Spiel konfigurieren · YAML-Editor

Anno 1800 konfigurieren

Zum Spielekatalog

Anno 1800 · World 1.5.0 · Paket 1.5.0+dsatool.1 · Core 0.6.8
Optionsschema und YAML-Strukturprüfung verfügbar · Servergenerierung freigegeben. Separater Multiworld-/Spielclient-Teststatus

Stelle deine Optionen ein und lade die fertige Spieler-YAML herunter. Bei freigegebenen Worlds startet die isolierte Core-Prüfung beim Speichern in einem eigenen Lobby-Slot; eine erfolgreiche Seedgenerierung wird separat geprüft.

Ersetzt den Entwurf nach Bestätigung.

Entwurf · noch nicht durch den Core geprüft

Game Options · 13 Optionen
progression_balancing
Hilfe · Gewichtung möglich

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.

World-Standard: 50

accessibility
Hilfe · Gewichtung möglich

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.

World-Standard: 0

enabled_dlcs
Hilfe

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.

World-Standard: ["sunken-treasures", "botanica", "the-passage", "seat-of-power", "bright-harvest", "land-of-lions", "tourist-season", "the-high-life", "seeds-of-change", "empire-of-the-skies", "new-world-rising"]

enable_docklands_logic
Hilfe · Gewichtung möglich

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.

World-Standard: 0

enforce_cape_trelawney
Hilfe · Gewichtung möglich

Select whether Cape Trelawney should be enforced at a certain point in the game or not. Has no effect unless the Sunken Treasures DLC is enabled. Off: Cape Trelawney is fully optional. You might never reach it. By Artisans: The Cape Trelawney expedition will be completable before you require artisans. By Engineers: The Cape Trelawney expedition will be completable before you require engineers. By Investors: The Cape Trelawney expedition will be completable before you require investors.

World-Standard: 0

enable_progressive_unlocks
Hilfe · Gewichtung möglich

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).

World-Standard: 1

hint_mode
Hilfe · Gewichtung möglich

Determines the kind of hints Anno 1800 will send out. Hints will be shown for all items for which the game would usually display an unlock requirement - that means visible, but not unlocked buildings in the build menu as well as upgrades to any buildings. Per default, send hints about local items only since those are shown ingame anyways. Off: Don't send any hints Local: Send hints only for items that are available to unlock in Anno 1800. Global: Send hints for all items that are visible, but not unlocked.

World-Standard: 1

start_with_flagship
Hilfe · Gewichtung möglich

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.

World-Standard: 0

start_with_trading_post
Hilfe · Gewichtung möglich

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.

World-Standard: 1

required_street_for_settling
Hilfe · Gewichtung möglich

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.

World-Standard: 0

allow_hacienda_residences_upon_unlock
Hilfe · Gewichtung möglich

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.

World-Standard: 0

incident_difficulty
Hilfe · Gewichtung möglich

Select how challenging incidents (fire, riots, illness) should be. Can be combined independently with the ingame setting to adjust difficulty to your liking. If you intend to disable incidents, use the brutal option below to remove the responder buildings from logic alltogether. 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.

World-Standard: 1

free_goods_and_ships
Hilfe · Gewichtung möglich

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.

World-Standard: 1

Victory Conditions · 3 Optionen
required_population
Hilfe

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.

World-Standard: {"00-farmers": 0, "01-workers": 0, "02-artisans": 0, "03-engineers": 0, "04-investors": 5000, "05-jornaleros": 0, "06-obreros": 0, "07-artistas": 4000, "08-explorers": 0, "09-technicians": 750, "10-shepherds": 0, "11-elders": 0, "12-scholars": 1000, "13-tourists": 1500}

required_skyscrapers
Hilfe

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.

World-Standard: {"00-engineer-level-1": 0, "01-engineer-level-2": 0, "02-engineer-level-3": 0, "03-investor-level-1": 0, "04-investor-level-2": 0, "05-investor-level-3": 0, "06-investor-level-4": 0, "07-investor-level-5": 15, "08-skyline-tower": 0}

required_monuments
Hilfe

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'

World-Standard: []

Mod Support · 1 Optionen
enable_mine_slot_unification
Hilfe · Gewichtung möglich

Enables support for the mod 'Mine Slot Unification (Taludas)'. Removes the requirement for settling other islands from mines in the Old World.

World-Standard: 0

Item & Location Options · 9 Optionen
exclude_locations
Hilfe

Prevent these locations from having an important item.

