Union Update – Annoverse Voting & Community Spotlight

Start of the Technical Test

The Technical Test for “The High Life” has started on Monday! Once more we invited a few hundred players to test the last DLC for Season 3 and provide us with feedback on its content and features.

If you received an invite for the test, please don’t forget to post your feedback and any issues you encounter on the dedicated forums for all testers. This is very important to us since only this way are we able to address topics that you think should still be balanced or otherwise changed.

 

You want to know more about a Technical Test works and how we’re using the feedback? Then stay tuned for next week when we give you some insights into this topic.

Annoverse Contest

The contest of the “Annoverse” Discord server has entered its final stage: The voting!

Over on this website you can vote for your favourite among all the concepts for potential settings for a future Anno title that various community members came up with.

The most current results can be checked via this link.

 

For us it’s been great to follow this contest and check out the different entries; we love both the ideas themselves as well as the fantastic presentation of some of the concepts. Very impressive!

Community Spotlight

This time around we have a couple of exciting shots from showing vineyards, Taborime, a nice setting for the Iron Tower, as well as a picture that inspires us to think about an organic way of building. In addition to that, all new Anno players are going to love a wonderful beginner’s tutorial!

NobleX35 ‘s fantastic vineyard impressed us on the Annoverse Discord. Who wouldn’t want to stroll through this lush place on a sunny summer day, sipping a glass of fine wine?

ItimNaEmperador shared their post-tourist season city view on Reddit among other fantastic screenshots, creating a wonderful scenery in the midst of a busy city while showing off the majestic Iron Tower!

TheUnbrokenCircle ‘s Taborime on Reddit not only shows a very clever way of using the canals for an irrigation system but gives the island a well-thought-through look. Color us impressed!

-Designated-Survivor (what a name) posted a bunch of screenshots on Reddit, including this one, which shows a more organic and realistic kind of building.

Takarazuka has made a brilliant video for the people who are new to Anno 1800 or are interested in learning the basics before starting their first session! Check it out if you would like to learn more or if you have someone that might be interested!

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Union Update – Community Page & New Forums

Community Page launching

Today, we’re launching the “Community Page” here on the Anno Union!

Its main purpose is to be a place where you can find links to all important community resources like the Anno Wiki, Subreddit and various tools created and maintained by you. We’re extremely proud to have such an active, passionate community and therefore want to highlight the things you do here on the Anno Union.

You will also find links to all our channels as well as the download for the most current wallpaper pack there.

Finally, we feature a “community spotlight of the week” in addition to the ones in our Union Updates. So make sure to let us know about all your video and fan art projects! Since we’re starting on a Thursday, we’re running this “weekly” for 1,5 weeks till July 12th and feature two creations instead of just one.

This page is by no means considered final and we’re planning to expand on it with additional sections as well as links to even more community content in the future.

So, if you’re missing a specific link or have a suggestion for what else should be on the Community Page – let us know!

Anno is getting new forums

We also have an announcement regarding the official Anno forums which are available in English, French and German:

On July 20th, we will be switching to new Anno forums. This is part of a wider initiative to slowly move all Ubisoft forums from the old forum software to a new system, which is done in waves. You can already have a look at the new forums for e.g. Assassin’s Creed and The Division here.

What does this mean for you?

Firstly, the current forums will be switched to “Read Only” on July 20th. You can still access them and read all old posts but can’t create new posts or reply to threads.

Secondly, with the switch to the new forum software, we will not automatically transfer any existing threads to the new forums. We will manually take a few threads that were pinned anyway and re-post them in the new forums.

Private messages, visitor messages, post counters and ranks are also not transferred. Everyone is starting with a fresh slate.

Thirdly, the new forums are accessible as usual with your Ubisoft account, you can login and continue there as you used to.

 

We will keep you updated on this topic and link to our shiny new forum as soon as it’s ready.

If you have any questions in the meantime, feel free to post them below this post.

The Green Game Jam voting has ended

The voting for the different concepts presented for this year’s Green Game Jam has ended on Monday.

