Union Update: 2070 Stream Summary

In today’s Community Update, we will give you an overview over the Anno 2070 stream as well as some hints on upcoming Anno Union content. When it comes to community QnA, we count on discussions fueled by this week’s DevBlog. Expect our answers to your questions to be back with the Union Update Monday next week.

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Our Anno 2070 party was a success, even with Keto being too late for the anniversary. Based on your wishes, we played a bit with the customize options in the endless game mode in order to ensure a more exciting and challenging session. Funny enough, the actual challenge did not came from the AI itself. As 90 minutes are a not very long span of time for true Annoholics, the real struggle came by our players itself, which had to always clean up the mess of the doing of their predecessors. For future let’s play streams, we thought about starting with a previously created savegame or how about to let you, our community, decide or even create the scenario for us?
As with our 1701 anniversary, we also raffled some goodies during the stream. The winners from the Anno 1701 and the Anno 2070 raffle can expect a package from our studio soon.
Many questions revolved around the profession of our guests and their memories about the development of Anno 2070. Here an overview over the developers wo joined our stream:

Dirk, Creative Director
Christian, Software Developer
André, Senior Concept Artist
Rolf, 3D Artist
Sebastian, Game Designer
Norbert, E.P (Executive Plant)

If you have some burning questions to our guests but missed the chance to get them answered during the stream, feel free to leave a comment below! We will see that we forward your questions to the team to answer a few of them during the next Community Update.
During the stream, Dirk gave us some insights about the with Anno 1800 coming options to customize your game experience to a major degree. Replay value is on top of our priority list for Anno 1800.
When it comes to the decoration about the streaming room, we have to ask you for some more patience. As we have currently some construction work in our development studio going on, we decided to make the changes all together at the beginning of the next year. You can look forward to a nice Anno 1800 wall including your screenshots and other community highlights.
Developer Rolf shared his interesting progress from a former concept to 3D artist and with that, we teased an upcoming “behind the scenes” DevBlog, where we will show you how we create 3D models for Anno 1800.
Furthermore, we had an announcement to make at the end of the stream: we will have one more episode of the AnnoCast until the end of the year, and this time, we will show Anno 1800 gameplay live and in action for the first time!

As you know, running streams is a collaborative effort by the development team and as a result, we can only broadcast once a while and not on a weekly basis. However, it seems that you like our streams and we surely have plenty of ideas in our mind for future shows to come. Maybe you yourself played with the idea to stream Anno on your own or you are already waving the Union flag with your own Anno stream? We want to support you and find ways how we can share the Anno Union with all the people out there. It could be Anno stream spotlights or broadcasting assets we provide, maybe even an Anno multiplayer event, which we run or host on our channel?

DevStream: Watch the 2070 anniversary live!

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DevBlog: The Art of War I

You have asked in countless comments and forum posts for more details on the military aspects of Anno 1800. As announced earlier this month, our Creative Director Dirk Riegert will tackle this topic in an in-depth DevBlog. In fact, it ended up being so in-depth that we decided to split it up into two parts! Today’s Part 1 looks back at the history of the military across the various Anno games, while next week’s follow-up will explain how we will handle it in Anno 1800. Enjoy!

The military aspect of Anno games and its interesting history. It was only a few years back that I learned, during a lovely chat with one of the original Anno creators at Max Design, that Anno 1602 was originally not even supposed to have any combat elements whatsoever. It was only shortly prior to release that they changed their mind and ended up integrating a trimmed down real-time strategy (RTS) aspect into the game. Even then, they were not sure if they would bring combat back for any of the eventual sequels. But of course, they did, what started as a last-second addition turned into a series regular.

This anecdote helps to illustrate two things: firstly, that combat was not part of the original idea for Anno, which helps to explain some of the conceptual challenges with it that every game in the series has since faced. Secondly, it shows that despite all these challenges, combat has still managed to become an important aspect in every one of the Anno games.

Why is military important for Anno?
At its core, Anno is a rather peaceful and serene game, with an optimistic and upbeat outlook. While the world seems familiar, it is also idealized; you could easily be forgiven for thinking that combat feels out of place in such a world.

Whether in the past or the future, the art of war has always been a part of Anno

During several surveys, we identified three major ways how players approached combat, each of which questioned tens of thousands of Anno players at various times (ranging from all the way back to the development of Anno 1701, to shortly after the release of Anno 2070).

And indeed, the majority of our players (between 45-55%) prefer an ostensibly peaceful approach to playing Anno, with very few skirmishes at sea (those pesky pirates…), while avoiding any planned-out warfare. Another big group of players (35-45%) prefers a more flexible approach, where things can be resolved peacefully or turn to war, depending on the situation at hand. Finally, we have a small group of players (5-15%) who feel that large-scale warfare is that extra something and who prefer to permanently get rid of their opposition.

A policy of deterrence
Things get more interesting once we take a closer look, however. While we had some players who wanted to avoid any kind of conflict via game settings (an option that will once again be available in Anno 1800), the military feature in general seemed to be of importance for many of our players, despite their stated playstyle preferences. In other words, even those players who preferred not to use combat in the game feel that warfare is an important part of Anno. But why is that so?

