DevBlog: An update on military in Anno 1800

Today, we want to give you an update on the status of military gameplay and land-based combat in Anno 1800.

Last Fall, we kicked off the topic of military gameplay in Anno 1800 with two blogs here on the Union (The Art of War Part One and Two), where we examined the history of combat and its various incarnations in the series over the years. We also announced that we had decided to focus on a great city-building and economic experience, as well as on expanded and more in-depth naval combat, while not adding land-based combat to Anno 1800. However, as a result of the passionate community feedback to this announcement on the Anno Union, we promised that we would revisit this decision and to explore possible ways to add land-based combat.

Since then, we spent a lot of time discussing your reactions while also inviting Anno veterans from the Union to the studio to discuss the military aspects of the Anno series. Based on the extensive feedback from our communities, we worked on possible game design approaches that would allow us to add land-based combat that would meet the expectations of our fans, while not having a negative impact on the quality and scope of our other planned content and features.

Given the community feedback to Anno 2205, our main priority for 1800 is to deliver a great city-building game that offers fans all the gameplay depth and replayability that they have come to expect from the Anno brand over the past 20 years. At the same time, we also need to ensure that everything that is added to the game meets the high quality standards that we as a development team pride ourselves on. Sadly, none of the possible scenarios and game designs we have worked on over the past months would meet the quality bar we are aiming for without negatively affecting other features. At the same time, cutting back on the gameplay depth of the core economic aspects of Anno in favor of a military system that we know many of our players do not use would be a disservice to our mission to deliver a stand-out city-building game. Therefore, as a team we have decided to stick to our initial plan of focusing on improved naval combat, and will not add land-based combat to Anno 1800 for its launch.

We understand that this is not what some of you in the community were hoping for, but with the Anno Union, we are big believers in transparency and being upfront with our players, even when delivering news that we know some of you will find disappointing. We look forward to sharing much more information about all aspects of Anno 1800, including the improved naval combat and how island take-overs will work, with you all in the coming months, as we get closer to the game’s release.

The Anno 1800 Team

Union Update: Web update, island contest and more

This week in the Anno Union, we have some teases for upcoming content coming in April, an update to our website backend and the final winner of the island contest.
Reaching the third residential tier allows players to advance to the mid-game of Anno 1800 and with that, the gameplay opens up significantly. After last week’s DevBlog, we are now able to talk about some of these features, which add several layers of gameplay options and complexity to Anno’s gameplay formula. During Spring and the season to come, many DevBlogs will cover these features in detail, demonstrating our teams focus on versatile gameplay and quality.

As we speak about residential tiers, the detailed feedback regarding the public building for our farmers was incredibly valuable for us. It was not just the different suggestions from the Anno Union, but also the detailed discussions which gave us some great ideas what you expect and see fit for the first residential tier. We will give you an update about that soon and are eager to invite the Anno Union for future content discussions.

Changes to our web backend
We will perform a web update on our Anno Union backend tomorrow. The update will roll out

Tuesday 10th of April at 9 AM CEST/ 3AM EST/ 12AM PST

This process should not take longer than one day. During the update process, the Anno Union website and its content will not be accessible.

While the update will not add new content or functionalities to the website, it is an important preparation step for the upcoming second Anno Union web content update, which will bring some significant improvements and changes to the website. We are looking forward to sharing more details about the upcoming new content, visuals and functionalities of the Anno Union community hub in upcoming Union Updates.

Our Island Contest has a winner!
It was probably as hard for you all to decide which of the finalist you would vote for as it was for us to pick the final list out from the almost 100 submissions. While we usually give a week’s time before we close a contest, GMExpresso’s island has a strong lead with 41 % of all votes, followed by MW.TRIBUNS Island with 26%.

A big “thank you” to all the participation in the Island contest, from everyone sharing their submissions to every single vote given.

Our team is eager to work on the community island based on GMExpresso’s design. To be able to put as much love into that project as possible, we decided to close the vote today.
As always, we will provide updates on the status of the island and already working on the next community vote.

Anno 1602 20th Annoversary
If you missed our Anno 1602 20th Annoversary stream, we got you covered! Join us on our trip down to memory lane, when veteran gamedev and new talents came together to celebrate two decades of Anno. Watch the recorded broadcast here, in full 4:3 pixel precise definition:

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DevBlog: Artisans, the beautiful minds

Head into your local coffee shop, the one with the vapers and twee chalkboards outside, and you might see a stressed-looking fellow dancing between customers, trying not to let his meticulously-managed coiffure and beard slip a pixel. Ask him for “just-any-tea”, and you may expect a look of disbelief, for this fellow is an Artisan, a perfectionist, and a romantic.

