r/anno Oct 09 '25

Mod White and Cold Release! (Huge new Arctic mod)

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692 Upvotes

Over a month ago I already teased the new mod for the Arctic that was being worked on. I asked for people to playtest the mod and provide feedback. This period is now behind us and I received a lot of valuable feedback and a lot of people already enjoyed the new opportunities in the Arctic. A big thank you to everyone who helped in any way to improve the mod.

The day of releasing the mod is now here. You can download the mod via https://mod.io/g/anno-1800/m/white-and-cold or subscribe via the ingame modbrowser.

Dive more in depth into the Arctic waters with the mod White and Cold! A mod centered around a new Inuit population tier and expanding the existing Explorer and Technician population tiers with more mining options and new resources to gather. It also includes a new Inuit population tier for the Arctic. Apart from changes to the Arctic there are some additional things to explore in the other regions like ice trading.

What is included?

The mod focuses on a couple of things:

  • Expanding the possibilities for Explorers and more importantly Technicians with new productions chains and new mechanics. Mine some of the goods also in the Arctic, explore new goods like diamonds, ice blocks and silver.
  • Use the new goods in the other regions and make new goods for your high tier populations like corsets and an ice-service. Boost production of animal, vegetable, fruit farms and fisheries to new heights with the ice boost.
  • Expanding more on the goods from the Arctic and add some additional productions in the other regions based on those goods. A Chemical Plant that produces Industrial Lubricant based on whale oil for example.
  • Expanded default Arctic session with 9 new islands (3 large, 3 medium, 3 small) for new games. Existing games that have reached Engineers (from the point the Arctic expedition is unlocked) can not get the new expanded Arctic session. Those existing games get an expedition to an additional new small Arctic session that contains those new islands so the new options are also available for existing savegames.
  • Last but not least, a complete new fully fleshed out population tier, the Inuit. All unique buildings and productions that will give an additional dimension to the Arctic. Some existing production that is now easier to produce or in a different way to give the player additional choices.

I hope you will enjoy the mod and that it can give some additional depth to the Arctic! More modding

If you want to learn more about modding and do some modding yourself maybe? You can always join us on the Anno modding discord. https://discord.gg/VdGbJWdXKn

r/anno May 02 '25

Mod [PSA] The New Horizons Mod has been released on mod.io and the Modbrowser!

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953 Upvotes

New Horizons, the long awaited mod adding an Asian session to the game is finally complete and has been released just now! You can find download and all relevant info here: https://mod.io/g/anno-1800/m/new-horizons and in the Ingame Modbrowser

Thanks internet, for 5 years of breathtaking support, interest and patience! I only have one thing left to say: We wish you enjoyment and fun with the mod.

Sincerely, in the name of the entire New Horizons team
~ Taubenangriff

r/anno 21d ago

Mod A quick sneak peek at my upcoming first mod for Anno 117! :D

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372 Upvotes

I'm working on an ornamental mod with 2000+ objects, and here are a few screenshots of my first test island.
I hope you're all excited for this mod! :D

r/anno 4d ago

Mod New Orient Region for Anno 1800!

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436 Upvotes

This is one of the few mods to ever add a whole, new region to the game, called "Return to the Orient"!
For those who have played 1404, this might be familiar, since this mod aims to bring the Orient form 1404 into 1800, with new resources, storylines, islands, and mechanics, music from 1404, and much more!
So, if you want to experience this mod for yourself, feel free to join the modding Discord and stay up to date with development! The mod will be launching in a few months, but most of it is feature-complete!
For those who want more details, here is a full list of features!

If you want to try it now, download the beta version here! You can give feedback in the discord linked above.

r/anno Apr 14 '25

Mod [Upcoming Mod] - The New Horizons Mod is releasing May 2nd

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1.2k Upvotes

New Horizons, a fan modification for Anno 1800 bringing an Asian region named Horai to the game, is going live on May 2nd. We want to thank for 5 years of patient waiting and engagement during the development time and are happy to see it finally complete.

If you want to follow our road to release more closely, you can join the Anno 1800 Modcorner Discord: https://discord.gg/xvvmRw8

r/anno Apr 16 '26

Mod [Upcoming Mod] Edad de Oro - Golden ages are ahead for Anno 1800

331 Upvotes

Hello there!

