*FUCK NO* ubi has at this point proven to not handle its devs well at all. im shure the devs COULD make a good game but fuck are they forced to make ubihell games instead
The developer has done an incredible job. There are no land units based on the Napoleonic Wars through the end of the 19th century. I had hoped that modders could use a framework from Anno 1404 to create these land units. Nonetheless, thank you so much for addressing what Ubisoft left unresolved for the Anno community.
This is the mod that I have been waiting for since the game was released. The entire economy/military dynamic is the thing I personally enjoyed the most, yet it never was all that in depth. Bigger economy -> more ships. And that was kinda the end of it. This is gonna add sooo much more. It will be interesting to see how the AI handles it, if it all.
Thanks! The AI uses a couple of the mechanics but not all of them. I choose to make sure the AI keeps progression/working and not using certain things compared to forcing them to use everything and AI not working anymore getting stuck.
@@onecraneaday oh shit, you are the maker? I tip my imaginary head to you. My favorite little addition is actually that you finally allowed AA guns to be placed on land. Like they should have been able to from the start. My playmate isn't gonna be able to enrage my population with propaganda anymore!
lovely work, thank you for creating this mod. I just started playing, Anno 1800, but I am sure at some point I will install this one! Would also love some more in depth diplomacy... Things that I find lacking in the diplomacy department is getting out of war once you are in it, and the amount of different diplomatic interactions in general. Ideas that I was having. that could be worked out in different ways: - enemies AI that are at war between them, that you are at war with, may ask destruction quests such as -destroy common enemy ships -take over an island - buy over shares and yield them -declare war to another AI -befriend other AI enemy AI may be bribed for cease fires or reputation: - donate island shares - donate ships - provide them with goods Reputation with AI can increase by delivering propaganda to them (with chance of severe failure) - Yield and let yourself be goverened: (or the other way around) - part of your income goes to the AI -forced to built a statue/ monument in their name -forced to reduce the number of military defenses - your influence is decreased -forced to supply them with goods embassies may be built on AI islands, which allow you to bring goods etc there. The AI may ask you to built stuff for them on their islands in exchange for rewards. -AI Actually does something with the money you give them: -AI buys new ships -AI development speed increases
Interesting ideas :) Sadly, not everything in there is possible. Like building on AI islands is out of the question sadly. Some diplomacy mechanics can be altered but a lot are also just not possible. A lot can be done with quests but those take a lot of time and are not that easy to implement. Not many modders take the time to invest into learning quests.
Between this, kurilas early game, and production works and jakobs manufacturing mods, I’m also using the 100% production boost mod since the resource demand becomes exponential. And I’m trying to go for a perfect campaign run against hunt, hugo, and beryl. It pretty much all evens out. Feels less of a cheat and more of an absolute requirement. Also playing in the 1800 seed and kinda have an rp going where I’ve turtled up and quardened off brightsands ditchwater and the 2 closest islands. Turning the place into a military bastion.
@@Raptor828 I do not think Spice it up contains mods that would cause a problem. Spice it up is a collection of mods, so which specific part do you mean?
@@immortaljanus I don't think so. Anno 1602, 1503 and 1701 had ground units (infantry, ranged units, cavalry and artillery). Anno 1404 changed so you don't have individual soldiers or groups but encampments that you need to place down and that were able to attack buildings or other encampments in a certain radius. But you couldn't move the troops freely, instead you had to move the encampments. I'm not 100% sure what the troop development was after 1404 because I didn't like the futuristic ones and didn't play them.
Sadly adding infantry as flexible as the other Anno versions is not possible via mods. The engine of the game does not allow that and modding that in is just not possible.
The biggest benefit of this mod is, and correct me if I am wrong, it removes the influence cost of ships and defense structures and instead gives us something that is on one side more complex but also easier to... influence (hehe) than influence. I never liked that the military stuff is capped through the influence currency, so having it exchanged for something that is actually ressource based is kinda neat.
Ships and defenses still cost influence. I looked into adding another type of influence specificly for military, but sadly the UI would never properly show it. So I still used the inlfuence system. I just build a lot on top of every mechanic that was already in the game and reused a lot of those.
Do commuter piers allow transport of soldiers between islands? For example if I have a small island that has no more space, can cannons protecting the island get their work force from another island?
I wish they redeveloped anno1800 with more transportation stuff, diagonal road system and free harbor building area 🤦♂️ this game has a massive potential to improve.
Beautifully designed and well thought out. It looks very similar to the old US barracks here in the area! I'm really looking forward to the mod! Thank you for the sympathetic presentation! Many greetings from Germany 😊
Those care packages what do they actually do in the base game? I admit i find it more annoying then anything seing the AI constantly dropping +/- happiness effecting stuff onto my islands so i usually just turn that off. But if u build it yourself and use it on your or AI islands do they actually drop need supplies into the island storage or what does it actually do.
In the mod they are a need for soldiers citizen and you need them to build ships as a production cost. in vanilla you can drop them with airships to provide temporary happiness to your people or allies. The mod gives it another use so now they are worth producing.
Idea: Use the monument building mechanic to simulate invasions. Workforce is soldiers, and requirements are ammo, provisions and so on. Add a timer so the invasion fails if not completed in time.
So .. more production chains? Ok. Fun. But does it also address combat, or change combat at all? Any chance defeated islands don't all of a sudden disappear? Some proper conquest maybe? Otherwise, yeah, if you want to add more production chains, have at it. But you can do that by enabling all DLCs, too. I do like the coal pit though! Also am happy you keep an eye on so many mods recently!
I answered this a few times already.... this mod is considered a puzzle piece in the military overhaul category of mods. Other mods such as Combat Overhaul, Serp's Everyone Hard AI, and more cover things like combat AI mechanics, new ships and ship overhauls, and so on. I will be doing a video on combat mods soon.
