Expeditions

**Expeditions** are an integral part of Anno 1800's gameplay and are unlocked by reaching the  Artisans population tier. The first of these leads to the crucial discovery of New World and more become available afterwards. The majority of expeditions are meant to acquire useful items - such as exotic animals for zoos, artifacts for museums and various specialists.

Expeditions are launched by sending one of your ships on an unseen journey to distant lands. Expeditions are dangerous and to ensure the ship survives, a careful selection of additional goods and specialists of your own should be brought aboard to grant the expedition a certain amount of **skill**. The danger involved comes in the form of **events**.

When an event crops up, the player will be informed by a text-adventure menu and will need to make a **choice** on how the expedition should proceed. Events require certain **skills** to be overcome and **rations** to maintain **morale** after the event has been completed and continue on with the expedition. A successful event may reward extra morale, items, goods, or nothing, depending on the choices made. Failure on the other hand, can lead to the loss of morale, a ship's cargo and items, and can sometimes even lead to the loss of the entire ship and the expedition with it.

## Types of expeditions

Each expedition is associated with a different award type:

* Discovery expedition – Unlocks a new region
* Archeological expedition – Artifacts for museums
* Botanical expedition - Plants for botanic gardens
* Zoological expedition – Animals for zoos
* Rescue missions – Specialists and Items
* Pirate hunt – Items and Maps (if Sunken Treasures is installed)

The difficulty of an expedition is designated by the amount of skulls - more skulls mean higher difficulty. Harder expeditions last longer, have more events but also carry greater rewards.

* One skull - easy expedition - uncommon and rare items
* Two skulls - medium expedition - rare and epic items
* Three skulls - hard expedition - epic and legendary items

## Preparation, Skills and Event Choice

When the expedition encounters an **event**, players are given a **choice** on how to surmount it. These choices are usually associated with a specific **skill**. Skills are granted to the expedition by sending along specific types of cargo and passengers.

As an example: A violent storm may challenge your expedition. You are then given a choice between using faith to weather the storm, or using  navigation to sail through it. Both faith and navigation are **skills**.

At the start of the expedition, the captain will hand you his best estimation of the most important skills required to overcome the majority of the expedition's challenges. Aside from  extra rations, which are always recommended on long journeys, the categories of skills are as follows:

* Crafting
* Diplomacy
* Faith
* Force
* Hunting
* Medicine
* Navigation
* Naval Power

To supply the expedition with these skills, nearly all items and goods come with a skill rating. Even the ships themselves might have an innate Navigation or Naval Power bonus depending on their type. Brought along, these give your expedition a bonus percent chance to overcome challenges. Skill bonuses are additive and with proper preparation and some luck, most events should offer at least one choice that plays on the expedition's pool of talents.

An example: a distiller specialist, who would usually be slotted into your trade union to enhance liquor production, will give a +10 bonus to the  diplomacy skill when put onto your expedition's ship. Wood and weapons, used mostly in construction and ship building, give bonuses to  crafting and  naval power when sent along. The sword displayed in your museum or the bear in your zoo, might give bonus to  force.

Some Specialists and Items might even bring special traits to the expedition, like zoologist, pirate, hypnotists or certain cargo unlocking completely new choices with special outcomes. These unique skills are noted in the tooltip for the specialist as their Trait.

Since all ships have a finite amount of cargo space, bigger ships and careful planning of what is loaded on board, is important for expeditions. For a complete list of what common goods can do for your expedition when taken along as supplies, see the table below in the Expedition Supplies section of this page. For a comprehensive list of what items and specialists can bring to an expedition, refer to the items page and its links to various subpages.

## Morale and Supplies

During expeditions, **morale** serves as your expedition's hitpoints and ranges from 0 morale to 100. The amount of starting morale can be raised by giving the crew a quality ship and loading it with additional passengers and cargo that grant the expedition the appropriate skills. Expedition hitpoints are separate from the hitpoints of the ship. The reason why different ships award different morale when selected, is because these ships might bring their own skill bonuses, and not because the ship itself is harder to sink. The more difficult the expedition, the more goods and items are needed to raise morale by the same value as in case of an easier expedition.

Failing an event when the expedition is underway might lead to extra morale losses, but even when successfully overcome there is a standard -10 moral decrease after all events, likely because of the crew's homesickness. Upon reaching 0 morale, the expedition fails and the ship - including everything on board - is lost.

To mitigate the standard morale loss, the player is given a choice at the end of every event. These choices are:

* **Provide Extra Rations and Continue** (At the cost of  extra rations, decreases morale drop)
* **Continue** (-10 morale)
* **Return Home** (Ship returns safely with everything that was on board at the time of the decision to return home)

While all goods add to the ship's pool of supplies, only supplies that are labeled as  extra rations in the Expedition Supplies table further down this page, can be used to mitigate the loss of morale. Extra rations can bring incidental bonuses to your expedition's skills to meet challenges, but they all share the unique trait of being edible (or in the case of cigars, at least consumable). After all, while both  work clothes and  schnapps are listed as "Medicine Goods" and award  medicine skill to your expedition, your crew can only drink one of these and only schnapps is also considered an  extra ration.

Bringing a good variation of different types of  extra ration along, helps break up the monotony the crew experiences and yields higher moral loss mitigation than a single type can.

When loading additional supplies and passengers, the extra morale awarded is flatly proportionate to the amount of **base morale** and **skills** they add to the expedition. Where supplies are concerned, these statistics can be seen in the Expedition Supplies table below. Only  extra rations have a **base morale** value, but when they also possess a **skill bonus** alongside it, additional morale is awarded (double the value of the skill bonus). This makes extra rations with bonus skills particularly useful.

## Expedition Supplies

### Naval Power Goods

 Bombs | -
 Weapons | -

### Navigation Goods

 Steam Motors | -
 Telephones | -

## Expedition Locations

Every expedition type is located in certain regions on the world map. These locations matter as to which items or specialists have a chance to be found in them. The locations are:

* Temperate Forest
* Southern Woodland
* Dry Plains
* Rainforest
* Winter Forest
* Polar

## Preset vs Generated

While most of the generic expeditions in the game have randomized events, some of the region unlock events have preset events that will be the same every play through or reload.

Some of these are:

* To The Land of Lions to unlock  Enbesa
* Finding Isabel Sarmento to unlock  The New World
* The Passage to unlock  The Arctic
* Sunken Treasures Expedition to unlock  Cape Trelawney