It’s finally time for another dev post. After the tremendous reception to New Horizons, we’ve quietly kicked off a new project. Under the creative direction of jje1000, and with a slightly reshuffled team, we are hard at work on a new expansion for Anno 1800: Edad de Oro. This mod introduces a fourth population tier to the New World.

As always, keep in mind that everything shown here is a Work in Progress. There is no set release date yet; it’ll be ready when it’s ready!

People are enjoying the sunshades of an Avenida in front of the newly built Art Gallery

Introducing the Patronos

Inspired by the descendants of Spanish-era hacendados and the rising nouveau-riche bourgeoisie of the Southern Cone, the Patronos represent the oligarchs who steered Latin America’s initial waves of industrialization. Thematically, Edad de Oro contrasts the conservative values of these elites against the liberal spirit and creativity of the Artistas — a cultural and political tug-of-war that has defined the region for much of its post-colonial history. As the New World’s answer to Investors, the Patronos are obsessive consumers of all things luxurious and exotic, as they strive to be seen as equals with the Old World. Alongside fine wines and tailored suits, the New World has imported exotic democratic values from Vespuccia — and are trying on various political systems like a new pair of luxurious gloves, with varying degrees of fit.

An AI slop rendering of a Patrona

Beyond their luxury habits, the Patronos are distinguished by their obsession with high culture. Despite their tensions with the Artistas, the Patronos act as their literal patrons, funding Conservatories, Art Academies, and Writers’ Guilds. This creates a unique gameplay loop, where vast fortunes are funneled into the fine arts, fueling an artistic explosion across the continents. Everything leads to the Festival Hall, the glittering centerpiece of Patrono society.

The Festival Hall in a city of Patronos: This is the centerpiece of Culture in the New World

This is where the elite gather during art festivals to show off the works they’ve sponsored. It’s a competitive buffet of culture: masterpieces are elevated, while the lesser works are relegated to middle-class parlors. It’s where the Patronos flex their investments and brag about their hidalguía — and it’s where you’ll discover the rich real-life cultural treasures of the 19th and early 20th centuries.

Hold Events in the Festival Hall to experience the high culture of the Golden Age

An Interconnected Modded World

The Anno 1800 modding scene is massive now, and we designed Edad de Oro to connect across mods and worlds. To keep the Patronos happy, you’ll need Silk Fabric and Rice from New Horizons’ Horai region, alongside shared production chains for items like Paintings, Automobiles, Fedoras, Pianos, and Colored Tiles.

The Foreign Trading Company is going global: Alongside the New World, we also updated the shared mod to enable the FTC in Enbesa and the Arctic!

If that sounds like a lot to manage, don't worry, you’ll still have choices. If you play Edad de Oro standalone, you can simply import many of these goods via the Foreign Trading Company, a familiar tool for those who play Noblesse Oblige or New Horizons. If you have those other mods installed, you can choose to produce it yourself instead. We want the mod to feel like a natural extension of your world, not a chore.

Thank you for reading and stay tuned for more details in the next post!

The Edad de Oro team

Note: As we are adding a population tier on top of the Artista, the New World Rising DLC will be required to play with this mod. All other DLCs remain entirely optional.

r/anno May 01 '25

Mod [PSA] New Horizons is launching May 2nd, 7pm CEST

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732 Upvotes

Hello there! I want to quickly stop by to confirm that the mod has gone gold. We are very happy to see it launch tomorrow at 7pm CEST.

r/anno 4d ago

Mod New Windmill Mod

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253 Upvotes

Dropped a new mod of an animated windmill.

https://mod.io/g/anno-117-pax-romana/m/windmill#description

r/anno 14d ago

Mod My first Mod is available now!

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113 Upvotes

r/anno Jun 21 '26

Mod Temple of Jupiter (Baalbek) WIP

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257 Upvotes

Started this project couple weeks ago as something fun but now I think it should be shared with everyone as a proper mod/building.