You can have a look at the top 5 and their concepts here on the Playing For The Planet website.

We want to say a big Thank You to everyone who voted for Anno 1800 in the Player’s Choice Award! Our “sustainable cities” concept came in 3rd, and we can’t wait to show you more later this year. Stay tuned!

Cosmetic DLC #5 – A first tease…

After the end of the Community Vote – which the “Pedestrian Zone Pack” and the “Vibrant Cities Pack” decided for themselves – we slowly started working in more detail on the two Cosmetic DLC. While their release is planned for after “The High Life”, we thought you might appreciate a first glimpse at the “Pedestrian Zone Pack”!

These are some early scribbles for possible ornaments. They might not end up looking just like this in the end and, as you can see on the example of the underpass, our Concept Artists create several different versions for each idea, before we then decide which of them should be turned into the 3D model for the game.

If you want to get some more insights into the development process of a Cosmetic DLC, have a look at this older DevBlog.

Union Update – AMD FidelityFX Super Resolution

Hey Anno Community,

earlier today we released Game Update 11.1 and addressed several issues you’ve been reporting to us. Have a look at the full Release Notes if you haven’t done so yet.

As you can also spot in the Release Notes, we’re happy to announce that we’re adding support for AMD FidelityFX Super Resolution (short: FSR) with Game Update 11.1!

 

This of course leads to the question: What exactly is FSR?

AMD FidelityFX Super Resolution is an upscaling tool which helps you boost performance on higher resolutions with minimal loss in quality. Basically, it creates a higher resolution image based on a lower resolution input which, however, performs better than if you’d have natively chosen the higher resolution.

This means that even with a lower-performing graphics card (short: GPU) which wouldn’t be able to natively display high resolutions like 4k smoothly, you can get a boost in performance that helps you play the game in upscaled 4k after all.

There are four different quality modes available, depending on if you value performance or image quality higher. Generally, AMD FSR is not limited to AMD’s own graphics cards but is also compatible with graphics cards from other companies.

You can check their website for more details regarding supported graphics cards and games.

This general explanation out of the way, let’s take a look at the implementation in Anno 1800: What kind of advantages can you as Anno players expect from using FSR?

FSR significantly reduces the GPU load for high resolutions and helps you avoid that your GPU is the bottleneck when playing Anno 1800 (i.e. avoiding that the GPU is the piece of hardware in your PC that is limiting performance). It also replaces AMD FidelityFX Contrast Adaptive Sharpening (CAS) which was already in the game and available via the graphics settings.

Generally speaking, FSR is made up of two components: An adaptive upscaler and a sharpener. The upscaling feature detects polygon edges in the image and keeps them sharp while upscaling the image. It works best with long edges, which you encounter especially in near camera views. Anno 1800 is of course played from much higher up, so most edges are shorter, making them harder to detect during upscaling.

However, thanks to the additional sharpening of FSR, even here you will be able to see clear improvements: FSR adapts to each pixel’s surrounding area, trying to produce an overall sharpness that best matches the original image. Higher resolutions have an especially high impact on your GPU, even more so when features like Anti-Aliasing (e.g. MSAA) are activated, since they greatly increase the number of pixels, further increasing the load on the GPU. This is where FSR is a great solution to avoid your slower GPU limiting your gaming experience.

 

Have a look at the example below: The original screenshot, a 200% upscaled version using regular bilinear upscaling and a 200% upscaled version using FSR.

(click on each image to view them in full size)

While it functions with every type of screen resolution, AMD FidelityFX Super Resolution is an especially great solution when you want to play Anno 1800 in 4k, which our game originally was not optimized for.

 

Worth mentioning, though, is that FSR only affects the load of your graphics card. It has no impact on your processor (CPU), which means its load will stay the same independent of the resolution. Depending on your setup (What’s your strongest component – your GPU, your CPU? Do you have enough RAM?), your CPU can therefore still be the limiting factor, impacting overall game performance.

