Play Anno 1800 for free from November 2nd – 6th!

Hey Anno Community – and everyone who wants to join it!

You can try Anno 1800 for free on PC from November 2nd to November 6th!

The ideal opportunity to tell your friends and acquaintances about your time in the 19th century. Build cities together, set up trade networks, discover new regions and vie with competitors for the control of the seas.

With this Free Weekend on Ubisoft Connect, Epic Games Store and Steam you will be able to access the full base-game of Anno 1800 and play solo, PvP or co-op with others!

Love it so much you want to keep playing – or successfully convinced your friends? – Just make use of the current discount on the store and simply continue your savegame where you left off!

And if you’re looking for additional challenges or more options to beautify your cities, there’s loads of content to discover. Grab the full Anno 1800 experience with the Definitive Annoversary Edition or pick and choose which DLC and Cosmetic DLC you want to add to your game!

Enjoy the Anno 1800 Free Weekend – and don’t forget to tell your friends!

The Anno 1800 Modding Contest

Hey Anno Community,

With great excitement we’ve followed the growth of the Anno 1800 hub on mod.io in particular, and the discussions about mods and modding in general that our August-Update created.

We’re very happy that both the mod creators in our community, as well as our players were so quickly on board with the mod browser we added together with the great team at mod.io.

Plenty of fantastic creations have been added since and we would love to see even more!

So, as a little incentive, we’re starting Anno 1800’s first ever modding contest!

Even better: You can win fantastic hardware prizes from MSI!

Let’s first give you a quick summary of the contest and its rules, however:

  • The modding contest will run from today (October 23rd) until November 30th
  • The theme that your mod will have to be at least partially related to is “the New World”.

Additionally, there are some restrictions for legal reasons, and we ask you to carefully read the official rules by following this link. You will need to accept these rules in order be eligible to win. In short:

  • You will need to create a completely new mod to participate and can’t enter with an existing mod.
  • Participants will have to live in Europe (see rules document for the full list of countries).
  • Participants will need to be at least 16 years old.

What can I win?

As mentioned at the beginning, MSI has graciously sponsored the prizes for this modding contest.

In total, together with our friends at MSI, we’re awarding the 5 best mods each with a mouse and mousepad combo: The Clutch GM51 Lightweight Wireless Mouse and the Agility GD72 Gleam Edition Mousepad.

In case you’re teaming up with another modder (see participation rules below) and your mod wins, each of you will get the MSI prize bundle.

How do I participate?

Below we’ve listed the requirements for participating in the modding contest and to for you to eligible for a prize.  Make sure to also check the full rules for the contest.

Step 1:
Create any type of mod for Anno 1800. The only limitation is that the mod has to be in some way related to the “New World” but in which way is up to you.

Step 2:
You can team up with up to 1 other person (i.e. you can form 2-person teams) to create your mod.

Step 3:
Within the time limit (until November 30th), send a us download link to the finished mod via email at anno-community@ubisoft.com

Step 4:
Do not publish your mod (on Nexus, mod.io, GitHub, etc.) before the winners have been chosen (afterwards you’re of course free to upload it on any platform of your choice).

The winners will be chosen by a jury within the Anno team based on creativity, use of the theme and “usefulness” of the mod for players. We’re open for any and all creations: From ornamental to gameplay mods and from serious creations to funny or silly things.

Additionally, the winners will of course be featured on our channels upon conclusion of the contest.

We’re excitedly looking forward to what you’re coming up with and once again want to thank both MSI as well as our modding community for their support.

Ubisoft Entertainment SA collects and processes your personal data to allow your participation in the competition and to send prize(s) to winner(s). Learn more about the use of your personal data and about your rights here.

Union Update: Modder Spotlight – Taludas

Hey Anno Community,

Last week we shared a first modder spotlight, talking with Kurila about his way into modding Anno 1800 and what kind of mods he created so far.

Today, we’re happy to feature Taludas who you might know from the “Wholesome Hacienda Overhaul” as well as the “Riverslots” mods. Let’s get started!

Hello Taludas, hope you’re doing great! How did you get into modding Anno 1800? What was the reason you started?

I was incredibly enthusiastic about the IAAM mod for Anno 1404 which made numerous changes to the gameplay, and I also enjoyed playing with the ARRC mod in 2070 and for 2205 another Anno veteran created the “Revolution” mod.

Later I was particularly fond of Skyrim – I spent more time looking for mods, installing them and watching them than with actual gameplay – and my passion for modding was sparked to new heights.

For Anno 1800, it really started for me in autumn 2021, directly after the release of “Highlife”. The new complexity that was added was enormous and impressed me a lot. And that’s when my first mod idea was born: I wanted to integrate the new product Celluloid into the production chain for the souvenirs. And that quickly turned into more, a third good (Gold) should be added, and the whole thing should either be produced by Artisans in one of the new manufactories, or with cheaper material (brass) by Workers in the Assembly Line. The mod still exists today and was my first change of sides from mod user to mod creator.

After this first step, what did you work on next? What other types of mods have you done so far?

I love complexity in video games. In Anno, no production chain can be too hard for me, no need too much. I can spend hours coming up with new mechanics.

Especially since I didn’t know how to handle the graphics files at the beginning of my modding career, I preferred to bring in gameplay changes and use the original game graphic files for that. After the community developed the appropriate tools, the mods became more and more complex.

My first really big mod was the “Wholesome Hacienda Overhaul“. Since I didn’t agree with some of the design choices of the “Seed of Change” DLC, I invested a week’s holiday well and adapted and expanded the whole thing a bit.

In addition, I have already converted many of the islands of the Old World and incorporated them into the New World. Among others, Crown Falls, which is supposed to be the highlight of a new session in the New World at some point (video impressions: https://youtu.be/wSqFEBe8ZmY).

Through Taubenangriff, I came up with the idea of further island modifications: He planned the river building sites in the New World known from 1404 and 2070. So, I dug in and implemented the idea in the Old World. Add a few new buildings, like a sawmill and a river power plant, and the mod “Riverslots” was born. So far, it’s my biggest and most high-profile project.

 

Did you have any prior modding knowledge or specific skills (programming, 3D art, …) when starting to mod Anno?

Since I come from a completely different professional background, I really started from scratch.

So, in the beginning I had to get used to it: What is xml? How does the modloader work? How is such a graphic asset for Anno actually constructed? Then I learned everything myself bit by bit. Always step by step and with every project I learned something new.

In addition, 1800 is unfortunately not very beginner-friendly when it comes to modding. However, by now I know my way around quite well, have also got to know some new programs, e.g. Blender, and am deeper into the subject. But I’ll probably never become a programmer, I just don’t have the background for that, or the interest.

So, even after almost 2 years, I still make beginner’s mistakes again and again, which make me slap my forehead repeatedly.

You said yourself that you started from scratch and learned a lot over the years. What would you advise other players wanting to get into modding Anno 1800?

Look at other mods as templates! It’s best to start with something simple. In the meantime, we also have a quite extensive beginners’ tutorial, where you are guided step by step on the way to your first own mod.

And the most important thing: don’t get discouraged!  A lot of things are hardcoded, so, sometimes you have to discard an idea because it just doesn’t work. Also, when learning the tools developed by the community, you sometimes need a high tolerance for frustration, because some things are very specific (e.g. the command line tools, or the Blender plug-in for graphics editing).

But the most important thing is ideas! Anyone who has an idea that they would like to alter the game with, should simply get started. It’s a lot of fun and the community is super nice and helpful! We are happy about every new modder!

Just looking at the mod.io library, you already created quite a few different mods. Is there something that you’re working on right now?

I have a thousand ideas on my list! At the moment I’m mainly working on a new major project: “The Queen’s Gambit”:

  • All islands of the New World incl. Manola are reskinned and available in the Old World to get more variety in the map generation. Manola has a special place in this: it will be available as the second continental island next to Crown Falls in the Old World! However, not just like that: there will be a separate questline to obtain the island, which is initially owned by the Queen.
  • Two new monuments on the converted Manola Island: the Dam, which can supply the island with energy, and the Statue of Freedom, which plays a role in the questline. There, the goal is to gain independence from the queen. If everything works out, there will also be the possibility to defeat the rising separatists and thereby secure some interesting bonuses: You decide which side you will choose 😉

Apart from that, I’m also working on smaller projects from time to time, especially with the background of the community activities, changes to the existing mods are always necessary, so I always have something to do.  Be curious to see what else is in store for you!

 

Thank you so much for taking the time, Taludas. We’re indeed curious what else you got in store!

Like last time, we want to end this blog with a showcase of a specific mod – but we thought “let’s pick two” this time cause they both have something in common that we quite appreciated: They both not only change production chains but also attempt to add more realism to the game.

Let’s check out the “Forest Glass” and the “Glasshouses for Orchids” mods.

The “Forest Glass” mod introduces, as one might imagine from the name, a new production chain for glass: Use quartz sand and potash to produce glass – which historically then had a slightly green colouration. While not a way anymore to produce glass today, back then it was quite important for the Holy Roman Empire and a way to produce a good locally instead of having to import all glass from outside.

In Anno 1800, building the production buildings as well as woodcutters next to each other also provides you with some valuable buffs.

Talking about glass, the “Glasshouses for Orchids” mod replaces the orchid field tiles from the “New World Rising” DLC with greenhouses. Orchids are now grown indoors and harvested with slightly more care than a tractor would show… but you’re also losing the production boost that a tractor would provide.

That’s it for today’s modder spotlight! Check out Taludas‘ mods directly on mod.io or search for his mods directly in the ingame mod browser.

 

You would like us to feature your mod in a future spotlight? Reach out to us here in the comments or on Discord!

Union Update: Modder Spotlight – Kurila

Hey Anno Community,

With the mod browser now implemented for Anno 1800 on PC, adding community creations to your savegames has never been easier! We’ve been very happy with the reception following the release last week and hope many of you will give some of the fantastic creations from the Anno modding community a try – especially if you haven’t done so before.

Since we owe a big thank you to said modding community, we of course want to feature some of their creations on our channels. This of course includes the Anno Union, and today we’re not only featuring some mods, but also have an interview with their creator: Kurila!

Read on to learn how he got into modding and what he recommends to players who want to start creating mods.

Hey Kurila! Thank you for taking the time. Let’s start at the very beginning: How did you get into modding Anno 1800? What was the reason you started?

As is usually the case with modding, I wanted to try to implement my own wishes and ideas.

I had already modified existing mods before, but my first own mod was that farms with tractor barns have fast transporters like the electrified factories.

But that was only the start, as we know. What other kind of mods have you worked on so far?

So far, I have created mods that include completely new products and their production, such as smoked fish.

My aim has been to find a way to make fish interesting for engineers and investors.

I have also created mods that have expanded existing productions, for example, the production of schnapps and beer requires either clay or glass in addition to the existing products. Since their previous production was too simple for me.

But I have also created smaller mods that only involve minor changes, such as making the Arctic canteen also function as a warehouse.

Did you have any prior modding knowledge or specific skills (programming, 3D art, …) when starting to mod Anno?

I had no idea about modding at the beginning. I had been playing computer games since I was a child, but otherwise I had nothing to do with computer-related work. My beginnings with mods were with XCom2 where I had adapted values in existing mods, so it went on at the beginning also with Anno 1800.

But at some point, this was no longer enough to achieve my wishes and ideas, so I started to look at how I could achieve this myself.

So, having started from zero yourself, what would you advise someone who wanted to get into modding Anno themselves?

Not to be deterred because everything seems too complicated and incomprehensible.

You have to start small and then develop your work. Otherwise, it’s too easy to get caught up in complex processes without understanding the basic structure of the mods.

I was very sceptical at the beginning about trying to learn how to edit graphics as a person with no experience in 3d graphics, as it seemed so incredibly complex.

But with the help of other modders and their modding tools it is possible with patience and will to learn everything you need.

And, final question: is there something (new) you’re working on right now?

One of the mods I am currently working on is an extension of the production of clothing.

Sewing thread and Wool Fabric should have a relevant role in their production.

 

Thank you, Kurila! We’re looking forward to your future mods, making a complex game yet even more complicated 😉

At the end of today’s blog, we want to highlight one specific mod by Kurila, the “Production Works” one. In true industrial revolution spirit, this one is all about factories, adding for example a Cable Factory – with cables now being required for the construction of elevators as well as for the construction of various buildings, like Power Plants or Radio Towers.

Drinks now also need materials to produce the container it’s filled into: glass for bottles, wood for barrels etc.

You’ll also find more uses for Wanza Timber (from Land of Lions) in adjusted recipes as well as new needs for your population – like potatoes!

Check out Kurila’s mods on mod.io or search for his mods directly in the in-game mod browser.

 

 

You would like us to feature your mod in a future spotlight? Reach out to us here in the comments or on Discord!

Union Update: National Park Pack release day

Hey Anno Community,

it’s Tuesday, and release day! The new Cosmetic DLC National Park Pack is now available on all platforms (on Steam it will be available from 7PM CEST onwards as usual).

Build dedicated parks for your citizens or simply add hiking paths and picnic opportunities to already existing forests on your islands – and create lakes and little streams. This CDLC is all about being outside in nature. For your people used to ever-growing cities and industrial smog, this should be the ideal opportunity to relax and unwind.

 

There’s more releasing today than just the National Park Pack, so, let’s take a look:

Release Notes

Together with the National Park Pack, we’re also releasing patches for both PC and Console.

On Consoles, it addresses an “out of memory” issue on PS5 and potential causes for desyncs on all consoles.

On PC, aside from addressing two exploits, the loading times of the game with mods have been drastically reduced and we fixed the unbuildable area on one of the New World islands.

You can find the full Release Notes for Consoles here and for PC by following this link.

Mod Browser

Very importantly, players on PC will now also be able to make full use of the new integrated mod browser thanks to mod.io!

Scroll through the available mods either on the mod.io page in your browser or – even easier – in the game directly! Subscribing to any mod of your choosing will trigger the download. Check for each savegame which mods are used and leave an update or a nice comment on the mod pages for their creators.

For you mod creators, we’d love to spotlight your creations ingame and on the Anno Union, so, don’t hesitate to upload them to mod.io, too!

Read more about the mod browser here.

We also set up a subpage right here on the Anno Union with the mod browser itself as well as links to FAQs with more information and redirections for further resources. Check it out: https://www.anno-union.com/mods/

We’re looking forward to both your screenshots of newly created parks and lake areas, as well as feedback on the new mod browser!

Anno 1800 x mod.io – the mod browser is coming

Hey Anno Community,

You remember April, when we unintentionally released the integrated mod loader? Well, technically that was only one part of our modding support plans for Anno 1800 on PC, so, let’s talk about part 2 today!

Over the last months we have been working together with the team at mod.io on a more comfortable way to use mods: A dedicated mod browser for Anno 1800!

Not only will this enable you to find, activate and use mods much quicker than before, but it also gives all of you who are creating all those fantastic mods for Anno 1800 a spotlight right in the game!

mod.io partnership

To achieve this, we are partnering with mod.io, a platform for UGC (User Generated Content), who are already supporting over 150 other great games for millions of players. They helped us with integrating their browser into Anno 1800, ironing out any remaining issues and lending us their expertise for a smooth release.

“We’re thrilled to partner with Ubisoft, powering official mod support for Anno 1800. As a pillar of the strategy genre, it’s fitting that Anno continues to lead the way by providing players with new experiences, while celebrating its jubilee. Bringing mods to the forefront, to players in-game and on the Anno Union, we’re proud to collaborate with Ubisoft, and the creators they inspire,”
said Scott Reismanis, CEO and Co-founder of mod.io.

It’s been a pleasure working with the team from mod.io and we hope you’re all just as excited as we are for letting you use this new feature to customize your Anno 1800 experience to your needs with mods from our fantastic community.

Mod Browser Functionality

Let’s talk about this UGC solution for a moment then: The mod browser for Anno 1800 on PC will allow you to browse through all available mods directly within the game itself or in a web browser via the mod.io website. You can then subscribe to any mods you like, prompting an automatic download and install. The already integrated mod loader will make sure the mods are recognised by the game and activated.

On mod.io, where the mods are being hosted, all Anno 1800 modders can set up pages for their creations, add descriptions and images as well as and see statistics on ratings, downloads and subscribers. Leave them a nice comment if you enjoy their mods!

You can also have a look at the available mods directly here on the Anno Union. On this page you can also find further resources and an FAQ for everything related to mod support.

Next Steps

So, what are the next steps? We are planning to release the update with the mod browser on August 22nd at 3PM CEST, together with the “National Park” Pack Cosmetic DLC.

Already before that, however, starting today, our friends at mod.io and us will be launching the official Anno 1800 subpage on their platform. This will allow any of you modders to already upload your creations there and set up your pages – this way players can immediately find and use your mods on release day!

You can find the Anno 1800 hub on mod.io here: https://mod.io/g/anno-1800

Finally, and very importantly, we want to specifically say thank you to the group of modders who helped us test earlier versions of the mod browser integration and provided us with valuable feedback and bug reports. Your support was greatly appreciated and helped immensely with providing a much better user experience in the end!

This is an experiment for us, too, and we’re excited to release the mod browser in just a few weeks to further strengthen our awesome modding community!

The Anno Team

DevBlog: The “National Park” Pack Cosmetic DLC

Hey Anno Community,

Please grab your walking sticks and the picnic basket, we’re going on a hiking trip!

With the “National Park” Pack we’re leaving the city completely and are looking at the wild side of your islands – you left some space for recreation, right? In the Cosmetic DLC vote in 2021, the “Nature” Pack received many positive comments – and we also loved the idea of doing something different so much that it soon ended up in our plans for this year.

Along the hiking trail you might meet people sitting down to catch their breath or spot some wild animals, curious about who is making all the noise in their forest.

There also are some majestic trees to discover, as well as old ruins and grand rock formations.

And if the terrain just gets a little bit too rugged or swampy: Don’t worry, there are elevated boardwalks to keep your feet dry while providing a slightly better view on your surroundings.

Sometimes, however, you just want to sit down and grab a snack or simply rest for a moment. For that, you have multiple different options: A picnic in the forest, maybe even with pizza? Or do you rather want to sit down at the Hiker’s Hut and enjoy the reassuring feeling of having a roof over your head?

These more spontaneous rests aside, you certainly should not miss a visit to the “Eagle’s Nest” Café. Not only do they serve the probably the best coffee and cake in the whole national park, but the eponymous tower also offers a fantastic view over the area.

And what if it starts getting dark? Don’t worry, find a nice place to set up your tents, start a little fire and enjoy the sounds of nature. And if you made some friends along the way, why not set up a proper large campfire to share both food as well as spooky stories with them?

The lake system

Walking through the forest all day may of course become a bit tiring – you will want a refresher! And is it even a proper hiking trip if you’re not getting attacked by mosquitoes while camping? So, let us visit the lake now:

The “National Park” Pack comes with a modular lake system that lets you create both small rivers as well as larger bodies of water. Leave small islands in the lake – and maybe connect them with bridges for any adventurous hiker to reach. You can pick between 3 different bridge sizes, crossing 1, 2 or 3 tiles of water.

A lake with such a mountain panorama makes for a great view, don’t you think? Simply plop down a few tents for the full camping experience. Just beware of bears…

“How long is the hike going to last? Are we there yet?” we hear you asking. Well, the “National Park” Pack is planned to release on Tuesday, August 22nd. It’s going to be available for the usual price of 5€ – or regional equivalent – on PlayStation 5, Xbox Series X|S, the Ubisoft Store, Steam and Epic.

And as usual, we encourage you to check the descriptions of the individual ornaments by selecting them – only this way you learn about the great lightning storm of 1602!

We’re looking forward to what you’re going to create with these new ornaments. Maybe the “National Park” works well with elements of the “Old Town” Pack?

List of all ornaments

Below you can find a list of all ornaments of the “National Park” Pack Cosmetic DLC.

  • Trail Brunch – a picnic with friends and family
  • Pizza Picnic – What else would you bring on a hiking trip?
  • Campsite – Two tents and a little campfire
  • Tent
  • Campfire
  • Majestic Rock
  • Eroded Rock
  • “Eagle’s Nest” Café – Large forest café with watchtower
  • Ruined Tower
  • Feeding Station
  • Hiker’s Hut
  • Observation Point
  • Wanderer’s Rest
  • Gnarly Oak
  • Ash
  • Willow
  • Trail Sign
  • Small Wooden Bridge – crosses 1 tile of lake/canal
  • Wooden Bridge – crosses 2 tiles of lake/canal
  • Long Wooden Bridge – crosses 3 tiles of lake/canal
  • Hiking Trail
  • Boardwalk – a hiking path on stilts
  • Lake – with dark or light grass
  • Grass tile – light and dark

Union Update: Survey and live streams

Hey Anno Community,

we hope you all had a great start into the summerly month of July!

We wanted to give you a very short overview of what’s going on right now and coming up in the near future.

Anno Union survey

First, as a reminder: Right now, until the end of Sunday, we’re running a survey on the Anno Union website and our communication over the last years in general.

We want to know a bit more on how you use this website, if you liked our content and the way we presented it and if there’s anything you didn’t like or would like to see us improve upon.

Follow the link above for a short (about 10min) and completely anonymous survey. Thank you to all the people who already sent us their replies!

Annoversary Livestreams

We also continue with our plans for doing livestreams for every single Anno game:

Today, join Jan (Development Tester), Anastasiia (Junior UI Designer) and Oliver (Community Developer) for adventures in Anno 1701 – the first Anno title developed by Ubisoft Mainz (back then: Related Designs). We’ll be looking at the unique features of Anno 1701 compared to its predecessors and descendants and chat a bit about our daily work on Anno. Tune in at 5PM CEST over on twitch.tv/ubisoftbluebyte

Next Friday (14th), we’re diving into fan-favourite Anno 1404! Celeste (Community Manager) and Oliver are gearing up for a multiplayer match – with a twist: We’ll be relying on chat to decide where to settle, how to name our cities and what to build. Expect a tense high-skill match as you’re used to from our previous streams. Come and say hello! Same time, same place.

Upcoming Cosmetic DLC

Soon we will also have news on the upcoming Cosmetic DLC that some of you have already been asking about – and we’re looking forward to showing it to you! The DLC itself is scheduled to release in late August but we will have some first impressions very soon, and then the usual blog and the patch notes for the next Game Update in a few weeks.

Keep an eye on our channels!

Union Update: Upcoming livestreams & community spotlight

Hey Anno Community,

Today’s Union Update will mainly focus on a selection of great community creations in the “Spotlight” but first we want to announce two upcoming Annoversary livestreams:

  • The first will be an Anno 1503 livestream on this Friday, June 2nd, starting at 5PM CEST.
  • And next week Friday (9th) we’ll be following it up with an Anno 1602 livestream.

Our 1701 stream will likely happen towards the end of the month – we’ll keep you updated!

Community Spotlight

Today we have a very diverse Community Spotlight for you with multiple different pieces of community creations.

Let’s start with screenshots of the latest Cosmetic DLC: The “Fiesta” Pack.

