one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

13 mechanics, as Anno 1800 does them

core · 4

resources & production

Goods consumption

Each residence consumes goods per second; basic needs add inhabitants per house, luxury needs add taxes and happiness.

population & lineage

Population strata

Old World tiers Farmers, Workers, Artisans, Engineers, Investors and New World Jornaleros and Obreros; a house advances when full, its basic needs met, and materials available.

resources & production

Production chains

Fixed-recipe buildings chain raw materials into goods; many chains span islands and both sessions.

economy & finance

Trade routes

Ships carry goods between the player's islands, the New World session, and traders.

supporting · 9

control & automation

Blueprints

Blueprint mode places silhouettes that are built later with one click when resources exist.

space & construction

Building placement

economy & finance

Labor market

Each tier staffs only its tier's production buildings.

progression & goals

Megaproject sink

The World's Fair monument is built in stages, each consuming large deliveries of goods, and once complete hosts exhibitions.

progression & goals

Milestone unlocks

Reaching population thresholds of each tier unlocks buildings.

economy & finance

Rival firms

AI opponents settle the same map and compete for islands and trade.

resources & production

Storage and buffers

Warehouses set island storage limits and pickup range.

logistics & networks

Vehicle routes and schedules

Trade route ships follow ordered stops with load and unload amounts per good.

core loop

settle an island and house farmers -> meet tier needs with production chains -> houses advance to workers, artisans, engineers, and investors -> higher tiers need goods from other islands and the New World -> build ships and trade routes -> expand under rival pressure

design notes

Demand is generated by population tiers: basic needs raise how many residents a house holds, luxury needs raise taxes and happiness, and a house advances only when full, supplied, and given construction materials, so each new tier opens a new set of chains. Each tier also staffs its own buildings, so advancing workers to artisans removes labor from worker-tier factories. Old World cities depend on goods from a parallel New World session, so ship routes between sessions are a logistics layer on top of island production.

appears in

the paper, 2 sections · 3 chapters · 2 episodes
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book
ch 4

Chapter 4. Families

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ch 10

Chapter 10. Bets

named in the text

book
ep 3

Families across genres

on screen at 0:11 cold open, 0:27 same chain, different games

episode
ep 9

Bets worth making

on screen at 1:26 what a bet contains

episode

sources

3
Wikipedia contributors (2026). Anno 1800. Wikipedia
Anno 1800 Wiki contributors (2026). Population. Anno 1800 Wiki (Fandom)
Anno 1800 Wiki contributors (2026). Needs. Anno 1800 Wiki (Fandom)

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gacatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance