Wow, didn't know Anno 1800 added an ingame mod browser, wasn't there the last time i played (like 1 year ago), that's really cool. I think its time to re install the game again!
@@alexandar2603 I tried the overlap removal one a while ago, I didn't like it. It just became way too powerful. Sure it was nice to be able to not have to deal with making things fit, but it just became crazy overpowered when some buildings were getting buffed by 6-9 specialists.
New to Anno! Tried it sever times over the years as i love the way the game looks. Your videos have actually helped me start to learn the nuance of this city builder. Thank you man!
The river slots is a game changer! I might use next play trough, but I’m not gonna abandon my 40 hours save yet. Thanks Taka and looking forward to the rest of this series
If you care for balance, I cannot recommend the mod. It's not balanced at all, and trivializes some parts of the game. If you don't care for that, it's a cool mod.
@@ThunteriseHi, Mod author of the river slots mod here. Where exactly do you think, the mod is unbalanced? River Slots are not easy to come by, not every island generates with them. Therefore the production output of the river slots buildings is higher. Apart from Electricity, my mod adds only sub-relevent goods to be produced: Timber, Clay, Flour, Fish (oil), Gold and Pearls are definitely not the high valuable goods that can be produced or circumvented with items easily and more efficient with a good trade union layout. For electricity, you need to keep in mind the limited range and the need to build your city specifically around one of the river slots. So for further development I would like to hear some more details of what exactly you think is unbalanced with this mod. Thanks!
@@taludas I've seen only the farmer and worker tiers so far, but they seem reasonable balanced. Yes they produce faster than the normal buildings, but mostly with more workforce or a tier higher. And with 4-6 slots on a large island that seems fair as well.
@@taludas Just installed the mod and, well.. first impressions.. "River Slots are not easy to come by, not every island generates with them." First island has 2+ (but has 2 clay as well) another has no clay but 4 slots... One island has no clay and no rivers...Another has a river but no slots :) (Yep, four large islands and two small isles "discovered".. Only the isles and the initial island have "clay" :)) It does sort of feel "a little like cheating" (but then, is buying watches from Archie and selling them to Katema cheating? What about using a prices -15% (3hr charter) PLUS the white flag Katema supplies that also discounts prices by 15%. (How about a battle cruiser with 4 x -15% items? (Change to gramophones at that point :)) .....making islands much more viable in the early game. but it does mean that I can continue with the current "save game" rather than "give up the struggle to find and move clay/ bricks . (or "grind it out".). I'm playing for pleasure, not some other reason.. I want to enjoy the experience and this mod may improve enjoyment) Meanwhile, the last couple of starts I've done had no clay on Manola... even one river slot would have made a considerable difference (Haven't reached the New World yet so don't know what Manola will be like with the slot mod working) It will cut down a lot of sending ships out to the islands with clay/bricks to bring them back... I haven't progressed enough to have a "real opinion" (So far I am happy :). looking forward to the Electricity).. I do feel that clay every 15 seconds might be too much of a good thing.. Just having access to clay (at clay mine rate 1 per 30 seconds) is going to be "a game changer" (early game :)
@@taludas The only things that feel unbalanced to me is the powerplants, in vanilla it's a PITA to setup, you either need to sacrifice a lot of space/planning with trains, or you need to farm the gas in the arctic for that small footprint electricity but arctic gas is not really infinite, and the third way is specialist items that provide electricity, all of these bring up some challenges on their own and I feel like the river slots giving electricity is a trivial way to solve that issue, maybe if it needed another ressource to work or something idk, that's the only part I think is really unbalanced all the other stuff looks absolutely great and fair.
Really appreciate your videos! I only just purchased the game a couple weeks ago, finished the campaign and now I'm doing a new playthrough with Bright Harvest and Vibrant Cities. I plan on adding a new DLC or two with each new playthrough and now I'm considering adding some basic QOL mods from this list. Your guides have been extremely helpful! Keep it up!
I do like those, too. The expanded harbor is useful for adding additional production and storage, but unfortunately for production you can't use the entire depth, due to the range limit for the warehouse
@@TakaRUclips I have started 3 new saves and for some reason I can’t figure out the river slot mod. I am able to see where the slots are on the island but I can’t build anything on them. Am I doing something wrong?
Great suggestions! Idk if you're going to do accessibility later but the mod I genuinely can't play without is the high contrast mod for length based influence radii. It just makes life so much easier!