MainzFrame

If you want to learn more about UI Design on Anno 1800 specifically and learn about the daily tasks and challenges our team is working on, check out the latest episode of “MainzFrame”, with two of our UI Designer: Farah and Jaq.

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A few words regarding the Green Game Jam

We’ve been very excited to announce our participation in the Green Game Jam last week (you can still vote for our concept here!) and happy to see so many positive reactions.

Today we just wanted to use this opportunity to quickly address something that popped up in questions since then: Our concept for the Green Game Jam will be added to Anno 1800 later this year as a separate little game mode. This means that it will be its own, separate mode and won’t have any influence on your main game. Following the general idea of game jams, this is not a major addon or an alternative way to play the main game but a smaller scenario-like experience.

We hope this clears up some of the questions. We can’t wait to share more details with you later!

Union Update – Game Update 11.1 & Community Spotlight

Addendum: Balance Changes from Game Update 11

With Game Update 11 we also introduced a few balance changes to item sets from Zoo, Museum, and Botanical Garden. Due to an oversight, these were not included in the original Release Notes.

We added them now and you can find them here.

Apologies for any confusion this may have caused.

Game Update 11.1 coming soon!

Talking Game Updates: Game Update 11.1 is planned to release Tuesday next week, June 22nd. We will have the full release notes ready for you on that day.

Green Game Jam

Yesterday we gave you an overview of the Green Game Jam with the goal to create new game modes or other activities in existing games to promote combating climate change. With the game mode that we are currently developing, players will have to focus on sustainability and nonetheless growing their population in the setting of Anno 1800: the age of industrialization. Excessive deforestation, monocultures, and overfishing will ultimately result in a dead piece of land and ocean that is unable to be revived for many years if at all – just like reality.

Sounds tough? Don’t worry, the rogue-like elements will make it possible to replay the mode while keeping your technological improvements and knowledge.

 

Additionally, our concept is up for a vote alongside the projects of our developers as part of the “Player’s Choice Award”. If you like our concept, vote for us! (we will develop this new mode independent of the outcome)

Elevator Music Download

Let’s assume there’s an elevator in the “Tourist Season” DLC which you can ride – hypothetically. And there was dedicated Anno elevator music.

So, if that was the case, you could then download the full music track here.

Annoverse Contest Reminder

One last reminder that the “What would your next Anno look like?” contest organized by Annoverse Discord is ending on June 20th. So, you got a few more days to write or draw your ideas and post them in the #giveaway-submissions channel – with the chance to win some prizes.

At least we as the Anno Team had a lot of fun reading through the submissions posted so far.

Community Spotlight

Once again have the new buildings inspired many of you to share their creations with us. We know that finding the perfect place for your hotels can be tricky, especially since many cities are already quite crowded. Here we have gathered a couple of screenshots of people who had some lovely ideas on how to incorporate the new “Tourist Season” content, as well as some additional clever ideas integrated into their busy cities.

 

Laudica starts off strong showing her incredibly symmetrical 5-star resort. Simply the perfect location for a unique and almost ostentatious place to stay for our spoiled tourists.

ObiVanDamme decided to create a fantastic chess board that reminded us of Alice in Wonderland – let’s see if we can find the Queen of hearts in this majestic world.

shane868 posted a variety of screenshots, but this one was our favorite – the sun is just shining through the opening of the aircraft while the Iron Tower stands tall watching over the awakening city.

Mithaldriel shows us a phenomenal screenshot of the opening ceremony of the Iron Tower in midst of a vivid and lively city.

Last but surely not least shows us Poppytat a mesmerizing shot of the new cocoa production, including two graceful waterfalls. Who wouldn’t just want to book their next vacation here?

We’re participating in the Green Game Jam

Hey Anno Community!

 

Today we want to give you some information on our participation in this year’s Green Game Jam which we have previously briefly mentioned on World Environment Day.

So, what is the Green Game Jam?

Let’s start with quickly defining what a “Game Jam” is:

In its most basic form, it’s a time-limited contest during which participants create a working video game (or at least a working prototype) in just a few days. Nowadays, there are quite a few different Game Jams organized in a bigger way, which differ in scope, goals and rules.

