Every player in the LAN session should cap their framerate to a matching value (e.g., 60 FPS) via the in-game menu or graphics control panel.
Check that your Windows Firewall isn't blocking Anno 1800 or Ubisoft Connect. Switching to a "Public" to "Private" network profile often helps. VPN Check:
Note: Ensure all players in your multiplayer lobby set their interface metric to 1 on their respective virtual adapters. 5. Eliminate Multiplayer Desynconization (Desyncs) anno 1800 lan multiplayer fixed
By systematically clearing out firewall blocks, syncing system clocks, and aligning network profiles, you can eliminate the connectivity hurdles holding back your industrial empire. If you are still experiencing issues, let me know: Which (like LR40) or symptom you are seeing
As a last resort, you can place the host's static IP address into the router's . This forwards all traffic to that PC. It is a security risk and should only be used temporarily for testing, but it bypasses all other firewall rules on the router to verify if that is the problem. Every player in the LAN session should cap
Use this if the fix involves matching game versions, mods, or Ubisoft Connect settings.
Click on your active connection (e.g., "Ethernet" or "Wi-Fi"). Click . Uncheck the box for Internet Protocol Version 6 (TCP/IPv6) . Click OK and restart the game. 2. Solution: Virtual LAN Tools (LAN Emulator) VPN Check: Note: Ensure all players in your
Players using Wine/Proton on Linux or Steam Deck have reported additional hurdles with Anno 1800 multiplayer:
Long-running multiplayer games can suffer from "lag" when players switch sessions (e.g., moving from the Old World to the New World).
For fans of the industrial revolution city-builder, "Anno 1800 LAN multiplayer fixed" has become a rallying cry for those trying to enjoy stable local or online sessions. While the game technically uses a to sync game states across all PCs—meaning only user inputs are shared to keep bandwidth low—this system often leads to frustrating "desync" events.
Invite friends through the in-game lobby; the game will treat the virtual network as a direct LAN connection. 3. General Connectivity Troubleshooting (NAT & Firewall)