Persistent Needs

⭐ — (97 endorsements) 📥 2,055 downloads 📌 v1.2 📅 1/26/2021
⚪ Last updated 2021

By loosa23 · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 3/27/2021 📅 Created: 1/26/2021

🔍 Analysis

  • 👍 4.7% endorsement rate — high engagement, a strong quality signal
  • 🏆 #189 of 300 Gameplay mods in this game by downloads

📋 About This Mod

Needs for goods in the Old World now persist through the higher population tiers. This means Artisans, Engineers and Investors now demand all goods of the tiers below them. Needs for public buildings are not changed. This mechanic is

Warning: !! This mod is not compatible with the submod "Royal Taxes Removed" from Spice It Up !!

General

As Anno 1800 was released I wondered why Needs vanish in higher population tiers. In Anno 1404 for example, Needs persisted, although consumption levels varied a bit per house through the tiers. This small mod aims to somewhat imitate that system for Anno 1800, while maintaining the vanilla population mechanics as far as possible and keep it balanced. The game gets overall more complex but you can achieve a higher income per house and greater happiness values. In sum, the difficulty will thus not change significantly.

Why play it?

You may ask, why should I play with that mod: Anno 1800 is complex enough, I do not need any aggravating adaptions? From my perspective, the core of Anno games are the production chains and their optimization. The fact that some (or most) of them simply vanish through the game gives you less possibilities to optimize and makes the end game somewhat boring. Additionally, the item system in Anno 1800 is built as if the Needs would not vanish, as there are many legendary ones which affect production chains or give you extra goods you no longer need once you got to these items. On top, this mod prevents "Investor Ghettos" to some extend, as you do need way more farmers, workers and artisans to keep your population happy and in the highest possible size. Admittedly, the latter does probably not come into effect anymore if you heavily optimize work force through items and palace.

Changes per good

  • []Fish

    Now additionally needed by Artisans, Engineers and Investors. Consumption and Income remains on workers level.[]Work Clothes & Schnapps

    Now additionally needed by Artisans, Engineers and Investors. Consumption and Income reduced to farmers level, as otherwise advanced games suffer.  []Sausages & Soap & Bread & Beer

    Now additionally needed by Engineers and Investors. Consumption and Income remains on artisans level.[]Canned Food & Sewing Machines & Fur Coats

    Now additionally needed by Investors. Consumption and Income remains on engineers level.[]Rum

    Now additionally needed by Investors. Consumption and Income reduced to artisans level, as otherwise advanced games suffer.

Other Changes

[]Due to the consumption reduction of Schnapps & Work Clothes the work force for these production chains is doubled to force more farmer residents. Rum production chain remains the same as Jornaleros must already be built in adequate amounts.

[*]Needs for public buildings remain the same as in vanilla. From my perspective simply constructing more public buildings adds nothing to the game. Additionally, the following adaptions would be far more difficult to implemen

📊 Mod Details

Game
Anno1800 Mods
Author
loosa23
Version
1.2
Downloads
2,055
Endorsements
97
Category
Gameplay
Created
1/26/2021
Updated
3/27/2021

🔧 How to Install Anno1800 Mods

Download from Nexus Mods.

📖 Full step-by-step install guide for Anno1800 →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Anno1800 commands, item IDs, and more.

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