Union Ship Design Contest

You have an artistic eye and can’t wait to give the imperial pride a new coat of paint? That one great idea for a design haunts you seemingly forever? Your pencil is ready to bring us a cool story revolving around an infamous ship or you just want to get crazy with a design paper?

The Anno Union island contest has shown that the Union is a creative force to reckon with and this time, we want you to design your own model variation of the Imperial Pride.
To utilize all talent from our communities, we allow you to use any medium you like to shape and illustrate your idea: You want to overpaint our concept art or create your own true piece of art, go for it! How about going all in with a 19th century style blueprint, a cool  story about the vessels history or something which feels like an description right out of an RPG sourcebook, including fictional stats and skills?

Use any medium you like to pitch your idea, here are some things to keep in mind:
– As the design will be implemented as a model variant of the Imperial Pride, your submission needs to be based on the community vote winning cruiser.
– Even though the Imperial Pride is a steam cruiser with medium defensive capabilities, you can decide if your variant is a fierce battleship, true pack mule or something entirely different.
– While we like you to go all in with your cool ideas, keep in mind we are still talking about a ship design, which should fit into the setting and to Anno’s gameplay.
– If you want to work with loose stats or special skills, you can just use definitions like “HP – Medium / DMG – High / MANOUVERABLILTY – Weak etc.” or just work with some sort of a points system.
– Surprise us!
And here the “Imperial Pride” in all her glory! Just click to get concept art in high resolution.

The deadline for submissions to the Ship Design Contest is Monday 6th of August.

Just post your entry in the dedicated contest topic in our Anno 1800 Ubisoft forum:
International Ship Design thread

After the contest has ended, our team will sit together and browse through the ideas from our Union hobby designers. We will then decide on which submission will get the full development treatment and makes it as a model variant into the game. There also might be a scenario where two submissions complement each other so greatly that we make use of both for the variant.

Additionally, we will make sure that the coolest submissions will get a true community spotlight on our Anno Union and Anno 1800 channels.
Have fun and good luck!

Union Update: Contest, Stream and details

With today’s Community Update, we want give you an overview on this week’s content and provide a few additional details regarding our last DevBlog about Influence.

As mentioned last week, we are about to start our next big Anno Union contest later this week. This time we will allow you to create your own ship variant and will provide some general guidelines and information needed for you to put your own unique spin on the Imperial Pride.
There were also many questions wondering if we could also allow to create a second variant for the Iron Dragon, as this flaming terror of the seas lost the vote by the smallest of margins. We love seeing your passion, implementing a second community-edited ship is sadly not possible. However, as previously mentioned, you will be able to get your hands on all of the unedited basic ships from the vote.

Next week, we will continue our feature showcase and show you how you can manage the satisfaction of your residents with another DevBlog. With the Happiness feature, you will have the freedom to exploit or to cultivate your residents without lowering one’s sights on advancing your empire to the highest tiers.

Next AnnoAfternoon on the horizon!
Rest is for the wicked – our community team O5ighter and Seraxia jump on deck once again to continue their journey through Anno 1404’s waters. These fellas does not seem to always have a clue what they are doing but at last, they seem to be unstoppable doing so! Give them some support and tune in this SATURDAY at 5pm CEST at twitch.tv/ubisoftbluebyte
UPDATE: Due to the World Cup Finale, we’re moving the Stream Day from Sunday to Saturday the 14th.

Some additional information to our DevBlog: Influence
Last week’s Devblog about the new Influence system sparked a lively discussions in our communities. As it is a currently worked on feature, our team were eagerly awaiting constructive community feedback and with over 200 comments in the Anno Union alone, we got a lot of material to work with. As our design team currently analyses sentiment from our blog as well as from our focus playtests, we want to share some further insights with your today.

Company Level – Naming conventions and general understanding
Many of you stated that you are not necessarily happy with the word “company”, as it does not feel right given the city-building nature of Anno’s gameplay. As we mentioned before, naming as well as translation is not final at this stage and for us, this kind of feedback can be of equal importance as discussing actual features. Therefore, we will consider using a different name instead of “company level”, which will fit better into the world of Anno 1800.
When it comes to the company level as a gameplay element, which generates your pool of Influence points, we want to provide some additional information on how the system works.