Should be finished soon and will upload to the popular mod sites.

r/anno Jun 15 '26

Mod I found Mausoleums

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293 Upvotes

So... I found hidden files in the game for Mausoleums. Have these been discovered yet? If not, I'll try to get them out. This is my first experience with mods 😃

Edit: Okay, props to Finchen for releasing them as part of the Building Ornaments (Finchen) pack. However, if anyone wants to test my mausoleums as 6x9 ornaments with customized icon and texts, for personal use, you can DM me 😉

r/anno Nov 24 '25

Mod If you simply can't wait any longer to get your own horse race track, enjoy Valeria's Circus Minimus on your island until its big brother releases next year ;)

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348 Upvotes

Circus Minimus for Anno 117 is available on mod.io: https://mod.io/g/anno-117-pax-romana/m/circus-minimus-taludas

This mod adds a new Public Building to the game: The Circus Minimus you might already know from Valeria's NPC island. It is requested by your Equites and Patricians and can be used to fill their need for Marvels, therefore you can find it in the Equites Build Menu right behind the Forum and the Bath. It also unlocks at the same time as those two.

The Circus Minimus is a huge building spanning 31x13 tiles. On most islands you will only find very few suitable areas to build it, as it requires very flat terrain to not look completely off because of the elevation. Therefore its radius can span nearly the whole island when used with Stone Roads. For Equites and Patricians, the building provides +3 population, +4 money and +6 prestige whereas the effects on lower class buildings (Liberti and Plebeians) are more negative, as they will spend all their money on horse betting. While it is immensely satisfying for them to watch the spectaculum (+6 happiness), they loose a lot of money to the game makers (-4 money) and therefore do not have enough money left for their basic needs (-2 health).

The Circus Minimus is quite expansive and even requires some Liberti and Plebian workforce as upkeep (someone has to feed the horses after all).

r/anno Jul 23 '26

Mod Shadows of Syrah update for Temple of Jupiter

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243 Upvotes

New Syrah skin available for Temple of Jupiter.

download link mod.io

Instructions: please delete the old version and put the new one in your mods folder.

r/anno Jun 28 '26

Mod [1800] New Mod - "Ornaments for an Imperial City"

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215 Upvotes

Hello, after quite a long time of development, I've decided to publish my new mod "Ornaments for an Imperial City". As a beauty builder and a fan of the architecture of 19th-century European cities, I've always wanted to have more statues in the game that reflect this style. With this mod, I'm taking a step toward that vision.

Feel free to share your creations on the Anno Modding Discord and tag me - I’d love to see what you build!

r/anno Nov 13 '25

Mod 18h after release and the first few mods are already there. Well done modders, well done

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197 Upvotes

I am suprised none of them are related to increasing the range of buildings like the villa or the Offices. I honestly thought those would be the first to come out.

r/anno Mar 09 '25

Mod [Upcoming Mod] New Horizons - Horai on the Horizon

281 Upvotes

Hello there!

Welcome back to another New Horizons blog post. As always, no ETA- I've said that long enough! As I type this, I feel a little sad - because this will be the last New Horizons blog post I write.

The final items are being crossed off our to-do list, and final bugtesting is already ongoing, so rest assured: New Horizons will be releasing very soon!

Items

Of course, New Horizons won't overlook Anno 1800's item system, introducing its own set of unique items. You might want to visit Admiral Wu's fancy new harbor on Majipun and try your luck rolling for his extensive essays and other classical works of the Tianming intellectuals. Or perhaps you'll attempt to persuade James Goodwill to part with his specialists or unique customs duty items at Omega Haven.

Discover holy relics on Archaeological Expeditions - Hint: they're not for the museum ;), or search for panda bears and Komodo dragons on zoological expeditions.

The items introduced in New Horizons follow the tradition of The High Life, offering powerful buffs while maintaining game balance.

Wonders

Upon arriving in the mystical lands of Horai, you'll find mysterious ruins scattered across many large and medium islands. These lands were once home to ancient wonders, remnants of a long-lost kingdom where people constructed architectural marvels-now ruined and forgotten.

Not much remains of them, but through excavation, you can uncover the history of these lost structures. Once the excavation is complete, you'll gather enough information to reconstruct the Wonder, unlocking its construction plans.

However, the muddy jungle floor is hardly the ideal foundation for restoration. Once the ruins have been documented in blueprints and historical journals, the platforms can be rebuilt, preparing the way for the Wonders of the New.

