Anno 1800

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Enabled DLCs

List of enabled DLCs. Per default, all DLCs except for docklands are enabled. It's recommended to match this list when creating the game. Valid keys: 'sunken-treasures', 'botanica', 'the-passage', 'seat-of-power', 'bright-harvest', 'land-of-lions', 'docklands', 'tourist-season', 'the-high-life', 'seeds-of-change', 'empire-of-the-skies', 'new-world-rising' Enabling docklands is strongly discouraged unless you want the option to skip most of the randomizer.

Enable Docklands Logic

Per default, docklands outputs will not be included in the randomizer logic. Turn this on to include them. Leads to short and simple randomizers since docklands can supply pretty much everything before skyscrapers and artistas. Has no effect unless the Docklands DLC is enabled.
25
0
0

Enable Progressive Unlocks

Per default, all upgradable buildings and monuments are found as progressive unlocks, meaning there are multiple of the same item that progressively unlock the upgrade levels / stages. When this is turned off, it is common that an early upgrade level is placed late in the game while later upgrades are placed early, meaning you can often only upgrade later, but then all at once. For non-tiered residences, this normally will progress the regular upgrade path (e.g. Engineer -> Investor). For tiered residences, this normally will progress the tiered upgrade path (e.g. Skyscraper Level 1 -> Level 2).
0
25
0

Exclude Recipe Unlocks

Prevents all special recipe unlocks from having progressive items. 'Special' recipe unlocks are recipes that don't simply unlock by unlocking/building the base building or reaching a certain population. Has no effect unless at least one of Tourist Season and The High Life DLCs is enabled.
25
0
0

Start with Flagship

Per default, the starting flagship will not be included in the randomizer logic. If you intend to start with a flagship, turn this on to tell the randomizer you have a decent expedition ship from the start. If you start with one of the fleets, you will have some out-of-logic ships.
25
0
0

Start with Trading Post

Per default, the randomizer assumes you start with a trading post. If you intend to start without one, turn this off. Important: DO NOT settle on an island without a clay and an iron deposit or you may get stuck.
0
25
0

Required Street for Settling

Sets which level of street must be availablee for the randomizer to assume ability to settle. Only affects the New World. Basic: The dirt road must be available. Upgraded: The dirt road or the paved street must be available. Often requires shipping many bricks to the New World. Hacienda: The dirt road or any of the two hacienda streets must be available. Hacienda streets are limited to 999 squares, which makes settling very restrictive and likely makes settling multiple islands required. Same as Basic unless the Seeds of Change DLC is enabled. Hacienda and Upgraded: The dirt road, paved street or any of the two hacienda streets must be available. Same as Upgraded unless the Seeds of Change DLC is enabled.
25
0
0
0
0

Allow Hacienda Residences upon Unlock

Per default, Hacienda residences must not only be unlocked, but their corresponding regular residence also has to be built at least once first. By turning this on, they will be buildable as soon as they are unlocked. This often results in skipping most of the New World goods as these residences allow the randomizer to progress without fulfilling the needs of the New World populations.
25
0
0

Incident Difficulty

Select how challenging incidents (fire, riots, illness) should be. Can be combined indepoendently with the ingame setting to adjust difficulty to your liking. Easy: Incidents unlock once you have unlocked the responder building and had enough materials to build them in storage at least once. They are guaranteed to be available before upgrading to the tier of population after the one they would unlock with in vanilla. Normal: Incidents unlock once you have unlocked the responder building. They are guaranteed to be available before upgrading to the tier of population after the one they would unlock with in vanilla. Challenging: Incidents unlock once you reach the local incident requirement. They are guaranteed to be available before upgrading to the tier of population after the one they would unlock with in vanilla. Brutal: Incidents unlock once you reach the local incident requirement. There are no guarantees about ever unlocking the responder building.
0
25
0
0
0

Free Goods and Ships

Determines what goods and ships and how many you receive for free at game start and when entering sessions for the first time. Minimal: Close to the minimum required to beat the game (only game start wood and Enbesa starting goods) In Logic: Only receive goods and ships that are in logic. If you started with a flagship and didn't unlock any ships yet, you may end up empty-handed. Otherwise, unavailable goods are replace with timber and ships are downgraded to the next-largest option available (min. Schooner for Enbesa). In Logic Generous: As 'In Logic', but with more goods and ships. Vanilla: No change to vanilla Anno 1800. May allow skipping some logic. Generous: As 'Vanilla', but with more goods and ships.
0
25
0
0
0
0
Victory Conditions

Required Population Amounts

This many citizens of each population must be reached to win the randomizer. If a population's required amount is 0, the population will not be required. Populations that are not available in the DLCs selected in 'Enabled DLCs' will be ignored. Ignore the numbers in front, they are there to make sure this is sorted properly. If you are using the options creator, remove all entries you don't want as it will otherwise save 1 instead of 0.

Required Skyscrapers

This many buildings of each skyscraper type must be built to win the randomizer. If a building's required amount is 0, the building will not be required. Amounts greater than 1 will be treated as 1 for the Skyline Tower as it is a unique building. Has no effect unless The High Life DLC is enabled. Ignore the numbers in front, they are there to make sure this is sorted properly. If you are using the options creator, remove all entries you don't want as it will otherwise save 1 instead of 0.

Required Monuments

Each of the monuments in this list must be built to win the randomizer. Monuments that are not available in the DLCs selected in 'Enabled DLCs' will be ignored. Find the Skyline Tower under 'Required Skyscrapers' instead as it is also a residence. Valid keys: 'worlds-fair', 'research-institute', 'arctic-airship-hangar', 'the-iron-tower', 'ow-rigid-airship-hangar', 'nw-rigid-airship-hangar', 'dam', 'grand-stadium'
Mod Support

Enable Mine Slot Unification (Taludas)

Enables support for the mod 'Mine Slot Unification (Taludas)'. Removes the requirement for settling other islands from mines in the Old World.
25
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.

Non-local Items

Forces these items to be outside their native world.

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.