Some of you are concerned that the system hinders you in your ambitions to control and expand over the whole island world. The “company” level is bound to your global population and therefore only limited by size of your empire, which means there is no hard cap applied which will hinder you to conquer everything the way you want to. To put it simply, the more residents living in your empire, the more influence points you will accumulate.
With the progression curve we have in mind, we want you to have enough influence points at the start of a match to push for an agenda while in the late game, your Influence will continuously grow, allowing you to stretch your empire in any direction you want to.

Let’s talk about numbers
We deliberately avoided talking too much about the exact amounts of points and the distribution costs based on category. As a subject to constant balancing, we will continue to change and alter the ratios up until release, and if needed even beyond. For that, we take Anno Union feedback as well as our focus playtests result into consideration. Balancing does not only affect the accumulation your growing pool of influence points but also the amount of free units, the investment costs in each category and even the category gameplay elements as a whole.

Optimisation category and the public buildings confusion
This caused a lot of confusion in our community, as the description of the affected buildings was not clear enough in our blog. The optimization feature only affects the three previously revealed buildings able to slot items: the town hall, harbor office and guild hall. You will be able to construct a set number of each of them for “free” before investing influence points in more of these buildings to boost certain aspects of the game. It will not affect buildings like the church or school and therefore, has no negative impact on the needs of your residents whatsoever.

Work in progress and the expansion category
The idea that vast island expansion is tied to a progression system resulted in some heated discussions and our team is currently going through your feedback. As the feature is still a work in progress, we cannot say how it will affect the whole system, the expansion and other categories right now but we will make sure to give you an update on that topic in a future blog.

DevBlog: Influence

Hello Anno fans! My name is Erwin, and I work on the game design of Anno 1800. As a player myself, I have a fairly competitive mindset. I love attempting to gain an edge over other players or the AI where I can, especially when I am given the freedom in how I gain this edge. For this reason, I am very excited to talk to you today about a new feature we are introducing with Anno 1800: Influence!

Anno is many things to many different players: it’s a city builder, an economic simulation, tense naval engagements against both human and AI opponents- and that is only scratching the surface in terms of Anno’s unique gameplay mix.
Anno players love to tinker around with all these features, creating their own strategies, tactics and setting their own challenges for themselves through various handicaps. What goals will you set for yourselves? Will you attract more residents than anyone else? Do you plan to exploit your workers and production lines to their fullest? Or maybe you will reach just one more company level before it is time to go to bed? And if all else is too easy for you, you can of course always stack the deck against yourself with a crazy challenging map and game setup.

Tying into this freedom of choosing your own playstyle and what challenges you want to tackle is the Influence system. With this feature, we want to both challenge grizzled veterans who are looking for interesting new ways to play, while helping to ease new players into the complex gameplay systems of the age of industrialization. It also encourages and incentivizes players to experiment with different gameplay styles, adding to the game’s overall replayability (which is a high priority for the team).

Influence: A resource that defines your playstyle
Influence is a new global resource, which you can invest depending on your playstyle, for example by raising the production limits on certain buildings or units. This allows players to go all in on certain aspects of the game. Do you have ambitions of becoming a feared warmonger, fielding the largest fleet of mighty dreadnaughts the world has ever seen? You can- just be prepared that you will not be as successful a trader as another player will who instead choses to focus his influence in that area.

When setting the initial construction limits for buildings and units, we take the community feedback we have seen on the Anno Union and our forums into account. It is important that you as the player should never feel too restricted, even if you chose to invest all of your influence in just one area. That is why you will be able to dabble on all areas of the game a little bit; it is only after you reach a certain threshold that you will need to invest influence points. The goal here is clear: the system should feel empowering to the player, asking them to make interesting gameplay decisions without feeling too restricted.

When you start a new match, you will have a set amount of influence that will slowly grow over time as your company level increases. A familiar system for many Anno players, the company level is a representation of the players overall success, determined by the total population of residents on your islands. So whether it is growing your main island or expanding across the world, the growth of your empire will provide you will additional influence that you can invest.

