DevBlog: Visual Feedback

Hi, my name is Carsten Eckhardt and I am a senior 3D artist at Ubisoft Blue Byte Mainz. I am a part of the company for almost 15 years now and as a result, worked on almost all Anno titles in the past. My main responsibilities are 3D environment art (houses, terrain elements etc.).

Going from the initial idea and the first concept art up to the final version of a 3D asset can be a long and winding road. Developers across many disciplines are involved in that process in order to bring the brimming era of the industrial revolution to life in Anno 1800.

The last time, we invited you to watch and learn how our 3D designers work as digital architects, so this time we will add visual feedback and animations to breathe life into our future 19th century buildings.

Visual feedback
Do you remember the final version of the brick factory from the last 3D Art DevBlog? Well, sadly I have to break it to you that there are even further steps to take until it reaches the level of quality and the appropriate Anno feeling we want for our game.
Before we start to get things (literally!) moving, our building needs to get implemented into our game engine. This will add our object to the asset library, which enables us to place it in the game, block out clipping areas and add visual feedback such as actors, effects and much more. As soon as the building has been imported into the library, we can start adding visual feedback.

“Hold on”, you may say, “what exactly is visual feedback, and why do you keep talking about it?”
Visual feedback helps the player to have a better understanding what is currently going on in their metropolis while also making the game world more believable. While you can inform players about nearly every aspect of the game with contextual menus, actually seeing what is going on makes everything easier and faster to grasp, not to mention way more enjoyable to watch.
For Anno, it is not surprising that we make use of a lot of general and event based animations for the variety of buildings, such as moving steel kettles, smoking chimneys or special effects work like sparkling fire.

But it is not only for the sake of the atmosphere. As mentioned, visual feedback also gives you an indicator whether a building is currently productive, idling or affected by events like a blazing fire spreading through your residential district. For that, some buildings have different animation states. A factory as an example needs a state which defines if it is currently producing (workers being productive, machines working) and one where the factory is currently in idle state (effects like smoke and fire toned down or removed).


T
he BoB and Feedback editor
To create and modify the visual feedback elements, we developed our own tools internally, one with the thrilling name BoB (Bombastic Object Builder) and the other one rather pragmatically titled “Feedback Editor”. Originally developed for Anno 1701, the BoB’s main purpose is to block movable areas; it defines the space where units and actors (such as unloading carts or the workers of the building) can move as well as construction areas to ensure that buildings do not clip into each other (the size the unit needs on the construction grid). Furthermore, BoB allows us to place ornamental objects on existing assets in order to bring a bit more variation and life to them.

The feedback editor on the other hand allows us to give buildings feedback trigger to coordinate the movement sequences of units on the previously in BoB defined movable area.
If that sounds a little bit abstract for you, how about a small example: We all love the small stories we encounter when watching our city up close. If you observe your bakery, you can watch the baker going around minding his business, maybe even slacking off from work once a while. Or how about animals enjoying the day on a green meadow of a farm or even cat and dog chasing scene on the market place. Flying animals or other wildlife are an exception as they are not part of the eventful story we create for a specific building and more part of the actual game world.

Enough explanation, let’s see the system in action
Okay, I bet you have a pretty good understanding what we are talking about right now, so let’s start working. The first step is a straightforward process: in BoB, we define movable and inaccessible areas of the building, as we need to tell the engine on what area of the building units are allowed to move. Imagine that we paint the different parts and areas of a brick factory in different colors. The courtyard should be a movable area while we do not want that the workers clip through the walls or take a stroll on the rooftop.
The next step is to use the BoB to place effects, such as smoke for chimneys (hey we are in the industrial revolution; smoke galore!) and to place props like streetlights, crates and various kinds of vegetation.
Once done with that step, we have to define so called 3D selection areas, which ensures that players can actually target a building with a mouse click. A small, but important detail to keep in mind.

Here we define movable areas and use hitboxes as a blocker on our Pub asset.

But enough of BoB for now, it is time for the Feedback Editor to shine. Here, we first have to think about what kind of movement behavior for units would make sense for this specific building. There is for example a lot of lively stuff going on with the pub or the market place, such as a marching band, guests etc.
In case of a steel beam factory, it is more about bustling workers operating industrial machines.
That is the magic trick and crucial part of creating the crowded and lively feeling which Anno games are beloved and known for.
To catch your attention and keep you excited when you observe your industrial district, we want there to always be something exciting going on or that you can take a break while enjoying special eye catchers like the zoo or the crowded market place.
Quite some work can go into that process, and a building with many and complex units, such as the market place, can take a whole work day to finish. As we also we like to hide small details for the explorers out there, I strongly recommend to keep a keen eye on your city life.

Okay we are nice here and provide these fellas a path because they seem a bit lost right now 🙂

Let’s make that a bit more random
As you all are familiar with Anno, you know that there is way more than one thing going on at a time and that there is a surprising variety of visual feedback. Our animations will not play out the same any time, due to the good portion of randomization parameter we add to a building. The Feedback editor also ensures that we have randomization in the movement areas going on, as we do not want the units doing the same stuff on the same spot repeatedly.
From the baker, the farmhands on the field or the innkeeper of a pub, the so called actors use a building as a stage to perform a show for the player. We can set variables how often an actor shows up, duration of their performance before they leaves, usually using a variation of a set path. An actor on the market place could enter the scene from the entrance of the market before leaving through a door or as a variation, entering the market hall. The movement of a unit or in this case an actor is usually defined by dummies or splines; imagine a variation of rails, which it can use to move through the scenery.