World-Standard: ["(Build 1 OW: Cafe) THEN (Have 1 Elephant Enclosure (Zoo, Eastern Elephant or Elephant)) (OW: Cafe: Palmier Biscuit)", "(Build 1 OW: Drug Store) THEN (Build 40 OW: Investor Skyscraper: Level 5) (OW: Drug Store: Detergent)", "(Build 1 OW: Drug Store) THEN (Complete the set \u0027Icebound\u0027 in an OW: Museum (Collection Of Lost Expedition Relics, Frozen Woolly Mammoth, Wolf Pup Mummy)) (OW: Drug Store: Face Cream)", "(Build 1 OW: Furniture Store) THEN (Complete the set \u0027Eastern Jungle\u0027 in an OW: Zoo (Eastern Elephant, Chital, Eastern Water Buffalo, Crocodile, Peacock, Tiger)) (OW: Furniture Store: Vanity Screens)", "(Build 1 OW: The Iron Tower) THEN (Hidden quest: Complete the set \u0027Polar Circle\u0027 in an OW: Zoo (Arctic Fox, Great Auk, Narwhal, Polar Bear, Ringed Seal, Walrus)) (OW: The Iron Tower: Age of Exploration)", "(Build 1 OW: The Iron Tower) THEN (Hidden quest: Socket a \u0027Lobsterman\u0027 in a Harbourmaster\u0027s Office in Enbesa) (OW: The Iron Tower: Homard Lit de Terroir)", "2000 Tourists (OW: Chemical Plant: Souvenirs)", "4000 Scholars (OW: Telephone Manufacturer)", "4000 Tourists (OW: The Iron Tower)", "6000 Artistas (NW: City Hospital)", "6000 Artistas (NW: Grand Stadium)", "6000 Artistas (NW: Grand Stadium: Foundations)", "6000 Artistas (NW: Grand Stadium: Superstructure)", "6000 Artistas (NW: Laboratory: Medicine)", "6000 Artistas (NW: Scooter Factory)", "6000 Artistas (OW: City Hospital)", "7000 Scholars (OW: Radio Tower)", "Build 25 OW: Investor Skyscraper: Level 5 (OW: Skyline Tower: Foundations)", "Build 40 OW: Investor Skyscraper: Level 5 (OW: Skyline Tower: Superstructure)", "Build 55 OW: Investor Skyscraper: Level 5 (OW: Skyline Tower: Glazing)", "Build 75 OW: Investor Skyscraper: Level 5 (OW: Skyline Tower)"]

local_items
Hilfe

Forces these items to be in their native world.

World-Standard: []

non_local_items
Hilfe

Forces these items to be outside their native world.

World-Standard: []

start_inventory
Hilfe

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

World-Standard: {}

start_hints
Hilfe

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

World-Standard: []

start_location_hints
Hilfe

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

World-Standard: []

priority_locations
Hilfe

Prevent these locations from having an unimportant item.

World-Standard: []

item_links
Hilfe

Share part of your item pool with other players.

World-Standard: []

plando_items
Hilfe

Generic items plando.

World-Standard: []

YAML / Expertenansicht

Gewichtete Spiele/Namen, Trigger, Linked Options und komplexe Werte bleiben erhalten. Formularänderungen schreiben die YAML neu und ersetzen ihre Formatierung und Kommentare. Ohne Änderung bleibt der Originaltext erhalten.

Gewichtungen und exotische Optionen werden als „Erweiterte Option“ dargestellt. Ungültige und unbekannte Werte werden nicht automatisch korrigiert. Die Schema-Prüfung ersetzt die isolierte Core-Prüfung nicht.

Sichere YAML-Grenzen

2 MiB, keine Aliase/Anker oder doppelten Schlüssel; 32 Auswahlwerte, 32 Trigger/Linked-Options und 128 Optionsblöcke. requires.version und requires.game werden geprüft. Optionswerte werden beim Slot-Upload mit World.from_any/verify und acht Core-Würfelproben je World geprüft. Gemeinsame Platzierung, endgültige Namen und Generierbarkeit stehen erst nach erfolgreicher Seedgenerierung fest.

„Konfiguration speichern“ speichert einen Entwurf pro Spiel und Konto ausschließlich in diesem Browser. Auf gemeinsam genutzten Geräten danach löschen. Für eine unabhängige Kopie YAML herunterladen. Bei einem World-Update werden Schemaänderungen vor dem Laden angezeigt.

Anmelden und eine Lobby öffnen, um die YAML einem eigenen Slot zuzuweisen. Die Core-Prüfung ist für freigegebene Worlds verfügbar.