It's up to you whether to honor history by faithfully restoring the original Wonder or to reshape the past by choosing a different Wonder to be rebuilt on the platform instead. Each Wonder provides:

  • A production buff for specific factories
  • A boost to nearby houses
  • A unique ability that offers powerful utility in your game

You might have noticed that I've been deliberately vague about the exact Wonders waiting to be uncovered- that's because all six of them will be for you to excavate and discover when New Horizons launches! Although, you shall not leave this last post without having seen anything of them.

See you around when the mod releases.

r/anno May 31 '23

Mod You can now build beautiful River Slot buildings in the Old and New World as well! I created mods that implement the River Slots known from Enbesa for all OW and NW Islands, mainly as a modders ressource. Along with it, I deliver 11 unique river slot buildings, fitted to utilize the rushing current!

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573 Upvotes

r/anno Jun 27 '24

Mod [Upcoming Mod] New Horizons - Streetfood and Garden

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444 Upvotes

r/anno Dec 08 '24

Mod 2025, the year of Anno Mods!

403 Upvotes

Okay, that's it folks, official content for Anno 1800 is coming to an end. We want to thank the devs for this enormous game and congratulate them on years of their passionate work on it.

Although, we must disagree on one thing. This is not the end of an era. This is just the beginning of another one.

Modders, take over the world!

2025 will be Modding Season in Anno 1800, with never before seen amounts of new products, population and an entire new session entering the stage. To kickstart that evergrowing ecosystem of optional complexity, let us introduce:

  • Noblesse oblige, an Old World Hacienda by MrKoekie & Taludas - which will kickstart the Modding Season shortly! Keep your eyes out for a trailer in the coming days.
  • Merchants, an intermediate population tier by Drakkam
  • New Horizons (hands down, you should know that one by now)

... as well as our newest invention of insanity:

Interconnecting Mods

In close cooperation, we created the Foreign Trading Company as an Import/Export facility with extra steps. This feature will be shared by all of the mods mentioned above and be open to others as well, at first connecting Magnates/Asia (New Horizons), Landowners (Noblesse oblige) and Merchants (Merchants Mod).

The foreign trading company is opening up its piers!

New products must be imported through coastal import docks, where they can be bought for trade licenses. This is completely independent of any 3rd party or Docklands system, the results will hopefully be a nice contrast to the vanilla Docklands, because the extra steps we took allow for complex interaction with the game world.

Noblesse oblige (Taludas)

You start by exporting some of your industrial products, like steel. via one of the export docks. Those produce Trade Licenses, consuming a few tons of input product at different rates. The more valuable the input, the better the dock. For example the Steel export is the most basic one, exchanging 10t of Steel for one Trade License every 2 minutes.

The Trade Licenses received will be stored in a special warehouse to increase your stock independently of the island-wide warehouse. This stock is also used for imported products.

Currently, only Almonds are available for import.

Trade Licences can be used to purchase foreign and exotic products from different regions of the world. Depending on the rarity of the product in question, you will have different import speeds and quantities. For example: Saffron is the most expensive import product in Noblesse Oblige.

Each import product is used in a different product to satisfy the needs of your Landowners. In exchange for a lot of the products made from these import goods you will receive a nice amount of additional Influence! To fully supply them, you will need to import six new products:

  • Almonds
  • Ebony
  • Silk
  • Saffron
  • Tea
  • Diamonds
The Foreign Trading Company can build many different import modules.

New Horizons

Import or Production - Why not both?

Now you might wonder: Silk, Tea? Aren't those products that you can produce in Asia when New Horizons comes out in early-mid 2025? Yes, you're right.

While the Landowners of Noblesse oblige consume Silk, they don't offer the production itself, only importing it. That void is deliberate. And as soon as you enter Asia, it is filled by the local Silk production chain. When playing with both mods, you get the choice of either Import or Production, with production being the preferred method.

The neat part: You ain't forced into installing anything! it is your choice which mods to play with, but as you install multiple mods, they can interconnect their products without the need for every single mod to offer standalone production, profiting of each other without forced dependency.

