Map
is no more a set of islands. Ground covers the most part of the map.
All maps have rives wide enough for boats to sail through. There are big
(and expensive) bridges that can cross the river.
The small
map is a radar map of the big map. It shows position of your boats/wagons
and their movement.
Free traders
may go in and out of the map. They sell commodities not available anywhere
on the map. They also buy commodities not required anywhere on the map.
You can
not see the cities of enemies/outlaws. You
can not attack enemies/outlaws, but they can attack you.
2) CROPS & CLIMATE
All crops are used now only for production of food/cloth :
What used to be sugarcane is now vegetables.
What used to be wines is now fruits.
What used to be tobacco is now a horse farm.
What used to be cocoa is now corn.
Wheat & cotton are the same as they used to be.
What used to be spices is now flax.
What used to be a liquor brewer is now a dairy (a new wave).
In southern climate land is 100% fertile for all crops. In northern climate
land
is 100% fertile
for all crops except for cotton. There are some maps where both
climates are present
separated from each other by a strait line going in west-east
direction. This
line is called Dixon-Mason line. It can be made visible by pressing a special
button in dialog box.
3) DISASTERS
There are no pirates, volcanoes, draughts, octopuses or magician curses.
4) HOUSES & BUILDINGS
There is no wine, tobacco, cocoa, spices and jewelry in FRONTIER.
What used to be college is now a bank. What used to be theater is now
a court of justice.
An operating bank and a court of justice are now required by aristocrat
class.
What used to be the jewelry maker is now a coinage. Here gold turns into
money. Bank will work with or without the coinage. Gold/jewelry is not
required for any type of housing. Gold serves only as an additional source
of money.
Merchants require a church, a bath and clothes (tailor).
What used to be tavern is now a shoemaker. What used to be tobacco production
is now a stable (a wave added). Citizens require a school, a shoemaker
and an operating stable. The stable is not operating unless there is a
horse farm and an operating blacksmith (a tool maker) in it's range.
Blacksmith produces wagons for transportation. There is no transportation
by carts among the warehouses. Only wagons can do the job. In order to
make a wagon, blacksmith needs: timber, iron, cloth and a pair of horses
from the horse farm.
Here are enlisted requirements for all classes:
Pioneers require food alone.
Settlers require cloth & a chapel.
Citizens require a school, a shoemaker and a stable.
Merchants require a church, a bath-house and clothes (tailor).
Aristocrats require a bank and a court of justice
5) RESTRICTIONS & VICTORY
Pioneers can come by boats or by wagons pulled by horses. The first building
on any new terrain still has to be a warehouse. Warehouse does not need
to be on a dock. You are allowed to build as many warehouses as you like.
You still can not build your houses & buildings outside of the market
range
You can not build anything when an enemy soldier is 20 tiles
away or less.
Your enemy can not build anything on the big map for the first 5
years.
You can have no more than three banks and/or courts of justice on the map.
Target population is between 300 - 3000 people. You can build a palace/cathedral
when you reach target population. The goal of every mission is to build
either a palace or a cathedral. Mission is not completed if you don't have
positive balance. Mission is not completed until you earn at least one
monument after you have built the palace or cathedral.
6) TIME
Time runs in FRONTIER. Years and months are seen on display.
7) OUTLAWS
There
are gangs of outlaws reappearing on the map.
Their
number is 3 + fraction of total population quoted as crime rate.
Crime
rate is 0.5% + 1%(if you slaughter Indians)
Outlaws
are going to attack your city. They will plunder & destroy banks and
your boats/wagons (only those carrying gold). When a bank is destroyed
you lose 70% of your money. The only way to stop the outlaws is to fight
them with your soldiers.
8) SOLDIERS
Soldiers require no fortress or training. It is enough to produce weapons
and to start paying their wages. Their wages are much lower than they used
to be. You can not have cavalry before you have horses for them and an
operating blacksmith. You can assign cavalry to accompany wagons in their
routes.
Musket-maker is now called a gunsmith. Cavalry is armed by both guns &
swords. Their advantage over the musketeers and scouts is that they move
faster. Both musketeers and scouts are armed by guns.
Fortresses are like watchtowers only more expensive and having more fire
power. Small fortress has 16 cannons, middle fortress has 24 cannons
and big fortress has 32 cannons.
You can build no more than three fortresses.
Five years after beginning of the game your enemies become able to build
warehouses & a foresters' huts. When they get enough timber, they can
also build wooden walls/towers. They can build only at places that are
more than 20 tiles away from your nearest soldier.
There are scouts instead of swordsmen. Without scouts enemies may take
you by surprise.
9) STOCK
There is no general stock for the entire city as it used to be in Anno 1602 . In FRONTIER you are allowed to build as many warehouses as you like. Everyone of them will have a separate stock. All markets in their range have the entire stock of the warehouse at their disposal. You can transport the stock from one warehouse to another using boats/wagons. Both boats and wagons get destroyed & plundered by outlaws. Your blacksmith (toolmaker) can produce more wagons. Your shipyard can produce more boats.
10) For PEACEMAKERS
You
can toggle competitors/outlaws
If you slaughter Indians you can not toggle them.
11) GAME MACHINE
There is a real PAUSE command in FRONTIER.
It allows you to survey the map while everything is put on hold.
There is UNDO command in FRONTIER.