So indeed are Anno 1800’s Artisans. Flitting between on-the-knees despair and giddy delirium in the blink of an eye, they are the embodiment of romanticism in the 19th Century. It is distant dream-like idylls, wood nymphs, cherubs and the livid demons of purgatory from which they take their inspiration. Their work is art. More than the product of an education and practiced technique. So bound are they to their craft, they feel there is no choice but to pursue it, even if it means living in abject poverty.

And yet they have, for the moment, escaped that net. They have crawled up from the abyss – the world of cramped factories and back-breaking labour – and found some sense of dignity and freedom of expression. As a consequence, they are living out a contradiction – being eternally grateful while maintaining unreasonably high standards (for themselves as much as anything).

They are the middle class, the in-betweeners, those tugged in two directions. Mistreat them and they shall throw themselves into spiny thickets, please them, and they shall celebrate you like the god of a classical pantheon.

And for goodness` sake don’t let them recite any of their dreadful poetry…

A design for the beautiful minds of the 19th century
Adept Craftsmen. Swinging middle-class. That sweet glimpse of prosperity for a commonality driven by their creativity. Artisans are aesthetes, their mind enabled by all the new possibilities at the dawn of a new age. But they are also aware that their success is built upon hard developed skills and techniques, not to forget their often underestimated capabilities of running a smart business. Their crafted goods are a marvel of modern techniques and materials, paired with their love for art and an incredible eye for detail. And as the new good middle-class, they build a bridge between the simple country-folk, working people and the aloof elite in their marble towers.

While the look on their face might appear presumptuous, their lifestyle does not come from an aristocratic legacy and their self-esteem surely not just from lucky inheritance. We wanted that the artful folk transmit that feeling of hard-earned skill and prestige, while still being rooted in the common folk rather than an elite build on aristocracy.

Their various crafts was on high demand in the modernizing society, and observing their portrait and other concepts of their character designs should tell that they are aware of that demand.
They demonstrate confidence but have also that skeptical look, wearing an apron during the day and a sassy jacket in the long nights, exploring exotic specialties or being on their quest for inspiration in the newly opened cabaret.

Artisans are expressive, playful and interested in anything exotic and new. They are intellectual and eccentric, but share a grounded nature – this all should show in their residential buildings. If you so will, their houses full of excitement for everything new in this century of wonder. After you spent the last tier creating your industrial backbone, reaching the third tier should feel like a reward for your eyes and represent all the new things awaiting the player.

Gameplay, a bouquet of possibilities
You can say that the first two tiers are still the early game portion of Anno 1800, as you establish the core infrastructure for your city. Unlocking the Artisans as the third residential tier starts the venture through the mid-game, where growing your city to a true metropolis will put your previously developed skills to the test and give you access to new features, which add complexity but also further strategic options.
The Artisans are an educated middle-class with a hunger for the wide world which results in more sophisticated and harder to fulfil needs. Goods become modern and exotic and we want to challenge the skill of the player with more intricate production chains.

The invention of steel beams allowed modern architecture to develop and strive but it was use of mass fabricated glass and ornate windows, which resulted in modern and visionary cityscapes. When reaching the third tier, glass windows get introduced as the new construction material and producing them will be a joint effort of all your workforce types.

With three different workforce tiers, which intertwine on complex production chains, you can now start to use the workforce system to its full potential. Boosting the output of specific productions can make the difference between an optimized industry and spacious production districts. Especially players who want to focus on trading can boost their workforce on specific parts of their production, in order to trade overhead while still giving your city the needed room to grow.  
As more Artisans settle in your city, you will get access to more modern production and public buildings. That added complexity comes with new features and options, new tools to develop and support your own playstyle. Special buildings, items and other technical marvels will be able to boost your production, influencing your residence or raising the attractiveness of your city.

As the third tier is called Artisans for a reason, it surely cannot all revolve around industry and economy. It is the third tier where you can start to make a profit from the attractiveness of your city.
The beautiful minds among your residents will gladly share their craft to making your metropole more appealing and as a result, attracting visitors who gladly spend their dime on the attractions you provide. From ornamental decals or tackling impressive projects like the zoo, you start to have a significant impact on the look and feel of your city.