The answer to that question lies in the overall “feeling” of Anno. The presence of the military and warfare in the peaceful Anno world increases the realism and believability, topics that have always been very important to Anno players. Even many of those players, who would never declare war themselves and who prefer playing with more passive AI characters, like the notion that war could be a potential consequence of their actions. These players view peace as an active process; the direct result of their behavior towards other players, be they human or AI-driven. The knowledge that war could break out is a deterrent to many players and AI alike, as it puts additional importance on their actions. Just as in real life, it asks players to consider what the possible price of their behavior could be, and if they would be willing to pay it. For these players, the threat of potential war is a more important aspect than the actual warfare itself. If they decide to build any military units at all, they mostly do so as a deterrent to their neighbors.

I decide about war and peace!
Things are of course very different for those players who like to actively use their military in the game. In the below diagram, you can see some statements that we polled players on.

How much do you agree with these statements? That is what we asked our Anno 2070 players, with the diagram showing the percentage of those fully agreeing.

From these results, you can see that while gameplay freedom (”I decide on war and peace“) reigned supreme, some concrete actions (“It is fun to sink ships“), confrontational aspects (”I enjoy fighting AI opponents“; ”I am motivated by strong opponents“) and frustrating moments (”I do not like losing everything at once“) are also important factors.

Surveys like this one show that the same gameplay experience can be rated very differently by players when it comes to concrete military action. One player’s trash could be the next player’s treasure. While some players dread the risk of losing what they carefully built up, other players cherish this very risk as an extra incentive. The only factor that pretty much all players could somewhat agree on: the ability to decide whether it was time for war or peace and the strategic freedom tied to it (do I want to help my allies, or should I break my alliance etc.) is the major interest of war in Anno.

The military across the Annos
Armed with this knowledge, we have tried many different things to find the perfect military implementation for Anno. This is not an easy task, given the very specific game design requirements for warfare in the Anno world.

Most classic RTS games primarily use their buildings to build up an army, turning their worlds into real-time battlefields. This classic RTS gameplay collides with the core principle of Anno, which is to build as many buildings as efficiently as possible on a limited island space (see the green areas in the next diagram). Such densely developed cities leave little room for glorious open battlefields.

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

Things are very different out on the high seas (see the red areas). Apart from harbors, players can’t really build anything here, so they are the perfect stage for both smaller skirmishes as well as massive naval battles in the various Anno games. But, the seas become really meaningful, once you take into consideration its function as a link between the islands, thanks to harbors and trade routes.

The first three Annos (1602, 1503 and 1701) opted for a classic RTS-like (Real-Time Strategy) approach, which allowed you to use land-based units in addition to your fleets. This approach had the advantage of players being familiar with it thanks to its implementation in other games. While some players cherished the direct control and the slow, methodical advances against heavily fortified islands, other players were annoyed by the need for too much micro-management, troops getting lost between buildings and the perceived need to build walls and towers all around their islands. With Anno 1404, we tried to get the military gameplay closer to the core Anno loop. Land-based units were no longer directly controllable, as players instead had to build defensive structures and field camps. This made combat both slower and more strategic. While we again had some players who highly welcomed these changes, others found it too indirect and complex, with some fights turning into an explosion of overlapping circles and colors, as seen below.


Red circles, green arrows… the indirect combat of Anno 1404 led to a cascade of visual aids for the player

With Anno 2070, we returned to directly controllable units, but replaced land-based troops with flying combat units and submarines. There was also fuel as a resource, further adding complexity. Some players liked this new approach; others felt that we had not gone far enough in revamping the combat.

In Anno 2205, we went one step further, removing combat from the core gameplay and instead moving it to special conflict maps. Later on, we considered this for the game’s final DLC, which broke up the strict separation by somewhat reintroducing combat back into the main sessions. A move that was highly welcomed by most players.

So what is next?
For Anno 1800, we have spent a lot of time discussing which previous military aspects we wanted to carry over, and which new elements we wanted to introduce. That’s why I hope you look forward to Part II of this DevBlog, when I will explain the concepts of military gameplay in Anno 1800, including some early details on some of the systems.

But now I want to turn the mic over to you: Which of the three main groups I outlined earlier would you played yourself: those who actively seek war, those who want to avoid it, or those rules to prefer to be flexible and decide on war and please as required? I am looking forward to your thoughts.

See you next week

Dirk ”Cart Pusher“ Riegert

Union Update: 2070 Anniversary

In 2011, the face of the Anno series changed with a giant leap into the future. With Anno 2070, we changed our sails with high tech ferries and were ready to explore the world of the future, where global warming changed the planet and caused the sea to conquer the continents.

With the futuristic setting came not only drastically changed visuals for the series, but also an expansion of the Anno formula, as it was now possible to explore the deep sea and settle on the ocean floor. As this week marks the 6th birthday of Anno 2070, we would like to share a few memories of our developers and the Anno union with all of you.

Anniversary Stream this Friday
Tune in this Friday to join our Anno 2070 anniversary stream. Based on your feedback to the last anniversary event, we decided to ramp up the difficulty level a bit to keep the tension high. The stream will go live this Friday, 17th November at 4pm CEST, as usual on our Ubisoft Blue Byte Twitch channel:

Developer Memories

Dirk Riegert, Creative Director
I remember as if it was yesterday, when we set the first corner stones for the development of Anno 2070. It was shortly before the release of Anno 1404. Our publisher (back then, Related Designs was not a full part of the Ubisoft network) wanted the fifth installment of the series to be a bigger step and an interesting iteration of the franchise. They wanted us to inject a fresh new take into the franchise and it was on us to bring up ideas for a new setting.