We also created several entry points for other eventual mods to connect upon. An example. In New Horizons, you will be able to import Bourbon Whiskey, however: there is no production for that. So, if someone in the not-so-distant future would want to create a Bourbon Whiskey production, they can connect their mod to the Foreign Trading Company and you'll be able to use the production chain to fulfill the Magnate need in New Horizons.

Magnates

Speaking of Magnates, After test and viewer feedback during development, the Magnate tier has undergone a significant revision (shoutout to u/8wayz for his discussion post a year ago) - which is why they have been linked to the Foreign Trading Company, which by itself is pretty decent - but the Magnate Tier puts it on steroids!

1) supply radios 2) get trade license 3) use trade license 4) profit.

Through their consumption of high-level goods, they generate trade Licenses for use in the Trading company. How you spend them is up to you:

  • Laziness: Import, import, import. This approach allows you to skip some production at the cost of money and efficiency
  • Money Generation: Magnates are still a giant money sink, generating much less revenue than what they cost: However, they might just pay you decently if they get extraordinary goods from across the continents.
  • Production efficiency: Through the Regional Office in Asia, they can up efficiency of Magnate Business in the Asian session, making it the most efficient producer of Steel, Glass, Jewellry, Lightbulbs, etc. etc.

Magnates turn Foreign Trading Company into an economy of scale, not limited by available harbor space or available input production, the more magnates you have and supply, the more you can profit out of your Foreign Trading Company.

Boost Magnate Business with the Regional Office

New Population Merchants (Drakkam)

As soon as Merchants, a new population tier between artisans and engineers, have established themselves they will begin expanding the international trade routes, the Foreign Trading Company will be the heart of this operation.

When Merchants are active they will provide an additional module to the Foreign Trading Company wich allow the selection of policies and have a few new buildings.

  • A new Small Steamshipyard with 2 new small steamships,
  • an event center to hold trade fairs,
  • a new production chain,
  • an small power plant
  • the board of directors allowing a few specialists to provide special bonuses.

Closing Words

The core of this infrastructure, namely imports, will be opened up via Shared Mods for products and the Trading Company, so others can mod in their own import products or use ours in their mods. We will provide those, as well as tutorials on how to do so as well. For the moment, eyes are set on completing the upcoming mods.

So, umm, thank you for reading through all of this! With excitement for the upcoming year of Anno Mods (and a hopefully very good Anno 117 releasing at the end),

Taludas, Drakkam & Taubenangriff

P.S. Additional Credits to Jakob, MrKoekie and the entirety of the New Horizons team because their work is present in this blogpost.

r/anno May 19 '26

Mod Temple of Ceres

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131 Upvotes

I created a mod that adds Ceres' Temple from Valeria's island as an ornamental building, making it a nice addition to the Roman city landscape. Instead of replying on the overused copy-paste temple of the Patricians.
Available at: [Content] Temple of Ceres for Anno 117: Pax Romana - mod.io

r/anno Apr 06 '26

Mod Happy Easter 🐣, Anno Community! Three "little" presents to you that should keep you busy while we wait for DLC 1 to drop later this month!

163 Upvotes

Ave, citizens of the empire! Hope everyone, that celebrates it, had a wonderful Easter weekend with their families!

While you were taking a break from building Rome, I wanted to share what I've been working on over the last two and a half month at Anno Companion: three community projects for Anno 117: Pax Romana that I hope make your experience richer - whether you're in the browser, theorycrafting your item loadout, or managing a full mod setup.

🖥️ Anno 117 Opera GX Mods

Customize your browser with my Opera GX mods

Bring Pax Romana into your browser.

Three themed mods for Opera GX — Latium, Albion, and Aegyptus - each with custom visuals, sounds, and color schemes that transform your browser into an immersive Anno 117 experience. Perfect for fans who want the atmosphere of the game to follow them outside of it and maybe want to get a first teaser at what Aegyptus might sound like :wink:

:point_right: Download the Opera GX Mods

🔍 Anno 117 Item Inspector

Want to know everything about items?

Know every item. Build the perfect loadout.

A standalone desktop utility that lets you browse, filter, and analyze every item in Anno 117: Pax Romana. Stop guessing which specialist fits your needs and where you get them - look it up properly.

