Anno 1503
Anno 1503, also known as 1503 A.D.: The New World, is a real-time strategy video game with city-building and economic simulation elements, developed by the Austrian studio Max Design and initially published by Sunflowers Interactive.[1] Released in Germany on October 25, 2002, and internationally on March 23, 2003, the game is set during the Age of Discovery in the early 16th century, where players act as colonial governors tasked with exploring, settling, and expanding island territories in the New World.[2][3] The core gameplay revolves around constructing over 250 types of buildings to produce goods from 46 different resources, managing citizen needs across five social classes, and balancing economic chains in six distinct climate zones, each with unique flora, fauna, and production opportunities.[3] Players must navigate diplomacy, trade routes via customizable ships, and a revamped combat system featuring 14 unit types with experience-based progression, all while competing against AI-controlled opponents or neutral native factions representing nine cultures, such as Aztecs and Inuit.[1][3] The game offers multiple play modes, including a 12-mission single-player campaign, 10 standalone scenarios, and an open-ended free-play mode with procedurally generated islands, emphasizing long-term empire management over fast-paced battles.[1] An expansion pack, Treasures, Monsters & Pirates, released in Germany in November 2003 and internationally in 2004, introduced new scenarios, pirate encounters, mythical creatures, and additional quests to enhance exploration and narrative depth.[1] Originally exclusive to Microsoft Windows, Anno 1503 has been re-released in updated "History Editions" by Ubisoft in 2020 and 2024, supporting modern resolutions up to 4K and widescreen displays while preserving the original 2D isometric graphics and interface.[4]Gameplay
Setting and Campaign
Anno 1503 is set in the early 16th century during the Age of Discovery, a period of European exploration and colonization of the New World, with gameplay centered on establishing settlements across procedurally generated islands in five climate zones, including Caribbean-like tropical environments.[5] Players command expeditions from a fictional European power, navigating uncharted seas to claim territory, exploit resources, and interact with indigenous elements and rival colonizers.[6] The single-player campaign unfolds as a linear sequence of 12 scenarios, progressing from humble initial outposts to expansive empire-building endeavors that emphasize strategic expansion across multiple islands.[5] These missions incorporate exploration via scouting ships to uncover hidden lands, the development of trade routes for resource exchange, and encounters with AI rivals that introduce diplomatic or confrontational dynamics.[6] Core objectives revolve around creating self-sustaining colonies by addressing colonists' basic and luxury needs to promote population growth and social advancement through five levels—from pioneers to aristocrats—while completing royal commissions such as charting new territories, rescuing allied settlements, and pursuing pirate or enemy fleets.[5] The campaign is introduced through the perspective of a seasoned governor recounting voyages to a young listener in the style of an old seadog's tales, blending historical adventure with personal tales of triumph and peril on the high seas.[6]Economic Management
The economy in Anno 1503 centers on a simulation of resource production, trade, and citizen provisioning that sustains and expands colonial settlements across islands. Players must establish production chains to meet escalating demands, generate revenue through goods sales at market stalls, and manage supply lines to avoid deficits that hinder growth. Warehouses and markets form the backbone of logistics, with capacities starting at 50 tons and expandable up to 900 tons, while operating costs rise with civilization levels—markets cost 10 coins for pioneers, 15 for settlers, and 30 for citizens or higher, and warehouses cost 15, 25, and 35 respectively.[7] Revenue derives solely from citizens purchasing goods at stalls rather than direct taxation, emphasizing efficient distribution via cartmen who service areas around each facility.[7] Resource production follows interconnected chains, beginning with basic raw materials and progressing to refined goods, each requiring specific buildings, workers, and inputs. Primary production includes farming (e.g., grain fields yielding grain for mills and bakeries to produce food) and mining (e.g., ore mines producing ore smelted with wood into iron). Secondary processing transforms these into usable items, such as iron and wood combined in toolmakers to create tools essential for settler upgrades, or cotton from plantations woven into cloth at mills. Luxury chains involve more complexity, like tobacco plantations feeding factories to produce tobacco products, or hops fields supplying breweries for alcohol. Optimal ratios ensure balance, such as two grain fields, one mill, and one bakery to sustain food output, while wells boost farm fertility up to 100% across multiple fields.[7] Production buildings demand ongoing raw materials and labor, with inefficiencies like overproduction (e.g., excess jewelry) eroding profits if not traded away.[7] Islands vary across five climate zones, each offering unique resources and production opportunities, such as furs in arctic regions or spices in tropical areas.[3]| Resource Chain Example | Raw Materials | Primary Buildings | Secondary Buildings | Final Product | Key Notes |
|---|---|---|---|---|---|
| Food (Grain) | Grain (fields) | Grain Farm | Mill, Bakery | Food | 2 fields + 1 mill + 1 bakery for steady supply; feeds basic needs. |
| Tools | Ore, Wood | Ore Mine, Forester | Smelter, Toolmaker | Tools | Ore + wood → iron; essential for population upgrades (1 tool + 4 wood per pioneer to settler). |
| Cloth | Cotton | Cotton Plantation | Weaving Mill | Cloth | 4 plantations + 2 mills for output; required for pioneer and citizen levels. |
| Alcohol | Hops/Potatoes | Hops Field/Small Farm | Brewery | Alcohol | Used for pioneer upgrades; hops in temperate, potatoes in certain climates. |
| Tobacco Products | Tobacco | Tobacco Plantation | Tobacco Factory | Tobacco Products | Luxury good; monopoly boosts trade value. |
| Citizen Level | Basic Needs | Luxury/Additional Needs | Key Facilities | Upgrade Threshold |
|---|---|---|---|---|
| Pioneer | Food, Cloth | None | Chapels | Starting level |
| Settler | Food, Leather, Cloth | None | Taverns | 125 inhabitants |
| Citizen | Food, Cloth | Spice, Tobacco, Salt (substitute), Silk, Lamp Oil | Churches, Schools | 220 inhabitants |
| Merchant | Food, Cloth, Spice, Tobacco | Silk Cloth, Lamp Oil | Universities | After citizen needs met |
| Aristocrat | Food, Clothes | Jewelry, Wine | Pavilions, Theaters | Housing after 1,900 merchants empire-wide |