Unlike gold, influence as a currency does not deplete; it is instead a pool of available points that you can allocate freely in the various categories. Think of it as an investment: If for example your trade fleet is not delivering results as hoped, you can remove some of the influence used by it and instead allocate it in another area such as harbor defenses. With this kind if freedom, it is also crucial that players never feel punished for making “the wrong choice”. It also adds a lot of dynamics and meta-narrative to your games, allowing you to react to aggressive moves by an AI opponent or the unpredictable actions for your human multiplayer opponents.

Investing influence in a certain category will grant you titles, which both work to help other’s in the game known what they are facing (someone with a military title is likely not planning to keep things entirely peaceful) and to provide you with useful global buffs.

How it all works in the game

By now, you are probably very curious of how the system works during the moment to moment gameplay. As discussed, you will be able to freely use your available influence points in a variety of categories, each of which is related to and supporting a different kind of playstyle.

Currently, we are planning to have six such categories: Propaganda, Trade, Military Power, Optimization, Culture, and Expansion. However, please keep in mind that the feature is still heavily under development and everything might be subject to change, as we try to allow interesting customization options while still keeping categories meaningful and not convoluted.

On a base level, investing Influence points in one category allows you to expand your building, unit, and module limit. But here comes the catch: If you spend enough influence in one category, such as 50% of all your points, you will get a global buff, which additionally empowers and enhances your playstyle. We also want to support hybrid playstyles, which would allow you to not only rely on one big global buff but also give you the option to split influence on different categories to gain several smaller bonuses. That opens the gates for really interesting strategic combinations.

To give you an idea, investing in Optimization will allow you to expand your public building limit, which is currently three buildings. By investing points, you can easily add many additional items to your guildhalls and harbor offices to optimize your economy further. If you invest the majority of your points into optimization, the title granted will further buff the effectiveness of your public buildings. Investing in Expansion will allow you to settle on more islands and affects the amount of routes you can create to move your workforce between settlements.

[vc_single_image image=”2566″ img_size=”large” alignment=”center” onclick=”custom_link” img_link_target=”_blank” link=”https://www.anno-union.com/wp-content/uploads/2018/07/BBM3553_MilitaryFleet_Screenshot.png”]

A giant armada or enough public buildings to boost your whole city
The categories themselves are also divided into different sections. For the Military category, you can either spend influence to expand the maximum number of warships or defensive structures. This allows some interesting combinations; for example if you spend all your influence on warships, you will not only be able to create a huge fleet but your global buff will make your ships even more powerful. On the flipside, it would leave your islands defenseless apart from these ships, as you would need to rely on a smaller number of coastal defenses. You could also split it up equally, allowing you a decent fleet of ships and strong harbor defensed. Alternatively, you just invest a crazy amount of points into military defense or split it with other categories, to be able to defend yourself while also optimizing your economy. As you see, completely specializing makes you a force to be reckoned with, but cleverly splitting your investment on the various categories makes you a true jack of all traits.

Culture will allow you to invest in projects like the zoo, which will allow you to increase the number of modules and push your attractiveness when you spent enough points to benefit from the global buff. To give you a better idea what we are talking about in numbers, we are currently planning with around 10 free modules before investing influence. We think that this is a high enough number to allow players to create a varied and great looking zoo; if however you want to create an entire zoo island with dozens of modules (“Welcome to Anno Park”, anyone?), you should be able to do this with your influence. And before you ask: Ornamental structures will be free, as we think that the space they take up on your island is investment enough.

Influence becomes more and more relevant, especially during the end game of an Anno 1800 match. However, Influence is not limited to expanding unit or building limitations.
Propaganda will allow you to influence and manipulate the populace in various ways. But as it is tied to another new feature, we cannot talk about it in detail right now. We think that this additional new feature deserves its own dedicated DevBlog further down the road.

So what do you think?
Influence is still heavily work in progress, so the balancing is of course still far from final. However, the Anno Union will come in handy to balance the game, especially some of your larger future focus tests.
We are looking forward to your feedback about the new Influence feature, so let us know in the comments below!