 

The Green Game Jam is a bit different from most others since it’s focused on live games, meaning: It’s not about creating completely new games but about creating new game modes or other activities for existing games.  The goal is to brainstorm and prototype ways to combat climate change and portray those via these games.

The idea itself is a result of the creation of the “Playing for the Planet Alliance”, an initiative by various companies related to video games, following the Climate Summit in New York with the goal to make game development more sustainable and reduce emissions in video game development. Ubisoft is amongst its members.

Check the links above for additional info.

What’s this year’s GGJ about?

This year’s Green Game Jam is focused on forests, but split into two themes:

Play4Forests is about forests on land, focusing on the conservation and reforestation of areas around the globe.

Glowing, Glowing, Gone on the other hand is about “underwater forests”: Coral Reefs which support many different kinds of fish and other marine life.

Several different game studios participate in the Green Game Jam, and from today on you can vote for your favourite project over on this website. The winner will be announced on June 25th.

All participants pledged to implement their idea into their game, to raise awareness for the above-mentioned issues, so let’s talk about our participation.

Where do we come into play?

We were quickly on board with participating in the Green Game Jam and ultimately decided to go for the “Play4Forests” theme which we thought would be a great fit for Anno 1800:

We want to create awareness for sustainability and explore the interdependencies in eco systems which are barely present in Anno 1800 despite it being set in the age of industrialization.

Prior to the Game Jam itself where we came up with our concept, we were able to attend various workshops and presentations to educate and inspire the team on these topics.

What’s our concept for this year’s GGJ?

Anno is about growing settlements into huge metropolises, about massive production chains and vast amounts of resources being produced and shipped around the world. And with Anno 1800, all this happens in the age of industrialization, where players have to build new polluting factories and can achieve completely new population records – but the idea of sustainable growth is barely present.

Our idea, therefore, is to put this aspect more into the spotlight with the following concept:

Players would start on an untouched island with low population and are required to create a sustainable city. If you don’t keep the downsides of your growth in mind and find measures to counter-act them, your island’s eco-system and your city will ultimately collapse. These can be things like only growing monocultures leading to decreased fertility, aggressive deforestation leading to deserted island and over-fishing would rule the oceans out as food source at a later date.

Have a look at the concept art below to get an idea of what we have in mind: From an untouched island over a small settlement to a failed first attempt. Followed by a more sustainable second attempt.

As a twist, we’ll also be introducing a rogue-like element here: Unlike in the real world, you will be able to try again and improve on your previous attempts. Not only with the knowledge gained from this last attempt, but also with technological improvements you can research, and which will stay unlocked for all future attempts after being unlocked once.

All this would come as a completely new, separate game mode to Anno 1800 – no worries, you won’t suddenly need to reorganize your islands 😉

Next steps

Right now, we’re still rather busy with “The High Life”. Therefore, we’re planning to release this new game mode later this year, currently aiming for December 14th (keep in mind the date is not 100% set in stone yet) and will provide you with more information closer to that date

For now, head over to Playing 4 The Planet to vote for us! (the mode will be developed independent of the result)

 

And of course, check out the websites for Play4Forests and Glowing, Glowing, Gone and sign the petitions to do your part to protect the forests.

“The High Life” – Technical Test

Hey Anno Community,

Today we are looking for some experienced city builders who are not afraid of heights to join us in the constructions of the first skyscrapers as part of the “The High Life” Technical Test! Similar to what we did last year for “Land of Lions”, this Technical Test will over the course of a few weeks invite a number of Anno Union community members to play Season 3’s last DLC early, and to help us find issues and problems.

Keep in mind that you will be playing new content in an early work-in-progress state (as “The High Life” is scheduled for late Summer 2021), so a certain tolerance for dealing with unfinished game elements, bugs and technical problems is highly recommended. Testers will have access to a closed forum where they can share their experiences and feedback with members of the Anno Dev Team, to ensure that we can deliver an amazing DLC and end to Season 3 (plus the associated free Game Update of course, which will also have many quality-of-life improvements players have been asking for).

