Anno 1800

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RivvaDead

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RivvaDead

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About this mod

Updated to game patch 11.1 with Land of the Lions & Tourist Season! Many new features: population, workers, income, happiness x2, x5, x10.

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Permissions and credits
Changelogs
New and overhauled version now available!
There are a few modules available for you to choose from.

  • 001 - Base population amount multiplier x2, x5, x10:
    • Increases base amount of people living in a house.
    • This automatically increases the workforce output and tax income to be increased accordingly as it is calculated based on maximum inhabitants.
    • Does not adjust goods consumption rate.
    • Needs module 006 to work correctly.
  • 002 - Workforce multiplier x2, x5, x10:
    • Multiplies workforce provided by each house.
    • If combined with first module will provide more workforce per house compared to the base game logic.
  • 003 - Consumption rate x0.5, x2, x5, x10:
    • Increases/decreases base consumption/usage of goods for each house.
    • This number is static per house so if you use the first module add this module to adjust the usage of goods to stay in line - or don't to make the game easier.
  • 004 - Happiness multiplier x2, x5, x10:
    • Multiplies the happiness values for needs. Both positive and negative.
  • 005 - Income multiplier x2, x5, x10:
    • Multiplies the tax income provided by each house.
    • If combined with Amount x2 will provide x4 tax income per house compared to the base game.
  • 006 - Town hall items/festival buffs compatibility - amount x2, x5, x10:
    • Adjusts the town hall items and festivals to provide correct amount of additional inhabitants.
    • Choose the profile accordingly to the first module.
    • This module can also be used to cheat faster level-up if used as a stand-alone!
  • 007 - Town hall items/festival buffs compatibility - happiness x2, x5, x10:
    • Adjusts the town hall items and festivals to provide correct amount of additional happiness.
  • 008 - Town hall items/festival buffs compatibility - income x2, x5, x10:
    • Adjusts the town hall items and festivals to provide correct amount of additional income.


Additional explanations:
All modules except for the first one (001) can be used as a stand-alone.
The 001 has to be used with a module 006 - version that is at least the same or higher. If not you will encounter problems when using items that increase the inhabitants amount in houses.

Combined modules 001 + 002
The game calculates the workforce based on current house inhabitants thus combining both modules will increase the workforce even further than normal.
Example:- base game:    1 house = 10 farmers = 10 farmer workforce    - modded with both modules version x2:    1 house = 20 farmers = 20 workforce *2 because of module 002 = 40 farmer workforce    


Module 006 - Faster level-up explanation

The "logical" increase of items is percentage based but the additional inhabitants amount is numeric.
Thus if this module is installed without the base population increase module, or a higher version compared to the base one - sometimes it will create a surplus of people in a house.
This surplus can cause the house to fill up without all needs satisfied.
To upgrade the house it's only necessary to fill it completely and not provide all needs (though in the base game it's essentially one and the same).


Example calculation (assuming all needs are provided):

You have an item that provides 20% more farmers, +2 from clothes need.

In the base game this would result in:
  • +20% maximum farmers = 10 + 2 = 12 total
  • +2 additional farmers if clothes are provided
  • = base 10 + 2 additional = 12/12

If this module is installed as a stand-alone, for example x10 version:
  • the item is now changed to:
    • provides 20% more farmers, +2 * 10 = +20 from clothes
  • +20% maximum farmers = 10 + 2 = 12 total
  • +20 additional farmers if clothes are provided
  • = base 10 + 20 additional = 30/12


Now the farmers are over the cap and can be upgraded even if some of the other needs are not filled.


Enjoy!