But what should be the new time period for the next Anno? Which solution would work with the traditional game elements of the series but would also offer something unexpected? When the Ubisoft delegation arrived in our office in November 2008, we were prepared with a presentation, including all of our combined ideas for the game with the working title »Anno 5«. We had considered all kinds of sensible and crazy time periods, and spent a lot of time with the ones which made most sense for the series, with options such as Anno 1305 or wild ideas like Anno Vikings. We ended up with five concepts for our setting: Anno 117, Anno 1602, Anno 1800 (yes, we thought about that quite a while ago), Anno 2160 and Anno 3006.

For the Anno 2160 concept, we noted down that it was »probably too crazy«.  However, we still wanted to explore that idea for a setting as we saw the potential for many interesting possibilities for the look and the design of the game. We had the first ideas after watching the movie »Deep Blue« and reading an article regarding the possible economic use of the deep sea. What if the fifth Anno would allow players to not only build their settlements on islands above the sea level, but also on plateaus deep beneath it? That idea was fascinating to us. To our surprise, 2160 was the idea which excited Ubisoft most when we presented our five proposals for the next setting. That they were willing to take a bet on a completely new setting astonished us in the same way it made us happy. It did not took much time to discuss the next step and shortly after, we were able to start working on the game, which would go on to become Anno 2070.

At the end, the risk was worth taking. Up to this day, Anno 2070 is the commercially most successful title of the entire series. Besides the advances to digital distribution, which allowed us to expand to international markets, this was surely also due to the bold move to a fresh new setting.

Christian Rösch, Software Developer
If you followed our last anniversary blog, you might know how much can go wrong when working on the movement of units. With 2070, we introduced air units to the series and with that, we had a lot of crazy ideas to try out. Ships travel across the see and might meet each other along the way, sometimes, a bit too close which might lead to a crash on high waters. That is different with air units as they can alter their altitude. For us a lucky situation to be in, because we were finally able to avoid that annoying collision. I started to work on some kind of a virtual air traffic controller, who had always an eye on the flight routes of air units. If the controller noticed that two planes are on a collision course, he took action and ordered them take a different altitude. A great system which worked out well, not even the cart pusher got weirdly affected compared to the last time. But there was a catch to it, this time the isometric perspective of the human perception. If you watched the airplanes moving, you had a hard time to grasp those planes would fly up and down as your brain always expect that they just move south or north. Often, it seemed that they planes crash and clip through each other while in reality they, just passed by under each other. As it just looked confusing, we decided that all units still get the same altitude to move in order to avoid confusion and that they would only loose altitude when landing.

Carsten Eckhardt, Senior 3D Artist
During the last steps of Anno 2070’s development, most 3D work was done and we, as 3D designer, helped out creating icons for the game. The icons in 2070 were apparently not drawn; each one of them was a small 3D icon, which we created for the game. It usually took some time to find the right lighting and position in order to display the icon to its advantage.  As icons are fairly small, you need to focus on the essentials and cannot really tell a complex story compared to a more detailed picture. The players must understand the meaning and function of the item from the get go. Moreover, icons must be distinctive from each other to avoid confusion. Leveldesign was working on the campaign and for that, they needed an icon once a while, mostly for items which got transported or used by the player. One day, we got an icon request from our level design team including a description of the gameplay purpose of the item. I did a few icons before that but this time; I could tell that this request was somewhat special. This request should proof itself as quite a challenge. The description was a spy camera, which the player should use in an underwater mission, but before that, he had to smuggle it on board of a science station. The catch was that as a smuggling good, the icon should look like the spy camera and like an alga at the same time. Congratulations, I just got the request to create a camera, which should like an alga. Luckily enough, I was able to convince the responsible level designer that it might not be the best idea to have so many information in one simple and small icon. At the end, we could agree on the camera looking like an UBS stick in two states, one version with and the other without the secret information on it.

Community Memories

Bellasinya
Anno2070 ….for the first time a futuristic setting. And it was dark… pretty dark, at least for the tone we are used in Anno games. The multiplayer was awesome, I remember how I picked a friend of mine to only take care of the military aspects. I managed the residents and resources to produce weapons while he was battling the pirates. I am a fairly peaceful Anno player, he likes warfare, the perfect combination!

RPr0
During the last new year’s eve, we schemed the plan to just play through the whole night with Anno and a few other games. As you might imagine, it was a bad idea to play any other game when the first game on the list is Anno. We played nothing else during that night. As we were experienced players, we managed to build and advance our settlements with ease. It did not took too long for us to be at war with the AI and the last remaining free islands, as I never had enough corn to get along with the eco guys. And with that, I played through the whole night and it was around 10am, when I heard a loud snoring noise coming from my friend through the Teamspeak channel. I was able to wake him up but some shouting was involved. It was that moment when we both realized, that we had played Anno for over 12 hours without a noticing it. This night is one of my best gaming memories of all time.

