Anno 1800

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Finnem

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finnem

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As successor of the Academy, the Administration focuses on adding an additional way to gain and use influence using all non-cultural items.

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As successor of the Academy, the Administration focuses on adding an additional way to gain and use influence using all non-cultural items.

While the original purpose of the Academy was pretty much solved by Land of Lions, having an additional usage for
non-cultural items is something that I missed from the current game.

Thus The Administration fulfills the following goals:
  • Introduce an additional usage of all non-cultural items.
  • Give an additional route to gain influence.
  • Showing off your legendary specialists visually in your city (WIP).
  • Allow to apply item buffs session wide in a (semi-) balanced manner.

This is achieved by the introduction of adminstratory buildings:

The capitol:
The capitol is required to build all other buildings. Additionally any
representative or blueprint is send back to the capitol if it is
dismissed.

Ministry:
Ministry buildings are unlocked once the capitol is built. They act similar to museums and zoos but instead allow to employ representatives and create blueprints. Representatives and blueprints are created by equipping a non-usable item in your ministry. Once
equipped they will be converted and provide influence when equipped in a
ministry. Sets of legendary representatives and blueprints can form offices which then provide session wide buffs.

Exhibitions:
Exhibitions allow representatives to show, or blueprints to be shown at, an exhibtion. Once a representative or a blueprint is equipped in an exhibition, it will be converted into an exhibition. This will cause the item's buff to be applied session wide. The
exhibition will visually show the item that is exhibited. In order to
differentiate an exhibition from guildhouses, townhalls or harbour
offices, they cost 100 influence and are significantly larger.

In order to turn a representative, blueprint or exhibition back into the original item, you can left-click them in a warehouse or a
ship which will cause them to be dismissed and return to your capitol. If your capitol is missing the item will be lost!

Item Set Buffs:
Spoiler:  
Show
All effects apply to the entire session (region).
  • Office of Economic Affairs: 
-5% maintenance for all buildings.
  • Office of Finance:
+10% tax revenue for all residents.
  • Office of Foreign Affairs:
Every time passive trade happens at a trading post, there is a 100% chance of gaining 25t of bear furs, paper and hot sauce.
  • Office of Maritime Affairs:
 +20% Movement speed for all ships and airships.
  • Office of Religious Affairs:
 +5 Happiness if chapel or church need are fulfilled.
  • Office of Labour:
+10% Workforce for all residences.
  • Office of Trade:
+50% Loading speed for all ships.
  • Office of Defense:
+20% Attack speed for all defense turrets.
  • Office of Food:
-5% Chance to fall ill and -10% consumption of all foods for all residents.
  • Office of Agriculture:
+15% Productivity for all agriculture.
  • Office of Fashion:
+15% Productivity for all textile manufacturies.
  • Office of Health:
-20% Chance to fall ill for all residents.
  • Office of Environment:
-30% negative attraction for all heavy industry.
  • Office of Education:
+5% Workforce, +2 happiness, -10% incident chance for all residents.
  • Office of Research:
Scholar and engineer residences generate 3 (additional) research points.
  • Office of Development:
Townhalls cost 5 influence less.
  • Office of Housing:
All investors and obrero residences gain 1 attractiveness.
  • Office of the Interior:
20% less riot chance for all buildings.