Plenty of new features on the horizon
Items to customize your playstyle or attracting visitors with big projects like the zoo is only a small teaser on many new features, which will have a significant impact on the gameplay. From planning, construction, modifying and acquiring the needed items, every one of them provides enough material for its own dedicated Devblog. With the introduction of the artisans, we opened the door to the wonders of a new and changing world and with upcoming articles; we will open more and more showrooms to cover the features in detail.
From all the mentioned new gameplay elements, what tickles you fancy? Do you want to know more about how beauty building and attractions create empower new playstyles, or how the modernization of your society provide new technology and ways to customize and boost your economy?

Anno 1602 20th Annoversary: LIVE 4pm CEST/ 10am EST/ 7am PST

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DevBlog: Working Conditions

Across the long rows, your employees are a picture of focus. They are shuddering, and their breath condenses against the metal, for it is February and the pipes have frozen. The shed is so vast that they may as well be outside.

Then a whisper develops – they say you are visiting in person. Will this be the much-hoped-for closure?

The warehouse door is swung open for you. Tentatively you poke the long silver-tip of your cane over the threshold, then your white spats follow. You take your position on the prescribed rostrum.

“Fifteen percent, production has dropped. Fifteen!” you rap your cane sharply against the thin tin wall. “It is cold every winter, that’s the season! Get used to it. You will work night-after-night until the work is done, or I will tear this worthless shack down!”

With a crack of the whip, your black cab is gone again. Yes. You are a scumbag.

Workforce in detail
We briefly talked about it before in our residential introduction and this time, we want to share some more details about our workforce feature. As you already know, every residential tier in Anno 1800 provides its own workforce type. However, workforce tiers are not just allocated to production lines of said tier; instead, labor of your different residential tiers will be used for specific types of production buildings.
Agricultural buildings as an example will always require farmers to get their production going but you will unlock more of that type of production buildings in later tiers. As every workforce tier is dedicated to a specific type of production, you won’t be able to use your higher tier workforce, such as workers, in a lower tier agricultural buildings.

Every workforce tier supports a specific type of production building, which are not limited to the residential tier of your workforce.

With our new system, lower tier workforce never becomes obsolete and that increases the challenge and complexity when advancing through the tiers.
Your workforce is calculated for each isle separately, which leaves you with the option to either build small settlements to support your production, or to transfer workforce from one isle to another.
If you don’t have sufficient workforce of a given type available to keep your factories going, productivity will get partially reduced based on the percentage of workers missing.
Getting rid of the old way of progressing linearly through the tiers adds complexity and believability while it also provides more strategic freedom for the player.
But there is more to it than just providing the required amount of workforce- we also give you the option to impact the working conditions of your residents in order to influence your productivity.

Here an example for a level two production chain, including not only two types of workforce as also two types of production buildings from two tiers.

You hold the whip, working conditions
Steel beams, mass fabricated glass and modern manufacturing progresses such as the conveyer belt allowed cities to massively expand in size and height. However, while modern factories pushed productions to a level never seen before, the era became also known for its working conditions: days often longer than 12 hours under (for our modern understanding) harshest conditions.
We want to give you the freedom of choice regarding the working conditions in your company, if it is a temporary boost of your steel factories to keep up in an arms race, becoming a modern socialist rewarding your residents with short working days or even pushing your industry and your workforce to its absolute limit. Just like your manufactured modern steel, everything has its own breaking point.
We give you the tools to affect the working conditions on each of your islands. Simply speaking, you can decide to let your residents work longer and harder to compensate workforce shortage by increasing productivity or boosting your economy in general. We do not only enable you to change the working conditions for each type of workforce, you will also be able to change the conditions for each type of production building. You have a shortage of iron ore, which slows down your weapon manufacturing? Just push the working conditions of your iron miners, which will only increase the productivity of all your iron mines on that island.

Workers became a prideful new class of citizen, welded together by hard labor and a sense of community.
Pushing your working conditions at the cost of your residents has consequences, as it affects the happiness of your people negatively. It has a negative impact on the morale of the affected workforce type, while the system will also take into account if you change the conditions only for a specific production building. In the case of the boosted iron mines, it will have an impact on the happiness of all your workers based on the percentage of your workforce working in your mineshafts.
Always keep an eye on your people and interpret the signs of times early enough if you want to take appropriate actions. Your working folks will bend only that much and if you pass that mark, they might put down their tools and mobilize for a strike.