Interested players can sign up for a chance to be part of the Technical Test by visiting this website.

Please be aware that due to the early state of the new content, the Technical Test will be under a strict NDA, and participants will not be allowed to share information, images or videos from the test outside the closed forum. We are currently planning to start the “The High Life” Technical Test in about one month – you will receive more details if you have been selected.

See (some of you) soon on a skyscraper balcony!

Union Update: “Tourist Season” & Community Spotlight

Our latest DLC, “Tourist Season”, is one week old, time to dedicate a Union Update to provide some news and updates.

“Tourist Season” – Items

We’ve seen some questions and the occasional confusion about “Tourist Season” buildings like e.g. the Chemical Factory not being influenced by any of the existing items from a Trade Union or Town Hall.

In short: Yes, this is working as intended and not a bug or oversight. The new buildings have their own building class (“Multifactory” or “Food & Drink Venue”) and are not regular “Production” buildings – this way you can clearly distinguish them from other services and see if the items will influence them or not.

While we’re aware this at first might be counter-intuitive to some of you who love creating layouts around Trade Unions, after some testing we decided that we can provide a better, more challenging game experience this way.

A lot has happened since release and it’s no secret that some existing item combinations can be… slightly imbalanced. Getting 10% more residents on an Artisan house with 50 people isn’t such a big deal, while 10% of a Hotel with 500 people is a completely different matter. Walking the tricky path between adding new challenging mechanics while not overthrowing the game’s balance (and breaking all your savegames) is never easy to get perfectly right and as a result, we opted for this solution for the new “Multifactoy” building class.

“Tourist Season” – Bugs

We have also received reports on a few smaller bugs from you, like trees disappearing after reloading a savegame, a randomly disappearing UI or filtered notifications not getting deleted. We’re currently investigating these problems and will keep you updated regarding the next Game Update.

Did you know… ?

  • … you can name all your Bust Stops, Bars, Restaurants and Cafés individually if you want? Personally, I (Oliver) have already opened a Bar called “City Tavern” in my capital based on some good memories from my time in the UK.
  • … there’s a Tourist Guide on board each bus? Just zoom in or use the first person mode to listen to their explanations.
  • … the recipe names were based on feedback from various members of the Anno Team? The Archduke’s Schnitzel was a request by our Programmers, while the Trifle came from our English colleagues. Generally, the recipes are a “’Menu Franglais’ celebrating the culinary achievements of…well of at least one of the two nations involved” as Matt, our Lead Narrative Designer, put it.
  • … you can assign additional Tourists to the Iron Tower similar to the Research Institute? This greatly increases the influence radius of the monument and therefore its buff on your city.
  • … Hotels work just like regular residence buildings in most ways? To reach the maximum population of 500 Tourists per Hotel, you will need to fulfill their basic needs. The needs are unlocked when reaching a certain number of overall Tourists – just hover over a need for the details.
  • … to have the Docklands be part of your bus network, you don’t need the Main Wharf to be in range of the bus stop? Any other part of your overall Docklands is fine, too, as long as it’s connected to the Main Wharf.
  • … we added a little additional questline to Enbesa if you own “Land of Lions”? For it to activate, you will have to have finished the overall Enbesa campaign – Emperor Ketema will then contact you.

Community Spotlight

The new buildings and ornaments of “Tourist Season” inspired so many of you to create your own videos and many, many screenshots, so of course we have to share them here on the Anno Union.

One big challenge of “Tourist Season” is, of course, fitting in the large new Hotels into your cities. Size alone can be a problem already, but aside from that, creating a visually pleasing area around them is the second part of the challenge. If you’re still experimenting, maybe the following screenshots can serve as inspiration:

Cjnewson88 decided to locate their Hotels near the mountain lake on Cape Trelawney. Sure, this means a slightly longer travel from the harbour, but you just can’t beat that view.

