Posted May 15, 2025 by Mado
Scaling building prices, roster caps, production limits, and a bunch of other measures existed to make it so you can't just endlessly capture monstergirls and then ignore them. Those are all artificial measures that covered for a lack of an upkeep system. Now, your monstergirls consume resources, want a place to live, and must be kept compliant. You can still build massive rosters, but you will need to be able to keep them happy.
Colony Level: Your happiness gets invested into progress to new colony levels. Building unlocks now only depend on the colony level, creating a sense of progression.
At higher colony levels, you need more and happier monstergirls to keep growing further. However, your colony can't shrink in level. The idea is to prevent negative feedback loops. Being bad at the game just means you don't progress, it doesn't make you lose.
Food: Races have foods they love, and foods they tolerate. Humans may like beer and wine, but Ramgirls prefer fiber and grain. As your colony grows more diverse you have to procure more food types to keep them happy. Or just let those demihumans starve I guess (monstergirls can't actually starve).
Tooltips: I spent some time unifying the tooltips. Up till now this was a bit of a mess since they were all added at different times. I've also added some options for different modding behaviours.
There are three types of tooltip locking:
The default behaviour now starts unlocked and medium locks the tooltip after 0.5 seconds. Holding middle-click for 0.5 seconds hard locks the tooltip. Though there is a setting that allows changing back to the old behaviour where the tooltip starts medium locked and moves to hard locked (but without the added bugginess of before).
Map: Up till now, the map had two tilesizes one for movement and buildings, and one for terrain, enemies and habitats. The reason for this was performance. Using arcane magic (and removing the minimap), I've been able to reduce the performance cost of the map generation. As such all tiles now have the same size. This was also necessary to simplify the map drawing process which made changing the map - and even adding tilesets - very cumbersome.
Farmlands: One thing I like about Anno 1800 is their farms. You have to manually build farmland next to them which allows you to fill up empty parts of your city. So with the addition of food, it made sense to add this feature to Ero Hunters farms as well. Farms need farmlands to function. More farmlands speeds up food production, though it has a diminishing effect.
Next week is another content week. This includes Alraune monstergirls, some race/role-specific houses and beacon buildings, and - if time permits - some big changes to the breeding system.
Major:
Minor:
Bugfixes:
If you want access to the preview with these changes (and a debug console), support me here: