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.