The best map seeds in Anno 1404 can enhance your gameplay experience by providing the right balance of resources, challenges, and strategic opportunities. Whether you're a newcomer looking for a gentle introduction or a seasoned player seeking to refine your strategy, experimenting with different map seeds can lead to hours of engaging gameplay.
In Anno 1404 (also known as Dawn of Discovery), “map numbers” usually refer to the seed/random map generation codes you can enter when starting a continuous game.
Best map numbers (seeds) for different goals:
If you mean “map coordinates for quests/story missions” (e.g., number of a specific island on the world map):
That depends on the mission. But if you name the mission/achievement, I can give you the exact island number.
Important note for random map seeds:
General tip:
Seeds ending with 0, 2, 4, 5, 6, 8 often give better starting islands than odd numbers (based on community analysis), but it’s semi-random per difficulty.
Would you like seeds specific to Venice, large islands, or achievement hunting (e.g., “The Great Wall”)/?
Choosing the best map number (seed) in is essential for high-population records, efficient production, or "beauty building." Because map seeds are influenced by your start settings
(Island Size, Island Difficulty, etc.), you must ensure these match to get the results listed below. 🏆 Top Recommended Map Seeds 1. The "Gigacity" Map: Seed 69420
Ideal for players who want the largest possible contiguous landmass for a massive capital city. Key Feature:
Features one of the largest unrestricted building areas in the game. Resources:
Abundant Zinc (11 mines) and Copper (15 mines) across unoccupied islands. Settings Note: Best tested without pirates to avoid layout changes.
2. High-Population & Resources: Seed 14885 (Venice/History Edition)
Recommended for players aiming for massive populations (up to 390k+ total residents). Key Feature: Includes an island with 9 Salt Mines , allowing for extreme meat and fur production.
Features a volcano island small enough that your warehouse can be placed safely out of eruption range while still accessing mines. 3. The "Perfect" Starter: Seed 18030 Best for a balanced, easier start in Continuous Game mode. Anno 1404 Wiki
Your main Occidental island is placed directly next to an Oriental island. Resources:
Main island has Hemp, Cider, 2x Stone, and 2x Iron. The adjacent Oriental island provides Spices, Dates, and Quartz. Anno 1404 Wiki 4. Massive Expansion: Seed 59766 Chosen for its scale and proximity to neutral trade powers. Anno 1404 Wiki
Two giant islands located very close to Kingsport and Al-Zahir’s port. Resources:
The main Oriental island includes 2x Copper, 1x Iron, and 2x Reef for Silk/Spices. Anno 1404 Wiki 🛠️ Essential Setup Tips anno 1404 best map numbers
To ensure these numbers work correctly, use these standard settings: Island Size: Huge / Large Island Difficulty: Easy (gives more flat land) World Size: Resources:
Set to "Scarce" if you want a challenge, but "Normal" or "Abundant" is recommended for the specific mine counts listed above. 🔍 How to Find Your Current Seed
If you are currently playing a map you love and want to share it: Navigate to your and search for The 5-digit number nearby is your map seed. building layouts for these islands, or are you looking for specific resources (like more gold or river spots)? Continuous Game | Anno 1404 Wiki | Fandom
Finding the perfect map in Anno 1404 (and its expansion, Venice) is the key to building a thriving megacity. The "map number" (or seed) determines island layouts, resource availability, and fertility, which are critical for long-term planning. Best Map Numbers for Anno 1404
Based on community consensus and the Anno 1404 Wiki, here are the top-tier map numbers for various playstyles: Map Number Notable Features 18030 Beginners
Large Oriental island directly next to your starting Occidental island; features Spices, Dates, and Quartz. 39950 Strategic Layout
A massive central island with 6 river spots, 3 iron mines, and nearby neutral power Brother Hilarius for easy early-game trading. 59766 Huge Maps
Features two "giant" isles near main ports (Kingsport and Al-Zahir); excellent for large-scale production. 12421 History Edition
Optimized for the History Edition, providing the largest possible islands for maximum building space. 61376 Resource Min-Maxing
Known for having a record 35 Brine deposits, enough to support a population of over 100,000 Nobles. High-Space & Resource Seeds (Huge Maps)
If you are looking for massive islands with minimal rivers to maximize your city's footprint, try these seeds: 74739: Highly rated for island size and resource density.
56144: Offers a "four-star" rating for balance and building area.
929999996: Recommended for players who want giant islands with unique cove shapes. Crucial Settings for Map Numbers to Work
Map numbers are not universal; they depend on your initial setup. For a seed to generate the exact same map, you must match these settings: Map Size: Huge Island Size: Large
Island Difficulty: Easy (usually provides more flat building space) Raw Materials / Fertilities: Many
Volcano: Must be toggled the same (On/Off) as the original seed creator. How to Find Your Current Map Number
If you are currently playing a map you love and want to share it: Navigate to your Savegame folder. Open the .sww save file with a text editor like Notepad.
