DevBlog – The Eldritch Pack CDLC

Boo, Anno Community – happy Halloween!

What better day to finally showcase one of the most awaited Cosmetic DLCs of all time in the history of Anno 1800? This is not a drill, you read that right in the title – our next Cosmetic DLC will be the Eldritch Pack! Those of you who have been following us for a long time have probably seen this name pop up a couple of times in the past, mostly during the Community Vote for CDLCs – and you probably know that it holds a special place in the hearts of the Anno team.

Last week, you might have seen a small teaser of what you will find in this new Cosmetic DLC, but are you ready to be spooked and let yourself get carried away by glimmering lights, twisted trees and gargoyle statues? If your answer is yes, then…

… Something wicked this way comes!

Forgotten places, mysterious statues and Gothic architecture

Let’s start with one of our favourite ornaments from this pack: nothing screams Eldritch (pun intended) more than the Forgotten Abbey you saw in our teaser, don’t you think? It seems that this place has been abandoned for years, becoming a distant echo of the past. Left in ruins, now overrun by nature and eerie tranquillity. Is that all there is? Those green, flickering lights on the quiet surface of the water suggest something else…

The Eldritch Pack would not be complete without gothic statues: did anybody say Gargoyles? Not only is there a Gargoyle statue in the pack, but you can also spot some gargoyles on the Gothic Fence, standing tall and peering into your deepest thoughts. Not to mention the majesty of the Statue of Lady Morningstar. Look at all that grace! 

For all the fans of gothic architecture and style in the Anno Community: this pack will be undoubtedly a dream – or a nightmare, if you prefer – come true. Once you decorate your cities with the new ornaments, you will find yourself wandering around the Dreamspire at dusk or sitting at the Wishing Well hoping for your desires to become reality.

Gothic ornaments call for Gothic building skins

Do not get fooled by the cheerful atmosphere around the Old Inn, as the thick fog can bewilder anyone when they least expect it. The Worker and Artisan residences, on the other hand, are surrounded by a strange tranquillity. However, we heard rumours about… ghosts? Weird figures have been spotted creeping into the night, making our residents’ dreams less sweet and more frightening.

Even the Hospital now seems to be changed, somehow. Is it just us, or does it look even more imposing than before? A thick, mysterious haziness surrounds it, hiding all its secrets from prying eyes. 

After all this ornaments & skins talk, it is time for our favourite part: Q&A with the Art Team! We asked some questions to Laura, Prop Artist on Anno, to get some insights on the creative process behind the Eldritch Pack.

What was the main source of inspiration for this pack?

It was a bit of a strange mishmash, on one hand all those lone Victorian spooky villas with their gorgeous windows, towers and verandas. On the other hand, the ornamental charm of gothic architecture and statues. It was clear we wanted Grotesques and Gargoyles and a lot of fog to surround suspicious standalone villas. From that point on, ideas just popped up and this CDLC happened.

What was the hardest ornament/skin to create? Why?

The hardest were the residence skins. This time around we decided to not only paint the skins, but to as well alter the geometry. We deleted most of the second buildings, leaving only one standalone house and then created a geometry kit to add new windows, verandas and towers. Designing those was quite challenging, especially the Artisan houses, since those have quite a different base building structure.

We have noticed there are quite a few secrets hiding in this pack. Although we won’t spoil the surprise here for the players, could you talk about your approach in their creation?

It was super fun obviously, it is always nice, after being dedicated to one strong theme for such a long time, to add some funny little details to bring it to life. There is not really one inspiration or anything, it’s more like… my mind is a huge alive Pinterest of all the stuffs I’ve seen, read and listened to, basically a culture melting pot of my time and circumstances and if prompted with a certain theme it just delivers back to me.

Are you an Eldritch/spooky stuff fan yourself?

Whilst I love the ornaments and the architectural designs as well as the general mood and colouring of it all, I can’t take anything remotely spooky myself. Real life and human beings are spooky enough as it is, no need for more horror than that. 😉

Which ornament and/or skin from this pack do you consider your favourite? Is there a particular reason?

I really love the Ruined Abbey. I love the idea of nature taking back those places, and I appreciate the beauty of those buildings. The idea of those grand architectural achievements coupled with wild overgrowing nature fascinates me. Also, I really love the set dressing, placing plants everywhere and making it look all green and wild… just love that.

I really like the big spooky tree, too, since it’s based of one of the 1000-year-old oaks from Ivenack, a childhood place I used to go to a lot, so it holds a special place in my heart.

And then there is the Asylum. I just love how it turned out so imposing and it was a great fusion of minds between our concept artist Damian and me. I really love how working on assets together and having great concept art like that one takes a design to a whole other level.

What’s left to say? Get ready for a treat – no tricks here, promise – because the Eldritch Pack Cosmetic DLC will be available starting from 14th November on PC and consoles, for usual price of 4,99€ or your regional equivalent.

We cannot wait to see your spooktacular creations with the new Eldritch ornaments, we can sense they are going to be terrifying – in the most amazing way, of course.

We hope you are looking forward to the CDLC release as much as we are! For the bravest and the detectives amongst all of you, a quest awaits: will you find all the secrets hiding within the Eldritch Pack?

List of full content

  • Forgotten Abbey
  • Dreamspire
  • Cathedral Square
  • Wishing Well
  • Dead Tree
  • Twisted Tree
  • Gargoyle
  • Statue of Lady Morningstar
  • Fiery Lantern
  • Fire Pit
  • Stone Bench
  • Nostalgic Pavement (3 variants)
  • Ornate Pavement
  • Gothic Fence (modular system)
  • Black Gate
  • Victorian Skin for Worker residence (4 models)
  • Victorian Skin for Artisan residence (4 models)
  • “Old Inn” Pub Skin
  • “Asylum” Hospital Skin

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.

Discover the new Definitive Annoversary Edition

Hey Anno Community,

It’s been a while since Anno 1800’s release and over the last years we released a lot of content. It’s time to bundle all those DLC in a “mega pack” of sorts, right?

Let us announce the “Anno 1800 Definitive Annoversary Edition” which includes all DLC content for the game, including all Cosmetic DLC. The perfect bundle for that one friend who doesn’t yet own Anno 1800!

Additionally, we’re releasing a new Gold Edition and a second Cosmetic DLC bundle.

When, you might ask? Well, today, October 17th!

Let’s take a more detailed look at these new digital editions and bundles:

Anno 1800 – Definitive Annoversary Edition

This new complete includes the Anno 1800 base game, all 4 Season Passes, all Cosmetic DLC and the Deluxe Pack. In short: it includes all types of DLC that we have released and will release for the game. The Definitive Annoversary Edition is priced at 129,99€ (or regional equivalent).

Anno 1800 – Gold Edition

The Gold Edition includes the base game, all 4 Season Passes and the Deluxe Pack. This means this edition focuses solely on gameplay DLC – but of course gives you the option to buy the Cosmetic DLC separately. The new Gold Edition is priced at 99,99€

Anno 1800 – Cosmetic Pack Bundle 2

This new bundle contains Cosmetic DLC 7 to 16 and is priced at 39,99€. This comes in addition to the already existing Cosmetic Pack Bundle that includes the first 6 Cosmetic DLC.

 

These new digital editions are available right now and the “Definitive Annoversary Edition” and “Gold Edition” will replace the “Anno 1800 Complete Edition Year 4” and “Gold Edition Year 4” in the Ubisoft Store, Epic Store and Steam Store.

Now, the ones of you with keen eyes will likely have spotted this very quickly: 16 Cosmetic DLC? And indeed, we can confirm that we’re planning to release three more Cosmetic DLC. These are already included in the price of the new editions and will release throughout 2024.

