Anno 1800

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MisterKen

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MisterKen

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About this mod

Creative mode (non-modded) save for those who want a few things already in place and can thoroughly expand. Note I have all official DLC. Optional file is ONLY the last autosave for those with slow Internet.

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Creative Mode City 

One major Beautiful Metropolis island combined with a 1/2 dozen smaller islands for production. I wanted a game where I still tried to fulfill needs so it had a more organic gameplay look and feel, but in creative; I held to that idea to a point. However, like all Anno games for me after a while I just wanted to see some end results (the Tower, etc), so I clicked some buttons to do upgrades without remotely having the "needed" supplies or chains in place. 

The main download contains 255 autosaves, so you can roll back as you see fit by removing the higher level #'d saves. The optional file contains only one autosave, the last one, in the event you have slow Internet or have no interest in rolling back.

Did you know I have Fallout 4 mods too? Check 'em out.


Particulars

Chateau Sarrasin, Beautiful Metropolis, the one main island. Want to continue the process of providing needs? This save needs the higher level tiers and some engineer and investor basics boosted to solve the income/population fluctuations. Built not to be a beauty, but a natural looking city with some weird varied streets that happened naturally. Those damn irritating tourists are all up in there too (God, I do hate them). The museum is nicely packed, but both the zoo and the gardens need more.

The Skyline is on top of the hill looking over (Old) Sarrasin below. Old Sarrasin with her quaint dirt roads wraps up and around the island from farms and workers to the more paved industrial zone, into the city itself, and finally up the hill to the investors. The scholars are along another coastline near the Fair. Engineers take up most of the one side of the island.

Periganne, Fair Port Town, one of several islands. I never intended it to be a population center beyond small hamlets spread across the island doing their thing with the resource nearby, mines, pits, free coastline, etc. Periganne provides a majority of things, but Old Sarrasin and its industrial zone provide the boosts. 

Don Galoche, the New World island providing those NW goods to Sarrasin. Packed island. I'm not a particular fan of the hacienda approach (because of the Hot Sauce supply chain being broken), so I used the vanilla assets. I did use a tiny hacienda setup 'for reasons'. 

Caracca, one of the small New World islands for the main airship hangar. Airmail is set up and let me tell you there's a LOT of mail moving between regions.

Arctic, absolutely nothing built but there's an unbuilt stamp for King Edward in place. It is a stamp from Taka's Discord (Youtuber) , though it appears the devs altered the island slightly. Just fire up the buildings and away you go.

Enbesa, one island has a couple of unbuilt stamps in place (stamps from the Anno Stamp website). Fire them off, away you go.

The Cape, absolutely nothing whatsoever. Oddly I never got into the Cape even during main playthroughs. There's a salvager already there, and I tried me hand at a few suken treasure quests. The museum in Sarrasin certainly shows that!