Ixam97
My probably most memorable experience was the „Alwinic Anion Catalyst – Moment“. We played in a group of three and by that time, had spent hours in that one match already. I was looking for the prototype for quite a while, so you might imagine that I was quite euphoric when the Trenchcoat had it finally in its stock. The result was that I was very vocal about to my dear players, and they reacted: One of them threatened my with a change of the offer and the other one just bought it in front of my eyes (and gifted it at the end to me, which saved myself 900 licenses). All in all, I love to think back to this time and it’s many, many moments of joy *sheds a tear*

DevBlog: “Dear game guide”, a love letter

A relic from the olden days, or an irreplaceable accessory? For our Creative Director Dirk Riegert, there is only one answer to that question. Enjoy his fiery plea for a, in our modern times, redundant art form.

Dear game guide,

You have to be strong now, because you see, no one actually really needs you. The ones who buy you already know the game, which you describe in detail, inside out. They do not need your assistance in the form of a book. It is exactly these players who lovingly pat you on the cover and who reverently carry you around from their couch, to the bath and to their bedroom to bury themselves in your pages. In that sense, you are the ultimate accolade for a video game. You demonstrate that many players love their games so much, that they want to spend time with them even when they are not currently playing.

It was exactly the same with me. I can vividly remember as if it was just yesterday all the times I took my guide from the shelf after I played through roleplaying games to reminisce on the most memorable and challenging parts of my adventures. You, dear game guide, were always a fascinating mixture between diary, photo album and manual for me. And even if your importance for that last aspect keeps on dwindling in the digital age, you are still a must-buy for devoted fans who love to get lost in the pages of a good old book.

And then of course there was that one time where you really saved me in the most dire of circumstances; do you remember? It was in the year 2004, and we just had started the development of Anno 1701. I was quite shocked back then, when I noticed that we had no design documents of the last two Anno games for us to do research, as it was the first Anno game developed by our studio. Anno games were a unique and complex blend of strategy and city building though, so I desperately searched through the various documents I was able to dig out but the results were all less than helpful. I felt utterly destroyed when I finally found you, dear game guide. My knight in shining armor, saving me with your sharp knowledge and trusty pictures. Hardworking people had put together so much useful information, including all the game rules and charts about Anno 1503, all very well written and easy to understand.

I was so thankful and it was calming to know you were at my side for the years to come. As the Anno series was continuously growing, you too grew bigger and more extensive in size and content. From a medium sized, 162 pages paperback for Anno 1701, you expanded to an impressive 295 pages hardcover with Anno 1404. With Anno 2070, your dimensions evolved even further, to an unbelievable 367 pages and I remember how it became quite exhausting to hold you in one hand. With Anno 2205, we thought digital information would suffice, but I can tell that I missed you quite dearly.

Now, with Anno 1800, I wonder if our paths will cross again. If the folks in the Anno Union love you as much as I do, could there maybe be a chance of a comeback? For myself, I would love to hold you in my arms again, dear game guide. Maybe, just maybe, there might be even a chance to exceed 400 pages, who knows?

We might see us in future,

Dirk

We hoped you liked this very personal love letter to the strategy guide. But how is it for you, members of the Anno Union: Is a game guide just a nice collectable memoriam for you or a trusty companion and do you even think that we need them anymore, in this modern day and age?

Union Update: Welcome November

After a fairly short week for us, we are back and ready to engage the month of November with new content. A big thanks for all the feedback regarding the anniversary week. As you seem to like the anniversary idea, we decided to do some similar content for the upcoming Anno 2070 birthday. Furthermore, the streams are well received and we will see how we can further improve based on your feedback  to bring you more episodes of the AnnoCast and the Anniversary Let’s Plays, as well as showing you Anno 1800 live and in action as soon as technically possible. But the streaming means also means a lot of additional work for us and for that reason, we won’t be able to bring you requested weekly shows or even expand the streams to two or even three hours. We think that the Union understands – and agrees! – that the development of Anno 1800 is our top priority. We also have to report that Norbert filed a complaint, as he was so far not given the screen time fans asked for. We surely don’t want to get in trouble with our HR department, so we are looking at ways to include him in the future.

Regarding development, we are currently working on our next big development milestone and will share an update about the state of the game with you soon. As previously announced we will give you some interesting details about military this month as well as spotlight the work of a 3D artist. Also, please welcome our Senior Game Designer and stream operator Christian, as he will help me out with today’s Community QnA.

But before we start with todays QnA, here comes the call to action for the Anno Union: Share your Anno 2070 memories, crazy stories or anecdotes for the upcoming Community blog in the Anno 2070 anniversary week!

Community QnA

NK3D
I am happy about the fact that you are planning to have a player testing capable version of the game ready by this year, does that mean we can expect a small stream?

Basti: We currently discussing requirements for our development build in order to show you Anno 1800 gameplay sections during a Developer Stream. While we still want to improve our general stream setup, we know now that it works. We cannot give you an ETA right now but we want to show you Anno 1800 in action as soon as technically possible. I can tell that we will start displaying certain elements of the game including developer talks rather than a let’s play format.

