on

1701 A.D. 1.1 Computer player profiles

The Sunken Dragon Finn Hallqvist


Difficulty level: Normal
Gender: Male
Type: Adventurer

The story continues… Finn Hallqvist fulfils the ideal of the romantic hero
who despairs of the world in his passionate outbursts.
Nice to have you aboard! He is the only child in a modest Trading family. His
father was often away on his travels and brought
home with him stories of distant lands. This sparked
off in Finn a passion for the world of the sagas found
in ancient and Far Eastern mythology. He spent long
nights poring over old books and tomes to learn more
about the legendary Temples and magical Artifacts.
1. New features in the add-on. . . . . . . . . . . . . . . . . . . . . . . . 35
1.1 Computer player profiles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Not that the Hallqvists would have seriously believed in the sorcery or the power of the ancient
1.2 Trader assignments ...... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 gods! On the contrary, they were simple, god-fearing folk. But as Finn’s knowledge of the
1.3 Catastrophe: Meteor...... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 wonders of the world increased his normal life lost its magic and he fled into a dream world
1.4 Ornamentals....... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 of his own.
1.5 Campaign medals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Some years later Finn decided to go off in search of secret Treasures and Artifacts himself.
2 . The Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Supported by the family savings, he equipped a Ship and mounted his first Expedition shortly
afterwards. Finn’s family considered him a hopeless daydreamer, but preferred to let their
3. The Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 emotionally unstable son spend the entire family fortune rather than force him to face reality!
3.1 The Start. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
3.2 The Wizard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
3.3 The World editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Grace Bonnet
Folder: Map details. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Difficulty level: Hard
Folder: Game settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Gender: Female
Folder: Conditions for victory. . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Type: Adventurer/Scoundrel
3.4 Using User content. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Little is known about Grace Bonnet’s early life.
Technical Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Many say she was the only daughter of an affluent
Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Diplomat, others maintain that Grace is a highly
Software License. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 gifted orphan who has learned to lie her way through
Copyrights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 life. However, all agree that no one would expect
the degree of cool cunning she displays from someone
with a face as angelic as Grace Bonnet’s.

34 35
New features New features
Horatio
Grace is only too well aware of the effect this surprise has on others and enjoys exploiting it Difficulty level: Normal
to the full. Her beauty and charming eloquence are of enormous advantage, especially in her Gender: Male
shady Trade transactions; transactions which were on the whole large scale smuggling. Grace Type: Trader
commands an impressive Trade fleet which also includes numerous Warships for protection
and she operates from an extensive well-built base. According to the standards of those times, Horatio was always a little different from the
one might term her independent moral conduct dubious, but that would seriously offend this others. As a child from a prosperous patrician
self-aware young woman’s well-developed sense of honor. And riding roughshod over Grace’s family, his remarkable nature and his inventive-
sensibilities has never been a good idea–for anyone … ness were recognised and encouraged at an early
age. Yet Horatio ended his expensive Univer-
sity education prematurely and, to his family‘s
Diego del Torro horror, set off for the New World where he hoped
Difficulty level: Hard to find peace and tranquillity. To his chagrin, however,
Gender: Male word quickly spread of his talents and he found it
Type: Villain necessary to frequently move house. Even now that he has
reached an almost biblical age, Horatio has still not really settled
Diego del Torro maintains strict silence as to his down.
past. However, the only thing that is known for sure
is that he grew up on the streets of a run-down port While he regularly indulges in the creature comforts, Alcohol in particular, Horatio invents
City in the poorest of circumstances. Left to fend for the most unusual devices, quite naturally and seemingly effortlessly and almost as a by-product
himself, Diego survived by petty crime and thieving of his hedonistic intoxication. Yet Horatio renounces this genius only too readily, as the lazy
at Sea. His sole motivating force was his one burning Inventor prefers to gorge himself and stay up all night than to fulfil the expectations of those
ambition: to shake off the squalor of his early life and to around him by carrying out serious scientific Research as man of learning.
become the most powerful man in the world.
Horatio’s senile stubbornness is already clear to see in that, to this day, the irascible Inventor has
Diego saw his chance during his training as Lodge Spy. As an apprentice of the arcane arts he constantly disowned his wealthy origins. Not a soul in the New World knows his full name!
lived an ordered life for the first time, but obeying the rules was also new to him; the rules of
the Lodge. Conflicts were inevitable, as Diego had never learned to give in to others, and he
soon managed to offend many of the people around him. The only things that saved his neck
time and time again were his amazing talents and the Master of the Lodge’s sincere hope that
he would one day be much wiser in his actions.

The more Diego del Torro realised that the Lodge was allowing him to flout its rules, the more
he exploited this leeway. Over time, his unscrupulous nature led him to rise ever higher in the
Lodge hierarchy and to soon become one of the organization‘s leading members. While he
outwardly continued to carry out particularly tricky assignments allocated to the Lodge, he
secretly worked to attain the rank of Grand Master. Diego did not shrink from blackmail, coer-
cion, robbery, arson and even murder. That would be painfully felt by, among others, Grand
Master Nadasky, the poisoned husband of the widow Nadasky...
1.2 Trader assignments
After his appointment as the Grand Master, Diego finally tried to subjugate his Lodge brothers;
Besides the tried-and-tested and familiar types of Trader assignment, the add-on contains two
a scheme as daring as it was unsuccessful. He had overstepped the mark; Diego was expelled
completely new types of Trader assignment as described below.
from the Lodge and has sworn vengeance. In his eyes, the ends justify the means.
Damage
A Trader’s Ship is stranded and drifting somewhere on the high Sea. It is laden with valuable
Cargo that the player must convey to the Free trader. The player must deliver certain Goods to
the damaged Ship to obtain the Cargo.