Use Ctrl+F to search for the word "Seed"; the five-to-ten digit number following it is your map number. Continuous Game | Anno 1404 Wiki The best map seeds in Anno 1404 can
Finding the perfect map in (also known as Dawn of Discovery) is the key to building a massive, efficient empire without the headache of cramped islands or scarce resources. Because islands are handcrafted and then placed by the game's engine based on the seed, choosing the right number can give you a massive head start. Top-Rated Map Seeds for Your Next Game
Depending on whether you want a giant central capital or an easy oriental start, these are the best-known map numbers in the community:
Map 59766 (The "Mega-Giant" Start): Widely considered one of the best for large-scale building. It features two massive islands located very close to Lord Northburgh and Al Zahir's ports, making early trade exceptionally fast.
Map 39950 (The Strategic Center): This seed places its largest island almost exactly in the center of the map. It is rich in minerals, featuring 3 Iron mines, 2 Coal, and even 6 river spots for high-tier production buildings like tanneries and paper mills.
Map 14885 (History Edition Powerhouse): Specifically popular for the History Edition, this map works best with all settings at max and volcanoes turned on. It provides vast expanses for those looking to reach massive population milestones.
Map 8295 (The Balanced Choice): Excellent for players who want multiple large islands rather than just one. It typically yields four large islands with diverse resources, perfect for distributing production across your empire. Recommended Settings for the Best Results
A map number only works if your "Game World" settings match. For the seeds above, use these parameters for the intended experience: World Size: Huge. Island Size: Mainly Large.
Fertilities & Minerals: Set to "Many" or "Plenty" to ensure the seeds' resource counts are accurate. Island Difficulty: Easy (to maximize flat building space). Strategic Tips for a Perfect Start
This is a great question, because Anno 1404 (and its Venice expansion) uses a seed number system. The same seed always generates the exact same map, so players have catalogued the "god rolls" over the years.
Here is a review of the best map seeds, categorized by what you want to achieve.
The Imperial Cathedral (Occidental) and the Sultan's Mosque (Oriental) have massive footprints (approx 6x8 to 8x10 tiles depending on ornaments).
The harbor bells had just finished tolling when Mateo stepped off the small ferry, the salt still glinting on his sleeves. The island’s name—Luca’s Rest—was one of those practical things scribbled on old charts, but every mapmaker who had ever visited it agreed on something else: the island liked numbers. Not just latitudes and longitudes, but the strange, local arithmetic of tides and towers, orchards and ore veins. If you listened long enough, the island would tell you where to build.
Mateo carried a rolled map under his arm that smelled of ink and smoke. On its face, the cartographer’s hand had left notations in three inks: black for coastlines, green for resources, and a neat, almost clinical red where the mapmaker had written “Best Map Numbers.” The numbers themselves were not coordinates but a code—a set of choices that had made or broken settlements for decades.
“People come looking for fortunes,” said Old Ansel, the man who met Mateo at the dock. He wore a hat stitched with maps, a crown of pins marking ports he’d loved or lost. “They ask for the best map, the best numbers. But numbers won’t feed you.”
“They help you find what feeds you,” Mateo replied. He showed the rolled map. Ansel’s eyes narrowed over the red ink—seventeen, three, and nine, arranged like an incantation.
On Luca’s Rest the numbers were as much social currency as coin. The seventeenth cove housed fishermen who swore by a seam of shoals that returned silver both as fish and as a strange, flinty rock used to forge net-hooks. The third ridge bore orchards whose fruit would last through storms; the ninth dune hid a wellspring whose water never warmed in midsummer. Knowing which numbers to trust was survival. Misread the map and you might plant a vineyard on quicksand.
Mateo’s business was not the numbers themselves but the stories behind them. He was a scribe hired by a merchant family—la Rosa—to confirm the island’s claims before they sank investment into warehouses and mills. La Rosa’s interest was practical: grain stores, trade privileges, and the steady hum of export. But their map did not say why a number was good, only that it had been marked by a previous hand: a cautious margin note, “Trusted since the Year of the Storm.”
Ansel led Mateo along a ridge of scrub and stone. They passed a cluster of beehives buzzing around a weathered sign with a painted 9. “You see?” Ansel tapped the sign. “Nine here grants sweet harvests. Old Señora Maris swears it saved her son from fever. But she lost half her orchard when she expanded into seventeen—thought numbers stacked like coin would carry the luck over. Instead, seventeen took what seventeen always takes: drainage.” If you mean “map coordinates for quests/story missions”
Mateo listened, cataloguing anomalies on his own map: red ink in tiny circles; faint smudges where hands had tried to wipe away earlier annotations. There were stories smeared into the paper. He began to suspect that the numbers were less a map and more a conversation, the island’s memory recorded by those who’d earned or squandered its favors.