On the contrary, if you are a modernist implementing good working conditions in your factories or on your farms, your residents will show you their gratitude.
The working conditions are only one factor which impacts the happiness of your residents. The happier your residents, the better the mood in the city. A clever economist can find the right balance between bending your working conditions while pleasing your residents with other concessions while a ruthless or desperate ruler can rely on their police forces to keep things in order.

Happiness and player freedom
There are many ways how you can have an impact on the happiness of your residents and how their mood affects the gameplay. While a topic on it’s own for a future blog, we are curious to know how you see the new possibilities playing around with the working conditions. Are you already thinking about all the ways to micromanage your power economy? Are you an altruist who likes to give something back and keep your folk happy or do you just love the freedom of choice and all the small stories, which the system might tell?

Union Update: First focus-test has concluded

This week in the Anno Union, we return to the life of your factory workers and explain how your power over their working conditions can not only impact the productivity of your economy, but also the happiness of your residents. More residential tier DevBlog’s are on the way in the future, accompanied by more details about Anno 1800’s feature set as it opens up during your gameplay progress.

The first Anno Union focus-test has concluded
Over the course of the last two weeks, we gave a dozen Union Members the chance to test the development version of Anno 1800. The dedication and effort all of our Union testers put into their reports and detailed observations was astounding, providing dozens of pages with valuable data for our team.
But it’s not only about additional learnings for the game’s improvements; knowing when a feature works as intended and if the gameplay flow feels rewarding and satisfying is easily as important to us as new ideas. In theory, you can develop a game for decades, continuously improving and adding features and as a result, never getting the product ready for the release. For that reason, positive feedback helps us to know if we are on the right track with the game and its existing list of features.

So what is next? The first thing we need to do is to create an aggregated report, combining all the feedback from the playtest, which then needs to get discussed to identify action points to further improve or develop.
The success of the first test demonstrated that the combination of feedback collected via the Union, events and playtests creates an effective synergy of data to work with.
As it was only the beginning, we will continue to leverage the knowledge from our community with future Anno Union focus tests. As always, we will keep you in the loop and updated as soon as we are about to open the second focus test group.

Anno Cast 03 this week Thursday, March 22nd, 4.30pm CET
Anno Cast 03 goes live this week, break a leg! This Thursday, we will discuss some current and past development of the game, how the Union feedback helps us in all stages of development and of course, show you Anno 1800 in action again. As with previous episodes, we will also answer some questions, some of them previously gathered in the comments (so keep asking) and others during the actual show.

As always, we will publish a blog this Thursday to watch the stream live on the Anno Union.

Union Update: A postcard from the world fair

Welcome to our latest Community Update! Before we move over to this week’s content, do not forget to vote for the community island in the voting box to the right. Many of you are curious about the size difference between each island but do not worry, we saved a spot among the larger island no matter which one makes first place.

This weeks DevBlog: Residential Tier II – workers
With our next DevBlog, we will leave our charming farming village and take a cab to the brick stone city suburbs, where the working folks find some rest after a long day in our smouldering factories. More and more pieces coming together and the second residential tier is the big first step into the industrial revolution.

Anno Cast 03 will air next Thursday, 22nd of March at 4.30pm CET on: twitch.tv/ubisoftbluebyte
Due to sickness, we sadly have to postpone the third episode of our AnnoCast livestream by a week. It will be a great chance for us to show you a few of the previously tackled topics in detail and to answer questions from our community. If you won’t be able to make it to the live-stream, feel free to drop questions in the comment section below or in the live-stream blog, which will go up shortly before the stream starts next Thursday.

But before we end todays update, we want to share something with you. Inspired by your great entries to the story contest and previous Union votes, here comes a letter from a visitor of the monumental world fair and admirer of the “Architectural Wonders” exhibition:

Dear, beloved committee,

It is no exaggeration to say your exhibition “Architectural Wonders” was for my friends and I, not merely a great exhibition, but a life-altering one!
Upon hearing a World’s Fair was come to Bright Sands, we booked our cruises, and jammed our portmanteaus to the gills with the finest hats and dresses. A long and expensive trip it was sure to be, but as we would discover, one thoroughly worthwhile.
As our ship puffed into the bay, there was considerable excitement – we tourists are not altogether so hard to please – for the city that unfolded before us was mesmerising! A beautiful bustling skyline that would grace any postal card. Already in high spirits, we wondered what scintillations must await us at the World’s Fair itself.