36 37
New features The Campaign
Escort Bird bath
A Free trader’s Ship must be escorted to the edge of the Map. Once it has been The attractive bird bath is an add-on Ornamental at the Aristocrat level. The bird bath’s style
escorted safely off the Map, a box then appears in its place containing documenta- is reminiscent of art nouveau. The bird bath may occasionally attract a peacock and the doves
tion attesting to the fact that the player has escorted the Ship safely. The assign- also like to visit it from time to time.
ment is considered as completed when the documentation is returned to the Trader.
1.5 Campaign medals
1.3 Catastrophe: Meteor
Once they have completed all 11 missions in the Campaign, the successful player will receive
The Meteor is a new catastrophe. It is active in the Campaign medal. The color of the medal depends entirely on the lowest difficulty level at
the endless game if the “Catastrophes” setting which the player has accomplished one of the missions. The Campaign itself, similar to each of
is enabled. The lighting changes, the weather the 11 missions, can be played at the “easy”, “normal” or “hard” difficulty levels.
grows stormy and wind strength increases;
these signs all herald an approaching Meteor. Example:
Small rocks, sparks and ash rain down from You have completed all the missions at “normal” and you only have to revert to the “easy” difficulty
level in mission 4 to complete it. You therefore receive the bronze Campaign medal. However, had you
the sky over the target area and burn up before completed all the missions in “medium”, you would have received the silver medal.
they hit the ground. The animals and people
immediately run away in terror.
2. The Campaign
A dark shadow looms over the target area and
The Campaign can be accessed via the Start menu Single player/Campaign. Here, the Campaign
becomes larger as a dull rumble grows louder. The
world Map occupies most of the right side of the screen. The player’s journey through the
Meteor strikes in the target area and then remains stuck in the ground. Huge circular shock
Campaign’s story can therefore be viewed at any time.
waves emanate from the area of impact and smaller rocks break away and are hurled against
any objects in the vicinity. The Meteor destroys everything in the target area and all the routes
When starting the Campaign for the first time the starting mission is always automatically
running through the target area are cut off.
selected; subsequently it is always the mission you selected last. The individual mission buttons
After the Meteor has left a trail of destruction in its wake and has sunk into the ground, still are only unlocked one after the other as the missions are completed.
rumbling and smoking, the player can then concentrate on rebuilding the Settlement.
The difficulty levels easy, normal or hard can be selected using a toggle button. The “Start
mission” button loads the mission that has been selected on the Map.
1.4 Ornamentals
In 11 exciting missions the Campaign tells the story of a hero who is played by the player.
All of the Ornamentals that can be used to In the role of the hero, the player sets out to help an old friend in a very mysterious and
beautify the City in this add-on can be accessed intriguing affair.
through the Building menu at Civilization level
“Aristocrats.” The player will experience countless adventures during their travels and will meet old friends
and make new ones. The story is full of unexpected twists and turns, intrigues and power
Rose bush struggles. The classic 1701 A.D. elements are all here: Discovery, Building, Trade, Diplomacy
The delightful rose bush is an add-on Ornamental at the Aristo- and Military elements are reflected in the individual missions and will constantly present the
crat level. The player can position it in the same way as a hedge; the player with new challenges.
only exception is the automatic placing of an arch over the entrance to
Streets and routes in the same manner as the Gatehouse in a wall. Each of the 11 missions is riddled with numerous sub-quests to provide seasoned gamers with
additional challenges!
Aviary The Campaign story centers on a hero of legend, because they tend to lead much braver and
The decorative aviary is an add-on Ornamental at the Aristocrat level. It more magical lives than those in real life. Yet the hero in the Campaign really has a legendary
is a sort of oversized, “art nouveau” bird cage in which the birds can fly account of what happened to him, and he is telling it to everyone who will listen, even though
around freely. Parrots and doves flutter around in it. it may seem like he is exaggerating from time to time...

38 39
The Campaign The Editor

It all began when Finn Hallqvist asked him for assistance. Our hero was to help him find the • Click on “Create Map” to open the full World editor, including all the functions, and to
Eye of the Dragon, a legendary Artifact. Finn’s inspirational flashes of genius and our hero’s create your own individual Archipelago.
technical skills had the potential to make the two a very successful team. Fired up by his enthu- • Click on “Open Map” to load a Map previously created in the editor.
siasm for the Artifact, he set sail. If only he had known then how things would turn out…
but he was young and fearless. And a few weeks later, when he reached the godforsaken Island Here, you can also close or exit the current dialog or the entire editor.
where Finn had established his Base, destiny took its course...
3.2 The Wizard
Once the Wizard has been started, the maverick Inventor will appear and will proceed to guide
you expertly through the creation of your own Archipelago. The Roman numerals at the top of
3. The Editor
the Wizard screen correspond to the sections below:
3.1 The Start
Start the editor by clicking on “World-Editor.exe” in the 1701 A.D. directory folder or in the I. Here you can select if you would like your game world to be large, medium or small.
game menu itself via “Single player>User content>Start World editor”.
II. Now select the size of the Islands: large, medium or small.