One thing I kind of miss in this game is a consumption tab. When backtracking through your production lines it would really help to see which buildings are consuming the item of your selected building. Of course it is not a necessity but it would make things a bit easier and save you a little bit of time
That Arctic fog mod is like when The Sims 4 just recently, within the past year, after being out for nearly a decade, had the bug fixed that caused photos to massively increase friendship gain. Within 24 hours, somebody had a mod out to unfix the fix 😄
1 Mod that i have seen talked about over the course of its existance that u may wanna use but u actually dont is the controversal remove Royal taxes mod. The mod says it removes the royal tax and it does however what it dosent say unless u dig into the text files is that it also cuts your Investor income by 30% and that is huge. Not only that it also cuts the income u get from Beer and Rum by 15% and 30% and Rum is used all the way up to Engineers. The first few versions of this mod i dont think hade these downsides but if u use that mod now u are actually making the game harder for yourself then if u dont use it becouse of that early Beer and Rum income cut especially if u are a newer player.
ah this is lovely. I've used these particular mods so I am excited to see the next vids! I like the challenge that Anno 1800 provides. However I don't needless time sinks which arctic scrap feels like. So I like the mod that gives you the ability to just craft/buy all those items. However I think people should do a few playthroughs without that more cheat-ish approach.
how you play with mods???? everytime i try game crashes. only sometimes i can play with mods but another day game crashes and i cant continue my last savegame
Has the bigger harbour mod been fixed? I remember that some time ago the increased size had some serious issues. The devs themselves didn't want to increase the size, not merely because of balancing reasons, but because certain elements were hard-coded. I don't remember the details though, so what I'm saying might no longer be relevant.
I just wish mod browser had a conflict detector. My game started to crash about 400 hours into my beauty building run and I had to abandon it, I have no idea what causes it.
riverslots are amazing, extra fish or clay so so good def get oil refinery area increase too here i know you love 1800 but its high time we got info on next game dont you think? these cos packs are insulting
We know they are working on a new game and will give us info when they have something to tell us! I am just happy they are still doing a little bit for 1800 in the mean time!
How easy is it to install these mods? I've been spoiled by steam workshop and It's been a good while since I installed mods by myself (Battle Tech and Fallout New Vegas, Nexus mods). Do I need to get a mod installer or is it drag and drop?
All you do is create an account on mod.io and log into it through the game.. then hit subscribe to the mod you want in game or on the web browser and it will sync up in the game. That's all you have to do. It's as easy as the steam workshop.
@@TakaRUclips okay good to go. Gonna get that harbor expansion and the river buildings. Totally worth the restart. I'm surprised buildings like that were not in the base game. Humans during the 1800s (and well before that) were using water to conduct work.
No. I tried it and it broke the game. Had to reload an earlier save. The existing AIs didn't work anymore and the new one didn't either. It also fucked up the diplomacy menu.
i'm just so lazy with the set up, so my favourite "cheat" mod is buildable resident... it is very dangerous at early game, but time saving at late game.
"I don't have a lot of free time to spend hours and hours playing this game..." says the guy who plays this game professionally for hours and hours. 😉 I get what you were trying to say, but it just sounds funny.
Have you played with the river slot buildings Taka? Considering you said you don't like somewhat cheaty mods. I tried the river slot buildings, they felt completely unbalanced to me. For example, the power plant invalidates the need for oil early on, for a lower cost. It's completely unbalanced. I just placed 3 power plants the moment I got engineers, and had everything powered immediately with lots of room to spare. The gold washer is also ridiculously strong. Simultaneously, some of the biildings are simply worse than their normal counterparts. It's an issue I have with lots of mods, for various games. Turns out that creating a balanced game is more difficult for people than I thought. Or people just don't care. I don't know.
Hi, as I commented above as a reply, there are several balancing factors for the mod. River Slots are not easy to come by, not every island generates with them, maybe your seed is lucky and every island starts with them.Therefore the production output of the river slots buildings has to be somewhat higher than usual buildings to make them attractive for players after all. Because if I would have only provided a standard fishery, who would have cared to install the mod? Apart from Electricity, my mod adds only sub-relevent and undesirable goods to be produced: Timber, Clay, Flour, Fish (oil), Gold and Pearls are definitely not the high valuable goods that can be produced or circumvented with items easily (especially Gold -> looking at you "von Malching") and way more efficient with a good trade union layout. For electricity, you need to keep in mind the limited range and the need to build your city specifically around one of the river slots. If you haven't enabled move tool, you want to rethink your initial city layout. I don't know on what level you play this game, but feel free to suggest Costs, Production cycles and ranges that feel balanced to you and I might rethink some of my choices. If you think this mod is considered a "cheat mod" I think you might not get lucky with any of the gameplay mods out there.