Sir_Obelexxus
One question regarding the selection process for testers. It is clear that not everyone will be able to make it into the first play test. Would it make more sense to create a small application process, where you can ask important questions such as “which way you want to travel to the location? The city of Mainz is over 400km away from some places in Germany, which is a bit much to just “show up” to test Anno 1800. Is there anything like that coming or planned?

Basti: We plan various Anno Union playtests until the release of Anno 1800. We will invite a small focus group for the first test, where the participants will visit us in our studio in Mainz. More tests will happen in larger groups in our studios, at different place or playable from your own home PC. The best-case scenario for us are these latter tests, in which you will be able to participate from the comfort of your home. This allows us to invite a larger numbers of players from all players, and to have the game tested on a wider range of possible hardware configurations, depending on our needs for the specific test. The idea of an application process is interesting and we will see in which form it could make sense for us for future tests.

Julius_A.
How will it work when citizens die in my settlement? Will there be a graveyard or something similar in the game?

Basti: While we will have a church as a basic need, dying citizen won’t be a gameplay element in Anno 1800. Citizens might leave your settlement because of missing fulfillments of basic needs or other elements but adding that layer would overcomplicate things more than actually benefit the Anno game design.

Montanus77
As with the voting with the AI character, it is quite hard to vote for something if you are missing the greater picture or don’t know how it will affect a feature in a larger scale. I would like to ask you to provide more insights about the content of future voting’s and also tell us, what kind of decisions were set in stone about that content before starting the community vote.

Basti: Good Feedback, we will see how we can keep that in mind with future votes in order to provide a little bit more background information about the underlying systems of voted content. While AI characters are a long established feature in the Anno series, the world fair blogs showed us that it was not clear for every Anno Union member, how the event feature actually works in detail. We however also have to consider development timelines, where many things are being work on in parallel; by the time one element may be fully set in stone, it could already be too late to have the community vote on related elements.

Depace
Personally, I would have liked it more to have a bigger production line from the get go, as complexity in the game is a really important part for me. Also, the fishing hut was always the first to go building to kick off the food production, a change to that would have been a great chance to mix things up a bit without having too much of an impact on the games feeling.

Basti: During the concept and development phase, we take a closer look at all game elements to evaluate if it makes sense to perform certain changes to the Anno formula or if that could even damage the overall feeling and balancing of the game. Decisions often being made based on experience and sometimes a certain feeling what could work but with Anno 1800, we want to take advantage of the Anno Union initiative to directly work with your feedback as an additional layer, from allegedly small features like the first tier of the food production chain to crucial larger scale content. Based on that feedback, we made the decision that, with the traditional start in the food supply chain, newer players will have an easier start, veterans a familiar environment while it will not y have a negative impact on the overall complexity of the game.

Lord1anni
I think it would be really cool if the transported goods (in this case on horse-carts) would not just vanish from the roads and instead drive to the actual production building. I would not mind if the crates would just appear just like that on the cart.

Christian: With the current implementation state of the feature, we want that the market carts are visible while unloading their goods. But as the visual representation of the logistic system is not fully implemented yet, a lot of that might be subject to change until we reach Beta state. As you might have heard already, we are currently experimenting with goods being actually moved from one production building to another instead of just being picked up at a warehouse. The main reason is that we want to show how busy the warehouse can get in the game world. If you see that there are too many market carts causing a small traffic jam in front of the warehouse, it might be a good moment to think about building an additional one or upgrading the existing warehouse.

Are you guys interested in getting more details about the logistic system or do you want to rather explore it your own when the game comes out? Let us know in the comments below!

HippoKillar184
I would be interested what kind of goods will be in the game, my favorites are the more complex production chains like wine or candle sticks from 1404.

Christian: The production chains will be a mix between familiar and completely new goods. That means you will see some traditional chains such as bread or fish, while the industrial revolution allows us to implement new ones like steel production. While progressing in the game, goods will become more advanced and as a result, production chains longer, more complex and difficult to handle. We will dive into that topic into greater detail in a future DevBlog.

Swimming-Paul
Do you think you could make an update in the future about ornamentals? Or isn´t that considered important enough?

Basti: Whether it is beauty building, trading and economy or military domination, players have always had their preference for their favorite game approach. Beauty building is a very important aspect of the game and for that reason, we will provide more development insights about ornaments and other beauty building aspects in future. It would be interesting for us to know what beauty builders are hoping for in the game.

Annosofeles FORUM
How will mining resources look in the game? Will it be more like 2070 or 2205, where you have general spots for where you can decide which resource you mine or more like 1404, where each resources has a designated spot for reach resource type. How about the quantity of resources in each node? More like 1404 (limited but you can refill them with money) or like 2205 (unlimited) or even like 2070 (limited and only refillable with items)?

Basti: Mining resources have set spots, which are generated with the isles when you start a new game. The various resources have their designated spots, which means you have to construct your coalmine on a coal node. The amount of coal or any other mining resource will not be limited and as a result, cannot deplete. When we show you more about the production chains in future, we will also tell more about the mineral extraction.

Union Update: October and things to come

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Before we dive into todays Union Update, here a chance to watch or rewatch the Anno 1701 Anniversary stream.