III. You then determine the quantity of Raw materials available in your Archipelago: many,
normal or few.

IV. Here you can set the difficulty level in your Archipelago to easy, normal or hard.

V. Here you can select the Foreign cultures who may also settle the Archipelago along with you.
You can choose Tetonka, Liang Wu, Poxacóatl, Amir Sahir, the Free trader, Ramirez and his
gang of Pirates and the Queen.

VI. Now select up to three computer players who may also settle the ANNO Archipelago with
you. Apart from the opponents already familiar from the classic version, there are also four new
characters to choose from and who are listed and described in 1.1 above.

VII. Now select if you would like to start out in the New World with a Ship or with a
Warehouse.

VIII. Click the blank field to give your Archipelago a name. You can let your imagination run
wild here.

IX. Congratulations! You have successfully completed the creation of your own Archipelago
with the help of the Wizard and can now click on “Start 1701 A.D.” to start a new game and
embark on your journey into the New World.

Click on “Edit world” to open the World editor which you can use to make changes to any
properties of your Islands, or to the whole Archipelago.
Here you can create a Map with the help of the Wizard (chapter 3.3), create an entirely new
The next chapter describes how to use the World editor.
Map (chapter 3.2) or open an existing Map.

• Click on “Create Map with Wizard” to hand over the majority of the work to the Wizard
and leave it to create a Map according to your instructions.

40 41
The Editor The Editor

3.3 The World editor Folder: Game settings


Creating a new world:
Here you can set the following:
Click on create “File/New Map” to lay out a new Archipelago.
• From one to three computer player profiles against whom you would like to compete.
Here you can now set: • From one to four Foreign cultures who will settle the Archipelago with you.
• The Free trader, Ramirez, the Pirates and/or the Queen.
• The Map size
• The name of your Map Folder: Conditions for victory
• How you would like to describe it.
• The difficulty level you would like to assign to it. Just like in the classic version of 1701 A.D., in the add-on World editor you can also set the
• The light profile prevalent in the north, middle and south of the Island. conditions that must be fulfilled to win the game. You can combine the various conditions in
any way you like, thereby raising or lowering the difficulty level.
You can set the Map size by ticking the relevant field and you can then select one of the sizes
available. • Achieve Independence: Free spirits can tick this game objective to enable it. It is up to
you whether you want to buy yourself free by paying Tributes or if you want to impress the
You can enter the name you have chosen for the Archipelago in the field below and the Map Queen by destroying the Royal fleet!
description in the field below that one, although the latter is not mandatory to create the Map. • Last survivor: In this setting, the last survivor in the Archipelago wins the game.
• Pirate pact: A Fraternization with the Pirates leads you to victory.
The difficulty level you have assigned to the Map has no effect on the Map creation, but it will • Greatest Wealth: the game is won with 500,000, 150,000 and 75,000 Gold coins in the
enable you to provide an estimation if you want to swap your Maps with other 1701 A.D. Exchequer.
players. Select the difficulty level using one, two or three stars. • Largest Settlement: You win the game if you can build a City which is then home to
20,000, 10,000 or 2,000 Inhabitants.
You also have various light profiles available; select a light profile by ticking “North”, “Middle” • Trader assignments: Victory is yours after 30, 10 or 3 successfully completed Trader
or “South”. assignments. The Trader assignments must be enabled for you to do this.
• Build a Castle: Dedicated builders win by building 30, 10 or even only 3 Castle elements.
Initially, your Ship is the only thing you will see in central area of the screen. You can set your • Settle Islands: Settle 90%, 60% or 30% of your Archipelago to win.
Ship’s starting position in the Archipelago by clicking it with the left mouse button, holding • Accumulate Colonial goods: Amass 150, 75 or 25 tons of Colonial goods and victory is
the button down and then relocating the Ship. You can also position the Ship as a Warehouse yours.
on the coast of one of the Islands you are creating. Once you have created an Island, you can
place the Ship on a stretch of coast on the Island and it will become a Warehouse, which you
then own at the start of the game. The GUI contains additional features that are available to you at any time.

You will also see three folders to the left of the screen as described below. Start:
Here you can, from top to bottom:
Folder: Map details
• Use the Wizard to create a new Map
Here you can set the following: • Create a new Map
• Open an existing Map
• The amount of your Seed capital • Save the current Map
• The amount of the refund of construction costs • Save the current Map as a new Map
• The Pirate strength in the Archipelago • Close the Map and also
• The catastrophes • Exit the editor.
• The amount of the entire Map revealed at the start of the game.

42 43
The Editor The Editor

Edit: Under the header Fertilities, you can now allocate up to three Fertilities on a single Island
Here you can: by ticking the relevant places. Only the Fertility “Whales” can be added to the three existing
Fertilities on an Island.
• Create a new Island or
• Modify the Map features. You can tick the relevant field to modify the Island‘s light profile. You can also determine for
each individual Island whether or not it should be visible at the start of the game by ticking (or
Options: not) the field “Island visible at startup”.
Here you can, from top to bottom:

