Quest: The Family Business
Welcome to the world of Anno 1800, future industrialist! "The Family Business" is your foundational quest, serving as an extensive tutorial that guides you through the essential mechanics of establishing and growing your first settlement. This quest introduces you to resource management, production chains, population needs, and the critical role of key NPCs. Mastering these early steps is crucial for your long-term success in the game.
Quest Giver: Edvard Goodwin
Your journey begins with a letter from your uncle, Edvard Goodwin, who tasks you with rebuilding the family's fortunes after a devastating fire. He will be your primary contact throughout this quest, offering guidance and setting your initial objectives. Pay close attention to his advice, as it often highlights core game mechanics.
Phase 1: Establishing Your First Settlement
The initial objectives focus on creating a self-sufficient village. This phase teaches you the basic production chains and population needs.
- Objective: Build a Warehouse.
- Action: Select the "Logistics" tab in your build menu and place a Warehouse near the coast. This is your central hub for all goods and allows ships to load/unload.
- Tip: Always place your Warehouse strategically to minimize travel time for your production buildings.
- Objective: Build a Lumberjack's Hut.
- Action: Go to the "Production" tab, then "Basic Production," and select the Lumberjack's Hut. Place it within the forest's influence radius.
- Resource: Requires 2 Wood.
- Purpose: Produces Wood, the most fundamental building material.
- Objective: Build a Sawmill.
- Action: From the "Production" tab, "Basic Production," select the Sawmill. Place it near your Lumberjack's Hut or Warehouse.
- Resource: Requires 2 Wood.
- Input: Wood.
- Output: Timber (processed wood).
- Tip: A good ratio is typically one Sawmill for every two Lumberjack's Huts, but adjust based on your island's forest density and early construction needs.
- Objective: Build 5 Farmer Residences.
- Action: Go to the "Residential" tab and select the Farmer Residence. Place them along a road connected to your Warehouse.
- Resource: Requires 1 Timber per residence.
- Purpose: Attracts Farmer population, who provide labor and taxes.
- Tip: Plan your residential areas with roads in mind. Farmers require access to a marketplace (introduced later) and other services.
- Objective: Provide Farmers with Fish.
- Action: From the "Production" tab, "Food," select the Fishery. Place it along the coast in a blue fishing zone.
- Resource: Requires 2 Timber.
- Input: None (harvests directly from the sea).
- Output: Fish.
- Purpose: Fish is the primary food source for Farmers. Without it, their happiness will drop, and they may leave your island.
- Tip: Ensure your Fishery is connected to your Warehouse via a road for efficient transport of goods.
Phase 2: Expanding Your Economy and Population
Once your basic needs are met, Edvard will push you to expand and diversify your economy.
- Objective: Build a Marketplace.
- Action: From the "Public Buildings" tab, select the Marketplace. Place it within range of your Farmer Residences.
- Resource: Requires 5 Timber.
- Purpose: Provides basic services and goods distribution for your population. Essential for Farmer happiness and growth.
- Tip: The Marketplace has a significant influence radius. Try to cover as many residences as possible with one.
- Objective: Attract 150 Farmers.
- Action: Continue building Farmer Residences and ensuring their needs (Fish, Marketplace) are met. Farmers will automatically move in if conditions are favorable.
- Tip: Keep an eye on the "Needs" tab for your Farmer population in the top left corner of the UI. Green indicators mean needs are met; red means there's a shortage.
- Objective: Build a Schnapps Distillery.
- Action: From the "Production" tab, "Food," select the Schnapps Distillery. Place it on fertile land suitable for Potato Farms.
- Resource: Requires 5 Timber, 2 Bricks.
- Input: Potatoes.
- Output: Schnapps.
- Tip: You'll need to build a Potato Farm (also in the "Food" tab) to supply the Distillery. Ensure the farm is on green fertile land. One Potato Farm can typically supply two Schnapps Distilleries.
- Objective: Provide Farmers with Schnapps.
- Action: Ensure your Schnapps Distillery is producing and connected to your Warehouse. Farmers will automatically consume it if available.
- Purpose: Schnapps is a luxury good for Farmers, increasing their happiness and allowing them to upgrade to the next tier.