@@taludas Heya! For the record: your mod is really well designed. I've noticed that I way more anal about balance compared to other people, so I might be the outlier here. Regardless, to answer your question: My crown falls had 5 river slots if I remember correctly. I used 3 of them for electricity almost immediately after reaching engineers, which trivialized getting electricity early on. I had 2 slots on my first island, which I turned into a production island and also trivialized electricity there. The gold washer seems way too strong compared to a gold mine. I understand that river slots are limited and their buildings should be better than their normal counterparts, but I feel like the difference is too big here. The fishery, pearls, and clay buildings seemed completely fine with me. I really like the fishery. Anyway, I am sorry if I came across crass in my comment. Your mods in general (not just the river slots) are some of the best Anno 1800 has. I am used to the Skyrim modding community and have gotten used to some of the toxicity that's in there, and shouldn't have expected Anno to be the same. Honestly, having normal conversations with mod authors barely happens in Skyrim anymore. Too much drama and ego around there for that. Good to see that the anno community is different.
@@Thunterise thank you for the reply! I agree, the electricity from the river slot is quite powerful if used correctly at the start of Engineer Age. Maybe I could experiment with different radii, right now the River Powerplant has the same as Oil, maybe reduce that a little more. For Gold: actually the vanilla NW Gold Mines are just unbalanced in comparison to how easy it is to get the required amount of gold ore by items like "von Malching" etc. So no changes there for me.
@@taludas I also agree that the main unbalanced thing is the electricity one. Compared to the normal electricity chain the setup is too easy and the benefit too high, so much that the normal chain becomes kind of irrelevant for a long time. It's kind of similar to Nate's windmill, which is usually only enough to power one or two buildings, but you can theoretically build a lot of them. I do play with movable buildings. I think a smaller radius would be the way to go, so the player can only use it to power a small fraction of his production in the very beginning of the electricity phase. You could maybe think about adding a better version with higher radius at the investor level. Idk. Anyways, I also have to say I love the mechanics and the looks of the mod, it's very well designed, unique and beautifully executed. Also, your other mods are great as well and I use many of them. So thanks for your work!
Great video tho to be fair quality of life mod implies non game/balance altering mods and should only help you manage or govern your game better. These arent quality of life mods but they do actually have impact on the gameplay and game balance itself.
While I do agree that typically quality of life mods don't have any effect on gameplay... We don't have access to modify a lot of passive stuff for this game. The only one that I can even think of off the top of my head is the one that changes the contrast for building radius on roads. I tried to choose mods for this particular list that stayed within existing gameplay mechanics, such as the new world commuter pier being an alternative to the airship commuter module. The only one that really kind of falls outside of that I guess would be the river slots but it is such a fantastic mod that finally gives some usefulness to rivers in the game that I felt that it was just a quality of life improvement on gameplay itself.
There is only 1 real "usability" mod for Anno and that is the high contrast colors for road radius for colorblind. So there's not much for true QOL only mods. I don't feel any of these are cheat mods though... bigger harbors is something they added in creative mode for beauty building and has minimal gameplay effect since warehouse access is still a thing to consider, the NW commuter pier is just an alternative to a DLC-added option of the same mechanic, the AI shipyard lets you play with AI when you feel comfortable or want more opponents, Active Trader Nate makes the Cape T region actually useable as a trading area, Passage Charts removes a community hated feature of a DLC so you can spend less time playing needle in a haystack, and River Slots gives some usefulness to rivers finally... something people have been asking for since day 1. Of course, I can see how some might be a little over the top, but I don't think any of them are outright cheats.
holding shift to have the airship pick up multiple items on its own is a HUGE tip. thanks dude!
Wow, didn't know Anno 1800 added an ingame mod browser, wasn't there the last time i played (like 1 year ago), that's really cool. I think its time to re install the game again!
i have a blast with docklife mods and removed overlap radius by trade union and town hall
@@alexandar2603 I tried the overlap removal one a while ago, I didn't like it. It just became way too powerful. Sure it was nice to be able to not have to deal with making things fit, but it just became crazy overpowered when some buildings were getting buffed by 6-9 specialists.
