Anno 1800

Anno 1800

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Starting a new game...
What mods do you suggest?
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Showing 1-12 of 12 comments
Primigenia Jul 6, 2024 @ 6:50pm 
not a fan of mods honestly for 1800, I found the game very balanced and gameplay rich on its own
BMW-POWER Jul 7, 2024 @ 8:00am 
The game is very good, also with or without DLC's.
Do you play with any DLC?
No need for any mods.
kmmacman Jul 7, 2024 @ 5:47pm 
Large ports
Move oil, gas and clay deposits
Increase ship capacity
No rivers in New World
Giacomo Volpe Jul 8, 2024 @ 10:47am 
Originally posted by kmmacman:
Large ports
Move oil, gas and clay deposits
Increase ship capacity
No rivers in New World

Thank you. Finally someone that actually suggested some mods. But I think I'll keep the rivers.
Giacomo Volpe Jul 8, 2024 @ 10:49am 
Originally posted by BMW-POWER:
The game is very good, also with or without DLC's.
Do you play with any DLC?
No need for any mods.

I asked for suggestion on some mods. I didn't asked if the game should be played with or without mod. By the way I have every DLC. I player and done pretty much everything. I wanted to try something new that mods could add.
Giacomo Volpe Jul 8, 2024 @ 10:52am 
Originally posted by Primigenia:
not a fan of mods honestly for 1800, I found the game very balanced and gameplay rich on its own

I asked for some suggestion on mods, not If you enjoyed playing with mods or not. I may sound like an ♥♥♥♥♥♥♥, but... come one it was an easy question.
Tankfriend Jul 8, 2024 @ 11:19am 
My current mod list:
Combat Overhaul: 01 Ships
Pellets Powerplant [Green Energy]
Mayan Treasures
[Addon] Additional Oil Tankers
Hackner's Enbesa Mail Integration
Unlock Coal Mine at 1 Worker
Colossus of the New World: Finding Mayabeque
Item buildings affect entire island
Oil and Gas Power Plan Range Adjustments
New World Tourism
AJ's 1805 - Ships of the Line
Research Everything
Townhall-Monument

jje1000 Mods:
City Hall
Municipal Theatre
Gymnasium School
The Queen's Clocktower
New World Cathedral
Grand Monuments
Street Trees and Mediterranean Foliage
Jorgensen's Church (Church Skin)
Tramp Steamer (Cargo Ship Skin)
Cathedral of Commerce (Bank Skin)
Gas Works
Palace Increased Range

Kurila Mods:
Extendend Agriculture Modules
Industrial Low Tier Production
Large Fishery

Taludas Mods:
The Wholesome Hacienda Overhaul
No Explosions
River Slots OW/NW
Riverslot Buildings OW/NW
Glasshouses for Orchid Farms
Arctic Captains
Free Farmfield Placement

Jakob Mods:
Nate's Windmill
Biogas Production
Pescatarians
Alternative Needs
Jakob's City Variations
Jakob's Industrial Cities
Jakob's New World Cities

Spice It Up Mods:
Oil Pier
Bigger Harbour
Harborlife
No Cultural Module Limits
Culture Module Placement by Radius
Electric Lighting
Unlimited Itemtrade
Arctic Quay
Ship Capacity
Warehouse Storage
Item Buildings Increased Radius
NW Commuter Pier
Enbesa Trader
Bigger Gas Pump Radius
Bigger Oil Pump Radius
Enbesan Commuter Pier
Commuter Pier at Workers
Cargostorage
Arctic Commuter Pier

As far as the packages go, I'd recommend taking a look at Spice It Up, Taludas and Kurila mods. They can add a lot of quality of life to the game, especially once you pass into the late Investor gameplay, where things just escalate, and you're thankful for every building you don't have to click into life because you have larger buildings, or more possibilities to increase efficiency.
jje1000 mostly offers additional eyecandy megabuildings, so is optional.
The individual mods section is a mixed bag of quality of life and more variety to the game. "Colossus of the New World" is noteworthy, as it adds another New World session that contains a New World version of Crown Falls (just in case Manola is too small for you...).
Last edited by Tankfriend; Jul 8, 2024 @ 11:29am
Giacomo Volpe Jul 8, 2024 @ 11:33am 
Originally posted by Tankfriend:
My current mod list:
Combat Overhaul: 01 Ships
Pellets Powerplant [Green Energy]
Mayan Treasures
[Addon] Additional Oil Tankers
Hackner's Enbesa Mail Integration
Unlock Coal Mine at 1 Worker
Colossus of the New World: Finding Mayabeque
Item buildings affect entire island
Oil and Gas Power Plan Range Adjustments
New World Tourism
AJ's 1805 - Ships of the Line
Research Everything
Townhall-Monument

jje1000 Mods:
City Hall
Municipal Theatre
Gymnasium School
The Queen's Clocktower
New World Cathedral
Grand Monuments
Street Trees and Mediterranean Foliage
Jorgensen's Church (Church Skin)
Tramp Steamer (Cargo Ship Skin)
Cathedral of Commerce (Bank Skin)
Gas Works
Palace Increased Range

Kurila Mods:
Extendend Agriculture Modules
Industrial Low Tier Production
Large Fishery

Taludas Mods:
The Wholesome Hacienda Overhaul
No Explosions
River Slots OW/NW
Riverslot Buildings OW/NW
Glasshouses for Orchid Farms
Arctic Captains
Free Farmfield Placement

Jakob Mods:
Nate's Windmill
Biogas Production
Pescatarians
Alternative Needs
Jakob's City Variations
Jakob's Industrial Cities
Jakob's New World Cities

Spice It Up Mods:
Oil Pier
Bigger Harbour
Harborlife
No Cultural Module Limits
Culture Module Placement by Radius
Electric Lighting
Unlimited Itemtrade
Arctic Quay
Ship Capacity
Warehouse Storage
Item Buildings Increased Radius
NW Commuter Pier
Enbesa Trader
Bigger Gas Pump Radius
Bigger Oil Pump Radius
Enbesan Commuter Pier
Commuter Pier at Workers
Cargostorage
Arctic Commuter Pier

As far as the packages go, I'd recommend taking a look at Spice It Up, Taludas and Kurila mods. They can add a lot of quality of life to the game, especially once you pass into the late Investor gameplay, where things just escalate, and you're thankful for every building you don't have to click into life because you have larger buildings, or more possibilities to increase efficiency.
jje1000 mostly offers additional eyecandy megabuildings, so is optional.
The individual mods section is a mixed bag of quality of life and more variety to the game. "Colossus of the New World" is noteworthy, as it adds another New World session that contains a New World version of Crown Falls (just in case Manola is too small for you...).
Thank you soo much!
kmmacman Jul 8, 2024 @ 6:47pm 
Originally posted by Giacomo Volpe:
Originally posted by kmmacman:
Large ports
Move oil, gas and clay deposits
Increase ship capacity
No rivers in New World

Thank you. Finally someone that actually suggested some mods. But I think I'll keep the rivers.
Your welcome.
If you keep the rivers then get the mod that allows you to build river slots they are pretty handy items.
Another very useful mod is the clean energy one. You make sawdust into pellets that are burned for electricity. Has a pretty large coverage area too.
Giacomo Volpe Jul 9, 2024 @ 9:57am 
Originally posted by kmmacman:
Originally posted by Giacomo Volpe:

Thank you. Finally someone that actually suggested some mods. But I think I'll keep the rivers.
Your welcome.
If you keep the rivers then get the mod that allows you to build river slots they are pretty handy items.
Another very useful mod is the clean energy one. You make sawdust into pellets that are burned for electricity. Has a pretty large coverage area too.

Neat.
Tankfriend Jul 9, 2024 @ 11:40am 
Concerning the river slots, it's these two I also have on my mod list:
River Slots OW/NW
Riverslot Buildings OW/NW

They copy-pasta the river slots from Enbesa to the Old World and New World, and add more variety of buildings you can build on them. There's things like a waterwheel-based small powerplant, more powerful versions of existing buildings like the sawmill, and a few coastal buildings you can build inland on river slots, like the fishery and fish oil production.

These are also very useful picks from the list:
Industrial Low Tier Production
Large Fishery

They add a variety of more powerful versions of low-level production buildings, like the fishery, schnapps distillery, butchery etc. The best thing: Not only do they concentrate production capacity into fewer buildings - they also come with new visuals that integrate the buildings into the existing visuals very well.

These picks are kind of self-explanatory:
NW Commuter Pier
Enbesan Commuter Pier
Arctic Commuter Pier
Commuter Pier at Workers

They add Commuter Piers to all the other regions that don't normally have it, and the last one lets you build Commuter Piers at Workers level, instead of Engineers.
Even though this devalues the commuter pier function of the airship airport in the New World, and having piers already at Workers (rather than at Engineers) very much makes the game easier earlier, the quality of life added by these is just immense, since you no longer need to rush to Engineers, and then re-distribute your economy once you have piers.
Nostromo Jul 10, 2024 @ 6:03am 
Mods corrupted my last game, so..
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Date Posted: Jul 6, 2024 @ 6:03pm
Posts: 12