Okay you might get the idea what we mean when we say “there is a ton of work and detail hidden in every asset”

Final thoughts
As you can see, a lot of handiwork goes into that one building, from the previous steps from game design, concept art up to our 3D art team. We are now ready to let our asset lose on the world, the last final bits, like defining hit points and other game parameters is usually a job for our programming and game design team. While not every building you might see on the stream or clips has all its animation or even detail right now, all buildings get the same treatment for the release version of the game.

I hope that you enjoyed seeing the journey an Anno 1800 3D asset takes during its creation and I am curious about your most favorite visual feedback, from small stories going to animation from previous Anno titles.

The comment section is right below and shoot if you have any questions, as we might have the chance to answer some of them in an upcoming community QNA.

Union Update: Story contest has ended!

Welcome to our latest Union Update, where we give you a glimpse of this week’s Union content and things headed your way in the near future.

As you might have noticed, the Anno Union suffered an issue last week, which prevented players from accessing the website. We are sorry for the inconvenience and can you tell that we found the culprit; everything should be back to normal now. While we have further plans to improve our website further, the downtime was not caused by a secretively rolled out update, as some Union members presumed. Not that we don’t like sneaking in updates from time to time…

Announcement: The writing contest is closed!
Thanks for all your contribution- we received some great stories and some really cool creative takes on the given task. We will announce the lucky winners in a future update but we can already say that picking the best story will not be an easy task for us. So please join us in a general round of applause for the creative Union task force!
If you liked our writing contest and would love to see more support for community creations such as contests, highlights and other nice ideas to push content creation, share it with us in the comments below!

3D Animation

In this week’s DevBlog, we continue the journey of a 3D asset during creation. Yes, a lot of handiwork went into the asset already but we are far from done here. You were always curious how we create that lively feeling in Anno, where you metropolis is brimming with life and small stories to discover?
Well in that case, you should not miss out this week’s DevBlog, when we give you an exclusive look how we create visual feedback and animation work for Anno 1800.

Let’s come together!
Also coming up this week is our first Union Community Roundtable.
Join the Community team this Wednesday evening for a cozy meetup and chat with us about the Anno Union where we are sure to have answers to one or two questions and discussions ready for you.
The English session will start at 9pm CET – Everyone is welcome! >Annoverse Discord<

While we are using a voice chat for communication, microphones are not mandatory. So feel free to ask us questions in the chat or just listen to the discussion.

What’s next?
We asked you a few questions during our update last week and got a ton of recommendations for future topics you would like to see tackled in the future. We picked some of your ideas and started to shuffle them into our ongoing content plan.

The best things often come at the end, right? We have some news for you that might get you pretty excited. During our last AnnoCast, we talked about our Alpha milestone and that now is the time where we need as much and as varied player feedback as possible. To make that possible, we are currently planning to kick off our online playtest studies in February.

For the first test groups, we need Anno experts who know the series inside out and are willing to provide us valuable reports and tons of data! As suggested by the community previously, we will give everyone a chance to apply for the focus studies with an application form, which should open in the coming weeks.

Well that is something to look forward to; many more things to come and we are – as always – looking forward to your feedback.

Union Update: Outlook on the new year!

We are back from our winter break; time to roll up our sleeves and to give you a glimpse of the journey ahead.

Upcoming Union Content
We bet that you are curious about our upcoming content. With last month’s logistics blog as our foundation, we will dive deeper into the economic motor of Anno 1800. With more details about the economy revealed and explained, it will allow us to talk about important parts of that machine like the harbor system and trading routes. Features, which are furthermore important if we want to talk about possible functionality and impact of the train feature.
There are plenty of more features we have not shared many details yet. What are your top 5 Anno 1800 features, where you would love to get more information on?

Furthermore, we will continue to bring you behind the scene DevBlogs; next up we will dive into animations for our previously showcased 3D assets. You will get to learn much more about all the brimming details and stories happening in your metropole.
We know that you are also curious about non-visual features, such as the audio design of Anno 1800. As the possibilities are plenty, share your top three wished for behind the scenes topics in the comments below!

There is also new voting coming up and while we cannot lift the curtain right now, we can tell that we want to funnel your creative energy once again. We all know how settling back into work after the Holidays can take some time, so expect the DevBlogs to be back to their regular cadence next week.

Union Website and community creations
As you already noticed, some improvements to the website were made and we will continue to improve the Union in usability and functionality. However, it is not only about moderator flairs or improvements to the comment section; we want to expand the general content on the website for anything that might not fit into the classic blog format, such as a dedicated space for community creations or a media library to save our Twitch streams.

It is great to see how much creative energy went into our story contest and it shows how much room there is to fill the world of Anno with your narration and other fan creations.
With the deadline hitting on Monday 15th there is still a week’s time left to unleash your creativity. Besides some neat prices to win for the contest, we also think that your works deserve to be appropriately spotlighted on the Anno Union page.

Streaming
We received some great feedback on our last episode of the Anno Cast and with upcoming episodes, you can look forward to more gameplay content. While we know that many of you would love to see Anno 1800 being presented in a lengthy Let’s Play format, we need to save that idea for later as we just hit our Alpha milestone. One thing is for sure though; we will continue to show you more gameplay elements of the game while we give you insights about its ongoing development.
Anniversary Let’s Plays or other special episodes give us a bit more freedom and possibilities for different styles and formats. If you have ideas for specials or other streaming formats or videos outside the regular Anno Cast, feel free to share them with us!