Still there is no mod browser in game :(
New to Anno! Tried it sever times over the years as i love the way the game looks. Your videos have actually helped me start to learn the nuance of this city builder. Thank you man!
The river slots is a game changer! I might use next play trough, but I’m not gonna abandon my 40 hours save yet. Thanks Taka and looking forward to the rest of this series
If you care for balance, I cannot recommend the mod. It's not balanced at all, and trivializes some parts of the game. If you don't care for that, it's a cool mod.
@@ThunteriseHi, Mod author of the river slots mod here. Where exactly do you think, the mod is unbalanced? River Slots are not easy to come by, not every island generates with them. Therefore the production output of the river slots buildings is higher.
Apart from Electricity, my mod adds only sub-relevent goods to be produced: Timber, Clay, Flour, Fish (oil), Gold and Pearls are definitely not the high valuable goods that can be produced or circumvented with items easily and more efficient with a good trade union layout. For electricity, you need to keep in mind the limited range and the need to build your city specifically around one of the river slots.
So for further development I would like to hear some more details of what exactly you think is unbalanced with this mod. Thanks!
@@taludas I've seen only the farmer and worker tiers so far, but they seem reasonable balanced. Yes they produce faster than the normal buildings, but mostly with more workforce or a tier higher. And with 4-6 slots on a large island that seems fair as well.
@@taludas Just installed the mod and, well.. first impressions..
"River Slots are not easy to come by, not every island generates with them."
First island has 2+ (but has 2 clay as well) another has no clay but 4 slots...
One island has no clay and no rivers...Another has a river but no slots :)
(Yep, four large islands and two small isles "discovered".. Only the isles and the initial island have "clay" :))
It does sort of feel "a little like cheating" (but then, is buying watches from Archie and selling them to Katema cheating? What about using a prices -15% (3hr charter) PLUS the white flag Katema supplies that also discounts prices by 15%. (How about a battle cruiser with 4 x -15% items? (Change to gramophones at that point :))
.....making islands much more viable in the early game. but it does mean that I can continue with the current "save game" rather than "give up the struggle to find and move clay/ bricks . (or "grind it out".). I'm playing for pleasure, not some other reason.. I want to enjoy the experience and this mod may improve enjoyment)
Meanwhile, the last couple of starts I've done had no clay on Manola... even one river slot would have made a considerable difference (Haven't reached the New World yet so don't know what Manola will be like with the slot mod working)
It will cut down a lot of sending ships out to the islands with clay/bricks to bring them back...
I haven't progressed enough to have a "real opinion" (So far I am happy :). looking forward to the Electricity)..
I do feel that clay every 15 seconds might be too much of a good thing.. Just having access to clay (at clay mine rate 1 per 30 seconds) is going to be "a game changer" (early game :)
@@taludas The only things that feel unbalanced to me is the powerplants, in vanilla it's a PITA to setup, you either need to sacrifice a lot of space/planning with trains, or you need to farm the gas in the arctic for that small footprint electricity but arctic gas is not really infinite, and the third way is specialist items that provide electricity, all of these bring up some challenges on their own and I feel like the river slots giving electricity is a trivial way to solve that issue, maybe if it needed another ressource to work or something idk, that's the only part I think is really unbalanced all the other stuff looks absolutely great and fair.
Really appreciate your videos! I only just purchased the game a couple weeks ago, finished the campaign and now I'm doing a new playthrough with Bright Harvest and Vibrant Cities. I plan on adding a new DLC or two with each new playthrough and now I'm considering adding some basic QOL mods from this list. Your guides have been extremely helpful! Keep it up!
Thanks Taka you help so much with playing this game. Keep up with the video's you seem to be the only U-tuber still playing the game.
Your vids are awesome dude! Really great stuff.
Btw your pronounciation of "Taubenangriff" was hilarious
It's a non-American word... I'm going to instantly say it wrong lol
It means pigeon attack and you say it like tow-ben-un-griff
Very helpful, thanks Taka. Revealed glacier and expanded harbour area in particular look great!
I do like those, too. The expanded harbor is useful for adding additional production and storage, but unfortunately for production you can't use the entire depth, due to the range limit for the warehouse
I learned that mod exist thanks to this video. Plus your recommandation are exactly what I would like to have as a noobie ingame. Thanks a lot!