Can the mod overwrite the island conquering condition from destroying the trading port to like, conquering all the public buildings? It would be awesome to have land battles as well since we are at it
Everything can be automated, nothing really needs micromanagement once it is set up. It does add additional things to set up like ammunition and makes things more complex. Some like it that it is more complex, others do not. It is not a mod for everyone that I totally agree with.
It’s already hard to keep on track. I don’t even use airships dlc to deal with more. The game concept is on point. If we had military and shared islands like anno 1404 version, it would be so messy.
Do you mean Lead or Galena? Galena is produced by mines. The Galena Module does not produce the Galena but buffs an iron, zinc or copper mine to produce galena. See the description.
On one side I'm extremly impressed and think that all of the things he did are cool. On the other side Anno 1800 is already so complex, that I'm not sure if I want more complexity. ^^
It is not for everyone indeed. Some people will not like it, other people embrace it and like the additional complexity, That is the beauty about it. Everybody plays like they want :)
Also... Cigarettes are unlocked earlier, and tabacco is only available later in the game. I did not want to move tabacco being available in the old world earlier so I searched and found that hopps is actually a legit good that is used for cigarettes. Hopps is also not really used by much so it was a win-win.
This really creates another depth to the already complex game in some points, but realy love the military tier and its buildings. Especially as a Dutch former Army guy now working for the Navy nearby we have the oldest Naval Officers Academy in the world.
@@TakaUA-cam Well they should. having a strategy game with out ground units makes no sense to me. I have the game and don't even play it because of this reason. but from what I'm hearing there is a mod you can get if you want ground units, if not I bought the game for no reason. You see I like having different dynamics to warfare and having just ship battles is fun for others it's lame and boring to me. it would be way too over simplified for me.
@JohnathonMorgan-z6r You're looking for a military real-time strategy game and that is not this game. This is a logistics management city builder with a heavy focus on trade and supply. Combat in Anno games has always been secondary and even tertiary the gameplay. The number of people wanting more advanced combat and ground combat back in the game is extremely minor. The developers haven't totally ruled out making a return to land combat in the future but it's not a priority of theirs... The priority is to focus on what people enjoy the most and what makes the game the most interesting for people and that is the logistics and city building.
This seems cool, I am not sure I will be using it, but I am kind of interested. I still have a lot to learn about Anno and haven't finished a campaign yet, still struggle with harder AI but enjoying it nonetheless.
A bit of both. In general it makes it more complex (more stuff) and a couple of new things. There is a new complementaru Military Attention mod released also which adds new ships and balancing for ships.
Is this mod savegame compatible by any chance? I was planning to start a new playthrough and would love to play with this mod. Since it's not out yet I was wondering if I should wait on it.
It will be savegame compatible. It is nicely played step by step offcourse from the beginning to build up with unlocking the buildings step by step, but if you want to add it to an older savegame it is possible.
You could get coal without a coal mine, from the Charcoal Kiln. Now I do love this new building, but it kind of makes the Charcoal Kiln redundant as this is double as fast and without the forest needed also smaller in footprint.
I can agree with you on that in a way. In the end everybody likes some variation and an additional building never hurts. On the other hand, the charcoal kiln can be boosted by certain items that are not boosting the open pit mines. So, there are more reasons why you would choose the charcoal kiln and not the open pit mines. The tile footprint is somewhat the same. It was also a bit of an esthetic choice to make an additional coal open pit mine. I had to do it for Iron because you need a lot more iron for soldiers. And when I was doing that ... I was like... Why not making one for coal also :)
Look at the description and images provided. You need coal and saltpetre. For Saltpetre you need the nitrary. The nitrary needs the nitrary shed to get the inputs to actually be able to produce saltpetre. Also, you need all DLC's because the nitrary shed is a farm module, and that is something that comes with the DLC from bright harvest. So, if you do not have that DLC it will not work. It is stated in the description of the mod that you need all DLC's to make this mod work to it's full potential.
Я давно мечтал углубление боевой системы в игре, особенно в плане военной экономики, и желательно с земными сражениями) много даже придумал но вряд-ли все это можно реализовать) например у кораблей появились показатели боеприпасов и топлива для пароходов и дирижаблей. Парусники могут стрелять ядрами и бомбами, линкоры и мониторы могут вести огонь уже снарядами причём в зависимости от развития у них разные начинки для них (чёрный порох-пироксилин-мелинит) и у есть определенное число выстрелов после чего им надо будет вернуться для перезарядки. Разумеется все это надо будет производить на новых производственных цепочках. Это только вершина айсберга того что мне пришло в голову как улучшить боевую систему в Anno 1800) если кто-то сможет хотя бы часть этого реализовать то могу потом написать ещё)
Some of the things you mention above are included. Gunpowder for example and ammunition is now a requirement. Sailors also to build ships. On the other had we are really limited by what the game engine can handle. A lot of things are just sadly not possible.
what i am missing since the cape trelawney dlc is juuuust some new island models. i am sick of building on the same islands over and over and over again.
Sadly that's not possible at all for modders.. We don't have access to the software they used to create the islands as it's licensed by another company.
You can add it to a new save however you'll have to do a lot of adjusting to account for new production chains, ammunition requirements, and soldiers for defenses.
Yes, that one if buildable. That is a new monument build in different stages. I can not paste links here... otherwise I would link the modpage here where you can see the building and all the information :)
Awesome job allready! i am curious how the AI use this new 'dlc', how the civ's look at the warmachine+diplomatics and offcourse the risk from accidents happens from exploding factories :)
The AI uses a couple of the mechanics but not all of them. I choose to make sure the AI keeps progression/working and not using certain things compared to forcing them to use everything and AI not working anymore getting stuck. Factories offcourse will blow up :)
Land combat isn't missing... The developers and testers early on in development decided that it just didn't feel necessary. It didn't add anything to the overall gameplay and was going to cause a lot of issues with the engine trying to adapt land combat into this version of the engine. Overall in the community land combat is only something that a extremely small minority of the player base cares about anymore.
@@TakaUA-camWe unfortunately still miss that core mechanic from the old Annos. We want our land-units and city-walls back! We want to defend and fight on the islands. I seriously don’t know what kind of players the developers are asking in regards of military questions in Anno, but it seems to be the peaceful players. But there are so many of us which want ground battles in the buildable areas back!
@DaveHillBricks You're using a generalization of the player base.. there's been a lot of discussion across a lot of different places about land combat and surprisingly It's actually a smaller percentage of the players that care about land combat then you think. I've seen people post polls on Reddit in the past about it as well... Depending on the pole and the timing the percentage of people who want to see land combat return averages between 15 and maybe 30%
@ You might be right. And my theory is, that a lot of players (which played the older Annos) don’t miss this mechanics because it wasn’t amazing. This part of the game was never developed with much care. The diplomacy was way to shallow and it usually ended up in sweeping the NPC off the map. Thats true. And new players don’t know the old mechanics and assume that it might turn into a Total War or something. But thats not what I am asking for either. Let me get this straight: - What I want are units we can move individually like in 1701. - Trade on land which must be defended with troops. -> Multiple players on an island. (Which would showcase the multiple groups in the roman empire and their interactions -> like raiding barbarians) - City walls and towers to defend the city. - A more immersive diplomacy menu (with demands from the NPCs, which would make war a last option diplomatically) And for all the really peaceful players you could add a setting before the start of the game to have the Anno 1800 harbor-takeover mechanic or 0 NPCs and therefore 0% chance of war. Most of the people don’t know what they are missing out on, because they don’t know how good this could work. For all player groups. For the peaceful ones and for the „hardcore“ anno-military-enjoyers as well.
Such in-depth combat mechanics are perfectly fine as long as they are completely optional and that sort of gameplay can be disabled in the settings. You're assuming that most players are going to love having combat mechanics in the game if they've never experienced them before... Based on 6 years of feedback from Anno 1800 player base most people play this game for the city building and logistics management and really don't have any interest whatsoever in combat. Doesn't matter how interesting it might be... First and foremost the game is a city building game and that's why most people want to play it
Really cool mod. Imagine if someone could bring back the soldiers on land feature from ANNO1404. That would be game changer but really hard to implement.
It is indeed a detail and maybe a bit micro. But it gives it a bit more challenge which some people wanted. You can totally automate it like everything should be. So, once you set up every production it can run without you ever need to look at it again (unless the supply is interrupted, but that is the case with everything in Anno)
At this point there are already a lot of islands and sessions available. There were also made some balance tweaks to reduce the space some of the vanilla things use. For example farms require less fields in some cases.
Some things are also done by the AI, but other things are skipped for them because the behaviour can not be implemented for the AI. For example, they do not build the ammunition depots because the buff mechanic is not easy to do for them in logic they would follow. But they do need sailors, ammunition for ship building, ect. Sadly at the moment they also do not build soldiers encampments but they do build some other new buildings. The most important thing is that they do not get stuck and keep expanding and attacking/trading/...
Sadly the game engine does not allow that... We can not mod that. It is meant to be played together with other military mods to get the full military experience. This mod focuses on the logistics part.
Hello I am using this MOD I would like to ask how to load the coastal defense cannon. I watched a video demonstrating that the cannon was placed on the coast, so I received ammunition replenishment. But what if it was placed on the sea? It is novel to need to replenish ammunition for artillery, but it is frustrating that the ammunition has not been replenished. 你好我正在使用這個MOD 我想請問如何裝填岸防砲,我看了影片演示蓋在了海岸邊所以得到了彈藥補充,可是如果是蓋在海上呢? 對於火炮需要補充彈藥很新穎,但是彈藥一直無法補給令人沮喪
The ammunition depot has a radius around it. Depending on which cannon you need different types of ammunition. The small ammunition depot only has 1 type of ammunition and can only be build on land. So you can not reach the defense buildings that are build far in the sea with other mods like extended harbour. Later at engineers you can build a large ammunition depot which provides all types of ammunition and can be placed on the water, with that you can provide all ammunitions types to all defense buildigns as far in the sea as you want.
Land combat is not possible at all even through modding. Any semblance of functionality needed for land combat to exist in the engine is just not there and modders cannot create something that there is no basic functionality for.
-1000% means the cannon actually HEALS enemy ships. Think about it. What does -1000% even mean? and -1000% range means the range will become a negative numbers. I have so many questions...
Did you actually try that? I never seen that behaviour and it works as intended. The negative range/damage/value as a buff is a mechanic used in multiple mods, not only this mod. The idea behind it is that you use a negative buff to make sure the building does not work. It is -1000 and not -100 because otherwise you could buff the building with items above that -100% threshold. You can never get over -1000% with items. That is why it is -1000%. In this case if you provide ammunition you get a buff of +1000% to compensate that -1000%.
In the next weeks, polishing at the moment. It is in BETA so can be tested and providing feedback. Currently in the last phase and making sure it is compatible with most of the biggest and most popular mods, which is a lot of testing :)
In the next weeks, polishing at the moment. It is in BETA so can be tested and providing feedback. Currently in the last phase and making sure it is compatible with most of the biggest and most popular mods, which is a lot of testing :)
@@RaffoMG Thank you! Yes, it will be savegame compatible. But the best and most enjoyable experience will be when you start with a new game and unlock everything step by step.
@@jedrusnowak3317 True... it covers all regions and a lot of mechanics that the game introduced with new DLC's are used. You could play it without the DLC, but some things would not work. For example, somebody tried to play it without the Empire of the skies DLC where care packages and the mail mechanic are introduced. a good and a mechanic I use in the mod. Hope you can get the missing DLC's and still enjoy the mod. Maybe wait for a sale or something in the future.
@@onecraneaday oil tanker can be bought so its ok. But i dont know if cargo shop can be bought. Can IT? I cant build warm clothes because of the passage absence. But i can buy it from docklands somehow. It sucks a bit but well. I'm at investors now. Will something after that also require dlc?