• Zoom in Right-click on any of the Island’s Resources to change or delete them individually.
• Zoom out
• Show the Resources on individual Islands
• Display the Fertilities on individual Islands and The Resource properties window will then appear.
• Display (or not) the Start dialog at startup (by ticking).
If you now adjust the slider bar by holding down the left mouse button and moving the bar left
Window: or right, you will change the quantity of the corresponding Resource on the Island. If you tick
Here you can, from top to bottom: “Inexhaustible”, this Resource will never run out provided that, similar to Clay pits or Mines,
you take the appropriate actions.
• Display the Island data
• View the game settings Clicking the small arrrow beside the Resource type allows you to toggle between the Resources
• Monitor the Fertilities and Resources Marble, Ore, Gold and Gems on the Island, and to change their quantity or set their deposit
• Display a list of the Islands and levels to “Inexhaustible”.
• Reset the window positions.
Right-click on the Island itself to display the Island menu, where you can delete the entire
Creating an Island: Island or just a single Resource, rotate the Island clockwise or anti-clockwise and distribute the
You can create a new Island either by clicking on the icon in the icon bar under the header Island’s Resources randomly.
“Edit/Create new Island” or simply by right-clicking on the empty Sea in the centre of the
screen and then clicking “Create new Island“. 3.4 Using User content

Here you can choose from a vast number of Islands. There are special northern and southern You can use custom Archipelagos that you yourself have created by selecting “User content”
Islands as well as other Island elements that you can access under the header “Miscellaneous”. from the Single player or Multiplayer menu in the game.

Select any Island and click “Create” to place it on the Archipelago. You can now repeat this You will then see a list of all the worlds you have created.
process with as many Islands as will fit on your Map. If you want to create an Island and then
immediately exit the Island selection menu, click on “Create & close” and then click “Close” You can also normally find the worlds you have created yourself in the folder
to exit the entire Island menu. “\1701 A.D.\UserContent”.

Any Island you have already selected will automatically be placed on the Archipelago first. Use
drag & drop whenever you wish to move any Islands available on the Map to where you think
they should be located.

Edit Island:
To the right of the Map itself you will see where you can edit the Island data.
To do this, first select an Island. The name of the Island will now appear in the top window to
the right of the screen. Simply change the name if you decide you don‘t like the one it has.

44 45
Notes Technical Support

Technical Support

Aspyr Technical Support

To register your copy of this game please go to:


http://www.aspyr.com/register

If you are having problems installing or using this software, we want to help. You should read
through the manual and the Readme file on the game disc before contacting Aspyr Technical Support.
Please ensure that your computer meets the minimum system requirements that are listed on the
bottom of the box. Our Technical Support representatives will not be able to help customers whose
computers do not meet these requirements. So that we can better help you, please have the following
information ready:

-Complete product title


-Exact error message reported (if any)
-A brief description of the problem
-Your computer’s processor type and speed (Pentium 4 3.0-3.8GHz, Celeron 1.1 -1.8 GHz etc.)
-Amount of RAM (MB, GB)
-Make and model of your video card (ATI, Nvidia)
-Speed of your CD-ROM or DVD-ROM drive(16x, 4x, etc.)
-Operating System (Windows XP, Windows 2000 etc.)

Contact us over the Internet:

If, after reviewing all the known issues in this Readme file, you are still having difficulties, please visit
our online technical support page at http://support.aspyr.com/, and click on the “Browse Knowl-
edgebase” link. If your problem is not currently listed under “Game Issues” , then please gather all
information regarding the problem, including attempts to resolve the problem, error messages, and
computer specifications and open a support ticket located at http://support.aspyr.com. This form will
then be sent to Aspyr Media Technical Support.

Contact us by Phone:

You can also contact us by phone by calling (512) 708-8100. Note that this number is for technical
assistance only. No hints or tips will be given out over the Technical Support line. When calling our
Technical Support line, please make sure you are in front of your computer and prepared to provide all
necessary information about your computer.

You can also contact Aspyr Technical Support by mail:

Aspyr Media, Inc.


