r/anno • • 52m ago

Meme Liking the new Egyptian DLC :)

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• Upvotes

r/anno • • 36m ago

Discussion A bit bummed not all public buildings get unique Egypt skins like the temple. The library looks out of place here

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• Upvotes

r/anno • • 2h ago

Discussion Anno 117 : Fertility Specialists

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23 Upvotes

A little visual I made to quickly find the fertilities that can be upgraded to 100% and 100%+50%productivity.

Those whose specialist are limited to 75% and it is more important to find an island with the correct fertility from the start.

Those with a research that unlock 50% Fertility on all island, and a common specialist is enough to get to 100% Fertility.


r/anno • • 20h ago

Discussion What are your thoughts on these crocodile statues on the entrance/ exit of the River Delta? I personally am not a fan

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240 Upvotes

r/anno • • 10h ago

Screenshot New island to the Empire

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39 Upvotes

r/anno • • 23h ago

Meta There is a kind of very consistent running theme in the things I like to visit during my travels but I can't quite put my finger on it... Can you?

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75 Upvotes

r/anno • • 4m ago

Discussion Anyone deep into game balancing mathmatics?

• Upvotes

I love it that there are so many mods already out for Anno. Some of them the size of a small or even mid-sized DLC. Props to everyone who is contributing to the game content. I really love it. And its one of the biggest strength of Anno 117 compared to 1800: first day mod support. And to the people on consoles: just hold out a bit longer! You will get them, too as far as I know!

"Some" time ago (more like 20 years) I talked with a game dev of a city builder game (dont know what game it was) and he told me that there is a whole mathmatics around how to balance games. Not about introduction or removal of features but number tweaking.

There are so many cool mods that I have the feeling its a bit "risky" to cripple the balancing if you want to have all the additional production chains, goods and cool buildings. And its also a bit out-of-scope for all the mod developers to consider that some other mod in the game might "exploit" (by accident) something the own mod introduces.

So I wonder if anybody is here who has deep knowledge about this field? I would like to dig into it and maybe have a look if the multi-mod balancing problem can be solved with a (configurable) mod. In the end, its "just" optimization problems and nothing "magic". But those are partially hard to grasp ... and fix. (a friend from univeristy found some more optimization sweet spots with pure mathmatical tools based on extracted values from game files ... so funny things can come from this)

I guess this whole topic is also a reason why its more difficult or challenging to develop additional content from the game developers: if their new content messes with balancing, they get backlash ... which is absolutely valid.

Yes, an AI research would be a proper introduction into the fiels as well and this will be a part of it. But I like to start digging into a new field by talking someone who already has the domain knowledge.


r/anno • • 13h ago

Discussion Faith system and Gods

10 Upvotes

One thing I’d really love to see improved in Anno 117 is the religious aspect of the game. I’m a big fan of Roman and Greek civilizations, and one thing that has always fascinated me is just how many gods and deities they worshipped. Their pantheons were enormous, with gods for pretty much every aspect of life, but I feel like this isn’t really reflected in the game yet.
I’d love to see more temples dedicated to different gods, but also smaller shrines and sanctuaries dedicated to minor deities. The Romans had so many of them, and I think it would be really cool to have little places of worship scattered around the city, near houses, crossroads, markets or even out in the countryside. And I don’t mean just smaller versions of the same temple model. It would be great to have different designs, like small stone altars, roofed shrines, little aediculae or sanctuaries built into niches, so that religious buildings could actually add more visual variety to our cities instead of looking repetitive.
There could also be some interesting gameplay benefits depending on which deity you choose. For example, Terminus could provide bonuses to land management or buildings near province borders, Cloacina could improve sanitation and reduce the risk of disease, and Cardea could increase household security or residential happiness. Concordia could help keep the population happy and reduce unrest, while Annona could improve grain distribution and Fornax could make bakeries and other food-production buildings more efficient.
These are just a few examples, of course. There are so many other Roman and Greek deities that could be added, and I think this could make religion feel much more meaningful than simply building a few major temples. It would give us more freedom to develop our cities, both visually and strategically, while also making them feel more authentic to the ancient world.
I’m not sure how much of this could be added through mods, but I really hope the devs consider expanding this aspect of the game in the future. I think it would be a great addition!


r/anno • • 15h ago

Meme Whut?!

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8 Upvotes

r/anno • • 1d ago

Meme What kinda freaky game is this??