@@jedrusnowak3317 With "wait for a sale" I mean a sale for the DLC in the ubisoft shop, not the ships ingame :D Warm clothes are only needed for the Arctic soldiers. So if you can not build them you do not need them for anything else. There are a lot of things interconnected... You need gas for the fire towers, that is something that is arctic only. There are maybe some items for the Military Academy that are locked behind the DLC.
No, he decided not to do new ships in this mod. Heir0 describes this military mod as part of a puzzle... The logistics and population piece of it. Combat AI is handled by the combat overhaul mod. Ships are added by that mod or one of the many other ship mods out there.
In the next weeks it will be released, polishing at the moment. It is in BETA so can be tested and providing feedback. Currently in the last phase and making sure it is compatible with most of the biggest and most popular mods, which is a lot of testing :)
There are some balance changes to counter the additional space you need. For example, farms need less fields, you get additional residents for farmers and workers,... It is intended to make the game more complex and with that it makes it harder. If you do not like it, no harm in not using it. Not every mod is for everyone.
Depending on the mechanic they ignore it or partially need the things. But AI is really tricky and fragile programmed in the game, so a small change can just break it. They also do not follow the same logic so a lot is just not possible sadly.
It is actually legit... In the early times, there was no tabacco but other things were smokes, like hopps. Tobacco is only available later in the game. So I had to look for an alternative that was earlier available. And hopps is actually legit for it. And hopps was underused in the game so perfect combination to make it more useful.
You can beta test it, but it is not final yet. You can only play it by directly downloading it and manually add it. It is not available (yet) via the modbrowser ingame.
Was hoping there will be changes to actual combat. If its only additional production buildings than its a pass for me. STILL its a great mod of high quality, author did a great job.
only reason i stopped playing this game is they didn't even answer my emails about moving the game to steam. i wanted to buy all dlcs after they started on steam. beautiful game but anyway not even cents will go ubisoft ever again.
Ubisoft should hire this guy who made the mod ! extraordinary work !
No! Don’t let Ubisoft taint his perfection!
*FUCK NO* ubi has at this point proven to not handle its devs well at all. im shure the devs COULD make a good game but fuck are they forced to make ubihell games instead
Thanks for showcasing all these mods recently! Really enjoy your videos!
The developer has done an incredible job.
There are no land units based on the Napoleonic Wars through the end of the 19th century. I had hoped that modders could use a framework from Anno 1404 to create these land units.
Nonetheless, thank you so much for addressing what Ubisoft left unresolved for the Anno community.
Sadly the game engine does not allow land units/land combat... We can not mod that.
This one with the Colossus of the NW might merge interestingly well. Thanks for the showcase; I'm looking forward to seeing more updates.
imagine rallying out units like manor lords and then having line infantry combat like total war, absolute dream game right there
This is the mod that I have been waiting for since the game was released. The entire economy/military dynamic is the thing I personally enjoyed the most, yet it never was all that in depth.
Bigger economy -> more ships. And that was kinda the end of it.
This is gonna add sooo much more.
It will be interesting to see how the AI handles it, if it all.
Thanks! The AI uses a couple of the mechanics but not all of them. I choose to make sure the AI keeps progression/working and not using certain things compared to forcing them to use everything and AI not working anymore getting stuck.
@@onecraneaday oh shit, you are the maker? I tip my imaginary head to you.
My favorite little addition is actually that you finally allowed AA guns to be placed on land. Like they should have been able to from the start. My playmate isn't gonna be able to enrage my population with propaganda anymore!
what i love about this is the mod uses original resource items in game to add extra complexity and flavour very well thought out
lovely work, thank you for creating this mod. I just started playing, Anno 1800, but I am sure at some point I will install this one!
Would also love some more in depth diplomacy...
Things that I find lacking in the diplomacy department is getting out of war once you are in it, and the amount of different diplomatic interactions in general.
Ideas that I was having. that could be worked out in different ways:
- enemies AI that are at war between them, that you are at war with, may ask destruction quests such as
-destroy common enemy ships
-take over an island
- buy over shares and yield them
-declare war to another AI
-befriend other AI
enemy AI may be bribed for cease fires or reputation:
- donate island shares
- donate ships
- provide them with goods
Reputation with AI can increase by delivering propaganda to them (with chance of severe failure)
- Yield and let yourself be goverened: (or the other way around)
- part of your income goes to the AI
-forced to built a statue/ monument in their name
-forced to reduce the number of military defenses
- your influence is decreased
-forced to supply them with goods
embassies may be built on AI islands, which allow you to bring goods etc there. The AI may ask you to built stuff for them on their islands in exchange for rewards.
-AI Actually does something with the money you give them:
-AI buys new ships
-AI development speed increases
Interesting ideas :)
Sadly, not everything in there is possible. Like building on AI islands is out of the question sadly. Some diplomacy mechanics can be altered but a lot are also just not possible.
A lot can be done with quests but those take a lot of time and are not that easy to implement. Not many modders take the time to invest into learning quests.
Between this, kurilas early game, and production works and jakobs manufacturing mods, I’m also using the 100% production boost mod since the resource demand becomes exponential. And I’m trying to go for a perfect campaign run against hunt, hugo, and beryl. It pretty much all evens out. Feels less of a cheat and more of an absolute requirement.
Also playing in the 1800 seed and kinda have an rp going where I’ve turtled up and quardened off brightsands ditchwater and the 2 closest islands. Turning the place into a military bastion.
Thanks for the showcase!
It looks incredible! :)
is the mod compatible with spice it up?
@@Raptor828 I do not think Spice it up contains mods that would cause a problem. Spice it up is a collection of mods, so which specific part do you mean?
@@onecraneaday the building ui changes could make problems i guess, but I'll have to test it later
@@Raptor828 Which changes to the UI?