P.O. Box 5861
Austin, TX 78763-5861

46 47
Credits Credits

1701 A.D. CREDITS


ADDITIONAL CONCEPT ARTIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ingolf Hetscher
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kai Spannuth
RELATED DESIGNS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oliver Specht
PRODUCTION DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Thomas Pottkämper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nicolas Klein
PROJECT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oliver Staude-Müller ASSISTANT TO THE MANAGING DIRECTOR . . . . . . . . . . . . . . . Svenja Büll
LEAD GAME DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Riegert
LEAD GAME PROGRAMMER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Thomas Stein VIRGIN LANDS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kevin Zellner
LEAD RD3D-ENGINE PROGRAMMER . . . . . . . . . . . . . . . . . . . . . . . Burkhard Ratheiser INGAME GRAPHICS & CINEMATICS
ART DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Steinberg
GRAPHIC PRODUCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jens Vielhaben PROJECT MANAGEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oliver Weirich
LEAD LEVEL DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jan Lenski . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Weingärtner
LEAD TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephan Beier 3D-ARTISTS BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lars Wagner
GAME DESIGN CONSULTANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wilfried Reiter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Spatz
GAME PROGRAMMER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ralf Brauchle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marc von der Brüggen
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Torben Fugger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Holger Hemberger
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Hummrich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Hotze
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Martin Mais . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Rode
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marcus Pukropski . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Verena Binzenhöfer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Rösch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Weingärtner
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Joachim Schaub 3D-ARTISTS CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Björn Harhausen
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jörg Treschau . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Vito Lamanna
ADDITIONAL GAME PROGRAMMING . . . . . . . . . . . . . . . . . . . . . . . Sebastian König . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Holger Hemberger
. . . . . . . . . . . . . . . . . . . . . . . Sebastian Stauß 3D-ARTISTS CHARACTER ANIMATION . . . . . . . . . . . . . . . . . . . . . Alexey Danilkin
RD3D-Engine PROGRAMMER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Robert Eichhorn . . . . . . . . . . . . . . . . . . . . . Ralf Hüttinger
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Frank Hoffmann . . . . . . . . . . . . . . . . . . . . . Vito Lamanna
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sven Janusch . . . . . . . . . . . . . . . . . . . . . Frank Hessefort
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wolfgang Klose . . . . . . . . . . . . . . . . . . . . . Matthias Knappe
DIGITAL ARTISTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bleick Bleicken ORIGINAL SCRIPT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ralf Adam
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Carsten Eckhardt TigerTeam-Productions
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andreas Jupe
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Valentin Koch KEEN GAMES
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jost Schweinfurther CHARACTER PORTRAITS
ADDITIONAL GRAPHICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jens Baumgardt
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Reiermann MODELLING & TEXTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Yu Chung Chen
GAME DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Bombera CHARACTER ANIMATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Baum
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andreas Reißner PRODUCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pete Walentin
ADDITIONAL GAME DESIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Björn Lilleike ART DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Antony Christoulakis
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wolfgang Siebert
GAME WRITER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Karin Trost 3D-IO
LEVEL DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Daniel Amend
MAINMENUE GRAPHICS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Budig
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Kulla
3D-DESIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Igor Posavec
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Petri
2D-DESIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jelena Kevic
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marcel Rebenstorf
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Volker Sassen
MAIN TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Peter Angel DYNAMEDION
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pascal Nehrkorn MUSIC & SOUND
TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dominik Doell
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Rolf Peter Krull AUDIO DIRECTION & ORIGINAL SOUND DESIGN . . . . . . . . Pierre Langer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Holger Adamiak
CONCEPT ARTIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ulli Koller ORIGINAL SCORE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tilman Sillescu
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Mannewitz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pierre Langer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Speth SCORE LAYOUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marco Jovic

48 49
Credits Credits

ORCHESTRA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brandenburgisches ASSOCIATE QA MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Alexander Brncic


Staatsorchester ASSISTANT LEAD TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Daniel Kociok
Frankfurt/Oder QA TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Backhaus,
CONDUCTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bernd Ruf Erik Lindner, Alexander Köhler, Alexander Werner, Hamed Amlouka,
CHOIR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Artful Voices Andreas Bannach, Andreas Kaufmann, Andreas Noll, Andre Bernhard,
Frankfurt/Main Patrick Boba, Daniela Gütling, Simon Dautert, Dennis Rupp, Dorina
Orchestra recorded, edited and mixed by . . . . . . . . . . . . . . . . . . . . . . . . . . . GENUIN Küster, Andi Lange, Fabian Müller, Felix Stirnberg, Felix Kitschke, Nicolai
Musikproduktion Leipzig Föller, Stefan Groetzschel, Sabrina Hahn, Jasmin Keskin, Jens Schneider,
4-REAL INTERMEDIA Joannis Thomas, Johannes Euteneier, Johannes Hick, Johannes Zahn,
Alexander Joncic, Sulian Sommer, Kai Bender, Gerhard Schulze, Maik
VOICE RECORDING
Zimmer, Melanie Müller, Michael Graffi, Michael Juszczak, Michael Bach,
RECORDING ENGINEER/PRODUCER . . . . . . . . . . . . . . . . . . . . . . . Holger Busse
Michael Schwab, Markus Michel, Marius Prealle, Marcus Stamm, Nils
SPEAKERS (English Dialogues)......................................................... Sarah Crook
Dick, Oliver Landrock, Phillip Balluch, Christian Laubscher, Katrin Pügerl,
Jay Simon
Sebastian Reimer, Sebastian Litzinger, Jasmin Sonnenberg, Stefan Müller,
Joe Grossi
Thomas Lehr, Torben Reis, Florian Turbanisch, Patrick Urankar, Kay Knecht
David Westbrook
Philip Hurd-Wood
BETA TEST & FOCUS GROUP MANAGER . . . . . . . . . . . . . . . . . . . . Felicitas Marschik
Fiona Egan
JUNIOR ART DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marc Vogt
Andrew Wincott
WEBMASTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ralf Praschak
Scott Worsfold
ONLINE EDITOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bettina Korb
Robert Garrett
SCREEN DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Budig
Joanna Swain
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . André Weckeiser
Mark Jeffries
CONTENT SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Alexandra Kohler
Joe Cemmick
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Bach
John Tearney
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jens Schneider
John Talbot
CONSUMER RESEARCH GROUP COORDINATOR . . . . . . . . . Marion Deul
Wayne Forester
IT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christoph Klempau
Cornelius Clark
NETWORK & SYSTEMS ADMINISTRATOR . . . . . . . . . . . . . . . . . . Mario Knopf
Peter Marenker
. . . . . . . . . . . . . . . . . . Dirk Sachse
James Ashton
PERSONAL ASSISTANT TO THE PRESIDENT . . . . . . . . . . . . . . . . Lydia Brkic
Vashti McClaclan
PERSONAL ASSISTANT TO THE CEO . . . . . . . . . . . . . . . . . . . . . . . . . Ines Köhler
CONSULTANTS ASSISTANT TO THE CEO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Judith Schulz-Häuser
PRODUCTION CONSULTANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Maxwell Taylor ACCOUNTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ute Ziegler
Rampant Lion Ent. SPECIAL THANKS TO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Reinhard Döpfer
GAMESPY IMPLEMENTATION CONSULTANT . . . . . . . . . . . . . . Marco Keuthen
keuthen.net ASPYR MEDIA, INC.
MANUAL CONSULTANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Detlef Richter
EXECUTIVE PRODUCER...................................... . . . . . . . . . . . . . . . Blaine Christine
SUNFLOWERS PRODUCER............................................................. . . . . . . . . . . . . . . . Jay Gordon
ASSOCIATE PRODUCER....................................... . . . . . . . . . . . . . . . Matt Scates
PRESIDENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Adi Boiko
Production Coordinator................................................ Andrew Cook
CEO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wilhelm Hamrozi
Senior Project Manager.................................................... Kelly Bates
DEVELOPMENT DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Erik Simon
Project Coordinator.......................................................... Patrick Rogers
PRODUCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Braun
Quality Assurance Lead ................................................... Sean Vowels
LEAD TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Backhaus
Quality Assurance Team Lead......................................... Lance Givilancz
MANAGER NEW BUSINESS DEVELOPMENT,
Quality Assurance Testers............................................... Owen Hopson
CONSUMER RESEARCH & ANALYSIS . . . . . . . . . . . . . . . . . . . . . . . . Kay Bennemann
. ............................................... Tim Honker
CONTENT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Uwe Mathon
. ............................................... Gregory Hodges
PR & MARKETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Carsten Bickhoff
. ............................................... John Lopez
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nadine Knobloch
. ............................................... John Escobedo
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . André Bernhardt
. ............................................... Justin Dombrowski
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Elke Müller
. ............................................... Brittany Henry
PR & MARKETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andrea Reuth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sabine Kaiser
QA MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephan Beier