This inner city solution by Aestris combines a vast park with the new Iron Tower monument and the nearby Palace.

Bloc75 instead experimented with a separate, small Tourist retreat with all required amenities nearby and a great view of the Clearwater Pool.

A fully redesigned city, complete with monument, hotels and a large Docklands can be admired on Verir‘s screenshot:

If you’re looking for a video guide or some advice on how to make the most out of the new mechanics, why not check out Takarazuka’s video on the Bus Network or Itroo’s introduction of the Recipe System.

 

As always, tag us on Twitter with your screenshots or videos or post them on one of the platforms we’re usually visiting like the official forums, the Anno subreddit or the Annoverse Discord server – and maybe your creation will end up in our next Union Update.

Annoverse – 10.000 members celebration

Talking about the “Annoverse”: The dedicated Anno fan Discord server is celebrating a new milestone!

After recently reaching 10.000 members, their admin team decided to organize a giveaway tied to a little contest. Head over to the Annoverse server for all details and instructions on how to participate in their #giveaway-submissions channel.

From us as the Anno Dev Team, we want to use this opportunity to say thank you to the admin and mod team of the server, it’s been a pleasure working with you over the past years, participating in the “Roundtable” AMAs you organized or simply having a chat with the Anno community on this server from time to time.

Reminder: Anno 1404 online services decommissioning

As announced in March, the decision was taken to shut down the online services for some older Ubisoft games with smaller online audiences on May 22nd, which was later moved to June 1st. This includes the legacy (i.e. original) version of Anno 1404.
This means that from today (June 1st) onwards, the online services including the multiplayer are no longer available – the singleplayer experience is not affected.
This is only referring to the original/legacy version of Anno 1404, not the Anno 1404 History Edition.

A list of all games for which the online services are or will be disabled can be found on the official Ubisoft Forums.

Union Update: Let’s start the “Tourist Season”

Hey Anno Community,

 

today is the day, hordes of Tourists are just waiting to explore your cities, try our expensive dishes and visit all the monuments and wonders you have built in your cities.

For a more detailed look at “Tourist Season”, make sure to check out our DevBlog highlighting all the new features and explaining the DLC’s mechanics. The Bus System even received its very own DevBlog with some additional development insights, considering it’s the feature tying together all other mechanics.

 

As usual, we’re releasing a big free Game Update alongside the DLC. Game Update 11 adds a reforestation tool, a new slow-mode game speed option and plenty of other quality of life improvements. On top of that, we got rid of various bigger and smaller bugs – the full Release Notes can be found here.

We also want to point out that from today on, you can purchase the “Tourist Season” DLC as well as the “Vehicle Liveries Pack” Cosmetic DLC separately via the Ubisoft Store.

 

That said: Let’s start the Tourist Season!

We’re excited to hear and see your reactions and hope you’ll have a great time with the new challenges the Tourists as well as the recipe system provide.

 

The Anno Team

DevBlog: “Tourist Season”

Bente Jorgensen appears to have set a precedent. Young men and women all over the world are setting out on travels of their own— ravenous for art, culture and some proper grub— only the most exquisite of destinations will do!

Fresh off the boat they hit the Hotels, springing open their cases, before jollying on down to the riverside for an Éclair, hoping to advance their broad-brims into all the most bijoux pockets of the Old World. Street mimes, artists, sophisticated-looking backgammon players drinking Montmartre 75s.

And then they see it… through the heaving crowds… a glimmer high, high above— a tower of iron, so wild and audacious, it could only be here, right here…

With “Tourist Season” we’re bringing some color and entertainment to your cities! People far and wide have heard about your vast capitals, your Museum collections, and the delicacies from all around the globe which you have on offer.

In this DevBlog we will go over all new features of the “Tourist Season” DLC: The Tourists themselves, their needs, the bus system, Restaurants and recipes, the new goods you need to produce and the Iron Tower, a new multi-stage monument for your cities.

It’s not all about the Tourists themselves, though, as fulfilling their needs does also have a direct impact on your existing population, as you will soon learn.

