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A fire or plague that leaves ruins behind? That can also make people unhappy. Goods shortages can drive up demand, even stories of how your wars are going can come with a positive or negative modifier. The event of war can come with a whopping 50% penalty to happiness. The Newspaper takes this aversion Up to Eleven as events in the game can now affect your citizens' moods if they read about it.All this can be suppressed with a strong police force, however. Shutting down the workplace as they take to the streets. Give your workers long hours by cranking up the default productivity level of an industry and they might protest about that, too. Even farmers might eventually start protesting if not provided with a pub (or booze, going one without the other is fine though). And once you unlock them, your citizens will ask for them. Different to the rest of the series, goods are now divided into needs (which are required to advance) and luxuries (which can make citizens happier). Apathetic Citizens: Averted with great force.Anti Poop-Socking: The game will show messages if you're playing deep into the night.Anti-Frustration Features: On the lowest difficulty level, buildings can be moved for free, which is helpful if you haven't figured out a good layout yet.An Entrepreneur Is You: The goal of the game.1800 is taken by the creators as the starting point, and the players themselves advance society as they build and expand. A devblog of their newest downloadable content to the date of this writing subverts this by explaining that the game covers the time of the Industrial Revolution in general, instead of being set in a specific year.You can easily be at a stage where your tech is decades ahead of what the date is supposed to be. Somewhat zig-zagged as buildings can have cornerstones that date decades into the century and later DLC stories can come with dates that go as far as the 1860s. The most powerful ship type is a steampunk proto-battleship (1890s). Anachronism Stew: 1800 gets increasingly far from its stated time period as one advances through the tech tree, starting with steam trains (first prominent in the 1830s), which are used to transfer oil to power plants (1860s), to power shipyards that make ironclads (1850s) armed with dynamite-based weaponry (1860).