50 51
Credits Credits

Compatibility Lab Technicians: . ...................................... Jessie Boyer 1701 A.D. THE SUNKEN DRAGON CREDITS
. ....................................... Andrew Horwitz
. ....................................... Pete Knaus RELATED DESIGNS
. PRODUCTION DIRECTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Thomas Pottkämper
PROJECT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Olaf Klöppel
Technical Support:.................................................................. Jason McClure LEAD GAME PROGRAMMER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Thomas Stein
. ................................................................... Jennifer Becker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kevin Zellner
. ................................................................... Haley Lumpkin
. ................................................................... Joe Rinaldi LEAD RD3D-ENGINE PROGRAMMER. . . . . . . . . . . . . . . . . . . . . . . . . Burkhard Ratheiser
. ................................................................... Tom Rees ART DIRECTOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Steinberg
. ................................................................... Clint Parker LEAD LEVEL DESIGNER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jessica Telwach
LEAD TESTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jessica Telwach
GAME PROGRAMMING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ralf Brauchle
Director of Marketing......................................................... Leah Heck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Torben Fugger
Marketing Manager................................................................ Eric Duncan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Hummrich
Creative Marketing Director........................................... Zach Rener . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Martin Mais
Designer......................................................................................... Greg Althoff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Rösch
Production Artist................................................................... Lance McIlhany . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Joachim Schaub
Technical Marketing Assistant....................................... Jack Pattillo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jörg Treschau
RD3D-ENGINE PROGRAMMING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Robert Eichhorn
Director of Quality Assurance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Frank Hoffmann
and Technical Support......................................................... Tim Attuquayefio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sven Janusch
Quality Assurance Supervisors......................................... Steve Amacker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wolfgang Klose
. . ....................................... Bard Alexander DIGITAL ARTISTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Carsten Eckhardt
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andreas Jupe
TECHNICAL SUPPORT/COMPATABILTY LAB MANAGER ........ Andy Brazell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Valentin Koch
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jost Schweinfurther
Special thanks…........................................................................ Chance Copeland GAME DESIGNER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sebastian Bombera
. . ........................................................................... David Hasselhoff ADDITIONAL GAME DESIGN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Björn Lilleike
................................. Philipp Klett
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Matthias Nock
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Riegert
HERMETICODE
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Guido Schmidt
COPY PROTECTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jürgen Schäpker GAME WRITER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Karin Trost
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Markus Stoller LEVEL DESIGNER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Daniel Amend
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Kulla
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Petri
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marcel Rebenstorf
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Volker Sassen
MAIN TESTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Peter Angel
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pascal Nehrkorn
TESTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jens Bernstorff
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dominik Doell
CONCEPT ARTIST. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Mannewitz
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Speth
ASSISTANT TO THE MANAGING DIRECTOR. . . . . . . . . . . . . . . . Svenja Büll
PRODUCTION ASSISTANT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nadin Koch
SPECIAL THANKS TO. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gregor Eigner
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Martin Elsäßer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Frank Schurad

52 53
Credits Credits

VIRGIN LANDS CONSULTANTS


3D OBJECTS, CHARACTERS AND ANIMATIONS ADDITIONAL GAME WRITING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oliver Graute
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oliver Hoffmann
PROJECT MANAGEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oliver Weirich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Feder & Schwert
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Weingärtner PROJECT MANAGEMENT CONSULTANT. . . . . . . . . . . . . . . . . . . . Oliver Staude-Müller
3D-ARTISTS BUILDINGS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Hotze
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lars Wagner
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Weingärtner UBISOFT
3D-ARTISTS ANIMATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Volker Jäcklein
GENERAL MANAGER UBISOFT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ralf Wirsing
MANAGING DIRECTOR BLUE BYTE . . . . . . . . . . . . . . . . . . . . . . . . Odile Limpach
KEEN GAMES INTERNATIONAL BRAND MANAGER . . . . . . . . . . . . . . . . . . . . . . . . Ronald Kaulbach
CHARACTER PORTRAITS JUNIOR INTERNATIONAL BRAND MANAGER . . . . . . . . . . . . . Conny Kroest
HEAD OF MARKETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Benedikt Schüler
MODELLING & TEXTURES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Yu Chung Chen HEAD OF PRODUCT MARKETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . Thorsten Kapp
CHARACTER ANIMATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dirk Baum PRODUCT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Timo Gerken
P RO D U C E R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jan Jöckel HEAD OF PR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Niels Bogdan
A RT D I R E C TO R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Antony Christoulakis SENIOR PR MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Karsten Lehmann
PR MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Norman Habakuck
DYNAMEDION ONLINE MARKETING MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marc Homayounpour
JUNIOR ONLINE MARKETING MANAGER . . . . . . . . . . . . . . . . . . Annick Vins
MUSIC & SOUND
WEBMASTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephan Schädel
HEAD OF TRADE MARKETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Elke Roß
AUDIO DIRECTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pierre Langer
TRADE MARKETING MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jörg Zimmermann
O R I G I N A L S C O R E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tilman Sillescu
PR CONSULTANT / KEYFACTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sabine Kaiser
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pierre Langer
SCORE LAYOUT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marco Jovic
ORCHESTRA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Staatskapelle Halle DEEP SILVER
CONDUCTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bernd Ruf PRODUCT MANAGEMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mathias Boxleitner
Orchestra recorded, edited and mixed by. . . . . . . . . . . . . . . . . . . . . . . . . . . . GENUIN MARKETING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Georg Larch
Musikproduktion Leipzig PRESS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ute Palmer
RECORDING ENGINEER / PRODUCER . . . . . . . . . . . . . . . . . . . . . . Holger Busse PRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Moriz
Original Sound Design & Sound Implementation by. . . . . . . . . . . . . . . Pierre Langer POST-PRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael K. Schmidt
. . . . . . . . . . . . . . . Michael Schwendler
. . . . . . . . . . . . . . . Axel Rohrbach
OUTSOURCE MEDIA Ltd SUNFLOWERS
VOICE RECORDING (English Dialogues) PRODUCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christoph Knauz
SPEAKERS (English Dialogs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Holger Busse LEAD TESTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Felicitas Marschik
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gareth Armstrong CONTENT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Uwe Mathon
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jo Swain QA MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephan Beier
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Joe Grossi QA TESTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kay Knecht
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jon Tearney . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Alexander Joncic
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Max Berendt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nils Dick
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sarah Crook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stefan Grötschel
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Scott Worsfold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Christian Laubscher
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Terry Wilton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nicolai Föller
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Vashti McClaclan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Patrick Urankar
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wayne Forester . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Patrick Boba
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Markus Michel
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Simon Dautert
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kai Bender
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marcus Stamm
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Maik Zimmer

54 55
Credits License and Warranty

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kris Niewöhner
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ferdi Cam SOFTWARE LICENSE AGREEMENT
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sabrina Hahn
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Daniela Gültling IMPORTANT - READ CAREFULLY: YOUR USE OF THIS SOFTWARE (THE “PROGRAM”) IS SUBJECT
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Juszczak TO THE SOFTWARE LICENSE TERMS SET FORTH BELOW. THE “PROGRAM” INCLUDES ALL
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dorina Küster SOFTWARE INCLUDED WITH THIS AGREEMENT, THE ASSOCIATED MEDIA, ANY PRINTED
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Florian Turbanisch MATERIALS, AND ANY ON-LINE OR ELECTRONIC DOCUMENTATION, AND ANY AND ALL
CONSUMER RESEARCH GROUP COORDINATOR . . . . . Felicitas Marschik COPIES OF SUCH SOFTWARE AND MATERIALS. BY OPENING THIS PACKAGE, INSTALLING,
. . . . . Alwin Mangundirjo AND/OR USING THE PROGRAM AND ANY SOFTWARE PROGRAMS INCLUDED WITHIN THE
ASSISTANT TO THE CONTENT MANAGER . . . . . . . . . . . . . Alexandra Kohler PROGRAM, YOU ACCEPT THE TERMS OF THIS LICENSE WITH ASPYR. (“ASPYR”).
WEBMASTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ralf Praschak
ONLINE EDITOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bettina Korb LIMITED WARRANTY:
COVER ARTWORK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tobias Mannewitz Aspyr Media warrants the original purchaser that this disc is free from defects and materials and workman-
SPECIAL THANKS TO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Reinhard Döpfer
ship for a period of ninety (90) days from the date of purchase. Aspyr Media will, at its option, repair or
replace this disc, free of charge, postage paid with proof of date of purchase, at its offices. EXCEPT AS
HERMETICODE SET FORTH ABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER
COPY PROTECTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jürgen Schäpker ORAL OR WRITTEN, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANT-
ABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, AND
NO OTHER REPRESENTATIONS OR CLAIMS OF ANY KIND SHALL BE BINDING ON OR
ASPYR MEDIA OBLIGATE ASPYR.
EXECUTIVE PRODUCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jay Gordon
Production Coordinator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Andrew Horwitz When returning the Program for warranty replacement please send the original product disks only in protec-
SENIOR PROJECT MANAGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kelly Bates
tive packaging and include: (1) a photocopy of your dated sales receipt; (2) your name and return address
Director of Quality Assurance . . . . . . . . . . . . . . . . . . . . . . Andy Brazell
typed or clearly printed; (3) a brief note describing the defect, the problem(s) you are encountered and
Quality Assurance Supervisor . . . . . . . . . . . . . . . . . . . . . . . . Steve Amacker
Quality Assurance Supervisor . . . . . . . . . . . . . . . . . . . . . . . . Bard Alexander the system on which you are running the Program; (4) if you are returning the Program after the 90-day
Quality Assurance LEAD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ryan Stocks warranty period, but within one year after the date of purchase, please include check or money order for $10
QUALITY ASSURANCE TESTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Zeb West U.S. currency per CD replacement. Note: Certified mail recommended.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Joe Gill
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brennan Muhs In the U.S. send to:
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Justin Van Loan Warranty Replacements
Senior Compatibility Lab/ Aspyr Media, Inc.
CQC Lead Analyst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dusty Coleman PO Box 5861
Compatibility Lab Technician 1 . . . . . . . . . . . . . . . . . . . . . . . Mike Greene
Compatibility Lab Technician 1 . . . . . . . . . . . . . . . . . . . . . . . Pete Knaus Austin, Texas 78763
COMPATIBILITY LAB TESTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Joseph Herda
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . David Killam
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . John Vitrano
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chad Brauneck
Marketing Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Eric Duncan
Creative Marketing Lead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Devin Cox
Creative Video Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jack Pattillo
JR. DESIGNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Clint Wells
Marketing coordinator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jacob Sloan
Certification Specialist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ty Myrick
Certification Specialist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Cardona
Certification Specialist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sean Vowels
Certification testers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Alex Thurman
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jordan Koch
development manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mark Krenek
build engineer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . John Merrill