Phase 3: Advancing to Workers and Diplomacy
Edvard will then introduce you to the concept of population tiers and the importance of trade and diplomacy.
- Objective: Upgrade 10 Farmer Residences to Worker Residences.
- Action: Once Farmers have all their needs met (Fish, Marketplace, Schnapps) and sufficient happiness, a green arrow will appear above their residences. Click this arrow to upgrade them.
- Resource: Requires 2 Timber, 1 Brick per upgrade.
- Purpose: Workers unlock new production chains and buildings, advancing your industrial capabilities.
- Tip: Upgrading consumes a small amount of building materials. Make sure your Timber and Brick production can handle it.
- Objective: Build a Work Clothes Factory.
- Action: From the "Production" tab, "Basic Production," select the Work Clothes Factory.
- Resource: Requires 10 Timber, 5 Bricks.
- Input: Wool.
- Output: Work Clothes.
- Tip: You'll need to build a Sheep Farm (also in "Basic Production") to supply Wool. One Sheep Farm can typically supply one Work Clothes Factory.
- Objective: Provide Workers with Work Clothes.
- Action: Ensure your Work Clothes Factory is producing and connected to your Warehouse. Workers will automatically consume them.
- Purpose: Work Clothes are a primary need for Workers, similar to Fish for Farmers.
- Objective: Meet with Admiral Vicente Silva.
- Action: Edvard will instruct you to sail your starting ship to a specific location on the world map to meet Admiral Silva. Open your world map and right-click on the designated quest marker with your ship selected.
- NPC Role: Admiral Silva represents the Queen and will introduce you to naval mechanics and potentially offer further quests or trade opportunities.
- Tip: Ensure your ship is repaired before setting sail, though early encounters are usually peaceful.
Phase 4: Securing Your Future
The final stages of "The Family Business" focus on securing your island's resources and preparing for future expansion.
- Objective: Build a Clay Pit and a Brick Factory.
- Action: From the "Production" tab, "Basic Production," build a Clay Pit on a clay deposit (reddish-brown patches on the ground) and a Brick Factory nearby.
- Resource: Clay Pit: 5 Timber. Brick Factory: 5 Timber, 5 Bricks.
- Input: Clay (for Brick Factory).
- Output: Bricks.
- Purpose: Bricks are a crucial building material for more advanced structures and worker residences.
- Tip: Clay deposits are finite, so plan your Brick production carefully. You may need to establish trade routes for Bricks later.
- Objective: Build a Shipyard.
- Action: From the "Logistics" tab, select the Shipyard. Place it on the coast.
- Resource: Requires 10 Timber, 10 Bricks.
- Purpose: Allows you to construct new ships, essential for trade, exploration, and defense.
- Tip: Your first ship should likely be a Schooner for efficient early-game trading.
- Objective: Construct a Schooner.
- Action: Click on your newly built Shipyard and select the Schooner from the build menu.
- Resource: Requires 10 Timber, 5 Bricks, 5 Sails (produced at a Sailmaker, which requires Linen).
- Tip: You'll need to establish a Linen production chain (Flax Farm -> Spinning Mill -> Sailmaker) to produce Sails. This is a good opportunity to learn about multi-stage production.
- Objective: Deliver 10 Tons of Timber to Edvard Goodwin.
- Action: Load 10 tons of Timber onto your newly built Schooner (or your starting ship). Sail to Edvard Goodwin's island (marked on the map) and unload the Timber at his Warehouse.
- Purpose: This final delivery signifies your successful establishment and readiness to contribute to the family business.
- Tip: Ensure your ship has enough cargo slots. If not, you may need to make multiple trips or build a larger ship later.
Quest Completion and Rewards
Upon delivering the Timber to Edvard, "The Family Business" quest will conclude. You will receive the following rewards:
- Influence Points: Essential for expanding your empire, purchasing shares, and engaging in diplomacy.
- Money: A significant boost to your early-game treasury.
- Unlocks: Access to new building tiers, production chains, and potentially new NPCs or trade routes.
- Experience: Progress towards your player level, unlocking further game features.
Congratulations! You've successfully navigated the initial challenges of Anno 1800 and laid the groundwork for a thriving industrial empire. The skills learned in "The Family Business" will be invaluable as you expand to new islands, manage complex production chains, and compete with rival companies.