This page is for information related to game mods and discussion about modding / modifying the game's files. See Fan-made Tools for a list of tools created by Anno fans such as calculators or layout designers.
Under Construction![]
- This page is currently a partial copy of the Anno 2070 one, it will be gradually updated, better info might be found on the german-speaking wikis, such as the page for modding Anno 2205 .
Modding Guides & Websites[]
- You can read about how modding works in this English guide
- HERE is a German guide. It was translated into English already, but the Annothek admin decided to just delete the modding section. So feel free to translate it again.
- This is a video guide showing the steps needed to install ModLoader and install mods from sites such as Nexusmods.com or Github:
- ModLoader by XForce - Required for any mod to work in the game
- NexusMods.com/Anno1800 - Popular modding website hosting dozens of mods
- GitHub Mod Collection - GitHub collection of various mods
- Mod Manager - Conveniently browse and install mods
Basic info[]
The games data is stored in the installation directory, in the "maindata" folder. The RDA files can be opened by RDA Explorer
RDA file organization[]
- data0
- General game files
- data1: Shaders used in the basegame
- data2: Icons and images used in the basegame
- data3: Video used in the basegame
- data4: Blacklisted words in every language and fonts for the game
- data5: Maps used in the basegame
- data6: Islands used in the basegame
- data7: Benchmarks
- data8: Buildings used in the basegame
- data9: Sounds used in the basegame
- data10: The Anarchist DLC
- data11: Sunken Treasures DLC
- data12: Botanica DLC
- data13: The Passage DLC
- data14: Seat Of Power DLC
- data15: Bright Harvest DLC
- data16: Land Of Lions DLC
- data17: Docklands DLC
- data18: Tourist Season DLC
- data19: The High Life DLC
- data20: Pedestrian Zone Pack
- data21: Eden Burning Scenario
- data22: Seeds of Change DLC
- data23: Industrial Zone Pack
- data24: Empire of the Skies DLC
- data25: New World Rising DLC
- data26: Dragon Garden Pack
- en_us0.rda
- Localization Sound.
- de_de0.rda
- Localization Sound.
- fr_fr0.rda
- Localization Sound.
- ru_ru0.rda
- Localization Sound.
The principle of modding involves modifying in-games values (Ships maintenance costs for instance) to make the game harder, easier or more balanced.
More detailed info[]
Such values as building cost, power output/consumation, maintenance cost, ecobalance effect, etc. is stored in patch0.rda/data/config/export/main/asset/assets.xml and superceded by the assets.xml files of subsequent patches.
Organisation of assets.xml[]
The data is divided into groups.
- Animals
- Buildings
- Tycoons
- Residence (houses)
- Public
- Production
- Energy (interesting!)
- Special (ark, ...)
- Ornaments
- Ecos
- Same as the Tycoon organisation
- Tech
- Same as the Tycoon organisation
- Others (fields, ...)
- "Relocation Placeholders"
- Third Party
- Tycoons
- Vehicles
- Tycoons
- Submarine
- Warships
- Trading Ships
- Ecos
- Tech
- Third Party
- Other
- Quest Vehicles
- Tycoons
- Units
- Street
- Testdata
- Unplaceable
- Landscape
- Infolayer
- Props
- Targets
- Disasters
- ... and then enough categories to give you an headache
Values[]
Credits (e.g. Values/BuildCost/ResourceCost/Credits
and Values/MaintenanceCost/ActiveCost and InactiveCost
) are stored in the same unit as in-game credits.
Non-credit maintenance cost like power and ecobalance (Values/MaintenanceCost/ActiveEcoEffect, ActiveEnergyCost, ActiveEnergyProduction
+ Inactive...) are stored as binary fixed point numers:
ingame_maintenance = datafile_maintenance >> 12 # use binary right shift
ingame_maintenance = datafile_maintenance / 4096 # or divide by 2**12
Amounts of goods (Values/BuildCost/ProductCost/Tools
) are stored in kilograms (1000 kg in data file = 1 ton ingame).
Time (Values/WareProduction/ProductionTime
) is stored in miliseconds.
Default passive trading prices can be calculated as int(2.5 * properties.xml > .//ProductPrices/{value from assets.xml > /Values/WareProduction/Product}/BaseGoldPrice
).
Building size in game tiles can be calculated from .ifo files using this pseudo-algorithm:
cfg_path = assets.xml -> /Values/Object/Variations/Item/Filename
ifo_path = cfg_path.replace("cfg", "ifo").lower()
ifo_file = open ifo_path from data2.rda + patches
x = ifo_file -> .//BuildBlocker/Position/x
z = ifo_file -> .//BuildBlocker/Position/z
x = abs(x) >> 11
z = abs(z) >> 11
See python implementation of reading these values in list_of_buildings.py.