Incipium’s Anno 1800 Modding Reference
This is a guide to my mod, Incipium’s Tweaks and Enhancements.
If you are looking for the GUID Reference page, then go here.
How To
In each folder you will find an assets.xml way at the bottom of the folder hierarchy. Open it up in a text editor and you can modify the values. Some are self explanatory while others are a bit unclear.
Increased Productivity
EffectTargets
By default this mod affects all production buildings + all production buildings in the Arctic.
This is what is listed under EffectTargets
.
To change what gets affected you must modify the
If you want to change it so it only affects Farms and Mines then you’ll have to change it to the following:
<EffectTargets>
<Item>
<GUID>190786</GUID>
</Item>
<Item>
<GUID>190011</GUID>
</Item>
</EffectTargets>
FactoryUpgrade
By default the mod increases the productivity of the production buildings by 100%.
To change the value that it increases you can change the Value
under ProductivityUpgrade
If you want a 50% increase instead of 100% then change it to the following:
<FactoryUpgrade>
<ProductivityUpgrade>
<Value>50</Value>
<Percental>1</Percental>
</ProductivityUpgrade>
</FactoryUpgrade>
Variable Fields & Areas
EffectTargets
Same concept as explained in Increased Productivity.
FactoryUpgrade
By default the mod makes any production building that requires free space around it e.g. Lumberjack’s Hut work with no productivity loss when there are overlapping buildings.
This value will probably not need to be changed.
<FactoryUpgrade>
<NeededAreaPercentUpgrade>
<Value>-100</Value>
</NeededAreaPercentUpgrade>
</FactoryUpgrade>
ModuleOwnerUpgrade
By default the mod makes any production building that requires modules e.g. Crop and Animal Farms etc. require 100% less modules.
What’s important to note is that when you use an item that increase the amount of modules needed or if you use tractors, then the needed modules will increase again.
To prevent this, change the ModuleLimitPercent
to a bigger value.
<ModuleOwnerUpgrade>
<ModuleLimitPercent>-400</ModuleLimitPercent>
</ModuleOwnerUpgrade>
Better Services
EffectTargets
Same concept as explained in Increased Productivity, but these EffectTargets are for public buildings.
BuildingUpgrade
These values are mostly self explanatory.
To increase the range that public buildings reach, increase the values.
<BuildingUpgrade>
<PublicServiceFullSatisfactionDistance>
<Value>200</Value>
<Percental>1</Percental>
</PublicServiceFullSatisfactionDistance>
<PublicServiceNoSatisfactionDistance>
<Value>200</Value>
<Percental>1</Percental>
</PublicServiceNoSatisfactionDistance>
The emergency buildings are also modified with resolver units.
ResolverUnitCountUpgrade
determines the amount of firemen, policemen etc.
ResolverUnitDecreaseUpgrade
sounds confusing, but it actually increase the speed at which the firemen, policemen etc. resolve an incident.
ResolverUnitMovementSpeedUpgrade
increases their movement speed.
<ResolverUnitCountUpgrade>
<Value>1</Value>
</ResolverUnitCountUpgrade>
<ResolverUnitDecreaseUpgrade>
<Value>100</Value>
<Percental>1</Percental>
</ResolverUnitDecreaseUpgrade>
<ResolverUnitMovementSpeedUpgrade>
<Value>100</Value>
<Percental>1</Percental>
</ResolverUnitMovementSpeedUpgrade>
</BuildingUpgrade>
Power Plants
EffectTargets
Same concept as explained in Increased Productivity, but these EffectTargets are for power plants.
PowerplantUpgrade
IndustrializationRangeUpgrade
increases the range that the power plant reaches.
<PowerplantUpgrade>
<IndustrializationRangeUpgrade>
<Value>100</Value>
</IndustrializationRangeUpgrade>
</PowerplantUpgrade>
IndustrializableUpgrade
ElectricityBoostUpgrade
increases the productivity boost you get from having electricity.
<IndustrializableUpgrade>
<ElectricityBoostUpgrade>
<Value>100</Value>
<Percental>1</Percental>
</ElectricityBoostUpgrade>
</IndustrializableUpgrade>
Faster Ships
EffectTargets
Same concept as explained in Increased Productivity, but these EffectTargets are for ships.
ForwardSpeedUpgrade
increases the movement speed of ships.
<VehicleUpgrade>
<ForwardSpeedUpgrade>
<Value>100</Value>
<Percental>1</Percental>
</ForwardSpeedUpgrade>
</VehicleUpgrade>
LoadingSpeedUpgrade
increases the speed that ships load/unload at harbours.
<TradeShipUpgrade>
<LoadingSpeedUpgrade>
<Value>100</Value>
<Percental>1</Percental>
</LoadingSpeedUpgrade>
</TradeShipUpgrade>
Increased Population
EffectTargets
Same concept as explained in Increased Productivity, but these EffectTargets are for residences.
PopulationUpgrade
ResidentsUpgrade
is a percentage increase of the max amount of residents.
VERY IMPORTANT
Under InputBenefitModifier
are a lot of items. Under each Product
is AdditionalSupply
.
You must change the ResidentsUpgrade
value and the AdditionalSupply
value proportionally.
If the value is 50, then ALL of the AdditionalSupply
values MUST be 5.
or
If the value is 400, then ALL of the AdditionalSupply
values MUST be 40.
These products are based on the item "Saint D'Artois, Vision of the Valley" and 2 were added for Enbesa to work.
DO NOT USE INCIPIUM’S INCREASED POPULATION WITH ANY OTHER POPULATION MOD OR MY PREVIOUS VERSION’S INCREASED POPULATION!
My population mod is the only one that works with Town Hall items. The previous version of my mod, and other population mods don’t work when you use Town Hall items that further increase the max residents.