No.280 / 280Build & manage · Business & trade

Program the Route

Turn hauling into a schedule and let the fleet run it day and night.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Optimization · Economy
Anno 1800No.280Anno 1800

01The core loop

Action → feedback → next choice
  1. 01Pick the stops
  2. 02Set load and unload rules
  3. 03Fleet runs on its own
  4. 04Tune by shortages

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Island A has surplus timber; island B’s mill lacks 8 per minute. One ship carries 30 and takes 4 minutes per round trip.

  2. T2

    Turn 2 · The player chooses

    Set a loop: fill timber at A, unload all at B.

  3. T3

    Turn 3 · The feedback

    It delivers 7.5 per minute, leaving B slightly short.

  4. T4

    Turn 4 · The next decision

    The player adds a small second ship to close the gap.

How it plays

You give ships an ordered list of stops with rules for what to load or unload, how much, or at what price. Once set, the loop runs automatically and you watch the bigger picture. Warehouse levels, shortage alerts and route profits are the feedback.

What the player weighs

  • Detailed rules vs upkeep effort
  • Multi-purpose ships vs dedicated lines

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Anno 1800
A

Anno 1800

P1

The trade route menu assigns ships to islands with per-stop load and unload amounts, keeping supply chains flowing between islands.

Patrician IV
P

Patrician IV

P2

Automated routes set what to buy and sell in each town with price limits, letting convoys trade by profit rules.

The difference worth noticing

Anno 1800’s routes mainly supply your own production; Patrician IV’s aim straight at market profit.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Program the RouteBusiness & trade+

Each stop meets a local contact; steady visits build goodwill and discounts, while breaking rhythm cools the relationship.

Prototype this combo in Yoroll

→Follow the next idea

Business & tradeNew

Hold It on the Shelf

Lock an item you want and buy it next round, safe from the refresh.

Prototype complexity
Who plays
Solo decisions
  1. 01Spot a wanted item
  2. 02Short on cash, lock it
  3. 03Play the next round
  4. 04Return and buy
Backpack Battles · Super Auto Pets
Business & trade

Supply-Driven Prices

Flood the market and prices fall; every sale moves the market.

Prototype complexity
Who plays
Solo decisions
  1. 01Produce or stockpile
  2. 02Watch the price curve
  3. 03Sell at the right moment
  4. 04Your sale moves the price
Offworld Trading Company · Patrician IV
Business & trade

Buy Here, Sell There

Buy low in one port, sell high in another, and the profit lives in the journey.

Prototype complexity
Who plays
Solo decisions
  1. 01Compare regional prices
  2. 02Buy where it’s cheap
  3. 03Survive the trip
  4. 04Sell where it’s dear
Sunless Sea · Patrician IV
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Good mechanics deserve a closer look. Good ideas deserve a next step.

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