“A miscellany of modern farming equipment?” someone suggested. “Oh what a dreary thought!” we all laughed. “I heard it might be ship fixings…” said another, “…and I think we have seen quite enough of those!” This of course, tickled us so greatly, it all became rather embarrassing!
But when we saw the city turned out in their best clothes, chests bursting with pride, we soon struck the crinkles from our crinoline. After all, we were the honoured guests, participants in a global celebration of the age. This was something we may never chance to see again in our lifetimes.

 As we stepped into the hall, great gasps rose to the glass-iron canopy. Never in our lives had we seen such innovation, such bewildering and copious inspiration. Ornaments of modern form and style, hitherto inconceivable, bedecked the galleries and walkways. Master masons and sculptors chiselled expertly in pure white stone. From a soapbox, the esteemed Mr Burnett declaimed his genius, demonstrating precisely how the modern bridge might be engineered and erected. Vast books of plans and patterns fascinated with their particulars.

Before long we were quite spent, and so were our purses! We all spent more than ever we had planned, but such an unforgettable visit merited every shiny penny. We all agreed to return at the drop of a hat, should another such exhibition ever take place in Bright Sands, which I’m certain you, as the organisers, will be most delighted to hear.

Ever yours,

Your glowing admirers.

Vote: Community Island

Annoholics have discussed the art of island design since the dawn of the Anno series. With our Anno Union island contest, we put your knowledge, design skills and creativity to the test to create a truly community-shaped island for Anno 1800. You impressed us with almost 100 entries to the contest, ranging from well thought gameplay concepts to the craziest playgrounds.

It was far from easy for us to make the final selection. Over the last weeks, our team went through every single entry and finally, we have a list for the five islands competing in the next Anno Union vote.

And the finalists are:

VulcanixFR
We liked VulcanixFR’s entry especially because of the well thought out mix between bigger and smaller construction spaces. With its opposing beaches, this island offers an iconic vista to build an interesting harbor installation.

MW.TRIBUN
The natural form of this island convinced our team. Hills, beaches and rivers are well placed and come together in a harmonious overall concept. The arrangement of the construction site and the fascinating landslide in the south create an interesting hotspot.

fabian_eiter
This islands got our attention because of its unique shape. The narrow parts of the island offer a great challenge for city builder and the jagged hills surrounding the bay add an adventurous element to it.

Phyllus1
The crazy idea to use the hat from the Anno 1602 cover was creative and humorous, while the nice curves and long cliffs offer a great challenge for Annoholics.

GmExpresso
We liked this isle for its simple form, providing ample space for huge cities. The high plateau in the north allows you to play around with the new uneven terrain of Anno 1800, which creates a great gameplay twist on a simple concept.

It’s now up to you, the members of the Anno Union, to decide which entry will make it into the game, as the first community created Anno island. We will further provide frequent updates about the state of the community island, including its creation up to all the final details. Keep in mind that we might need to change a few things, though we will be faithful to the general concept, feel and shape of the winning island.

Thanks to every single participating in the contest, putting so much effort and thought into all these glorious creations. If you want to browse through all great community entries again, you can do so here:
Island Contest entries international 
Island Contest entries German

Union Update: A message to our community

In this week’s Community Update, we want to appreciate the driving force behind the Anno Union: You, our Fans and Union members who give us valuable feedback, support us and – not to forget – share your creative energy with us.

We were blown away by not only the amount of entries, but also by the many different creative takes on the contest such as letters, newspapers, stage plays and many more.
You might imagine that it was not easy for us to pick our three favorites out of so many great entries. And for that reason, we decided to honor five entries for the third and two entries for the second place. Our big “thanks” to everyone who participated and we hope that you enjoyed writing these entries as much as we enjoyed reading them.

Without further ado, congratulation to all the winners:

1st Place – Velerios1 1701 Collector’s Edition signed by the team
2nd Place – Aleera_Gorvan, Sermo2010 – Not exactly a surprise 1701 Goodiebag J
3nd Place– DiruKamachi, alleria.sb, Chris.666, Bellasinya, RayoOyar – A signed copy of a previous Anno game (we let you know between which games you can choose)
As mentioned, we will get in contact with you to sort out all the details.

And there is more to come this week: the next stage of our island contest, plus some mail from a visitor of our world fair exhibition.

Focus Test:
The first group of testers have been invited, so you can expect small updates about the playtests in the weeks to come. If you did not make it into the first test, no worries: we will have several tests throughout the year and will let the Union know when we are about to open new focus groups.