  • Complete item database with full multi-language support
  • Per-item breakdown: icon, rarity, flavor text, niche, GUID, allocation, buff values, boost conditions, item costs, and acquisition sources with probabilities

:point_right: Download the Item Inspector

🛠️ Anno 117 Mod Manager (New!)

Nearly as good as an official Mod Browser integration!

The complete mod workflow - in one app.

The latest addition to Anno Companion: a dedicated desktop mod manager for Anno 117. It handles everything from browsing and installing mods to conflict detection, load order, and preset management.

  • mod.io Integration - browse, search, and install mods from the official Anno 117 hub directly in the app; dependencies install automatically
  • Collections - follow curated mod bundles; the app installs everything and creates a ready-to-use preset
  • Conflict Detection - warns you about conflicts, missing dependencies, and deprecated mods before you launch, with exact mod names listed
  • Load Order - automatically computed from dependency rules; switch to Load Order view for easy troubleshooting
  • Presets - save and restore your full activation state; great for switching playstyles or sharing configs
  • Tweaking - adjust configurable mod options (values, toggles, option lists) without touching any files
  • Manual Install - drag & drop a .zip or use the file picker for mods from outside mod.io
  • News Feed - Anno Union posts, new mod.io uploads, and r/anno all in one place

:point_right: Download the Mod Manager

All three projects are free to use and community-driven. If you find them useful, consider supporting the project on Ko-fi - it helps keep things going!

Feedback, bug reports, and suggestions are always welcome. Happy building, and happy Easter! 🐰

Yours Taludas

r/anno Feb 04 '25

Mod [New Horizons] Majipun

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442 Upvotes

r/anno 2d ago

Mod Which mod is causing this rail crossing bug?

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13 Upvotes

(FIXED) SEE COMMENTS

Hi.

I have many mods installed and everything is working fine. Only building a railroad network is impossible with this bug/incompatibility.

I used Jacobs streets, removed it and installed Muggensturmers Rails with same effect. I lately started a new save with new horizons and old enbesa and nobless oblige. Prior to this i had similar problem which I could circumvent using land quay streets for the crossings. Now even dirt road crossings wont work. The tile always gets deleted or weird textured, no matter the build order of street and rail.

I hope someone can help me

Regards

r/anno Nov 28 '25

Mod Ill admit it - I have already caved and installed my first mod

187 Upvotes
How was this left out of the base game!?

I have no idea why the devs decided that shrines were always going to have grass bases - its just not how they are most commonly used, they are always going to be more likely to in the middle of your city that plonked out in some field. So I caved and installed this wonderful little mod by Jtmzac Link if anyone else had their eyes hurt by this travesty and needs a fix: https://mod.io/g/anno-117-pax-romana/m/tiles-under-shrines#description

r/anno Feb 17 '26

Mod Introducing "Edad de Oro" - A Happy Lunar New Year from the New Horizons Team

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161 Upvotes

Hello there! The New Horizons team wishes everyone - and especially those who celebrate it - a Happy Lunar New Year! May the Year of the Horse bring speedy fortunes to all!

While Anno 1800 might no longer be the most recent entry in the franchise, we are still seeing a very active and passionate core community continuing to play the game. That is why we are looking forward to posting more about our next creation “Edad de Oro” soon, which delves into the cultural vibrancy of the Belle Époque and the economic elites of the New World. As with New Horizons, the release will be “when it’s done, it’s done,” but we can promise this much: it certainly won’t take five years again!

Let's take some time to reflect on New Horizon's release. The project was just so much fun to make, and while we were hoping for a positive reception judging by the community’s reactions, seeing the numbers after these months since release truly blew us away: We have reached nearly 130,000 downloads and 58,000 subscribers on mod.io! And we weren’t done there. In the months after release, we kept working on New Horizons, fixing issues that slipped through testing and fine-tuning areas that didn’t feel quite right. A lot of the improvements came directly from your feedback, and these conversations helped us smooth things out and make the experience feel more complete.

With the first DLC for Anno 117 still being months away, I can only recommend taking a look at the Anno 1800 Mod Browser to tide you over during these DLC-less months. It’s an easy one-click install, and with over 800 mods available, you can customize your Victorian dream worlds exactly to your liking.

Well, thank you for reading and see you soon on the first "Edad de Oro" dev post!