Community roundtable
Since the reveal of Anno 1800, you supported us with thousands of comments on the Union and Anno 1800 forum. Seeing both Anno veterans and new enthusiasts coming together is something truly special for us on the team, and we once again want to thank you all for that. To further this feeling of all coming together at one table, we want to invite you to an Anno Union voice chat session with the Community Team to talk about the Union, the game and its fans. We are sure there will be plenty of questions and ideas, and everyone should feel more than welcome to join our roundtable next week Wednesday, January 17th in a Discord voice chat provided by our Annoverse Community: >Annoverse Discord<

To allow as many of you as possible to participate, we will divide the session into two slots, one in English and one on German. The German session will start at 7.30pm and the English one will follow at 9.00pm CET.
______________________________________________________________________________________________

Community QnA

Sir_Obelexxus
Let’s say a play test is planned for January 23, and I were to be invited. When could I expect to receive an invite, so I would have enough time to check with my boss if I can take the day off? And while we are on the topic, do you have to be a legal adult to be invited?

Basti: We will send the invitations a few weeks in advance, as we also want to have a bit of leeway if we need to find a replacement if someone will not be able to make it. To be of legal age is not a strict requirement but if someone is under age, we will get in contact with the person to discuss the details (regarding the NDA, for example).

MattMcCorman
Something that would be very helpful in the future would be a basic blog explaining the DNA of the Anno brand, to give us users a better idea of how your decision-making processes work. What makes something Anno, or not? I think having this filter explained for users would allow for discussions that are more meaningful.

Basti: Talking about the brand DNA sounds like a great topic to cover in the Union, I put it on the list and I am sure we can get some really cool background information together. With the Vision Devblog and details we shared in other blogs, we also wanted to give you a chance to learn something about the reality of game development. We usually receive a huge amount of great suggestions and ideas, but they often lack some missing background information why some of these ideas would not work or why they would be too hard or simply not feasible to develop. Designing game features means often a middle ground or taking the quintessential idea and feedback to work with. That is why we want to get a little bit more into details on our decision-making process in future DevBlogs and comments.

IppoSenshu
I quite liked the entertaining Twitch streams, and look forward to see more of Anno 1800. Perhaps you could show some footage from play tests in the future.

Basti: We will show more gameplay in upcoming episodes of the AnnoCast and over time, it will further allow us to share more gameplay material in the Anno Union in general. Playtests will be the big topic this year, and we will cover some of the playtests and share content from them in the Union.

Mr.Beko80
How big was the island in the stream? Small, medium or a big one? It didn’t seem much larger than main islands in Anno 1404. Will there be enough space to build a metropolis? Or can buildings house more citizens than in the past?

Basti: The Island from the stream is a big one, but not the largest in the game. In fact the Island shown in during the stream has more grids than the large Isle in 1404 and with that, more buildings space available. It is important for us that you will have enough place to create breathtaking cities. Residential houses have the same dimensions as in previous titles but some of the public or production buildings can take up more space. Having a bit more realistic proportions for a steel factory as an example is a great way to bring that extra bit of realism to the series. Again, it is all about the right balance: we want vast cityscapes but also provide a puzzle challenge, as clever planning of the available construction space is also part of the challenge and fun.

friedrichgrosse
Will it be possible to freely rotate the buildings?

Basti: Construction space in Anno is partitioned into a grid-based system (like e checkerboard) and as in previous games, you will be able to rotate and place buildings freely on the grid.

Drake-1503
The carts and carriages will be sent by the production facilities, which sounds like a good decision. I assume that required gods will also be picked up if they are not being delivered- and this is where things get a bit unclear for me. Would the coal producer deliver his goods to the steel factory, or would the steel factory send someone to pick up the coal. Or maybe both happens, but how would the game decide that?

Christian: The rule of thumb is that production buildings always send goods to other production facilities. While production facilities cannot request goods from another production building, they can get resources stored in the warehouse if needed. The warehouse itself has no own transport units, so the carts always come from the production building to pick up or deliver goods from the warehouse. The facility decides on its own if it is more effective to wait for the delivery from a different production building or to get the needed resources from a warehouse instead. As travel distance on streets is the deciding factor for that, players can have an impact with clever city planning. With that, it allows you to create optimized economic districts.

Fuzzykatze
Will sea-based trading have an AI to pick the most efficient route based on wind?

Christian: Trading routes will not consider wind (which can also change). You will however be able to create your own routes with manual waypoints to improve its efficiency and to avoid hostile ships.

Azrael5111
Hearing that all warehouses will have mirrored storage has me a bit worried. I would prefer if you could manually assign which wares individual warehouses should accept or block. My other question would be whether the mirrored goods affect the overall storage capacity of the warehouses.

Christian:
In fact, every single Anno title had mirrored storages, so it is a part of the classic as well as newer Anno experience. The return of physical goods will bring some management complexity back into the game. We have experimented with different scenarios, but not mirroring the wares just resulted in an extremely high need to constantly micromanage that dominated gameplay and drew the player’s attention away from other aspects of the game. Things like storage capacity are an ongoing balancing topic and we need to see if it would hurt or benefit the game flow if additional warehouses would also ramp up the storage limit. In the current version of the game, this is only the case with the kontor and the depot.

MyLittlePiglet
I really like that you are going back to the physical goods, similar to older games such as Anno 1404.
I have just one question: Will you always need a road connection? Or do some parts also work without road connection? For example, in Anno 2070 upgraded warehouses and depots had a flying unit that could pick up goods without a road connection.

Basti: All buildings will require a road connection. As we stated in our logistics blog, streets will have a bigger impact on your logistics than before and as such planning the ideal street layout will be important when planning your perfect metropolis.

Union Update: That was 2017!

Looking back on our journey, the last four month were an incredibly exciting and sometimes tense journey. The Anno Union started with a vision and like the great explorers of old, we always believed in our idea but nobody could foresee where the journey would lead us along the way.
The Anno Union is still sailing strong and we are confident that our fleet is on the right track, thanks to all the amazing support from our Anno fans.

We want to close the first chapter of the Anno union and the year 2017 with a short recap of everything that has happened so far. This was just the beginning, and we hope that you are as excited for 2018 as we are!  We will be back with new content for you all in January, and however you spend the festive season, we hope you will have a great time!

The great Gamescom Announcement
How would it turn out? We were confident that our fans would enjoy the 19th century setting of our new game, but the Anno Union was still a big experiment for us. And yes, I can tell you that seeing the positive reactions to the surprise announcements of Anno 1800 and the Union were quite the rush for all of us. However, it was only the opening salvo, and over the following weeks and months, we worked with you all to shape the Anno union into what it is today.

The spirit of the Union
To start things off, we had a lot of ground work to cover. Game development is a complex science, and even game ideas that are great on their own ill not necessarily result in a great game when combines with hundreds of others. Reacting to your questions, feedback and even skepticism was our answer and helped us to improve the program. It is an ongoing journey, where we listen and improve, while you react and inspire. As we are getting closer to our release, let us all push the Union forward together to become a great community hub even beyond the launch of Anno 1800.

DevBlogs – a look behind the curtain
Having exclusive looks behind the scenes is surely exciting but that was not our only intent. Game development is a complex task and an Anno title is a collaborative effort of a big development team. We have seen countless great ideas from our community but adding all of them to a game would end up in a development process, which would probably never end. So we decided to give you insights, explain how we set up our development roadmap, how we evaluate your feedback and even gave you a detailed look on the production processes.
From concept art to logistics, we will continue to give you more artistic and informative insights into Anno 1800 and its features. Of course, this important foundation will also give you the needed knowledge to impact development and it enables us to ask you, true Anno experts and veterans, for very specific feedback on certain game elements.

Alpha Cake! We got to treat ourselves sometimes, right?

Votes, Feedback and Improvements
With the Anno Union, we promised to give you exclusive insights in the development process while your feedback should help us to shape the game during development.
Not surprisingly, you definitely knew how to deliver on your end. In the first week alone, we received countless comments and feedback on our game direction and the Union. But how would your feedback actually improve the game?
With our first Vote, we had you decide about the last AI character in the game, while additional development votes would be our weapon of choice to let you have the final word on specific aspects of the game. As such, the first Union vote was only the kick-off, as we soon after decided to let you have more creative impact with the voting for the world fair event.
So Mr. Gasparov was first and it is safe to say that the visionary architect appreciates that you decided that the Urbanism Exhibition will be the fourth event for our world fair monument!

In the future, we want to mix things up further, ranging from votes where you help us decide on certain content to having an impact and influence on future votings.
With our blogs, you gave us constant quality feedback in our comments and started further discussions in our forums. Since then, that feedback has fueled our development meetings, from the production team discussing your ideas up to Union sentiment becoming constant topic in our big milestone and other team meetings.
While the Union greatly benefited the game from the get go, we will utilize that power in our communities even further with upcoming playtests and future improvements to the Union program.

The first stream
The idea for a stream was born in the early days of the Union but building the streaming room, working on a concept and finding ideas how we can talk about the development and show you the game was not always an easy task. There is one thing I have learned over the years: no matter how many times you setup a streaming room and prepare a show, something can and probably will go wrong.
But break a leg, the first AnnoCast was a well-received success and we knew that there is potential to talk about the state of the development and to show you the progress we made. This year was a test-run and with the latest reveal of gameplay, we look forward to upcoming episodes and further production updates. Besides the AnnoCast, we will also continue to celebrate anniversaries of a game series, which will already turn 20 in the upcoming year. There might be the one or another idea for a special episode?

Twitch has been deactivated. Do you accept the use of cookies to display and allow you to watch the video content?
Set Cookies

I acceppt Cookies


Did you miss our big gameplay reveal stream? We got you covered!

Alpha and Union Playtest
Showing the state of the game is one thing but to let you actually play the game allows us to get pinpoint feedback on the game experience. And as we just achieved Alpha status with the game, we are ready to use that feedback to its full potential. Over the course of the next year, we will continue to utilize community feedback via the Union, forum, votes or surveys but the Alpha is also the time when feedback from Union playtests matter. So keep an eye on the Union for future updates about upcoming playtests and other events.

More to come…
The year 2017 already felt like a tour de force but things will get even more exciting next year, as every month will bring us closer to the long awaited launch. Beside continuous DevBlogs, streams and playtests, we want to improve existing formats and bring you new content to the Union. More support for fan projects, more ways for you to interact with us and to let your creative energy loose. The great entries to our story contest alone shows us that there is so much potential for great creations in the Union.

And in the spirit in the Union, where we all work together to create a true Anno game for the fans, what are your wishes and ideas for the Union in 2018? What was your favorite Union moment, what would you like to see us doing more or is there something we could improve or even which is currently missing? Share your thoughts about the start of our journey and things to come with us and we cannot wait to come back to you after the holiday season!