More time has passed, and the month of October is already ending. With 10 blogs in October alone and over 1000 comments in one month, we were almost as busy creating content as all of you in the Anno union were engaging. As this week will be somewhat short for us here at Ubisoft Blue Byte Mainz (we have two bank holidays coming up), we will today share a quick recap of previous content and a look at some of the things you can expect in November before we return to our regularly scheduled content next week.

Union Updates and Devblog
We started October with a small throwback to our announcement at gamescom and with the Concept Art DevBlog, kicking off a new series of blogs to give you more insights into the various disciplines here in the studio. You seemed to like it, so we definitely want to continue with these blogs. There was also some talk about a very important topic: fishing huts. With our “So where is the fish?” DevBlog, we wanted to show you how player feedback has already affected the game’s development and how varied feedback collection can be. Finally, we started our second vote, allowing Anno Union members to vote on the third exhibition event for our monument, based on community suggestions.

Livestreaming and Anniversary content
It was also the month of our first livestream, as the AnnoCast had its first test-run for our podcast format where we share insights about the current development of the game. And our second show aired just two weeks after, as part of our Anno 1701 anniversary week. During that week, we highlighted an old classic, sharing memories and giving insights into the development of an older Anno titles. The streaming room is still a work-in-progress, so expect the layout and decorations to change for some of the future shows. We are of course also planning to show you Anno 1800 live and in action, but cannot share an exact date for this yet.

What is coming in November?
As teased before, we want to talk about a topic that we know is very near and dear for many of you: the military aspect of the game. You can expect a meaty blog similar to the recent Multisession DevBlog where we will dive into this topic and our philosophy for it. We also saw that you enjoyed learning about concept art, so we will continue where that blog left off with a look at the work of our 3d artists. In addition, the Visionary has not been idling since winning our first community vote, so you can expect to hear more from him soon as well. There is also the upcoming Anniversary of Anno 2070, and we would like to hear from you what you would like to see in celebration of it.

We are still working on some updates to the website, so rest assured that this topic has not been forgotten. Finally, we are still panning to invite a few lucky Anno union members for a playtest before the end of the year, so definitely keep an eye out for that.

But what do you think?
We received great comments during the AnnoCast and the Anno 1701 Let’s Play and we are curious about further feedback regarding streams and anniversary content. Do you like the shows? Is there something you would like to see more of? And how do you feel in general about content highlighting some of our older titles?

DevBlog: Anno 1701 – Back to the future

With its first release on October 26th , 2006 (international release dates varied), Anno 1701 changed the look of the series drastically. The evolution into a 3D game brought new content and expanded on features. To move from an isometric 2D perspective into a 3D world was an enormous task and therefore required an ambitions and talented team ready for the challenge. With the passing of the scepter from former Anno developer Max Design, it was the studio Related Designs which accepted the challenge. A development studio that is today of course better known as Ubisoft Blue Byte Mainz. As the team had some experience with strategy titles and development in 3D, the studios own 3D engine was chosen as the tool to bring Anno 1701 in the third dimension. These learnings later (with Anno 1404) became the cornerstone of the “Anno engine”, which is still used to this day in a heavily enhanced and modified form.

The conversion into a full 3D world became a turning point, which resulted in a critical success, with not only the reception of the acclaimed Anno 1701, but also with the experience gained during development; these became very important in the development of the following Anno 1404 and the later titles.

It is said studio, consisting of veterans and new talent alike, which is currently working on the upcoming Anno 1800, which we hope shall join the ranks of the old and beloved Anno titles; combining their complexity and unique flair while taking advantage of improved features of modern entries in the series. While we highlighted the best Anno 1701 memories of our fans with the last Union Update, we want to tell stories from a different angle today: original developers of Anno 1701 and their interesting, personal and sometimes funny memories about the development of Anno 1701!

Burkhard Ratheiser, Executive Producer
Hi, my name is Burkhard Ratheiser and I am the Executive Producer for Anno 1800. Back in the days, I was Managing Director at Related Designs and Lead 3D Engine Programmer for 1701.

What was „ANNO WAR“?
Anno 1701 had its beginning as a strategy installment in the Anno franchise. Back then, Thomas Pottkämper and I met with Sunflowers Development Director to brainstorm about possible high concept ideas (we usually had our meetings at a pizza place around the corner of the former Sunflowers office). It was one beautiful day where we planned to discuss the ANNO WAR concept further, when the Development Director asked us how we liked the idea of working on a “real” Anno 1503 successor. While we were initially surprised by the offer, it didn’t take us very long to realize that it would be a great opportunity for our team to create the next main installment in the Anno series. We accepted that offer, put ANNO WAR on ice and started to work on 1701…

An exclusive look on one of the Anno War concept mockups (NOT RELEASED)

Anno’s own “Beauty Shader”
Beauty Shader was an internal term I used for our own pixel shader effect, which was responsible for that uplifting and colorful look of the game world. Eventually that term was even used by gaming and hardware magazines, which was always good for some general amusement in the team. Every time someone asked me why I picked that term, I answered casually “because it makes everything beautiful” – hey, it was probably the “first” coded make-up ;-)! Later on, during some celebration event, (I cannot even remember the reason of the celebration anymore) someone from the team gifted me a small can of model paint as a reference to the “Beauty Shader” and it is still on my desk today.