They reached the seventeenth cove at midday. The inlet was sheltered, with a small creek that fed a brackish lagoon. Fishermen filed salt into barrels while children stacked stones into miniature forts. A bright buoy bobbed where the channel narrowed; its paint was flaking but someone had tied a ribbon to it—blue, the color of safe passages. On the headland, three stone markers stood like silent sentinels. Each bore a shallow carving: a boat, an ear of wheat, a sun partially eclipsed by cloud. Someone had scrawled a fourth symbol later, small and almost ashamed—an hourglass cut into the rock.
“A place that gives also remembers debts,” Ansel said. “Seventeen gives fish but takes drainage. Tradeoffs. Best map numbers are about balances, not guarantees.”
That afternoon they visited the third ridge, a terrace of terraces where vines clung to dry soil and small stone walls held back the sea’s breath. The soil here clung like memory to old roots. The vineyards were not wealthy, but the grapes were honest—thick, tourniquet-sweet. A widow named Inez presided over the terrace, her hands always stained purple.
“You’ll want numbers,” she said, filling a cup with wine and handing it to Mateo. “But listen to the land first. The third ridge listens to rain. We plant by its shy clocks, not by the red ink.” She pointed to a corner of Mateo’s map where someone had penciled a tiny star beside the number three. “Some people think a star blesses a field. It blesses nothing. It’s the hands that bless it—those who tend when the rains are late, those who know when to tie the vines.”
By dusk Mateo’s map had new margins—notes in his own hand, decisions made and doubts scribed. He liked things precise; numbers soothed him the way uniform stitches soothe a wound. But Luca’s Rest was teaching him tolerance for mess. The best map numbers were not immutable constants but convergences of human choices and weather and the slow tooth of geology.
On the second day, a storm came. It announced itself with wind that tried to peel the roofs off the warehouses and rain that made the gulls look like dark smudges against the sky. The island’s numbers became urgent then. The ninth well’s water rose hairline clear and cool, and the fishermen at seventeen stacked their loads and worked faster than ever. Men who had been proud of their numbers now found themselves huddled together, trading rations and stories the way sailors exchange knots—quick and precise.
After the storm, the islanders gathered to assess damage. A newly built granary at the mouth of a little bay had collapsed; somebody had confounded seventeen’s drainage with the bay’s secret undertow. Mateo watched la Rosa’s representative frown over the ruin. Investments were about certainties and balance sheets, not beehives and hourglasses. But even the representative could not help placing a small wooden cross near the ninth well. It was superstition, Mateo thought, or perhaps an admission that people will always need anchors.
The next morning Mateo climbed to the island’s highest point, where an old stone tower leaned as if tired of watching. From there he spread his map upon a flat rock and traced the red numbers with a careful finger. Seventeen, three, nine. He wrote “context” beside each, then underlined it with a hand that wanted to be sure.
In the end, the “best map numbers” were not a secret handed down by a single oracle. They were a living ledger made by countless small decisions: where a widow planted her vines, where a fisherman set his net, where a mason left an hourglass carved into the stone. Each number held a ledger of favors and penalties—years of small kindnesses and one great oversight that could topple a harvest.
Mateo returned to the city with his map and new inscriptions. His employers expected a verdict—green for go, red for stop. He gave them neither. Instead, he presented a ledger: the numbers, their likely yields, the risks attached to each choice, and a small, hand-drawn note at the bottom: “Best when you leave room for mercy.”
La Rosa accepted it with the wary patience of merchants. They built a small warehouse by the third ridge, enough to store grain but not so large as to tempt the island’s old grudges. They invested in drains and hired beekeepers. They put a ribbon on the seventeenth’s buoy and sent a mason to re-carve the hourglass deeper into the headland rock—not to tempt fate but to remember tradeoffs.
Years later, when children on Luca’s Rest learned to read maps, their teacher taught a curious lesson: numbers do not belong only to ink. They belong to stories. If you read a map and find a red “9” scribbled in the corner, ask the nearest elder why it’s there. They may tell you about a well that never warms, or about a boat that came in heavy with fish. They may tell you about the time a storm took half a warehouse and left a ribbon on a buoy. In their answers you will discover the living arithmetic of the island.
Mateo’s final note on the map—faded now from much folding—was small and neat: “Best numbers: those you understand.” He would later add, for himself alone: “And always leave room for mercy.”
Creating a piece inspired by the "anno 1404 best map numbers" involves understanding the context and requirements of Anno 1404, a city-building and real-time strategy game developed by Ubisoft. The game is set in the Renaissance era and allows players to build and manage their own cities, balancing resources, diplomacy, and warfare.
To create a piece inspired by the best map numbers in Anno 1404, I will interpret this as designing an optimal city layout that maximizes efficiency, happiness, and prosperity, reflecting the game's core mechanics. This piece will not be visual but rather a structured plan or guide on how to approach city planning in the game for optimal performance.
Best for: Huge metropolises and Cathedral builders.
Tired of playing Tetris with your farms? This seed gives you the largest flat land area on the main northern island of any known seed. You can fit 5,000+ peasants before you even need to cross the ocean.
Named after "Leet" speak, this seed is for advanced players using the Venice expansion.