Happy Holidays,
Your Anno Team

 

AnnoCast 02: Anno 1800 LIVE at 4.30 PM

Twitch has been deactivated. Do you accept the use of cookies to display and allow you to watch the video content?
Set Cookies

I acceppt Cookies

DevBlog: Pushing carts

Anno is about building an empire, starting with just a handful of coins in your pocket and a few buildings in your newly founded settlement. It is a long road with many challenges to overcome but with skillful management, you will soon grow your city into an impressive metropolis. Seasoned Anno players might already know this of course, but efficient logistics is the key to a successful economy.
Today, our Senior Game Designer Christian opens his ledgers and gives you an exclusive look at the logistics system in Anno 1800, including interesting insights for both experienced economists and new players taking their first steps into the world of Anno alike.

Hi my name is Christian and I am Game Designer for Anno 1800. I joined the team for the production of Anno 2070 and have since then worked on all following Anno titles. My job is to work on the core economical parts of Anno 1800 and I am excited to give you a little glimpse into our logistics system!

Your economy’s pounding heart
If you break it down to a very basic level, logistics is the system of transportation of goods. In Anno, it is a complex system of interacting cogs in a wheel, powering your economy in order to build, maintain, and expand your city.

Whether you are the min-maxing perfectionist or a beauty builder who wants to create the most picturesque cities, meeting your citizens’ ever-increasing demands for goods and resources is at the very heart of the Anno gameplay formula.

Of course, many of our players want to go beyond simply meeting those demands and instead take pride in perfecting their logistics to build massive empires with huge production lines and dozens of trade routes. That just shows what a massive and complex topic logistics is in an Anno game, so we will focus on the transportation of goods on your main island for today’s DevBlog. Of course, trade routes will play an important role in Anno 1800 as well, but we will save that topic for another day.

Let’s get visual, the returning of physical goods
In the last Anno game, the position of the goods on the map or their distance to the next production building was largely irrelevant. This will drastically change with Anno 1800, as physical goods celebrate their comeback to the series, and in doing so bumping up the complexity of gameplay that many of you have asked for.

To make that possible, the game needs to be able to measure the distance to a building and other targets, while taking the current location of the goods into account. This is once again all visually represented in the game world, allowing you to follow your wares’ cart journey from production to warehouse; this helps to immerse players in the world, but also to make logistics easier to grasp through visualization. And of course, it really adds to that crowded and lively feeling that you expect from a flourishing Anno city!

Cart pushers, carriages and smart decisions
In order to optimize your economy, you have to keep a keen eye on your production chain to ensure that all goods find their way through your thoughtfully created street layout. We all know that this can be a rather demanding task; building a complex production chain, ensuring that all goods find their destination and identifying blockers when there is a sudden shortcoming of resources.

To explain some of these concepts better, let us look at a typical production chain in Anno 1800: steel production.
Our newly built smelter is ready for production but in order to fuel our steel industry, we need to ensure that it gets a steady supply of coal and iron ore. Luckily, a charcoal burner is close by and cart pushers ensure that the coal finds its way directly to the smelter.

If the smelter is sufficiently stocked with coal, or if there is a general overhead production of coal, it will instead direct the goods to the warehouse for storage (unless there is some other immediate demand for it in the vicinity). This is where horse-drawn carriages come into play. While it is the job of a cart pusher to deliver resources from one production building to another, the carriages loads up excess production to bring it to a warehouse for storage.

As mentioned before, our logistics system checks the shortest way between a supplier and your production buildings. The basic rule for efficient delivery is that – in order to reduce bottlenecks – emptying your storage has the highest priority. In our given example, the charcoal burner detects that there is a demand for coal nearby and sends a cart pusher to the smelter instead to the nearest warehouse. The game will also decide if it sends out goods before the cart is fully loaded to fulfill demands or if it would be more efficient to wait until it has loaded more before sending the delivery.

So what are these decisions based on? Deliveries are prioritized by the necessary travel distance on streets. To help with planning, you can see a building’s “reach” on the map. Upgrading your streets from a muddy path to proper cobblestone will increase speed, which furthermore means that a production building might be capable of reaching facilities in corners that may have been too far away to reach previously.

Wonders of the industrial revolution (pre-alpha)

Warehouse and queue management
Our goal is to give you more options when designing your city, from optimized street layouts to the decisions on where to put your manufacturing districts.

We added a new layer to the warehouse itself, which now has a loading and delivery bay. As more transporters try to access the warehouse, it will get crowded outside, which can lead to a delay of the loading process. When too many carriages try to store resources and goods in the same warehouse, you will be able to see how they queue up in front of the loading bay. However, don’t worry about traffic jams on your streets, as this will only affect the warehouse gates.
Transporters also check the nearby warehouses and might prioritize a warehouse with less traffic, if it would result in an overall shorter delivery time.

This will all be represented in the warehouse menu, where you can see detailed information about delivery and loading processes, as well as the actual goods in storage. As your progress through the game, you will also be able to upgrade your warehouse to increase the number of loading bays, allowing more carts to be serviced, simultaneously.

Depots will further increase the islands storage limit but will not have an effect on loading and delivery. These will come in handy when you expand your empire and establish trade routes. Warehouses themselves share one island bound storage, where all stored resources on your island will be accessible from any of your warehouses. This is still an experimental new feature we are working on, but we are so far quite happy with it and hope the additional visual feedback not only makes it easier to understand, but also adds some additional entertainment.

With Anno 1800, we want to create a complex logistics system while enhancing the visibility and readability. Added options will be a welcome addition for Anno veterans while making it stays comprehensible even for new players.

Somebody should tell them how to queue up properly (pre-alpha)

What’s the deal with trains?
We also know that there is one specific topic where you are thirsty for details: the trains, relentless steel horses of the industrial revolution. The train feature is not 100% set in stone yet, and we are currently evaluating some possible design scenarios for how trains could work in Anno 1800.