Union Update: Ship vote has ended

It was an incredibly close head-to-head race but at the end, the Imperial Pride managed to reach the finish line in a true photo finish just ahead of its closest competitor, the Iron Dragon. But beyond a highly entertaining race to watch, it was also very insightful for us to see how the comments and the actual votes being cast can vary. We knew from the start of the vote that the Imperial Pride would be a strong contender, but given some of the comments about the design, who could have guessed that the Iron Dragon would almost steal the race? On the other hand, the tourist ship did not manage to rally a large enough number of voters, despite being one of the team’s favorites. However, we were all delighted to see that the little tug boat that could was so popular with the Anno Union members.

For the Union members who had high hopes that their personal favorite would make the race, remember that you still will be able to acquire all of the ships via gameplay.

With the closing of the Union Ship vote, we all can look forward to the second stage: the Ship Design Contest, where the Union will be able to hand in their own design ideas for an alternate variant of the Imperial Pride. The exact details for the contest will be shared next week.

When it comes to Union content during the summer, we are not planning to lay back and enjoying the nice weather. Instead, we will bring you exciting DevBlog’s in the weeks to come, among them features highlighting how we encourage player freedom as well as gameplay complexity and customization. The first one will put our new Influence feature into the limelight, a great way to customize and support different gameplay approaches. Gameplay complexity is a theme we mentioned many times since reveal of Anno 1800, but Influence is only one of the many features the game has to offer.

But it is not all just deep systems and mechanics, we will soon tackle one of the most important technological achievements of the industrial age!

Do not forget: English Community Roundtable this evening 7pm CEST
The last weeks German Roundtable session was a blast and today, we are looking forward to have a chat with our international Union community. If you missed the previous roundtables, it is a friendly chat session where our community team and Anno Union members come together to discuss everything Anno 1800 and Anno Union related.
Join our Anno Union community roundtable in our Annoverse Fan Discord at 7pm CEST: https://discordapp.com/invite/V4xhZ8Z

Our communities are important for us: let us know if you run your own fan project or want to share some cool or even crazy ideas how we could highlight projects and content from our Anno communities out there. Just get in contact with us vie the comments, our Anno Ubisoft forum or just hit us on Twitter our official Twitter channel @Anno_EN

We are looking forward to this week’s DevBlog and if you have anything to add, feedback to share or just cool ideas for the Anno Union and our communities out there, let us know in the comments below!

Anno1404 – Annoversary Stream

Let’s celebrate the 9th birthday of the cult classic together. Join our developers when the dive back into the world of Anno 1404, anecdotes incoming and backseat gaming allowed! You would like to see more live-streams in future? Just follow our Twitch Channel!

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DevBlog: Investors

What do you give the guy who has everything?

Maybe he was born into wealth, maybe he wasn’t – it doesn’t matter. Money means upper class now. The Investor is an industrial dynamo, a believer in hard work, who is simultaneously charismatic and ruthless. He is a new breed of breeding; one that is rich for a reason.

His is a life of member’s clubs, champagne and pimped steam carriages. His expectations are unequalled, for both quantity and quality. Nothing is ever enough. More, more, more!
Once the servants have cleared breakfast, he snaps open the morning newspaper. Falling stocks and shares, a scandal involving a society girl eloping with a postman. He feels empty.

What his life needs is some meaning. Something to stay the terror that grips his conscience. Charity, philanthropy! A big project to make things right; to gain him fame and profile, and most importantly, to milk the fat cash cow.

So when he stumps up the cash for your next big idea, don’t do something boring. He won’t tolerate it, not a jot.

A time of change, where soldiers of fortune build world-spanning conglomerates overnight, competing with an old aristocracy, which refused to lose their grip on dwindling empires.
Power build on century old family ties, all of a sudden threatened by the autonomy of striving companies or the progressive and social thinking of a newly arisen social class; for us a rich time with plenty of inspirations and stories to work with.
Our fifth residential tier, the investors, incorporate many of these fascinating elements. They are the old monarchs, fascinated and threatened alike by the modernizing world. But they are also the new wealth aristocracy, who are willing to take any risk on their hunt for the next big deal and their thirst for reputation and influence. The 19th century was a race about investment, stocks and bonds where the new money and if you were not able to keep up with the pace, you could lose everything in a heartbeat.

