The Guild - we remake famous RT games 
PILGRIMS - a remake of Anno 1602 
      Printed in italics are the differences between FRONTIER & PILGRIMS


  1) MAP

      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 are no aristocrats. Merchants are now the highest class. There is a new class of people instead. They are called pilgrims. Their standard of life is a little above pioneers. The social structure of the population is again in 5 strata:
       Pioneers
       Pilgrims
       Settlers
       Citizens
       Merchants
      There is no wine, tobacco, cocoa, spices and jewelry in PILGRIMS.
      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 merchant 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.
      Citizens require a school &  clothes (tailor).
      What used to be tavern is now a shoemaker. What used to be tobacco production is now a stable (a wave added). Settlers require a shoemaker and an operating stable. The stable is not operating unless there is a horse farm and an operating blacksmith in it's range.

                  

     What used to be armor maker is now a blacksmith. You can get a blacksmith only after you have a population of 100 pilgrims.
       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.
      There is no cathedral or a bath-house.
       Here are enlisted requirements for all classes:
       Pioneers require food alone.
       Pilgrims require cloth & a chapel.
       Settlers require a stable and a shoemaker.
       Citizens require a school and clothes (tailor).
       Merchants require a bank and a court of justice

5) BRICK FACTORY

      What used to be the canon foundry is now an ore smelter.
      Musket maker is still in business - only now he is called: gunsmith.
      What used to be the ore smelter is now a brick factory.
      Bricks of clay (made in brick factory) may be used instead of stone wherever bricks are required.

  6) 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/church when you reach target population. The goal of every mission is to build either a palace or a church. 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
a church.

   7) TIME

      Time runs in PILGRIMS. Years and months are seen on display.

   8)  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.

   9) 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 with guns. Their advantage over the musketeers and scouts is that they move faster. Both musketeers and scouts are armed by guns.
   There are no canons, no artillery and no fortresses. There are no walls, watchtowers and gates of stone. There are only wooden walls and watchtowers without canons. Soldiers behind the walls and watchtowers are shot 3 times less than those outside. There is no naval combat.
      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.
    Soldiers (horseman & infantry) are able to do the charge maneuver. They shout as they run. Once they reach the walls of the enemy's fortification, they cease to be more vulnerable than the enemy is. When they charge at the open battlefield, they do it without any real effect, except for the more realistic impression.
      Another maneuver that soldiers are now able to do is a steady-ready marching  battalion while drums are beating. A steady-ready battalion will make the enemy run without loosing men, providing they outnumber the enemy at least by 3 to 2 on the open field, or 2 to 1 during the siege.
      There are scouts instead of swordsmen. Without scouts enemies may take you by surprise.

   10) STOCK

      There is no general stock for the entire city as it used to be in Anno 1602 . In PILGRIMS 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 can produce more wagons. Your shipyard can produce more boats.

  11) For PEACEMAKERS

      You can toggle competitors/outlaws
       If you slaughter Indians you can not toggle them.

  12) GAME MACHINE

       There is a real PAUSE command in PILGRIMS. It allows you to survey the map while everything is put on hold.
       There is UNDO command in PILGRIMS.


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