Awesome Taka! Thanks for the preview!
What a neat mod, be keen to see you play this in a new series one day ❤
I know it’s probably not possible but it would be nice to have land units to do invasions and stuff
Like Anno 1701?
Sadly the game engine does not allow that... We can not mod that.
This is a great mod. If only someone can add infantry, it would be amazing.
That was in Anno 1404, right?
@@immortaljanus I don't think so. Anno 1602, 1503 and 1701 had ground units (infantry, ranged units, cavalry and artillery). Anno 1404 changed so you don't have individual soldiers or groups but encampments that you need to place down and that were able to attack buildings or other encampments in a certain radius. But you couldn't move the troops freely, instead you had to move the encampments. I'm not 100% sure what the troop development was after 1404 because I didn't like the futuristic ones and didn't play them.
Sadly adding infantry as flexible as the other Anno versions is not possible via mods. The engine of the game does not allow that and modding that in is just not possible.
@@onecraneadaysad truth, which sucks cause Anno 1800 is so great just missing that last thing it needs
Canons as a hapiness need made me chuckle -" i wont be happy till i get my canon!"
Ohhhhh this is going to be so epic!
Ubisoft should hire the mod creators and make it official DLC.
The biggest benefit of this mod is, and correct me if I am wrong, it removes the influence cost of ships and defense structures and instead gives us something that is on one side more complex but also easier to... influence (hehe) than influence.
I never liked that the military stuff is capped through the influence currency, so having it exchanged for something that is actually ressource based is kinda neat.
Ships and defenses still cost influence. I looked into adding another type of influence specificly for military, but sadly the UI would never properly show it. So I still used the inlfuence system.
I just build a lot on top of every mechanic that was already in the game and reused a lot of those.
Do commuter piers allow transport of soldiers between islands? For example if I have a small island that has no more space, can cannons protecting the island get their work force from another island?
Yes, communter piets do support soldiers.
@@onecraneaday Sweet thank you!
I wish they redeveloped anno1800 with more transportation stuff, diagonal road system and free harbor building area 🤦♂️ this game has a massive potential to improve.
THANKS THANKS ! TO THE MOD AUTHOR AND TAKA FOR SHOW US! THANKS!!!!!!!
This looks great. Adds realism. My favorite part is the horses. My farmers and workers are always using horses, but where did they come from?
looking forward to this, seems VERY interesting
Beautifully designed and well thought out. It looks very similar to the old US barracks here in the area! I'm really looking forward to the mod! Thank you for the sympathetic presentation! Many greetings from Germany 😊
Those care packages what do they actually do in the base game? I admit i find it more annoying then anything seing the AI constantly dropping +/- happiness effecting stuff onto my islands so i usually just turn that off. But if u build it yourself and use it on your or AI islands do they actually drop need supplies into the island storage or what does it actually do.
In the mod they are a need for soldiers citizen and you need them to build ships as a production cost.
in vanilla you can drop them with airships to provide temporary happiness to your people or allies.
The mod gives it another use so now they are worth producing.
Idea: Use the monument building mechanic to simulate invasions. Workforce is soldiers, and requirements are ammo, provisions and so on. Add a timer so the invasion fails if not completed in time.
So .. more production chains? Ok. Fun. But does it also address combat, or change combat at all? Any chance defeated islands don't all of a sudden disappear? Some proper conquest maybe?
Otherwise, yeah, if you want to add more production chains, have at it. But you can do that by enabling all DLCs, too.
I do like the coal pit though!
Also am happy you keep an eye on so many mods recently!
I answered this a few times already.... this mod is considered a puzzle piece in the military overhaul category of mods. Other mods such as Combat Overhaul, Serp's Everyone Hard AI, and more cover things like combat AI mechanics, new ships and ship overhauls, and so on. I will be doing a video on combat mods soon.
Wow this is awesome! I need this stuff !
Can the mod overwrite the island conquering condition from destroying the trading port to like, conquering all the public buildings? It would be awesome to have land battles as well since we are at it
That's not possible in the engine for both of those things.
@@TakaUA-cam thank you for the answer! Aah, pitty. It would be awesome otherwise
A big part of this mod overhaul actually builds on the scrapped plans for a martian DLC!
honestly while nice in theory this just adds sooooo mcuh more micro management stuff
Everything can be automated, nothing really needs micromanagement once it is set up.
It does add additional things to set up like ammunition and makes things more complex. Some like it that it is more complex, others do not. It is not a mod for everyone that I totally agree with.
It’s already hard to keep on track. I don’t even use airships dlc to deal with more. The game concept is on point. If we had military and shared islands like anno 1404 version, it would be so messy.
Not sure if it’s just the game I was playing but I can’t produce lead. I have all the buildings for it and it is producing but the value stays at 0
Do you mean Lead or Galena? Galena is produced by mines. The Galena Module does not produce the Galena but buffs an iron, zinc or copper mine to produce galena. See the description.
between this and the new horizons mod it will be like a whole new game
Where is my download button for Anno 1800 and for this mod?
On one side I'm extremly impressed and think that all of the things he did are cool.
On the other side Anno 1800 is already so complex, that I'm not sure if I want more complexity. ^^
It is not for everyone indeed. Some people will not like it, other people embrace it and like the additional complexity, That is the beauty about it. Everybody plays like they want :)
When I use it, ai no longer builds boats😢
Why did he use hops for cigarettes as opposed to tobacco? Is that because he wants the chain to be specifically from the Old World?
Hops cigarettes are a thing actually... This just adds a bit of diversity.
Also... Cigarettes are unlocked earlier, and tabacco is only available later in the game. I did not want to move tabacco being available in the old world earlier so I searched and found that hopps is actually a legit good that is used for cigarettes. Hopps is also not really used by much so it was a win-win.
There is also a specialist later in the game that changes hopps for tabacco like Mad Mary for mines producing extra output.