56 57
License and Warranty Copyrights

LIMITED USE LICENSE: Copyrights


Subject to the conditions described below, Aspyr grants you the non-exclusive, non-transferable, limited
right and license to install and use one copy of the Program solely and exclusively for your personal use.
USES MILES SOUND SYSTEM
All rights not specifically granted under this Agreement are reserved by Aspyr and, as applicable, Aspyr’s
Copyright (c) 1995-2008 by RAD Game Tools, Inc.
licensors. The Program is licensed, not sold, for your use. Your license confers no title or ownership in the
Program and should not be construed as a sale of any rights in the Program. All rights not specifically granted USES GRANNY ANIMATION
under this Agreement are reserved by Aspyr and, as applicable, its licensors. Copyright (c) 1999-2008 by RAD Game Tools, Inc.

LICENSE CONDITIONS USES BINK VIDEO Technology


You agree not to: Copyright (c) 1997-2008 by RAD Game Tools, Inc.
• Exploit the Program or any of its parts commercially, including but not limited to use at a cyber cafe,
This product contains software technology licensed from GameSpy Industries, Inc.
computer gaming center or any other location-based site. Aspyr may offer a separate Site License Agreement
© 1999-2008 GameSpy Industries, Inc. GameSpy and the „Powered by GameSpy“ design are
to permit you to make the Program available for commercial use; see the contact information below.
trademarks of GameSpy Industries, Inc. All rights reserved.
• Sell, rent, lease, license, distribute or otherwise transfer this Program, or any copies of this Program,
without the express prior written consent of Aspyr.
• Use the Program, or permit use of the Program, in a network, multi-user arrangement or remote access
arrangement, including any on-line use, except as otherwise specifically provided by the Program.
• Use the Program, or permit use of the Program, on more than one computer, computer terminal, or
workstation at the same time.
• Make copies of the Program or any part thereof, or make copies of the materials accompanying the
Program.
• Copy the Program onto a hard drive or other storage device; you must run the Program from the included
DVD-ROM (although the Program itself may automatically copy a portion of the Program onto your hard
drive during installation in order to run more efficiently).
• Reverse engineer, derive source code, modify, decompile, or disassemble the Program, in whole or in part.
• Remove, disable or circumvent any proprietary notices or labels contained on or within the Program.
• Export or re-export the Program or any copy or adaptation thereof in violation of any applicable laws or
regulations.

OWNERSHIP:
All title, ownership rights and intellectual property rights in and to the Program and any and all copies
thereof are owned by Aspyr. The Program is protected by the copyright laws of the United States, interna-
tional copyright treaties and conventions and other laws. The Program contains certain licensed materials
and Aspyr may protect their rights in the event of any violation of this Agreement. You agree not to remove,
disable or circumvent any proprietary notices or labels contained on or within the Program.

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Notes Notes

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© 2007 Ubisoft Entertainment. All Rights Reserved. Ubisoft, Ubi.com and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other coun-
tries. Anno, Sunflowers and Sunflowers logo are trademarks of Sunflowers GmbH in the U.S. and/or other countries. Sunflowers GmbH is a Ubisoft Entertainment
company. Developed by Related Designs GmbH. Published and distributed by Aspyr Media. Aspyr and the Aspyr “star” logo are federally registered trademarks of
Aspyr Media, Inc. All rights reserved. The ratings icon is a trademark of the Entertainment Software Association. All trademarks are the property of their respective
owners. The use of the game is subject to an end-user license agreement (EULA). Aspyr Media, Inc. PO Box 5861 Austin, Texas 78763. 11821-1MNASKA

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