Terrain Engine: The engine in the engine
I am the kind of guy who loves to code and back then, I was responsible for our own „Terrain Engine“. As a result of my coding habits, the Terrain Engine mutated into a huge, bloated C++ “Monster” which worked as its own 3D Engine including own resource management systems (such as shaders) and included complex features like Undiscovered (aka fog of war), all living in our own engine.

Fun Fact(s)
–          The camera in Anno 1701 is rotating with the sun and that is the reason that players always see a perfectly illuminated scenery. You can notice that when looking at the shadows, which move together with the camera.
–          We were especially proud about the rendering of the rivers in the game. It consisted of a string of planar triangles and pixel shaders to create the final illusion of a stream of water and depth.
–          Anno 1701 was the first Anno in real-time 3D. When we had our first presentation to reveal the game to the press, we had a rendered ship on the start screen, which looked like a very complex rendering. When we started the presentation, the picture would blend into a real-time presentation of our engine and the ship and the water started to animate, transitioning everything smoothly into the actual gameplay part. Every time we did that, there was a noticeable “ooh” in the crowd.

Throwback time to the Anno 1701 announcement event: Burkhard Ratheiser, Thomas Pottkämper, Anno voice actor Sky du Mont and Dirk “Karrenschieber” Riegert

Christian Rösch, Software Developer
Hi, I am Christian Rösch and I have worked for nearly 13 years as a programmer in the Anno Team, taking part in nearly every feature you can imagine.

My first task in the development of 1701 was to create the navigation and pathfinding routine for all units, as I had just written a thesis about that topic. One of my first changes was the actual movement of the naval units. I built myself a small test map, consisting of a few deliberately miss-shaped islands and several ships and then started to develop an algorithm to let the ships navigate around all edges and corners in a nice angle.  Everything was working at some point, which left me satisfied and happy. The next day, my co-workers immediately integrated this function without any further questions and it was included in any development client and therefore save game of everyone in the team. Unfortunately, it resulted in a corruption of all levels and save games, so literally nobody was able to play the game anymore – the economy was completely broken. All because I had applied the new algorithm not only to the ships, but also to all cart drivers in the game. The problem was that on narrow streets cart drivers had no space to maneuver anymore and as a result, they were helplessly spinning in circles. Since that spinning day, every time I work on something, I try to think first which elements of the game could potentially be affected or messed up by this change…

Wolfgang Klose, Lead 3D Programer
Frank Hoffmann, graduate back then, now Senior 3D Programer
To develop our engine further for Anno 1701 was an exciting and sometimes difficult task. Back then, many of our team members had just graduated from university, so we had a team full of ideas but some of them were missing practical experience in game development. Our own engine, which we used for the game Castle Strike, served as a fundament for the development. The engine had to go through many modifications and expansions, as both games had quite different requirements for the engine. Anno was an already established series with very specific gameplay elements and therefore, it was hard for us to foresee if the switch from 2D to 3D would play out well in the end. It was also a time when video card technology evolved at a drastic pace. That allowed us to utilize new technologies and resources in order to test new features and tools during the development. For example, we could move on from formerly simple Shader technology, written in Assembler, to way more complex “HLSL Shader”. This enabled us to now write our own Shaders in C++ like code instead of machine language and that allowed us to implement new technologies faster than ever before. That offered us a wealth of opportunities to work with.

One example for these opportunities was our new shadow system which expanded the detail grade of the game significantly. Incredible important was the implementation of the ocean, as it was a major part of Anno’s game world. We also added reflections, foam generation, surges and navigable water for the ships. For the ship’s sails, we had our own internally developed cloth simulation.

However, our team invented not all improvements. One good example is the technology used for the lava from volcanic eruptions. Created by NVIDIA, the original purpose of that feature was to make blood run down walls in horror games 😀


Last but not least, a screenshot from the first Anno 1701 prototype, “Beauty Shader” included!

Union Update: 1701 remembrance

„My most beautiful memories about the game are about my then-girlfriend and my cousin, as they were as crazy about Anno as I was. We turned on our notebooks, sat down on a round table in front of the chimney and played until the middle of the night. Anno was a companion on my lifes journey.” – Striffelbaer

Many of us keep many precious memories, as they were part of our gaming lifes for so many years and the reason for that much-cited special Anno feeling. These moments show us that across the many years and titles in the series, a great and unique gaming community was always part of our journey. Eleven years ago, Anno 1701 had its maiden voyage- full speed ahead into the third dimension to bring us new visuals and features to allow us to immerse ourselves in the world of Anno like never before. We would like to raise our hat to Anno 1701 and its community, and therefore this week’s content will be dedicated to the first Anno in 3D!

Anno 1701 was an important leap for the series as a whole, as the third Anno introduced new features and systems and with that, set the direction for future titles. We would like to highlight the special memories from our community today and the upcoming Devblog will explore our own memories as Anno developers and why Anno 1701’s heritage is still of importance to the upcoming Anno 1800.

Did you know that Anno 1701 had two board game tie-ins and even a book? Maybe some of you even own one of these precious pieces? We are interested what objects you might have in your collection and if you are a fan of the idea of expanding the Anno universe with board games or other merchandise!

