![anno 1800 wiki happiness anno 1800 wiki happiness](http://motionkontor.de/wp-content/uploads/2019/05/anno5.jpg)
- Anno 1800 wiki happiness install#
- Anno 1800 wiki happiness upgrade#
- Anno 1800 wiki happiness series#
Culture can be built by placing ornaments or through the Zoo and Museum buildings, which can add more exhibition segments to their surroundings. Nature is the amount of open grounds and forests that are left on a certain island, while Festivity marks special events where the populace holds festivals and such. There are positive and negative elements to attractiveness.Ĭulture, Nature and Festivity contribute to a positive attractiveness score. AttractivenessĪside from just meeting the needs of the people, Anno 1800 also balances an attractiveness system to get people to move in. By using an influence score, the player can adjust one of the three articles, by replacing them with propaganda. Three front page segments will affect the people in a positive or negative way. NewspaperĪt certain intervals, a publisher will ask the player to print a newspaper that can affect the colony’s happiness or needs. This leads to having specific residences throughout the map, to service buildings of certain tiers. Workers do not perform Farmers’ duties and so on. Upgrading a tier removes the populace number from the previous tier. The tiers each originate from the Farmer’s Residence building and can be upgraded by meeting specific needs of stored products and a vicinity to services, like schools. WorkforceĪ primary gameplay element in Anno 1800 is the separate, specific workforces that each production building requires. Players erect a competing business on a separate island and attempt to work off a funeral debt in the first chapter. The player protagonist is cast out in a family argument with their uncle, Edvard Goode. The story revolves around a family business, where the death of the patriarch sets off a power struggle. CampaignĪnno 1800 has a campaign that spans four chapters. There are three main segments in Anno 1800: A campaign, a sandbox mode and a multiplayer option that holds up to four players. Fertility can differ on the starting map, called The Old World, and a second map, South America. Every island has a certain amount of fertile grounds for specific products, which enables a trading mechanism.
Anno 1800 wiki happiness series#
The game focuses primarily on workforces and the budding technological advancements of colonial times, from farming to factory work.Īs with previous installations in the series, the goal is to colonize a series of islands, meet the needs of a growing and more demanding population, while eventually expanding to other settlements.
Anno 1800 wiki happiness install#
You need to install the mod loader (can be found on gitthub) and put the assets.xml file of the mod into your \UbiSoft\Ubisoft Game Launcher\games\Anno 1800\mods folder (or whereever your Anno 1800 is installed), including subfolders, which are in the zip file, just make sure you don't have anduls-needs\anduls-needs\ twice.Anno 1800 is the seventh main iteration of the city building simulation game, not counting spin-offs, developed by German studio Blue Byte.
![anno 1800 wiki happiness anno 1800 wiki happiness](https://vignette.wikia.nocookie.net/anno1800/images/4/43/ClipperScreenshot.jpg)
Anno 1800 wiki happiness upgrade#
I'm also unaware, how the AI responds this changes, but at least the AI seems to upgrade its population. I also did not test this mod with the new DLC yet, where receipies require some low level work force, so I don't know if is balanced with these DLCs.
![anno 1800 wiki happiness anno 1800 wiki happiness](https://i.ytimg.com/vi/h6NJvzNfvbM/maxresdefault.jpg)
There were no Items changed, so it might be unbalanced. I also tested that with every good can be made a profit, even if the income was lowered.
![anno 1800 wiki happiness anno 1800 wiki happiness](https://vignette.wikia.nocookie.net/anno1800/images/e/e2/CoachmakersScreenshot.jpg)
Also adapted was the amount of inhabitant influx per good, to stick at the fix level (10,20,30,40) for upgrading houses. To account for the increased income and happiness the values were adapted, such every house produces about the same amount of money and happiness as in vanilla. Now all buildings are required by higher tiers (Marketplace, etc.) There are two exceptions: Sewing machines are not required by investors (no change to vanilla) and work clothes were also not altered. The scaling is loosely based on the scaling of the inhabitants of each house (30,40,50). The amount of required goods is scaled by a factor = 0.7 related to te previous tier. No changes had been made to other parts of the map (New World, Land of Lions). I got inspired by Maug Bedürfnis -mod and I also aware of the Persistent Needs mod.Īll goods are now required by all higher tier of populations in the Old World. This mod is not the first mod of its kind. This mod changes needs of the population in the old world like 1404, so all higher levels of population requires goods from lower levels, including buildings.