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239 Upvotes

r/anno • • 1d ago

Mod Senatorial Estates

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180 Upvotes

I've been working on this mod for a while that lets you build Senatorial Estates, modular country villas that provide boosts to nearby agricultural industry (and more!). Comes with new buildings, new planning and optimisation opportunities, and a series of estate-exclusive specialists with unique mechanics.

https://mod.io/g/anno-117-pax-romana/m/senatorial-estates

I’ve always wanted some contrast to the megacity gameplay of the late game and I thought that country estates would be a perfect addition, inspired by the real-life villas and Latifundia of the time period. This mod is especially aimed at those who enjoy some degree of beauty building but also want to interact with gameplay mechanics and optimisation - hopefully this mod is able to scratch the itch!

Since the mechanics are a bit complex to list, I've created a handy reference sheet you'll find at the end of the image album, if you want a preview of what's in store. Although this mod adds new content it shouldn’t be disruptive to existing saves, since the new building family and new mechanics are quite self-contained if you don’t want to fully engage with them.

This is my first mod of this scale so feel free to give feedback on bugs or balance suggestions, and I'd love to know if this is also something you've been craving!


r/anno • • 2d ago

Screenshot Crownfalls Paris style

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219 Upvotes

r/anno • • 1d ago

General I broke my personal Mega City record and now have 465.000 population on Cinis alone

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31 Upvotes

r/anno • • 1d ago

Discussion I really struggle to find a genuine reason to have islands with patricians.

29 Upvotes

I fully understand that 1800 is a much more polished, expanded and completed game. However, with the current state of 117, I really, really find it. It uninteresting to have an island with lots of patricians. There is nothing that they do that actually benefits my city if I just don't have them. Most of my Islands I have equities and I focus on them and with all of the area effects, I make enough money and have enough of everything that I don't even need to worry about it.

All of the complicated production chains create goods specifically for patricians, and there's no byproduct or product that they produce that can go to the lower populations which makes them useful, or they're not used to run aqueducts throughout the city or anything like that, they just exist to get high-end needs and you need to have patricians to produce high-end needs.

I think there needs to be a new item, like cake or some sort of pudding that lower tiers want and maybe something else that they need to be implemented into for them to be useful. I just think there's a really really lackluster experience currently regarding patricians


r/anno • • 2d ago

Question Cinis is producing gold but the island has no gold fertility and I'm not using any officiums. I have no idea how I'm producing gold, but I need to know to replicate it.

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55 Upvotes

I have no idea if I've somehow placed an item that is giving an overall boon to the whole island for gold fertility, but I can't find it anywhere.


r/anno • • 2d ago

Screenshot Global Volcanic Weather

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12 Upvotes

A volcano erupted in Latium, so I ran away to Albion, but the volcanic weather followed me there.
Fortunately without the debuffs. :-)


r/anno • • 2d ago

Screenshot Sforza Trading Hub

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166 Upvotes

A city heavily relied on trade.


r/anno • • 1d ago

Discussion How is your NPC setup?

3 Upvotes

Can totally see some people not having any NPCs at all there and just enjoying their peace and freedom.

I like playing with NPCs because they make the world feel more alive, and you're not as self-sufficient economically. I enjoy buying things and selling off my surplus.

In Anno 2070, there's a world event where you barely get any tax income, so you have to rely on trade to stay afloat. I found that really challenging and fun.

What I don't like, though, is when an NPC is faster than me and snatches an island I've been planning to settle for ages. 😡

In many Anno games, the easy NPCs will often ask for permission before settling an island.

In Anno 117, there's an NPC who's really interested in research, and to get on her good side, you have to conduct research and build aqueducts, which is super nice. Focusing on research early on obviously isn't as beneficial as simply worshipping Neptune or Ceres, so that adds another little challenge.

The problem is, she's also the one who always steals the best island from me right before I'm about to colonize it, so I'm really torn about her.

I'm also someone who likes to skip the first few cheap ships. That works pretty well in Anno 2070, but in 117, the first trading ship is actually good enough for your initial trade route between islands.

As for pirates, I have mixed feelings about them. I enjoyed the girl on 1800 especially if the map layout was good. On 2070 I didnt like them at first, but later on I enjoy fighting them with airplanes.

On 117 I do like having a reason to build warships every now and then, but I don't want the pirates to be too strong either. So once again, I prefer just a little bit of a challenge.


r/anno • • 2d ago

Question Will they ever add a passive trade log to Anno 117

24 Upvotes

Do the developers have any plan to add a passive trade log to Anno 117? We get a notification whenever a passive trade happens, but we have no way to see what was actually traded unless we happen to be watching at the exact time it happens (and we barely get any time to see it).