That rivers mod is so cool, I'm going to start a new scenario just for them, thank you so much!
How's your experience so far?
Another great video. Thanks Taka!
Honestly cannot comprehend playing without the river slot mods.
I am kicking myself for not activating it when I started my latest series!
I added it 2 days ago and was like, where are the slots. Know is hear a new save is needed😓
Oh well for the next playthrough
@@TakaRUclips I have started 3 new saves and for some reason I can’t figure out the river slot mod. I am able to see where the slots are on the island but I can’t build anything on them. Am I doing something wrong?
River slot buildings sounds awesome! I might start a new game just to try it. 😂 Thanks for this recommendation. 😊
Amazing summary. It makes me want to go back to the game again after another break that I'm taking right now. :)
Thanks, Taka. Great content, as always
I was just looking at mods! This helps out to narrow out mods to pick from 💖 Look forward for your other mod reccomendation vids down the line!
Great suggestions! Idk if you're going to do accessibility later but the mod I genuinely can't play without is the high contrast mod for length based influence radii. It just makes life so much easier!
I love the river mods too! - I use all of the above. Well done for letting everyone else know Taka! 🙂
That is a great idea. I love the bigger ports one. Not for increased productivity but it gives the space to do nice beauty building in the area.
Looking forward to more content love having you back and really enjoying the new series!!
Agree 100%. Got all of them installed and don‘t want to miss them.
Funfact: Taubenangriff translated means: attack by doves…
One thing I kind of miss in this game is a consumption tab. When backtracking through your production lines it would really help to see which buildings are consuming the item of your selected building. Of course it is not a necessity but it would make things a bit easier and save you a little bit of time
Yes that is something I miss too. You can see how much steel you are producing, but not which buildings consume it.
Thanks for the showcase Taka, see you like quite a bunch from my Collection :)
I´m sad, i didn´t find your channel earlier! Really good videos :)
Welcome aboard!
Really enjoy this type of video! Hope for more this type of content in yout channel.
Super Useful, thanks! Just had a thoght to start new sandbox game.
Thanks, love the game. Your tutorials are a great help and an enormous time saver for me (trial and error is only fun up to a point😀 )
Thx for the Recommendations
Time to get back into Anno. These are game changers!
For me almost all of Spice it Up collection is a must have, Tauben is an awesome modder.
Tired of hunting of scraps. Or just never bothered.. this mod gonna be useful. Thanks Taka 😊
That Arctic fog mod is like when The Sims 4 just recently, within the past year, after being out for nearly a decade, had the bug fixed that caused photos to massively increase friendship gain. Within 24 hours, somebody had a mod out to unfix the fix 😄
Thank you, great vid
bigger harbour has been such a lifesaver with Docklands
Anno 1800 with DLC is one of the best strategy games ever made.
Excellent tutorials! Keep it going.
Hmm, never thought to try river slots mods, but it actually looks interesting
Thanks a million!
1 Mod that i have seen talked about over the course of its existance that u may wanna use but u actually dont is the controversal remove Royal taxes mod. The mod says it removes the royal tax and it does however what it dosent say unless u dig into the text files is that it also cuts your Investor income by 30% and that is huge. Not only that it also cuts the income u get from Beer and Rum by 15% and 30% and Rum is used all the way up to Engineers. The first few versions of this mod i dont think hade these downsides but if u use that mod now u are actually making the game harder for yourself then if u dont use it becouse of that early Beer and Rum income cut especially if u are a newer player.
Is there a mod where I can zoom higher up to see more of my island? Thanks for all your insights over the years.
River slots looks interesting, to be honest I use the remove Northern rivers & reduced southern rivers (New world) mods. 👍
ah this is lovely. I've used these particular mods so I am excited to see the next vids!
I like the challenge that Anno 1800 provides. However I don't needless time sinks which arctic scrap feels like. So I like the mod that gives you the ability to just craft/buy all those items. However I think people should do a few playthroughs without that more cheat-ish approach.
How does one cheat in a single player game. It's all about enjoying the game and if something sucks then why deal with it.
@@burch8400 :) I feel you there, yeah!! just have fun!
tx for the help
Much appreciated.
If translate is correct, Taubenangriff means "Pigeon Attack" 🤣Love the name.