We have many ideas on how we could implement trains into the game and we want trains to reflect the advancement of the industrial age. Trains presented a reliable new way to transport tons of goods over long distances, overcoming one of the major hurdles that threatened the progress of the industrial revolution.
It is a complex topic and of course, we want feedback from you, the Anno Union. With this logistics DevBlog, it was also our intention to explain some of our underlying systems in order to give you the knowledge to give feedback on potential train gameplay designs.

We are looking forward to reading your comments and are curious to see what you think of the logistics in Anno 1800.

Union Update: Studio playtest in Mainz

Last week, we opened the doors of our studio in Mainz to eight Union members, giving them the chance to play an in-development version of Anno 1800, in order to provide us early feedback on the current state of the game. All the great discussions in the Anno Union non-withstanding, these playtests are an important tool for us to check small details, analyze the game flow and observe the play behavior of our veterans.

That brings up the question how such playtest events actually work, and how they can help us during development.
It is not only a matter of observance, experience and analysis of Union comments; instead, the devil is in the details. Exactly these details are important for us to see if the game flow is working and if we can identify blockers, which might sour the gameplay experience.
To get a feeling if we are on the right track or need to work more on certain aspects of the game, we utilize various forms of feedback- from soft data or community sentiment such as Union comments all the way up to metrics providing hard data or reports from our playtests. While the Anno Union is a great way for us to tell how the community feels about the state of the game or to gather ideas from Anno veterans, playtests allow us to have very precise observations.

During last week’s playtests, our guests played an early version of Anno 1800 for several hours and shared their evaluation of the game in extensive feedback interviews.

Playtesters enjoying the session

Detailed examination and interviews
Even before the interview part, we started to observe our players pretty closely. While our GamesLab team recorded the sessions and preserved the savegame for further analysis, they also took many notes and asked them very specific questions. Small tasks, such as showing if they can find a game element, are time tracked to get a feeling if our UI and UX design are working as intended. However, our testers had also many comments and findings during the sessions, which not only piqued the interest of our GamesLab team, but also that of our Game Designer Christian, who watched their play behavior closely.
After the play session, our Union testers had the chance to give a detailed evaluation of the different game elements and told us how they liked the experience and evaluated if we are on the right track.

Even more data!
After the event, our GamesLab team provides us with a report, so we can sit together to discuss and analyze the results and feedback and furthermore, compare them with our own observations and previous data. That is why a number of playtests are necessary, as one play test alone is not enough to get the full picture- we need further stats, results, Union sentiment and of course more playtests. While the Anno Union allows us an excellent overview of the community sentiment, on-side playtests and Close Alpha studies provide us with detailed observations (when did players reach a certain point of progression, what  do to they like to build etc.).

And it was only the beginning…
The outcome of those observations sometimes result in immediate action, while others might need further evaluation. If we see that a specific UI element is not working, we can give that directly to the UI team to review the issue. If there is something not right about balancing of a unit or production chain, our Game Design can start to work on a solution for that issue. You can replicate that process on various elements of the game, from coding, bugs, which have to be reproduced by our QA team or visual elements, which still need some work.
Sadly, not every problem is as easy to identify as a harbor district, which has a habit of frequently burning down for no good reason. Gameplay or content changes can have quite an impact on the various game elements and we need to get an idea how much work hours would be needed in production to work on an A or B solution.
So rest assured that this playtest was only the beginning and we will continue to get as much feedback as possible from you all in order to create the Anno 1800 you all deserve.

So as always, keep a close eye on announcements about further playtests in the upcoming year.

An exclusive look behind the scenes – the studio tour was a special highlight during the day.

Communtiy Update
We are currently preparing the next episode of our Anno Cast, which will take place this Thursday with a real world premiere: For the first time ever, we will show Anno 1800 live and in action!
So keep a cup of coffee ready and tune in this Thursday, 16:30 CET on: twitch.tv/ubisoftbluebyte

We will also provide a blog article with the embed stream, as usual.

Community Spotlight
As some of you might be already aware of, our community has moved to a new Discord channel. So let’s out the spotlight on Medaurus, Admin of the Annoverse fan Discord:

Hi all, we are Annoverse!
We are an English and German speaking Discord server, and our goal is to be a platform where Anno fans can discuss and connect. Our focus is not only on the newer Anno titles, as we have also many active fans of the classics Anno games. Here you can meet up for multiplayer sessions, share your works and achievements or work with other fans on solutions for any Anno relevant topic.
Other than Anno chatter, there is surely also space to talk about anything our community is also interested in.

You can find us under the following link: https://discord.gg/V4xhZ8Z

 

Union Update: Playtest and AnnoCast

While blogs are a great way for you to get insider information about the development and for us to get your immediate feedback, we also need to know how the game actually feels and plays when gamers get their hands on Anno 1800.

That is why our second Anno Union Playtest will happen this week, with a small group of active Union members visiting us here in Mainz to share their feedback about the Anno 1800 gameplay in its current state. Expect coverage about that playtest with next week’s Union Update.
This Anno Union playtest marks only the beginning: From next year on, we want to give more Union members the chance to get their hands on the game, whether it is another on-site event with a small group of players, diary studies or larger online tests where you can participate from the comfort of your own homes.

So keep an eye on future news about upcoming playtests, and keep in mind that being an active and constructive member of the Anno Union is the best way to get an invitation to one of the playtests. We also might leverage some ideas from the Union for future tests, such as an application process to identify potential candidates.