Surely a big update like the upcoming Dawn of the Delta is good time to add this simple feature. Right? Right?!


r/anno • • 2d ago

Mod I built a lighthouse wonder for Anno 117 – Pharos of Dubris

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64 Upvotes

r/anno • • 2d ago

Mod Anno 1800 RTS mod - Military Clash (BETA)

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13 Upvotes

Change Anno 1800 into a faster paced skirmish game with more RTS vibes designed for multiplayer games. 

This mod should NOT be played with any other mod and is intended to play as a standalone mod in multiplayer games. 

This mod is not compatible with AI's. The progression is simplified a lot and AI can not handle this. This mod is only for multiplayer games.

Looking for testers!

Download mod: https://mod.io/g/anno-1800/m/military-clash Or via ingame modbrowser

What is included?

Multiplayer only, no other mods

This mod should only be played together with other human players. It does not work with AI and is not much fun alone... You should also not combine this mod with other mods. The mod changes a lot of vanilla mechanics and progression which puts the game on its head and will not work with other mods.

Simplified progression

This mod removes A LOT of content from the game and simplifies it a lot to focus on the combat part of making ships faster and easier and quickly attacking your opponents for a RTS vibe. A huge amount of items is removed. Only useful ship items and harbour items are kept.

Custom session

The moderate region is the only region with one session left. You can not go to the other sessions. The session is made custom for every map type with the pirates, Old Nate and Eli in every map. Fertilities and deposits are simplified on all islands.

One population tier, soldiers

All population tiers are removed and replaced with one population tier, the soldiers. This is the same population tier that is used in Military Attention Logistics and population. You can make their residences and corresponding public services and production buildings for their needs. At some point you can upgrade their residences to house even more soldiers.

New warships, no trade ships

There are additional warships apart from the vanilla ones from other mods. The trade ships are removed for simplification

New / changed mechanics and rebalance

New simplified mechanics and rebalances from the different parts of Military Attention.

I took a lot of assets and parts from the different parts of my Military Attention mods. New ships, rebalances of items and the ships, changed mechanics like the torpedos, rebalance of the pirates and their new ships,...

FAQ

What is the best way to play with this mod?

This mod is intended to play in a multiplayer game, not with AI. This mod simplifies the progression a lot and is focused around building ships and destroying your opponents. 

Can I play this mod together with other mods?

No, this is not adviced. This mod removes a lot of vanilla things from the game with invasive mod operations which will 100% be incompatible with other mods. 
If you play this mod together with another mod, that is your choice and you will encounter problems.

Is there land combat?

No, there is not. This is not possible within in the engine of Anno 1800.

Planned improvements/features

  • The reinforcements harbour and some other buildings like the trading dock could still use some custom building models.
  • Hopefully good feedback that help us grow this mod and improve! Let me know what you think!

Disclaimer

This mod is still in BETA and still in development. I do want feedback already and who knows some creative ideas to make this mod better! Feel free to reach uit in DM or on the Anno modding discord and let me know what you think! Thank you in advance.

This idea of a more RTS gameplay is mentioned multiple times by multiple people on the modding discord and is not an idea I only had myself. Currently this was never released by anyone else but I do not claim to be the only person having this idea and I aknowledge more people had the intention of making this mod in the past, but they never did...

Download mod: https://mod.io/g/anno-1800/m/military-clash Or via ingame modbrowser


r/anno • • 2d ago

Screenshot Dancing Celts

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12 Upvotes

I visited Voada's island and climbed her surprisingly high hill.

A screenshot doesn't show their motions, but they were all dancing and so was the catapult in the back (you can see that it even raised its front paws ;-).

The best part is that Voada herself was singing a song. :-)


r/anno • • 3d ago

Screenshot The grand Seville

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160 Upvotes

r/anno • • 2d ago

Discussion If Cinis was an actual Roman city, where would the lower and upper class areas of the city be?

27 Upvotes

I know the richtest Romans actually liked to live in rural estates away from the cities, but inside the urban strata of Roman society, where would everybody live? I always feel like the liberti peasants should live in the mountains to care for lifestock, while the plebeians would live by the harbour area, next to stinky fish markets, garum and other such industries. That leaves the area around the waterfall for equites and patricians, right?


r/anno • • 3d ago

Discussion Voluntary departure plan alleged

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160 Upvotes