Anno Cast is returning March 15th
Our stream will finally return in 2018 with its first episode airing March 15th 4:30pm. As ongoing construction work in our studio forced us to move the streaming room temporarily, the scenery might look a little bit different. We will share more details about the show next week Monday!

DevBlog: A farmers life

We have been farmers for more than 10,000 years. We think of rice terraces, cereals and livestock, of Nile irrigation, cabbages and beekeeping. If we are here in 10,000 years, there will still be farmers. After all, they endured the century that arguably saw most change.

A typical farmer in 1800 had similar tools at their disposal, as two-hundred years previous. But the new century brought iron ploughs, fertiliser, seed drills, and threshing machines. Though the new yields were huge, life and work were no less hard.
In Anno 1800, farmers epitomise rustic life. The simple things. To work the soil, tend the animals, and breathe fresh air away from the burgeoning smog. After a long day in the fields, a farmer wants to sit by the fire with family, and speak of their strange neighbours in hushed tones.
They don’t have a lot – or need a lot – and quick as hare, they’ll tell you so. Speaking their mind comes ‘natural’, and honesty is important, when you need to gauge feeling.
Yet they are also sympathetic. This business of yours, vast and sprawling as it is, goes far beyond their powers of cognition. Problems are to be expected – heaven forbids a farmer telling you how things ought to be run. And yet, while they are just the foundation on which the vainer elements of your society stack, you will achieve nothing without their love.

Depiction of a rural lifestyle
When you draw a picture of the industrial revolution, the rural population is probably not the first thing that comes to your mind. As the first residential tier, farmers serve as a throwback to old times, you could even say to the other historical titles of the series.
While the tier should depict a lifestyle that defined our society for thousands of years, the life of the farming people changed with the dawning age of technical marvels and urban life.
As workforce is now a factor in Anno 1800, they should have a distinguishable charm and character but also need to fit in a cityscape dominated by other residential tiers, especially in the later stages of the game. When setting the art direction for a residential tier, you always have to think about how their design will work together with all the other elements of the game.


A recent Concept-Art for the farmer residential buildings. During production, many buildings going to several reworks until we find the right look and feel.

Farmers are self-supported, used to their independence from most of the modern amenities. From their clothing, portraits up to their buildings, they are proud and hard-working residents, often overlooked by the evolving society. While architects plan modern housing space, farmer’s property should feel self-build rather than a product of a construction company. Their residential buildings resemble country houses, with wooden boards and small individual decals.
If you watch their buildings closely, they should feel like a postcard from a more calm time, where people minded their own business but also enjoyed a hard but probably simpler life. Naturally, that style should also fit their production buildings.

Backbone of your future empire
If you do some research on the history of any influential city in the 19th century, you notice that there is a significant spike in population. Nevertheless, the rural population had still an important role in society and economy, as farm products supported the growing needs for foods and basic goods for the rising world population.
Most players tend to construct their first buildings near the coastline in order to establish the basic food supply and lay the groundwork for future production. This also creates almost its own small village to support your expansion, as you probably plan the city centre of your future metropolis more land inwards of your island.

The main gameplay purpose of the farmer tier is to produce two kinds of wares: the first goods to fulfil the demands of your residence in order to advance and secondly, the foundation for some of the future production chains in higher tiers. So you not only have to account for the current state of your small settlement, it makes sense to account for the later growth and size of your city. While advancing through the first tier should be easy to achieve, farmers will stay an important part of your population.

You decide if you either go for a big farm village to support your whole island, let the modern city grow around your cottages or if you just create a new tier one residential and production buildings when they are needed. Imagine the picturesque scene when landing at the harbour and taking a ride through beautiful rural outskirts, while your eyes slowly focus on the impressive skyline covered in smoking chimneys on the horizon.
While Schnaps is an early and more simple production chain, the potato farms take part in refining the rural look of your outskirts.

Help us to fill the blanks!
With the next DevBlog in our big residential tier series, we will take you on a trip to the sooth-blackened worker districts, a new class of citizens, which should change our society forever. But before we end today’s blog, we have a special request to all Anno Union members.

We are currently missing a public building, which fits the rural lifestyle of our farmer tier. While we have some interesting ideas, we are curious what ideas the Union could bring to the table.
What do farmers actually do after a hard day working on the field and what would help them to advance to the next level? Maybe there is a specific infrastructure, which every farming village should have? We are looking forward to your suggestions for the missing tier 1 public building!