Twitch Stream: Anno 1701 Let’s Play
It’s anniversary week so how about a small party? And what would be better suited for a celebration than to take seat in a cozy chair while watching us sharing memories and putting some effort in building our own Anno 1701 settlement. We will kick off our first Let’s Play stream this week in order to celebrate the anniversary of Anno 1701. Join our small party stream this Thursday 26th of October, 4:30pm CEST on: twitch.tv/ubisoftbluebyte

Fan Creations
We asked for your best Anno 1701 memories and creations and community member and artist Anno90 answered that call. We are happy to present a true Anno Union masterpiece:
Last but not least, we would like to share a few of those very special Anno 1701 Union memories, funny throwbacks and even touching stories:

Soulridder
I guess Anno 1701 was my first Anno ever. Back then, I played it on a Nintendo DS, because I did not own a PC at that time. ^^ The most satisfying experience was build your city on a volcanic island and later take someone’s island for your own just to expand it even more. Not quite that easy with a negative income where my only income came from raiding other AI players, but it made fun to rebuild the island and expand it once it was taken, especially because I couldn’t build much and once I took some island completely. I also played games where I just build up my city without raids, but a volcanic island was a must-have for me and still is in all Anno games where a volcano exists like in 1404.

Marc_The_Miner
I was born 2004, so I am fairly young. My first Anno game was 1404 and I was so excited about the game that I wanted to get the more Anno titles and I ended up playing 1701. Despite being an older game, I really liked the visuals and had a great time playing. The best thing about 1701 is that you can declare your independence from the Queen and that you can attack other civilizations. That leads to more gameplay freedom as nobody tells me what or how to do it!

NK3D
My most beautiful memory is an also a very personal and special moment for me. As a small boy, I desperately wanted to play Anno 1701, especially after playing 1602 and 1503. I just wanted to experience the look and feel of the new title. One day, quite some time after the release of 1701 had passed,; my mom came home and brought a gift for me. It was Anno 1701 – The Sunken Dragon. She told me that it was a great bargain (single mother and we had not much money) but we both had no clue that it was an expansion and I was happy until I realized that I could not play it…. I was sad and my mom did not understand why until she did some research and understood that it was not the full game. She promised that, with my next birthday or Easter celebration, I would get Anno 1701 as a gift. And indeed, that is what happened! It was an amazing moment and we both were incredibly happy about the outcome. I spent some many hours playing Anno 1701 and I still play it today. It holds a wonderful emotional memory for me and it still holds up greatly. Thank you for bringing this kind of moment with the anniversary content back!

LadyH.
Anno 1701 *dreams*, just wonderful times <3
I can remember how sceptical I was at first. An Anno in 3D, can I even play that? I had problems with my eyes back then, especially with everything in 3D. And then, I had the pleasure to get invited to test the game at Related Designs in Mainz. It was brilliant; I just hopped on my bike and drove to the studio. It was a great day, being able to play the game for one day, while the developers watch you and ask you plenty of questions. Oh and then there was the fan meet and greet on Castle Ronneburg. We slept in a B&B and there was a special surprise event in Büdingen. There was an actor outfit doing a nightly tour through in historic garbs re-enacting old stories from the city Büdingen.
After that, we had a meet&greet in the actual castle. We started with a tour, had a lesson on a bow shooting range and a medieval dinner with a herald being responsible for the distraction. I have the fondest memories of that event but I can tell you that it was a lot of work to organize everything. It was great to hear that the son of the chef of the restaurant was a big Anno fan. I just invited both to join our festive party and I made sure that they even got some Anno goodies. Everyone was just delighted. We had plenty of sponsored goodies for everyone, including a real fisherman’s pipe! What a brilliant community, just wonderful.


You can find more pictures from the event on LadyH. homepage: https://ladygames.de/party2007/

1701 Anniversary: Share your memories!

The Anno series first bustled onto gamer’s screens nearly two decades ago, and next week marks the anniversary for one of the biggest milestones in the history of the Anno series.

The release of Anno 1701 in the year 2006 was a big step for the series, an evolution from the first two 2D isometric titles into the third dimension of gaming. It is also a very special game for us here at Ubisoft Blue Byte Mainz, as it was the first time that we (under our original name Related Designs) got our hands on the steering wheel of this storied franchise.

Many of those developers are still a part of the team today and they incorporate their experiences into the development of the upcoming Anno 1800. We love to reminisce in memories about the development of the older games and what they have contributed to the series as a whole.
And with these trips down memory lane, we remembered that many of you guys where already a part of our community  back then while newer fans might have also interesting experiences when going back to try out one of the older Anno games.

And here comes the call to action:
Share your Anno 1701 memories, anecdotes or creations such as videos, screenshots or fan art!

What was the first things you did or remembered when starting to play Anno 1701? How about some funny or beloved memories you connect with the first Anno in 3D and why is Anno 1701 still an important game for you as a fan of the series?
We hope that you have plenty of comments or creations to share with the union. You can also post videos, screenshots, stories and other fan art in our Ubisoft fan creation topic:  https://forums.ubi.com/showthread.php/1760804-Moving-Pictures-We-are-looking-for-Fanvideos-and-streams!

The best entries will get their own spotlight during next week’s Anno 1701 anniversary celebrations. We are curious and excited and wish you all a great weekend!