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AnnoMapEditorRenew

Native Linux/Windows/macOS editor for Anno 117 — Pax Romana map templates, forked from anno-mods/AnnoMapEditor and migrated from WPF to Avalonia 11.

Not affiliated with Ubisoft. Anno 1800 and Anno 117 — Pax Romana are trademarks of Ubisoft Entertainment.

What it does today (v0.8.0)

  • Reads .a7tinfo BBDom V1/V2/V3 files (vanilla maps and existing mods).
  • Saves bit-equivalent to vanilla DLC1 expanded templates — fixed islands, random islands, starting spots all serialize with the exact tag set the game expects (FertilitiesPerAreaIndex, MineSlotActivation, FertilitySetGUIDs, IslandSize, TypePerConstructionArea, Rotation90, explicit <Type> codes outside the 2020 frame).
  • Renders the map: islands (with thumbnails), starting spots, NPCs, playable area.
  • Two-tone overlay: live PlayableArea (teal) and InitialPlayableArea (green, the DLC1 2020 reference frame).
  • "Vue jeu / Vue plate" toggle: rotate the canvas to the in-game diamond view (-45°). Persisted across sessions.
  • Click-to-select, drag-to-move islands and starting spots, snap to tile grid.
  • Drag-resize the playable area with 8 yellow handles.
  • Edit IslandType, IslandSize, fixed-island flags (rotation / fertilities / slots).
  • Duplicate, rotate, delete islands. Photoshop-style undo / redo with history list.
  • Categorized tree view of all map elements (Players, Starter islands, Random, Fixed, NPCs, Decoration, Random NPCs, Zones).
  • Island picker dialog with preview thumbnails when changing a fixed island's asset.
  • Exports as a working Anno 117 mod (.a7t + .a7te + .a7tinfo, assets.xml, 12 localized text files, modinfo.json) — including the <ModOp Add="//MapTemplateTypes"> registration that makes the new MapTemplateType show up as a category in the New Game menu.
  • Re-edit any installed mod containing an .a7tinfo (not just the editor's own).
  • CLI modes for power users: --xml, --xml-decoded, --roundtrip-v3 (handy to diff your mod against vanilla .a7tinfo).
  • French / English UI, hot-swappable from the start screen.

See ROADMAP.md for what's still missing vs. the original Anno 1800 editor.

Install — Linux

Single self-contained binary (~95 MB). No .NET runtime to install — everything is bundled.

chmod +x AnnoMapEditor
./AnnoMapEditor

To run on the Steam version of Anno 117 under Proton: point the editor at the game install dir, typically:

~/.local/share/Steam/steamapps/compatdata/2980876963/pfx/drive_c/Program Files (x86)/Ubisoft/Ubisoft Game Launcher/games/Anno 117 - Pax Romana/

Install — Windows

Download AnnoMapEditor.exe (single-file, ~99 MB) and run. No installer, no .NET runtime to install — everything is bundled.

The installer-free build assumes a 64-bit version of Windows 10 or 11.

Build from source

Same on both platforms.

Prerequisites:

git clone https://github.com/flamme-demon/AnnoMapEditorRenew.git
cd AnnoMapEditorRenew
dotnet run --project AnnoMapEditor/AnnoMapEditor.csproj

To produce release binaries:

./tools/build-release.sh

Output (under build/):

build/
├── linux-x64/AnnoMapEditor      (~95 MB)
└── win-x64/AnnoMapEditor.exe    (~99 MB)

Status

Early fork — works end-to-end on Anno 117 (creating mods that show up in the game's New Game menu) but does not yet have full feature parity with the upstream Anno 1800 editor. See ROADMAP.md and the issue tracker if you want to help.

License

MIT, same as the upstream project.

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Community editor for Anno 117 map templates.

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