First we have Tom D. who turned into a big fan of the purple Jacaranda trees and promptly distributed them all over his growing settlement on Manola:

Following that, we want to share Ionovia’s night-time screenshots (one of which we also used as a banner for today’s post)– including celebratory fireworks:

We also really loved Johnnyvanderzwaag’s “Deer in the forest” artwork they shared on Reddit:

A very cool surprise was recently posted by Taubenangriff, who shared almost 10min of alpha gameplay footage from their “New Horizons” mod for Anno 1800:

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To change things up, we’re travelling to the moon with AnnoEffect’s picture of their moon crater settlement from Anno 2205:

Finally, to prove that you can have Anno-related fun even outside the game:

We received an email with a fantastic recreation of the palace from “Seat of Power” – in Lego! The two Anno fans spent multiple months of turning over 100,000 stones into a 80kg heavy palace complex – complete with statues, park elements and a fountain. We were thoroughly impressed!

Last but not least, we have a piece of Anno 1602 nostalgia: Moebius created a rock version of the track “In the Beginning” which you veterans will surely recognise immediately:

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DevBlog: The “Fiesta” Pack Cosmetic DLC

Hey Anno Community,

 

It’s May, the weather is getting sunnier and warmer: This should hopefully put both you and your citizens in the right mood for the upcoming Cosmetic DLC – the “Fiesta” Pack!

Now, we have already included a teaser at the end of our “Anno movies” videos, meaning that it’s no big surprise anymore that the “Fiesta” Pack is adding a bunch of new ornaments for the New World. Considering it’s the second most important region in Anno 1800, we have seen the comments asking for more ornaments and more ways to customize your cities there.

As the name suggests, the “Fiesta” Pack looks on the bright sides (literally) of life with ornaments that add even more colour and prepare your public places for festivities.

The “Fiesta” Pack Cosmetic DLC is now available! You can now add a bunch of festive ornaments to your cities by purchasing it on the Ubisoft Store, Steam Store, PlayStation store or Xbox store for the price of 4,99€ or your regional equivalent.

Let’s have a look at what you can expect:

Ornaments

On the ornament side, our focus was on spicing up your public spaces, like your market place or other plaza-type locations. For this matter, the pack contains bright and colourful festive banners and the purple Jacaranda tree. Combine this with the new groundplates and some vendors like the Fruit Stall or the Mate Stall.

It’s also about providing more space for the local culture and heritage, for example with the Mesoan Memorial or the Sunwell. Round things off with a few cacti and flower beds and your people will thank you – provided they don’t get too close to those cacti.

Skins

We did not only include ornaments in the “Fiesta” Pack, however, but also skins for two existing buildings:

The first is the Market Place itself, that now not only features a bright purple paint, but also more colour on its pillars as well as a rounder shape with an open market space in the middle

The second building profiting from a visual make-over is the Chapel. Following the rest of the Cosmetic DLC, the new Chapel skin comes with clean white paint job and multiple coloured spots on its façade and windows.

Of course, that’s not quite all the content of the Cosmetic DLC, and you have probably spotted several more ornaments on the screenshots above – and, we’ll have a list of all its content below.

The “Fiesta” Pack will release in 2 weeks, on May 23rd, for the usual price of 4,99€. We’re looking forward to seeing your reworked New World cities! How do you plan on implementing the new skins and ornaments?

List of full content

  • New model variation for the Chapel (with standard and plaza groundplate)
  • New model variation for the Market Place (with standard and plaza groundplate)
  • Public Bench (3 variants)
  • Organ Cactus
  • Rosy Pincushion
  • Fence Post Cactus
  • Traditional Path (groundplate)
  • Traditional Terracotta (groundplate)
  • Fountain of Inspiration
  • Sunwell
  • Jacaranda Tree (3 variants)
  • Palm Tree (3 variants)
  • Summer Pavillion
  • Mate Stall
  • Tropical Fruit Stall
  • Market Cart
  • Fried Corn Cart
  • Mesoan Memorial
  • Bright Banners (modular system)
  • Exotic Flower Bed (modular system)
  • Traditional Wall (modular system)
  • Brick Arch