Hi, I was wondering, if my BF and I are playing multiplayer, do we both need to install the same mods? Or is it okay if only one of us installs them?
how you play with mods???? everytime i try game crashes. only sometimes i can play with mods but another day game crashes and i cant continue my last savegame
Has the bigger harbour mod been fixed? I remember that some time ago the increased size had some serious issues. The devs themselves didn't want to increase the size, not merely because of balancing reasons, but because certain elements were hard-coded. I don't remember the details though, so what I'm saying might no longer be relevant.
Are the mods available when the game is purchased thru ubisoft too?
Great video! Any mod suggestion for old world commute?
No because it's already available in the Old world at engineers. What more do you need?
@@TakaRUclips thanks, Taka. I haven't reached engineers yet (am new to the game). So I am looking for options to outsource workforce from the get go.
@@GELV294 there is one to unlock it at workers but I haven't look at it much.
Those are some really nice mod's.
And these are just the tip of the iceberg
Are mods compatible with multiplayer? Or case by case?
Just started one earlier. Think I’ll be restarting in the morning for those river slots. Are the power plants water powered?!
Yes, but they're overpowered as fuck. Its a cheat.
Do these mods or any mods, in general, also affect AI opponents? For example, does the ai benefit for the larger harbor?
Check the video I posted today about mods to make the game harder!
I just wish mod browser had a conflict detector. My game started to crash about 400 hours into my beauty building run and I had to abandon it, I have no idea what causes it.
riverslots are amazing, extra fish or clay so so good
def get oil refinery area increase too
here i know you love 1800 but its high time we got info on next game dont you think?
these cos packs are insulting
We know they are working on a new game and will give us info when they have something to tell us! I am just happy they are still doing a little bit for 1800 in the mean time!
the AI shipyard mod would not work for me. would not Activate, and would revert evreytime i try. Am I doing something wrong or is it just not updated?
How many mods can I use? Is limited?
How easy is it to install these mods? I've been spoiled by steam workshop and It's been a good while since I installed mods by myself (Battle Tech and Fallout New Vegas, Nexus mods). Do I need to get a mod installer or is it drag and drop?
All you do is create an account on mod.io and log into it through the game.. then hit subscribe to the mod you want in game or on the web browser and it will sync up in the game. That's all you have to do. It's as easy as the steam workshop.
@@TakaRUclips okay good to go. Gonna get that harbor expansion and the river buildings. Totally worth the restart. I'm surprised buildings like that were not in the base game. Humans during the 1800s (and well before that) were using water to conduct work.
Can the ai shipyard increase the total ai above the max, like having 5 ai instead of 3?
No. I tried it and it broke the game. Had to reload an earlier save. The existing AIs didn't work anymore and the new one didn't either. It also fucked up the diplomacy menu.
Hey brother I brought the game this year and you helping me a lot! Thank you. Can you help the artisan to engineer tho
Check out my ultimate guide series... I do a full walkthrough on how to successfully advance through the game
Good to see new people joining the game!
I've only just bought the game, wish me luck 😅
nice
i'm just so lazy with the set up, so my favourite "cheat" mod is buildable resident... it is very dangerous at early game, but time saving at late game.
merci
Make the palace great again!
"I don't have a lot of free time to spend hours and hours playing this game..." says the guy who plays this game professionally for hours and hours. 😉 I get what you were trying to say, but it just sounds funny.
tksks
The choice to not have land armies in this game basically ment i lost interest its such a HUGE shame. Its a beautiful game
Have you played with the river slot buildings Taka? Considering you said you don't like somewhat cheaty mods. I tried the river slot buildings, they felt completely unbalanced to me. For example, the power plant invalidates the need for oil early on, for a lower cost. It's completely unbalanced. I just placed 3 power plants the moment I got engineers, and had everything powered immediately with lots of room to spare. The gold washer is also ridiculously strong. Simultaneously, some of the biildings are simply worse than their normal counterparts.
It's an issue I have with lots of mods, for various games. Turns out that creating a balanced game is more difficult for people than I thought. Or people just don't care. I don't know.
I also find them unbalanced, so much even that I ended up not using them.
Hi, as I commented above as a reply, there are several balancing factors for the mod. River Slots are not easy to come by, not every island generates with them, maybe your seed is lucky and every island starts with them.Therefore the production output of the river slots buildings has to be somewhat higher than usual buildings to make them attractive for players after all. Because if I would have only provided a standard fishery, who would have cared to install the mod?