Great vid as usual
oh wow this looks perfect for pvp
did this works with the combat AI mod? Like the mass of fleets and the better AI
They do work together with those mods. There will be additional expansions for Military Attention. There already is an addition specificly for ships.
This really creates another depth to the already complex game in some points, but realy love the military tier and its buildings. Especially as a Dutch former Army guy now working for the Navy nearby we have the oldest Naval Officers Academy in the world.
finally someone gave anno 1800 ground units.
There's no ground units in this mod and if you read the pinned comments you'll understand why
@@TakaUA-cam Well they should. having a strategy game with out ground units makes no sense to me. I have the game and don't even play it because of this reason. but from what I'm hearing there is a mod you can get if you want ground units, if not I bought the game for no reason. You see I like having different dynamics to warfare and having just ship battles is fun for others it's lame and boring to me. it would be way too over simplified for me.
@JohnathonMorgan-z6r You're looking for a military real-time strategy game and that is not this game. This is a logistics management city builder with a heavy focus on trade and supply. Combat in Anno games has always been secondary and even tertiary the gameplay. The number of people wanting more advanced combat and ground combat back in the game is extremely minor. The developers haven't totally ruled out making a return to land combat in the future but it's not a priority of theirs... The priority is to focus on what people enjoy the most and what makes the game the most interesting for people and that is the logistics and city building.
This seems cool, I am not sure I will be using it, but I am kind of interested. I still have a lot to learn about Anno and haven't finished a campaign yet, still struggle with harder AI but enjoying it nonetheless.
The water function… why dont we have that in the base game..
When are they gonna make a mod that adds fog of war so multiplayer can be actually fun
...so does it just add more stuff I need to make or does it add actual more options for actual combat?
A bit of both. In general it makes it more complex (more stuff) and a couple of new things. There is a new complementaru Military Attention mod released also which adds new ships and balancing for ships.
Is this mod savegame compatible by any chance? I was planning to start a new playthrough and would love to play with this mod. Since it's not out yet I was wondering if I should wait on it.
It will be savegame compatible. It is nicely played step by step offcourse from the beginning to build up with unlocking the buildings step by step, but if you want to add it to an older savegame it is possible.
This looks really nice. Will have to actually build war stuff for once. :D
next step expect all terrain land territory
You could get coal without a coal mine, from the Charcoal Kiln. Now I do love this new building, but it kind of makes the Charcoal Kiln redundant as this is double as fast and without the forest needed also smaller in footprint.
I can agree with you on that in a way. In the end everybody likes some variation and an additional building never hurts.
On the other hand, the charcoal kiln can be boosted by certain items that are not boosting the open pit mines. So, there are more reasons why you would choose the charcoal kiln and not the open pit mines. The tile footprint is somewhat the same.
It was also a bit of an esthetic choice to make an additional coal open pit mine. I had to do it for Iron because you need a lot more iron for soldiers. And when I was doing that ... I was like... Why not making one for coal also :)
@@Hier0nimusPlaysGames Aesthetically I do like them a lot by the way!
How do yoou make gunpoweder? Help , please
Look at the description and images provided. You need coal and saltpetre. For Saltpetre you need the nitrary. The nitrary needs the nitrary shed to get the inputs to actually be able to produce saltpetre.
Also, you need all DLC's because the nitrary shed is a farm module, and that is something that comes with the DLC from bright harvest. So, if you do not have that DLC it will not work.
It is stated in the description of the mod that you need all DLC's to make this mod work to it's full potential.
Я давно мечтал углубление боевой системы в игре, особенно в плане военной экономики, и желательно с земными сражениями) много даже придумал но вряд-ли все это можно реализовать) например у кораблей появились показатели боеприпасов и топлива для пароходов и дирижаблей. Парусники могут стрелять ядрами и бомбами, линкоры и мониторы могут вести огонь уже снарядами причём в зависимости от развития у них разные начинки для них (чёрный порох-пироксилин-мелинит) и у есть определенное число выстрелов после чего им надо будет вернуться для перезарядки. Разумеется все это надо будет производить на новых производственных цепочках.
Это только вершина айсберга того что мне пришло в голову как улучшить боевую систему в Anno 1800) если кто-то сможет хотя бы часть этого реализовать то могу потом написать ещё)
Some of the things you mention above are included. Gunpowder for example and ammunition is now a requirement. Sailors also to build ships.
On the other had we are really limited by what the game engine can handle. A lot of things are just sadly not possible.
is this mod integrated in the mod browser from the game?
Yes it is. You can search for it when looking for "Military Attention"
what i am missing since the cape trelawney dlc is juuuust some new island models. i am sick of building on the same islands over and over and over again.
Sadly that's not possible at all for modders.. We don't have access to the software they used to create the islands as it's licensed by another company.
@@TakaUA-cam I know, I wish that from the devs, as a DLC or something.
any word on the mod new horizons mod release date for it
Not yet nope
@@TakaUA-cam ok thank you
Please tell me this military mod will NOT come out before New Horizons mod 🙏🏾
You want me to lie to you? Lol
😂@@TakaUA-cam
Can i play this mod into an existing creative world save?
looks very nice
You can add it to a new save however you'll have to do a lot of adjusting to account for new production chains, ammunition requirements, and soldiers for defenses.
any idea on when this will be released?
It is released now for some time :)
Is the fort from the thumbnaill buildable?
Yes, that one if buildable. That is a new monument build in different stages. I can not paste links here... otherwise I would link the modpage here where you can see the building and all the information :)
woah, this looks so great
I can't wait! Also eager for an Asian mod ...please, please, please.
Awesome job allready! i am curious how the AI use this new 'dlc', how the civ's look at the warmachine+diplomatics and offcourse the risk from accidents happens from exploding factories :)
The AI uses a couple of the mechanics but not all of them. I choose to make sure the AI keeps progression/working and not using certain things compared to forcing them to use everything and AI not working anymore getting stuck.