Designing a society driven by blood ties and modern economics
Our investors are a snapshot of the wealthy elite of that time, with the focus on the monarchs and especially the new financial aristocracy. The wheels of modern economics turned fast and not even the old counts and kings could allow themselves to just lay back and enjoy their wealthy inheritance.
When designing the portrait and feedback units of the investors, we wanted to convey the self-esteem of the ruling people, the serious etiquette of the time but also the extraordinary lifestyle of the upper class. In a sense, they like to insist on their dignity (if build on heritance or by making a fortune with wits and their bare hands) as well as being something greater, standing above the populace. At the end, the rise of the working class not only modernized our society, it also fueled the conflict between the classes itself.

When it comes to their residential buildings, we aimed for clean and almost marble like appearance, using only a few accents which help them to pop out in your cityscape. The green rooftops creating a great contrast, red highlights convey that feeling of luxury and royalty.
While Engineers and Artisans like to enjoy themselves in a cabaret or other easy to reach amenities, investors are more likely to take their marvelous new steam carriage to fancy restaurant or a dinner party at the clubhouse. Pompous apartment blocks, posh public buildings and sublime parks should feel like crown jewel of your metropolis.
Let the future entertain us – Gameplay
How can you please someone who has more money than you could ever spend, who buys fleets of ships filled with the most precious goods, before overnight, throwing everything overboard and investing in modern factories? In a world of the wonders and scares of modern economics, investors want to savor to the fullest and to collect only the most extraordinaire pieces, to show them to their rich friends and business partners in their fancy smoking rooms. What demonstrates your prosperity more than drinking Champaign while enjoying your rare collection of high-tech toys?
Tier 5 production chains reflect their craving for the most exclusive of all goods: from finest jewelry, to wonderfully designed gramophones or astounding new technology like steam cars.
While some of their beginning needs might start moderate, later production chains reflect their big investment and become an intricate challenge for a player.

The future is here and money loses as fast its worth as a rotting shipment of exotic fruits – You have to demonstrate power in that shark basin full of rival companies. A monopoly on menacing weaponry or stellar reputation as a host of truly marvelous events might impress opponents, allies and populace alike. The tier 5 production chains are only one element that reflects the investors influence on technological advancements. Investors become are a substantial part in the mechanic revolving around Anno 1800’s big monument, the world fair. As they are the patrons of your monument, they provide the investment capital to host exhibitions and having enough influential supports can decide how fast and often you can run the exhibition events (and reap the harvest from your stellar event).

Here the gramophone production chain in moving pictures. You island neighbor mentioned that his steam-car production is way more impressive and complex to look at.

From humble beginnings to a world spanning company
The residential tiers are a picturesque tour through the classes and reflect the changes of that time. With the last residential tier, we close the brief look over Anno 1800’s high-level progression. Starting traditionally with the farmers, every tier will make production chains more modern, complex and will unlock exciting features. On your journey to the end game, gameplay will more and more open up and when reaching the last tier, provide you with all the tools to allow the replay-ability and complexity Anno fans have asked for.

As always, your elaborate feedback was very insightful for our team. Thanks to blog comments and the focus test, we were already able to improve many aspects of the game, such as complexity, balance and even whole production chains. As always, we are looking for your feedback, from expectations, suggestions or even a confirmation that our take on the last residential tier of Anno 1800 is something that resonates with you. Please let us know in the comments below!

On a different note, we have another AnnoAfternoon Community live stream this Sunday at 5pm CEST. Join Chris and John from our Community team once again when they continue their journey through the fan favorite Anno 1404. Watch it as always on twitch.tv/ubisoftbluebyte

Union Update: PC Gaming Show, Community Roundtable and more

Welcome back to our regular Union Update, as the last week has been quite busy bringing Anno 1800 to the PC Gaming Show in Los Angeles. However, before we dive into the news, let us talk about upcoming Union content.

This week, we will reveal the last residential tier of Anno 1800. The 19th century was not only a time of progress; it was also the time of big business, from old aristocrats to soldier of fortune trying to build the next big company. New production chains will be challenging and exciting alike and as mentioned in our last Q&A, the last tier will unlock interesting end-game content. After that, it is time for the anniversary of one of the most influential Anno games of all times: Anno 1404. After the anniversary content, you can look forward to blogs that will tackle the technological marvels of the 19th century. On that note, we are still looking for any 1404 anecdotes from our community. If you have a special, funny or just awesome 1404 moment to share, let us know in the comments below!

Anno 1800 at PC Gaming Show 2018
Last week, Anno 1800’s Executive Producer Burkhard and Community Developer Bastian traveled to Los Angeles to present our game during the PC Gaming Show. To show the game to PC players and strategy fans out there, we revealed our new trailer, kicked off a new Anno Union vote as well as talked about the game, setting and why community feedback matters. However, the PC Gaming Show was only the beginning, as we are looking forward to see Anno Union members and Anno fans at this year’s gamescom 2018.

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Save the date: Community Roundtable
The next community roundtable is happening! Meet our community developer and members of our community team to chat about anything Anno 1800 and Anno Union related. Our Annoverse Fan-Discord will host the roundtable session, in which you can join, ask us questions, discuss or just listen to the ongoing conversation.

This time, we will run the two roundtables (one in German and one in English) on two different dates:
Second Anno Union community roundtable German: Monday, June 25th, at 7PM CEST
Second Anno Union community roundtable English: Monday July 2nd, at 7pm CEST

We use Voice Chat to communicate during the roundtable, but you can also ask questions in the chat if you don’t have or want to use a microphone. We will share some further details with the next Union Update.

You are hungry for more Anno or want to get in touch with other Union members and Anno fans out there? Check out our growing Anno fan Discord community: https://discord.gg/V4xhZ8Z

Current vote and availability of the AI ships
Many of you mentioned that they would love to get their hands on every ship and we heard you. We will make sure that you can get the hands of most, if not all, of the special ships via gameplay. While you will not be able to build them in your shipyard, there will be different ways to acquire the ships when playing, if it will be from third party NPC’s or via other features. Do not worry about the variety of ships you can construct, they will cover a lot from sail to steamships and we will share some details when we highlight the while Naval system in a future Union blog.

With the current vote, we want not only to get insights which ship is your favorite (and especially why from gathering your comments), it will decide for which ship we will create a second variant designed by the Anno Union itself. Do not worry about the missing details; we will share some examples and details when the contest starts.

Next focus test has already started!
The next round of our Anno Union focus tests is currently live. We invited a new group with over a dozen Anno Union members to test Anno 1800 inside out while providing daily reports to the development team. If you did not make it into this round, do not worry, we will continue the focus test program throughout the year and will invite bigger groups of players later on.

We heard your feedback that you want more details on what and how focus tests affected the development of Anno 1800. When the current focus test round concludes, we will provide you with a more detailed update about our insights and findings from this session. As always, our “player stories” are a combination between Anno Union blog feedback, discussions in our forum and fan groups as well as detailed feedback from our focus groups.

Anno Union Ship Vote

“If I may say, an excellent day to visit. A lot of new stuff came in only last night… by moonlight. We have all sorts, something for every taste. I can’t just give them away – I have a family to look after! – but we can’t afford to hold on to this stock too long either!”
The Imperial Pride
“Stunning to look at and surprisingly well-armored, this steamer is a showpiece of Imperial power”

We had to pull quite a stunt to snatch it from the empire’s greedy hands. You can tell they have spared neither expense nor effort, from that swanky design to the absurdly powerful steam engine, all wrapped up in enough armor and firepower to make the enemy think twice. As if its teeth weren’t enough, it also has a capacious hold for storage.
The Iron Dragon
“Some like it hot!”

Armed with weapons that spit fire straight from the pits of hell, this beast comes with a monstrous engine and such thick steel plating; you’d wonder how it ever swims. But it swims fine; as we learned the hard way. I’m surprised we managed to get hold of one! Don’t worry though, I’ll get you a discount for all those strange symbols scratched everywhere.
The Black Pearl
“Sailing under the black flag is a commitment to an alternative lifestyle.”

She looks a bit worn, but I’ll get you those sails stitched and decks scrubbed of blood stains. I’ll be honest, this here is one of my favorites: reliable, fast and easy to repair; I often take her for personal use. Doesn’t have the most guns, but she’s quick and deadly. Leaves our enemy regretting they bet their lives on some new-fangled steamer.

Tourist Boat
“A real dandy. For those leading a life of leisure.”

Talking of new-fangled, here is a fashionable paddle steamer. Longing to leave the promenade for a tour around the bay? Here’s your chance. And if for some reason you want a ship with no chance of defending itself, you get a whole host of accessories as compensation. Deck chairs, parasols, and colorful pennants. It’s a proper showboat.
Tug Boat
“I have no idea how it ended up here.”

Ah, the crown jewel of the collection… Okay forget it, we woke up aboard this tug one morning, don’t ask how. She may be small, but she’s mighty, and you should never write off an underdog; especially one with a steam engine, storage enough for a good bit of contraband, and maybe even a nasty surprise or two.

The Anno Union ship vote

Presented here are five ships that are normally reserved for use by various NPC factions in the game. While you won’t be able to construct these AI ships in your shipyard, there will be a chance to acquire some of them during gameplay, such as buying stolen ships from pirates.

Today, we want to know which of these ships is your favorite, before we enter the second stage of our contest.
The second phase will challenge your creativity, as we want you to design a ship variant of the first stage’s winner. Similar to the island contest, you will be able to go all in with ideas, drawings and descriptions of the model variant. Whether you envision a mix of speed and transport space or an interesting combination of weapons of special features, we will gather all your submissions at the end to put the best design ideas up for the second stage of the vote. The winner of that contest will make it as a true community ship into Anno 1800!

The first stage of the vote will be up until July 2nd. After the end of the first phase, we will provide further details about the upcoming ship design contest!

After you hit that vote button, let us know what your favorite of the five concepts is, and why you would like to get your own hands on it in Anno 1800.

Event: Anno 1800 at E3 PC Gaming Show

Watch us next Monday, June 11, at the PC Gaming Show conference E3 2018 to see our new Anno 1800 trailer and get a glimpse into the world of the 19th century.

Executive Producer Burkhard Ratheiser and Community Developer Bastian Thun will not only present Anno 1800 to the audience of the world biggest PC gaming show, they will also talk about our 19th century setting and our community program, the Anno Union.

You can see the show next Monday, June 11 @ 11pm CET, 3pm PT and 6pm ET on twitch.tv/pcgamer

To follow Anno 1800’s E3 adventure, you can keep an eye on @anno_en and @BastianThun on Twitter

 

DevBlog: User Interface

Hi Annoholics, my name is Khajag Jabaghchourian, and I am one of the UI Designers working on Anno 1800’s user interface. When I joined Ubisoft Blue Byte’s UI team six months ago, it was just in time to get ready for our big UI overhaul project. During the last episode of the AnnoCast, I had the pleasure to chat with you about the style and functionality of our user interface and why that is especially tricky and important when it comes to strategy games such as Anno. Since then, we received some feedback regarding the UI from our community- a great opportunity to invite you all to have a look at the daily work of a UI Designer.

UI and UX in a nutshell
I bet that most of you have heard the term UI before and what seems simple at first glance, is the result of a fairly intricate design process. The UI (short for user interface) is, to put it simply, the first thing a player encounters when interacting with Anno 1800. It consists all of the interface elements of the game, such as buttons, menu windows, and contextual info layers.
The first thing which comes to your mind is probably a variety of colored boxes and icons. This visual layer on top of your gameplay screen hosts all information a player needs in order to understand what is happening and in the next step, enables you to interact with the game via your input commands.
You can say that the UI enables communication between the player and the game, translating the game language for the user and making the players input understandable for the game.