Apart from Electricity, my mod adds only sub-relevent and undesirable goods to be produced: Timber, Clay, Flour, Fish (oil), Gold and Pearls are definitely not the high valuable goods that can be produced or circumvented with items easily (especially Gold -> looking at you "von Malching") and way more efficient with a good trade union layout. For electricity, you need to keep in mind the limited range and the need to build your city specifically around one of the river slots. If you haven't enabled move tool, you want to rethink your initial city layout.
I don't know on what level you play this game, but feel free to suggest Costs, Production cycles and ranges that feel balanced to you and I might rethink some of my choices. If you think this mod is considered a "cheat mod" I think you might not get lucky with any of the gameplay mods out there.
@@taludas Heya! For the record: your mod is really well designed. I've noticed that I way more anal about balance compared to other people, so I might be the outlier here. Regardless, to answer your question:
My crown falls had 5 river slots if I remember correctly. I used 3 of them for electricity almost immediately after reaching engineers, which trivialized getting electricity early on. I had 2 slots on my first island, which I turned into a production island and also trivialized electricity there.
The gold washer seems way too strong compared to a gold mine. I understand that river slots are limited and their buildings should be better than their normal counterparts, but I feel like the difference is too big here.
The fishery, pearls, and clay buildings seemed completely fine with me. I really like the fishery.
Anyway, I am sorry if I came across crass in my comment. Your mods in general (not just the river slots) are some of the best Anno 1800 has. I am used to the Skyrim modding community and have gotten used to some of the toxicity that's in there, and shouldn't have expected Anno to be the same. Honestly, having normal conversations with mod authors barely happens in Skyrim anymore. Too much drama and ego around there for that. Good to see that the anno community is different.
@@Thunterise thank you for the reply! I agree, the electricity from the river slot is quite powerful if used correctly at the start of Engineer Age. Maybe I could experiment with different radii, right now the River Powerplant has the same as Oil, maybe reduce that a little more.
For Gold: actually the vanilla NW Gold Mines are just unbalanced in comparison to how easy it is to get the required amount of gold ore by items like "von Malching" etc. So no changes there for me.
@@taludas I also agree that the main unbalanced thing is the electricity one.
Compared to the normal electricity chain the setup is too easy and the benefit too high, so much that the normal chain becomes kind of irrelevant for a long time. It's kind of similar to Nate's windmill, which is usually only enough to power one or two buildings, but you can theoretically build a lot of them.
I do play with movable buildings. I think a smaller radius would be the way to go, so the player can only use it to power a small fraction of his production in the very beginning of the electricity phase. You could maybe think about adding a better version with higher radius at the investor level. Idk.
Anyways, I also have to say I love the mechanics and the looks of the mod, it's very well designed, unique and beautifully executed. Also, your other mods are great as well and I use many of them. So thanks for your work!
Still missing a mod which removes all quests.
Great video tho to be fair quality of life mod implies non game/balance altering mods and should only help you manage or govern your game better. These arent quality of life mods but they do actually have impact on the gameplay and game balance itself.
While I do agree that typically quality of life mods don't have any effect on gameplay... We don't have access to modify a lot of passive stuff for this game. The only one that I can even think of off the top of my head is the one that changes the contrast for building radius on roads. I tried to choose mods for this particular list that stayed within existing gameplay mechanics, such as the new world commuter pier being an alternative to the airship commuter module. The only one that really kind of falls outside of that I guess would be the river slots but it is such a fantastic mod that finally gives some usefulness to rivers in the game that I felt that it was just a quality of life improvement on gameplay itself.
Quality of life means usability / ui mods. These are gameplay or cheat mods.
There is only 1 real "usability" mod for Anno and that is the high contrast colors for road radius for colorblind. So there's not much for true QOL only mods. I don't feel any of these are cheat mods though... bigger harbors is something they added in creative mode for beauty building and has minimal gameplay effect since warehouse access is still a thing to consider, the NW commuter pier is just an alternative to a DLC-added option of the same mechanic, the AI shipyard lets you play with AI when you feel comfortable or want more opponents, Active Trader Nate makes the Cape T region actually useable as a trading area, Passage Charts removes a community hated feature of a DLC so you can spend less time playing needle in a haystack, and River Slots gives some usefulness to rivers finally... something people have been asking for since day 1. Of course, I can see how some might be a little over the top, but I don't think any of them are outright cheats.
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