Factories offcourse will blow up :)
The mod looks great and promising! But I think Anno 1800 is still missing a land-based combat mechanic much like Dice Kingdoms.
Land combat isn't missing... The developers and testers early on in development decided that it just didn't feel necessary. It didn't add anything to the overall gameplay and was going to cause a lot of issues with the engine trying to adapt land combat into this version of the engine. Overall in the community land combat is only something that a extremely small minority of the player base cares about anymore.
@@TakaUA-camWe unfortunately still miss that core mechanic from the old Annos. We want our land-units and city-walls back! We want to defend and fight on the islands.
I seriously don’t know what kind of players the developers are asking in regards of military questions in Anno, but it seems to be the peaceful players.
But there are so many of us which want ground battles in the buildable areas back!
@DaveHillBricks You're using a generalization of the player base.. there's been a lot of discussion across a lot of different places about land combat and surprisingly It's actually a smaller percentage of the players that care about land combat then you think. I've seen people post polls on Reddit in the past about it as well... Depending on the pole and the timing the percentage of people who want to see land combat return averages between 15 and maybe 30%
@ You might be right. And my theory is, that a lot of players (which played the older Annos) don’t miss this mechanics because it wasn’t amazing. This part of the game was never developed with much care. The diplomacy was way to shallow and it usually ended up in sweeping the NPC off the map. Thats true.
And new players don’t know the old mechanics and assume that it might turn into a Total War or something. But thats not what I am asking for either.
Let me get this straight:
- What I want are units we can move individually like in 1701.
- Trade on land which must be defended with troops. -> Multiple players on an island. (Which would showcase the multiple groups in the roman empire and their interactions -> like raiding barbarians)
- City walls and towers to defend the city.
- A more immersive diplomacy menu (with demands from the NPCs, which would make war a last option diplomatically)
And for all the really peaceful players you could add a setting before the start of the game to have the Anno 1800 harbor-takeover mechanic or 0 NPCs and therefore 0% chance of war.
Most of the people don’t know what they are missing out on, because they don’t know how good this could work. For all player groups. For the peaceful ones and for the „hardcore“ anno-military-enjoyers as well.
Such in-depth combat mechanics are perfectly fine as long as they are completely optional and that sort of gameplay can be disabled in the settings. You're assuming that most players are going to love having combat mechanics in the game if they've never experienced them before... Based on 6 years of feedback from Anno 1800 player base most people play this game for the city building and logistics management and really don't have any interest whatsoever in combat. Doesn't matter how interesting it might be... First and foremost the game is a city building game and that's why most people want to play it
This looks amazing, can't wait to give it a try.
I wonder if this would be compatible with combat overhaul mod
He has ensured compatibility and good mod combinations with mods like Combat Overhaul!
Really cool mod. Imagine if someone could bring back the soldiers on land feature from ANNO1404. That would be game changer but really hard to implement.
Land combat is not going to happen... See the other comments and my replies about it.
Where can we follow the development of this and other mods like New Horizon is there a patreon or something?
You can follow along with a lot of it on the modding Discord!
@@TakaUA-cam where can i find the link for the modding discord?
Just Google search for Anno Modding Corner or you can join my Discord and I hang a section with links to places like that in it.
Its quite cool, but some of the things, like the shells for cannon towers, are excessivly micromanage-y
It is indeed a detail and maybe a bit micro. But it gives it a bit more challenge which some people wanted.
You can totally automate it like everything should be. So, once you set up every production it can run without you ever need to look at it again (unless the supply is interrupted, but that is the case with everything in Anno)
Map size should be 3x to contain all these millitary complex buildings and stuff.
At this point there are already a lot of islands and sessions available. There were also made some balance tweaks to reduce the space some of the vanilla things use. For example farms require less fields in some cases.
I love the concept! Maybe i missed it, but how does the AI handle the changes?
Some things are also done by the AI, but other things are skipped for them because the behaviour can not be implemented for the AI. For example, they do not build the ammunition depots because the buff mechanic is not easy to do for them in logic they would follow. But they do need sailors, ammunition for ship building, ect. Sadly at the moment they also do not build soldiers encampments but they do build some other new buildings. The most important thing is that they do not get stuck and keep expanding and attacking/trading/...
This is amazing looking forward to it. I wish it were possible to have infantry. I do this this will pair well with combat overhaul and WW2 ships
Sadly the game engine does not allow that... We can not mod that.
It is meant to be played together with other military mods to get the full military experience. This mod focuses on the logistics part.
@@onecraneaday I figured, do u think it would work with the ww2 ships mod tho
@@JamesGames-YTIt will work with that mod yes.
Hello I am using this MOD
I would like to ask how to load the coastal defense cannon. I watched a video demonstrating that the cannon was placed on the coast, so I received ammunition replenishment. But what if it was placed on the sea?
It is novel to need to replenish ammunition for artillery, but it is frustrating that the ammunition has not been replenished.
你好我正在使用這個MOD
我想請問如何裝填岸防砲,我看了影片演示蓋在了海岸邊所以得到了彈藥補充,可是如果是蓋在海上呢?
對於火炮需要補充彈藥很新穎,但是彈藥一直無法補給令人沮喪
The ammunition depot has a radius around it. Depending on which cannon you need different types of ammunition.
The small ammunition depot only has 1 type of ammunition and can only be build on land. So you can not reach the defense buildings that are build far in the sea with other mods like extended harbour. Later at engineers you can build a large ammunition depot which provides all types of ammunition and can be placed on the water, with that you can provide all ammunitions types to all defense buildigns as far in the sea as you want.
this is incredible
Thsy should add rransports, barricades and the city center(land capture point). That would be really cool
Land combat is not possible at all even through modding. Any semblance of functionality needed for land combat to exist in the engine is just not there and modders cannot create something that there is no basic functionality for.
-1000% means the cannon actually HEALS enemy ships. Think about it. What does -1000% even mean?
and -1000% range means the range will become a negative numbers. I have so many questions...
