Anno 1800

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loosa23

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loosa23

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About this mod

Needs for goods in the Old World now persist through the higher population tiers. This means Artisans, Engineers and Investors now demand all goods of the tiers below them. Needs for public buildings are not changed. This mechanic is similar to the older Anno games and brings more complexity to the game.

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Changelogs
Warning: !! This mod is not compatible with the submod "Royal Taxes Removed" from Spice It Up !!


General


As Anno 1800 was released I wondered why Needs vanish in higher population tiers. In Anno 1404 for example, Needs persisted, although consumption levels varied a bit per house through the tiers. This small mod aims to somewhat imitate that system for Anno 1800, while maintaining the vanilla population mechanics as far as possible and keep it balanced. The game gets overall more complex but you can achieve a higher income per house and greater happiness values. In sum, the difficulty will thus not change significantly.

Why play it?

You may ask, why should I play with that mod: Anno 1800 is complex enough, I do not need any aggravating adaptions? From my perspective, the core of Anno games are the production chains and their optimization. The fact that some (or most) of them simply vanish through the game gives you less possibilities to optimize and makes the end game somewhat boring. Additionally, the item system in Anno 1800 is built as if the Needs would not vanish, as there are many legendary ones which affect production chains or give you extra goods you no longer need once you got to these items. On top, this mod prevents "Investor Ghettos" to some extend, as you do need way more farmers, workers and artisans to keep your population happy and in the highest possible size. Admittedly, the latter does probably not come into effect anymore if you heavily optimize work force through items and palace.

Changes per good

  • Fish
    Now additionally needed by Artisans, Engineers and Investors. Consumption and Income remains on workers level.
  • Work Clothes & Schnapps
    Now additionally needed by Artisans, Engineers and Investors. Consumption and Income reduced to farmers level, as otherwise advanced games suffer.  
  • Sausages & Soap & Bread & Beer
    Now additionally needed by Engineers and Investors. Consumption and Income remains on artisans level.
  • Canned Food & Sewing Machines & Fur Coats
    Now additionally needed by Investors. Consumption and Income remains on engineers level.
  • Rum
    Now additionally needed by Investors. Consumption and Income reduced to artisans level, as otherwise advanced games suffer.

Other Changes

  • Due to the consumption reduction of Schnapps & Work Clothes the work force for these production chains is doubled to force more farmer residents. Rum production chain remains the same as Jornaleros must already be built in adequate amounts.
  • Needs for public buildings remain the same as in vanilla. From my perspective simply constructing more public buildings adds nothing to the game. Additionally, the following adaptions would be far more difficult to implement in a way that makes sense.
  • Max. residents per House remain the same. This is achieved through adapting the influx of all goods, vanilla and additional, with higher weighting to the vanilla ones.
  • Happiness does rise overall for affected tiers. However, happiness per additional good is fixed to +2 for balance reasons.
  • All items which increase the max. residents are adapted in order to maintain the percentage given by the item description. This is achieved by removing some of the goods which give extra residents.
  • Palace policy "Late Licence Act" does now also reduce the need for the additional drinks for the respective tiers.
  • Palace policy "Creative Cuisine Act" does now also reduce the need for the additional food for the respective tiers (I do not think anyone uses this instead of the additional item in the town hall, but for the sake of completeness it is included).

Technical Notes

  • !! This mod is not compatible with the submod "Royal Taxes Removed" from Spice It Up !!
  • However, the remaining submods of Spice It Up were tested and do work.
  • Save game compatibility should be given. However, your population count will drop heavily if you simply activate the mod without supplying the additional goods.
  • This mod was tested with the DLC's of Season 1& 2.

Downsides

Everything comes with a price:
  • This is of course not applicable for games aiming to achieve record resident numbers.
  • Investors needing work clothes is not realistic. But Investors only eating chocolate in vanilla does make even less sense.
  • Some ressources on the map may not be sufficient to provide every good in very advanced games. For now I am myself at ca. 60k Investors and 20k Scholars and there is plenty of ressources and area.
  • The upcoming mod "New Horizons" from Taubenangriff will feature an additional tier above investors according to public screenshots. The system of this mod will probably not be adoptable to this, both from a technical and conceptional point of view.

I would like to add that "derfinn01" from Maug had a similar idea, but his mod has some major differences. The version here is probably more sophisticated in balancing and game integration terms. You can decide.

Feel free to comment on it or simply play it.

loosa23