Anno 1800 Livestream: 14th December at 4:30 PM
The end of the first year of the Anno Union draws near, but we wouldn’t want to leave you without some more streaming goodness.  And this time, we will not only talk some more about the game, but it will in fact be the very first time we actually show Anno 1800 live gameplay.
Turns out that, except for some prototype footage and some small clips and screenshots here in the Union, we haven’t actually shown any gameplay at all so far, so we should maybe make amends here.

We will as always provide you an article with the embed Twitch stream shortly before it starts, and if you will not be able to join us, we will of course provide a summary and a link to the show the week after.

AnnoCast 02 will air next week Thursday, 14th December at 4:30 PM CET on twitch.tv/ubisoftbluebyte

Vote Closing next week
With over 2000 votes, it’s time to finish up our vote for the world fair event. You completely forgot to leave your vote? Then consider this your last call to make your voice count before we close the community vote upcoming Monday. As there are only a few weeks left until the end of the year, expect the next vote to hit the Anno Union early 2018.

Talking of votes, how about we leave you with a small teaser: we bet you still remember our first big vote and its winner, the visionary Artur Gasparov. Well, while he was quite busy after an exhausting election, we managed to steal a bit of his attention for this week’s DevBlog.

As always, let us know what you think in the comments below.

 

Community QnA

fleischlaberl
We are still missing some information about the military system and I would like to get the bigger picture (just as an example, how will the takeover of an enemy harbor will look like?). Only then will I be able to share my opinion about the ground units. Maybe share more information first before you discuss things internally?

Basti: Feedback is an important driving force for us but we also need to get the greater picture. For that reason, we often have to discuss certain aspects in the production team first. We understand that especially after the military blogs, you direly want more information. You have to be a bit patient with us for a moment but rest assure that we will come back with further details regarding military.

DiruKamachi
I always loved the Postcard Mode and used it a lot, especially when I managed to get one of the animals in Anno 1404.

Basti: The postcard mode will be back in Anno 1800 and we can’t wait to see all your creative energy when it comes to Anno panorama pictures.

palemale53
I have always been very interested in the process by which “assets” are created. I was particularly interested in how you achieve such a detailed texture while not sucking the life out of my poor PC. Is there any chance of a time-lapse video of this process, of taking the concept and making these fabulous buildings in an Anno game? Pretty please …
Niclas-J
This may be a big ask, but I would love to see more videos regarding the development of 3D assets.

Basti: Even smaller videos take some to time create but we will see that we can spice up future articles with more video content. Time lapse videos are even more difficulty but let us see if we can find a volunteer in the team for that.

OneclickLP
Will there be unicorns?

Basti: I know exactly why you ask that so…..no comment 😀

Union Update: Early Communication

Our community of players has been following the Anno series for most 20 years. That just shows that they all share one major trait with both the veterans and newcomers in our development team alike: an undying passion for Anno.

With our second DevBlog about the military, we have given you all a first look at what naval combat will be like in the upcoming Anno 1800. With hundreds of comments to date, it is fair to say that we have not only received a lot of, but also all very detailed and thoughtful feedback, which shows that the military and ground combat and near and dear to the hearts of some parts of the Anno communities. Thanks a lot for sharing your thoughts!

We did of course expect that this news would cause some controversy, which is precisely why we wanted to share it now. Our clear goal with the Anno Union is not only to gather your feedback, but also to offer you a transparent look behind the scenes of game development. Being transparent is of course a lot easier when you can deliver positive news, but can in return be all the more important when it is time to be the bearer of disappointing news. That is why it was very important for us to let you know, well in advance of the game’s release, which parts of the military system will be included.

Reading your comments, we can see a clear tendency with some recurring themes. For one, that many of you wish that they had more information about how your naval forces will be able to lay siege to an island.
Most present however, is the wish for a return of land-based combat, after many years of absence. The Anno Union is of course all about finding ways for your feedback to influence the game’s development, as far as circumstances and resources will allow this. That is why your feedback on this topic is very valuable to us.

That is why we will, first of all, take the required time to discuss your feedback within the development team. We appreciate that you would all like to hear back on your concerns and wishes as soon as possible, but we hope you understand that this is not always possible given the complexities of game development.

Rest assured, we will come back to you about that topic in future!

Development work on the Anno Union
As some of you may have already notices, the long-awaited improvement development here on the Anno union website has begun. We will inform you in the future with a full list of changes; for now, don’t be surprised if you can already see some new things popping up as we speak (like notifications emails for comments).

DevBlog: The Art of War II

With the first part of our The Art of War blog, we talked in detail about the military features in previous Anno titles. Today, it is time to give you insights into the military system in the upcoming Anno 1800. Creative Director Dirk Riegert will now give you a preview on what is to come for all the Anno commanders and strategists out there. Enjoy!

The 19th century gave Anno 1800 its name, and over the course of the game players will progress through the important milestones of this time; from the first and second industrial revolution up to the late 19th century, the golden age of Imperialism. The age of imperialism and industrialization provides many options for interesting gameplay possibilities as it was a time of progress, expansion and diplomacy. There is one overarching philosophy we follow for our upcoming Anno game: “You alone will decide, how the world shall remember you”.

You will be able to shape your own 19th century empire according to your own ideas and vision. In previous Anno titles, you could either cooperate with the AI or other players or destroy them with military force. With Anno 1404: Venice, we added the possibility to overtake opponent islands through economic domination, a possibility that fits perfectly into our 19th century setting- but with Anno 1800, we want to go even a step further!

Domination or destruction!
Until now, settlements on islands, which were either destroyed by military attacks or overtaken through economic power, were automatically cleansed of all structures and credited to the player. That will be still possible with Anno 1800, should you decide to assimilate all islands and totally annihilate every enemy presence on the map.


The shadow of war. Concept art for a heavy harbor fortification in Anno 1800.

However, the era of Imperialism has seen way more than just destructive warfare and we will provide you with an alternate way of solving conflicts. This solution is interesting for players, who want to dominate the game world but do not like the idea of being alone after they swept all AI from the borders of their empire. Instead of just destroying every trace of an enemy settlement, you will be able to annex conquered islands, which makes your former opponent a part of your empire. In this case, the island will pay tributes in form of tax and goods to the empire, while the island will remain under the control of the defeated party.

The following chart demonstrates the new ways of dealing with opposing parties. One example would be military domination to ensure higher income through tribute payments while the neutrality of the defeated islands remains intact. A great option for everyone who likes to bring enemy AI to its knees but does not want to be alone, surrounded by empty islands. That allows new strategic variants and interesting options for the late game of your expanded empire.

Variety of playstyles, whether it is domination or annihilation, military action or economic pressure: you decide!

Focus on naval warfare
With Anno 1800, we want to expand on the naval formula presented in Anno 2070 and add more complexity to sea battles. The 19th century marked the transition from the sail ship era and introduced steam powered vessels and battle ships, which allows us to put new cards on the table to expand strategies for naval encounters and navigation.

While the technical advancements of the industrial revolution lead the charge for many following technical inventions and wonders, it would be a bit too early to introduce air units. We know that back then, they experimented and partially used air balloons for reconnaissance missions and even bombardments, but it was more towards the beginning of the 20 century when humankind strived for more and began to rule the skies.

Naval battles between steam- and sailing ships are the core of our military feature, seen here in an early concept art.

So what about ground units? We had lengthy discussions in our team about the pros and cons of land-based combat, and as a result decided to skip ground units like infantry entirely. We are aware that the land combat system has its fans out there, who love to fight on foreign soil and who would like to see the return of infantry battalions and regiments. As Anno as a series is foremost about city building and management, skirmishes or full scale battles on the actual building zones always came with its drawbacks, such as units getting lost between buildings, as we explained in last week’s blog. A separation between the islands as building areas and the sea for warfare will ensure that both system can shine to their fullest potential.

You might remember the chart from our first military blog:

Land is for building; the sea is for trade and combat. Harbors are the intersection between both.

The idea is that players can plan their industrial areas and develop their cities to real metropolises without distraction, as military conflicts will be fought with naval forces clashing on the ocean. Harbors will play an important role here, as they connect the islands to each other and across the high seas to expand your empire. In order to take over an opposing island, you now have to gain control over the main harbor of the city. To defend these cities, harbor installations can be heavily fortified to defend against enemy attacks. The harbor system itself is worth talking about in more depth in a future DevBlog.

Trade routes will be also of significance, as you will need to ensure their protection during times of war when other empires try to bleed your economy dry by attacking convoys between your islands and sessions.

Always with the breeze
Our focus on naval battles will bring exciting skirmishes on the high seas for new players, while also introducing new options and additional complexity for veterans of the series, who like to engage in deep combat mechanics.

To give you a few examples, we are currently playing around with a new system that will cover the transition from wind to steam powered ships, provide you with special weapon types and allow you to bulk up your vessels with armor plating. We aim for a system that is easy to learn for beginners but hard to master for veterans who like to optimize and test out new tactics in warfare.
In this context, let us have a closer look on the wind feature. We created a short clip for you, where our dummy ships demonstrate the impact wind will have on a sailing ship versus a steam-powered vessel.

Your ship’s speed in Anno 1800 will depend on the direction of the wind

The new wind feature in the game will have an impact on navigation by sometimes changing wind direction. Thanks to the technological advancements of the time, steam ships will not be as affected by wind as their sail-powered counterparts are. However, you should not think that this means the inevitable end for traditional sailing ships, with their capability to use the wind to their advantage to quickly gain momentum and maneuverability. Your steam ships might even end up being outsmarted by an unexpected maneuver, or a change in wind direction.

That means that players who do not want to get too much into details will always have a noticeable benefit from constructing steamships. For veterans on the other hand, it is definitely worth it to have a closer look and to play around with different fleet constellations. It is possible that fast sailing ships, if they use strong winds to their advantage, can make an escape or achieve a tactical surprise turn to attack enemy battle ships with a barrage of light attacks.

Beside the new possibilities for actual naval battles, other military topics and strategies will have an important role in Anno 1800. As you will be able to threaten other parties in the game in order to bring them to heel, why not try threatening your neighbors with a largely non-existent army and a lot of hot air? What if AI sees through your bluff or even tries the same with you in order to appear stronger than they actually are?

There many important aspects of the military system in Anno 1800, where combat, diplomacy and trading are strongly connected and we are still playing around with some more ideas and possibilities.

One thing is set in stone: you will be able to decide between war and peace and give you the agency you want by choosing the AI difficulty, inviting other players or to alter the various difficulty settings when generating your world. It is your choice if you want to avoid warfare entirely as a peaceful city builder or if you are thirsty to wage wars across the isles. It is this player agency, which was always a staple of the series and which creates that special Anno feeling.

So what is next and what do you want to know more about?
The military system alone contains many more aspects, which we could explain in detail in future blogs in 2018. Is there something specific you want to know more about, such as how taking over enemy isles work? Shall we give the sea warfare another spotlight, where we dive deeper into weapons and other special features of naval battles? Let us know in the comments below, we are looking forward to your feedback.

See you next time,

Dirk “Cart-Pusher” Riegert