Did you actually try that? I never seen that behaviour and it works as intended.
The negative range/damage/value as a buff is a mechanic used in multiple mods, not only this mod. The idea behind it is that you use a negative buff to make sure the building does not work. It is -1000 and not -100 because otherwise you could buff the building with items above that -100% threshold. You can never get over -1000% with items. That is why it is -1000%. In this case if you provide ammunition you get a buff of +1000% to compensate that -1000%.
when will this be available ?
In the next weeks, polishing at the moment. It is in BETA so can be tested and providing feedback.
Currently in the last phase and making sure it is compatible with most of the biggest and most popular mods, which is a lot of testing :)
The mod is out, named « Military Attention »
@@Alpha-or8gv Yes it is! Have fun!
you basically revived the game, love you so much
@@onecraneadayi have many things to point out (mainly fixing things i observed), were can i send you a feed back ?
Fantastic!
amazing i cant believe someone could do that.. dont we need to donate him for the work?
Glad you think about donations, but I do it for fun. Making people happy and enjoying the mod is enough for me to keep doing it. Have fun with it!
Imagine 1 simple ton of card games
They are not really taking care of their cardgames. They always need new ones, same for the pocket watches, jewellery, steam carriages,... :D
was always annoyed that there was no army invasion mechanic in game
When will it release?
In the next weeks, polishing at the moment. It is in BETA so can be tested and providing feedback.
Currently in the last phase and making sure it is compatible with most of the biggest and most popular mods, which is a lot of testing :)
Will it be save game compatible? Looks really good btw.
@@RaffoMG Thank you!
Yes, it will be savegame compatible.
But the best and most enjoyable experience will be when you start with a new game and unlock everything step by step.
thx u, I guess a compatibility with Colossus mod...
what an awesome mod!!
Glad you like it!
Where I can get this mod?
Not out yet as I said
Is it on ingame mod browser?
It is
@@onecraneaday sadly u require Arctic dlc
@@jedrusnowak3317 True... it covers all regions and a lot of mechanics that the game introduced with new DLC's are used. You could play it without the DLC, but some things would not work. For example, somebody tried to play it without the Empire of the skies DLC where care packages and the mail mechanic are introduced. a good and a mechanic I use in the mod. Hope you can get the missing DLC's and still enjoy the mod. Maybe wait for a sale or something in the future.
@@onecraneaday oil tanker can be bought so its ok. But i dont know if cargo shop can be bought. Can IT? I cant build warm clothes because of the passage absence. But i can buy it from docklands somehow. It sucks a bit but well. I'm at investors now. Will something after that also require dlc?
@@jedrusnowak3317 With "wait for a sale" I mean a sale for the DLC in the ubisoft shop, not the ships ingame :D Warm clothes are only needed for the Arctic soldiers. So if you can not build them you do not need them for anything else. There are a lot of things interconnected... You need gas for the fire towers, that is something that is arctic only. There are maybe some items for the Military Academy that are locked behind the DLC.
Got new ships?
No, he decided not to do new ships in this mod. Heir0 describes this military mod as part of a puzzle... The logistics and population piece of it. Combat AI is handled by the combat overhaul mod. Ships are added by that mod or one of the many other ship mods out there.
Yeah, like you're ever going to quit playing this game...
Thanks for the video!
I wish they would remaster 1503...
More stuff same space, wish there were bigger islands
DAAM i canot wait to try it
Where we can get?
Not released yet but once it is, it will be in the mod browser in-game
@@TakaUA-cam God thank you sorry bad english. i am quebecois
In the next weeks it will be released, polishing at the moment. It is in BETA so can be tested and providing feedback.
Currently in the last phase and making sure it is compatible with most of the biggest and most popular mods, which is a lot of testing :)
Not enough space on islands for all this extra crap and it just makes it harder to defend new islands in the new world.
There are some balance changes to counter the additional space you need. For example, farms need less fields, you get additional residents for farmers and workers,...
It is intended to make the game more complex and with that it makes it harder. If you do not like it, no harm in not using it. Not every mod is for everyone.
so i cant download it yet?
It is still in BETA, you can download a testversion, but better not use it in a running savegame you want to keep because things could still change.
It is released now for some time :)
How is the AI handling all that ? or just ignoring and cheating ?
Depending on the mechanic they ignore it or partially need the things. But AI is really tricky and fragile programmed in the game, so a small change can just break it. They also do not follow the same logic so a lot is just not possible sadly.
Where can i find the MOD?
I said in the video that it's not released yet and about a dozen other people have asked that and I've commented to them as well... It's not out yet.
@@TakaUA-cam yes I know, but there isnt a webpage or discord to follow how it is?
It is released now for some time. You can try it out!
@@Hier0nimusPlaysGames Thanks mate!
Shouldn’t cigarettes be tobacco.
It is actually legit... In the early times, there was no tabacco but other things were smokes, like hopps.
Tobacco is only available later in the game. So I had to look for an alternative that was earlier available. And hopps is actually legit for it. And hopps was underused in the game so perfect combination to make it more useful.
This is just extra complexity for no reason what so ever. This system should provide land forces not convolute the rest of the military
Land forces are not possible in the engine... plenty of people love this mod and the complexity it brings. If it's not for you then it's not for you
what is the name of the mod in the game
Showed the mod thumbnail at the start... it's called Military Attention!
You can beta test it, but it is not final yet. You can only play it by directly downloading it and manually add it. It is not available (yet) via the modbrowser ingame.
@@TakaUA-cam do you know when it’s coming out
Soon
Amazing
Was hoping there will be changes to actual combat. If its only additional production buildings than its a pass for me. STILL its a great mod of high quality, author did a great job.
only reason i stopped playing this game is they didn't even answer my emails about moving the game to steam. i wanted to buy all dlcs after they started on steam. beautiful game but anyway not even cents will go ubisoft ever again.
love it