We can’t share more details on these future Cosmetic DLC quite yet – that will have to wait till 2024 – but maybe we’ll have a first little teaser at the end of this year? We shall see…

 

So, if you know someone who (shockingly!) does not yet own Anno 1800 or if you always wanted to give those Cosmetic DLC a try: This is as good of an opportunity as any!

Union Update: New date for the modding livestream

Hey Anno Community!

 

We wanted to give you a brief update on the modding-related livestream that we announced in late September.

The livestream has found a new home(-date): Tuesday next week (October 17th) starting at 5PM CEST / 3PM UTC / 11AM EDT. As usual, the livestream will happen on twitch.tv/ubisoftbluebyte

Community Developer Oliver will be joined by Studio Technical Director Kevin and Lead Tools Programmer Jakob, talking about the mod support update for Anno 1800 and showcasing some mods from the community.

 

We’ve also seen the occasional discussions about what the next Cosmetic DLC might be about… well, we have to ask for a little bit more patience but in late October we’ll drop the first teasers on our channels, so: stay tuned! We had a lot of fun with this one in particular.

 

That’s it in terms of news for now, but we’ll have a few more things happening till the end of the year. You’ll definitely hear about them here on the Anno Union.

Union Update – Upcoming stream & Community Spotlight

Hello Anno Community,

In the past weeks we have seen the Anno modding community grow bigger and bigger, with over 300 mods uploaded at mod.io and hundred thousands of downloads: from additional ornaments and cosmetics to more technical mods that add even more complexity to the game (not for the faint of heart!).

After a break from live streams during summer, we decided to dedicate our next one to mods. If you would like to join us, then clear out your calendars for Friday 29th of September from 5-6 PM CEST: Oliver (Community Developer), Kevin (Technical Director) and Jakob (Lead Tools Programmer) will show how the built-in Modloader works, while giving some dev insights and showcasing some mods.
Please note that the livestream had to be postponed, we will communicate a new time soon.

Community Spotlight

After showcasing the modding works of Kurila and Taludas, we thought of switching the perspective for today and show off some modded screenshots, together with some other interesting posts we have seen in the past few weeks on Reddit and Discord.

Let’s start with this screenshot by Mithaldriel, shared on the Annoverse Discord: this New World city almost looks like a painting, so lively and colourful. If you are wondering where these houses are from, then go check out the Jakob’s New World Cities mod on mod.io!

This modded capital city by domis_cze does not only count up to over 100 hours for its creation, but also over 100 mods! This overview of the city is quite breathtaking, and if you wish to see more make sure to go check the full collection of screenshots on Reddit. Plus, if you would like to know which mods have been used, domis_cze will help you out.

What about this video showing off this beautiful metropolis by Lumpi? A magnet for tourists! We don’t know about you, but the Anno Team would love to visit this place – we can see ourselves strolling through the Old Town and visiting that mysterious castle. If you are curious about the mods used, Lumpi has listed all mod creators in the video description on YouTube.

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We all know that Anno goes hand in hand with math, but mafieth really impressed us with two interesting Reddit posts. In the first one, you can find an extremely useful spreadsheet of Needs Economy Analysis, that explains the economical impact of all production chains. Just by looking at that spreadsheet you can all understand that mafieth really likes data and math – but be prepared to be swept off your feet because there is more. From needs economy to the Ultimate Ship Analysis: in this post mafieth explains how each ship has a sweet spot of cargo load at which it achieves the highest possible throughput, and provides a detailed trade route calculator. As mafieth mentioned at the beginning of the post, trigger warning: a lot of math (and graphs, too!). Kudos to mafieth for creating such useful tools, we are sure the Anno Community will love them!

For our last feature of the day, we would like to show you this lovely National Park by Ancalagon-j on Reddit, who says “luckily I still had a little free space on Crown Falls!”. Well, it does not seem so little after all! Your citizen must be quite happy to have all that nature so close to their city.

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://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