Especially a management game like Anno needs to convey huge amounts of information to the player.
The user experience (UX) ensures the usability and readability of our UI, as we need to make sure that it is easy to understand, gives clear feedback and takes the least possible effort to achieve a task. Think about Anno’s construction menu, where you want to be able to build complex production lines, consisting of many different buildings and materials, with the smallest amount of clicks (interaction) possible. We want you to be able to focus on your gameplay strategy and not distract you with busywork such as browsing through too many windows to figure out which buildings are connected to what production line. The UX basically serves as a blueprint map, defining the steps you need to take until you reach your goal, while the UI consists of all visual elements which accompany you on your journey.

Why is UI/UX design special or important in an Anno game?
For a complex strategy game like Anno 1800, a good UI and UX design can be the maker or breaker when it comes to ensuring a smooth gameplay experience. While units like ships utilize direct interaction with the player, many other interactions happen between the player and the UI.
If you compare it to a typical action game, most interaction usually happens through direct input to an avatar and it’s interaction with its environment. Here, the avatar reacts to your direct controller input such as a quick press of a button to cast a spell. In a strategy game like Anno, it would mean that you have UI elements such as buttons to command the avatar to perform that action.

But it is the huge scale of the management and building aspect what we all love about Anno, right?

One of the challenges is to find an easy solution for understanding the complex information -> as an example: trade routes (loading, unloading, a big list of items, islands, ships etc.). Without functional design, controlling a complex strategy game can easily overwhelm the player rather than providing an exciting gameplay experience.

And to achieve that goal, we have to prioritize functional design over the artistic touch. As our form follows the function, we can reduce the cognitive and physical workload for the player.

The Anno 1800 UI design
For Anno 1800, we decided on a clean design, including only a minimal amount of ornamentation, materials, and textures. Our focus was on preserving the functionality in our designs, aiming for a more contemporary and refined look that fits our “industrial revolution” setting. We want it to be easy on the eyes of the player, allowing fast access to all needed information. If there are too many visual elements, the UI itself would start competing with the actual game for the player’s attention; such distractions that quickly start hurting the gameplay flow. Talking about the colors, we decided for darker colors for the HUD (heads-up display). As the HUD is constantly visible, bright and flashy color schemes could quickly become tiring for the eyes and also steal too much attention from the actual gameplay screen.
For pop up information or notifications windows, on the other hand, we picked a brighter color to draw the immediate attention of the player.

Let’s start creating
Okay, so far so good, but how do we actually create our UI and UX design? When we start working on a new UI element, Game Design provides us all the gameplay information and details about the game logic we need to make accessible for the player. We discuss which details are the most important information the player needs to know and what tasks they need to be able to perform within the interface element. The trade route menu is again a really good example, as you need to be able to see all the needed information about your ships, the routes, goods, islands and what kind of orders you can give on the different destinations.

In the next step, we grab a pen and some paper and start sketching out so called wireframes, which serve as a blueprint. This wireframe holds all information about the functionality and the flow of the menus, which further allows us to create interactive prototypes to actually test the UX.
When we are confident that the wireframes are working, we can start on the actual visual UI elements. This means creating mock-ups, defining the text and color style as well as the shapes we want to use. Concept Art from our art department serves here as an inspiration and a visual guideline. The UI team has also dedicated Icon Designers, who support us by designing and producing the icons we need for our UI. That can be something simple like a specific button or something complex like the tourist ferry timer we have shown during the last stream.

From mockups to final assets, we usually use programs like Adobe Illustrator and Photoshop as well as After Effects for animations.

Once we have a functional wireframe, including all the boxes and visual elements we need, it’s implementation time! For that, we will discuss the technical requirements with our programming team.
They will then go ahead and build a working skeleton for our UI. In the final step, we make final preparations for the design and then apply it on the skeleton, to implement our UI into the game.

We need your input!
We hope we were able to give you a good understanding of Anno’s intricate UI/UX design, and why it is of such importance for strategy games. Up to the release of the game, we will continue to work and improve our interface but one of our challenges is a lack of community feedback, as the UI is something many players take as a given but rarely discuss in detail.

And here is where the Anno Union comes into play: we would love to get your feedback on our current state of the UI, as seen in the stream and on this blog. Is the overall look satisfying? Is there something from previous Anno games you especially liked about the UI? What is of most importance to you for an exciting and functional Anno 1800 user interface?

Our team is looking forward to your feedback!