Anno 1800

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lion053

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lion053

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About this mod

Build some functional buildings from the Enbesian AI, ornaments, wildlife, vegetation, animations from different parts of the game to create magical ancient cities and landscapes that make a Safari through Enbesa worthwhile.

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*** UPDATE to V2.2 ***

  • Add descriptions to skins in ornaments UI
  • Add a palm variation
  • Mod is now unlocked at the beginning (creative mode) and as soon as you settle your first island in Enbesa (classic mode)
  • Fix wrong icon for the carpet weaver

So far the mod includes: 

  • NPC Shepherd Residences
  • NPC Elder Residences
  • Grand Thermal Bath Main Building (new need for Elders > 2.000)
  • Grand Thermal Bath Ornament Additions
  • Bazaars
  • Monastery variation
  • Townhall variation
  • Harbor Office variation
  • Shipyard for constructing two tiny fisher boats (1 slot with cap. 1t, 2 sockets for items; please do not send them into war ;D)
  • Landing Stage variation
  • Warehouse variation (2 carriage slots; +20 t island storage capacity each)
  • Seven ready to build organically styled farms, directly producing linen, carpets, tea, teff flour, candles, herbs 
  • Pillars, Statues, Temples and Ruins
  • Six types of walls in all needed variations; wall gates
  • Street lightings
  • Vegetation: Grass and Bushes, Acacias, Pines, Palms, Banana Shrubs
  • Rocks
  • Vehicles: land vehicles, ships, trains (not the ones from the Ornamental Trains Mod), airballoons
  • Ploppable animations of people
  • Ploppable animals
  • Useless Tourist pier ;) 
  • Bus station (only with Tourist DLC enabled)
  • Safari Ornaments (see pictures; mixed ornaments, some from DLC-Highlife, Tourism etc)
  • Effects (waterfall, dust)
  • Water ornaments with and without quay

***Installation***

  • Delete previous versions of this mod if used and your .cache folder in your Anno 1800 mods directory
  • Unzip this modfile and drag it into your Anno 1800 mods directory

***Important notes***

  • Due to the reworked menu structure some assets moved from one category to another or got their own category. This means that a lot of built assets would vanish in existing saves. To avoid this most of the old assets exist as archived files. You can select, copy and delete them like any other assets - the only exception is there´s no menu entry for them anymore. 
  • However, in a few cases I decided to not archive the file for you ;) In particular: Grand thermal bath entrance, fortress gate and idk, maybe there´s one more that slipped through my mind... 
  • Due to the changed ground textures of some assets, you might have a look on your beach palms and change the ground texture back to beach via short cut. 

***Instructions for use***

  • 3 variations of the "Animated People" will only spawn after you built them, so don´t be surprised when you get an empty preview.
  • Grand Thermal Bath: Drag a street into the main building (2x2 tiles), check if streets are highlightened green afterwards.
  • If two fortress gates are built next to each other (the large gates with round arches), depending on the orientation, there may be flickering walls at the transition. Then simply rotate one of the two by 180°.

***Next Content Update***

  • The restructuring of the menu was considerable but necessary effort in order to be able to carry out future content expansions without provoking longer and longer click orgies
  • So not all categories are up to the level I imagine; especially the residential houses, safari ornaments and ornaments in the harbor
  • There will soon be another update in connection with new categories such as a tab for beach ornaments and fountains, further thermal bath extensions and ornaments

Die deutsche Beschreibung findet sich der besseren Übersicht wegen im ReadMe :)