Tourists and Hotels

Tourists are a new Resident Tier in the Old World who stay in your city over night – in contrast to Visitors who only arrive for a day trip to see the most exciting cultural spots of your city.

First, you need to attract them and the basis for this is upgrading your Public Mooring. This can be done when reaching 500 Engineers.

Which means, that the next thing to do is building Hotels. These are imposing, elegant establishments which are expensive in construction and take up quite some space with their size of 9 by 7 tiles, but make up for it not only with their impressive looks but also with a capacity of up to 500 Tourists each.

In order to attract more Tourists and fill your Hotels to the brim, you will need to fulfil their exquisite needs. These are again split into Basic Needs and Happiness Needs and are a mix of existing and new products, the new food and drink venues, as well as cultural buildings like the Variety Theatre, the Zoo, or the Museum.

Who is the Tourist?

Do not let her over-familiarity and lively conversation fool you, the Tourist is as informed a critic as any, particularly when it comes to food & drink. A dry sponge, or a flavourless Chantilly cream might see her vexedly reaching for her notebook and a 2H pencil. Yet if you can stay on the right side of it, that same pencil is the rod of enchantment to draw her many daffy friends to your shores, through letters and postcards riddled with hyperbole about the wonders of your Zoo, or quite possibly, Botanical Garden— So chum up with her if you can!

– Matt, Lead Narrative Designer

While you can easily spot the status of each need via the Hotel’s UI, there’s a change on how happiness impacts your new Tourist population:

The fulfilment of a need can be limited by their happiness. This is marked with an unhappy red icon next to the respective need and the info, to which percentage a need can be currently fulfilled. Possible causes for limits can be low island attractiveness or a lack of variety when it comes to Hot Spots like Museums. Solve these issues to make sure Tourists are willing to visit your island and to maximise the number of potential Tourists in your city.

Happy Tourists spend more money in your city – and since the pockets of these wealthy individuals are well-filled, it’s definitely worth fulfilling their demanding needs.

 

We said above that Tourists are a new Resident Tier. As part of that mechanic, they’re also providing a sort of “workforce” which we called “Customers”. These are essential for your Restaurants, Bars and Cafés which thrive on tourism. For them to work at 100% capacity, a certain number of Customers is required. If a venue lacks Customers, the buff to the surrounding residences is decreased – more on that in the next paragraph.

Lastly, we need to warn you that Tourists are a spoiled, demanding bunch (let’s not say “lazy”) and absolutely no fans of long walks. So, in order to fulfil their needs, you will need to set up a complete bus network on your island with Bus Stops next to all important places. We’ll go into detail on the bus system later in this DevBlog.

DLC Synergy
Owners of any of previous DLCs can look forward to a certain level of interconnectivity, which gives them alternative ways of fulfilling your Tourist’s needs. Ingredients from the Artic or Enbesa open up new recipe options (how about a dish with fresh Lobster or Caribou Meat?) while visiting your impressive Docklands or a mighty Palace can distract Tourists from the fact you didn’t build a Museum on your island. While not providing stronger bonuses, having activated any of the other DLC does give you different options on how to tackle “Tourist Season’s” new challenges

Restaurants, Cafés and Bars

So, we created a place to stay for our Tourists. But as mentioned above, they’re rather more demanding than your regular Visitors, and having an attractive island with a Zoo or a Museum is not enough.

When staying for several days, culinary needs naturally become a matter of great import, which makes the Tourist’s request for Restaurants, Cafés and Bars quite understandable.

All three buildings function in a similar way to Public Service buildings but in a more challenging way since they use the new recipe system and therefore combine production and public service. Based on the recipe you choose, the building will prepare a dish, dessert or drink and fulfil the Tourists’ needs while also providing a boost to regular residences in a certain area. Let’s take a closer look:

“We had Flour, Sugar and Chocolate but could not bake a cake – that always floated around in our heads when thinking about new content. The recipe system solves this and allows us to combine goods to new products that would otherwise be too specific for our normal needs system.”

– Dominik, Game Designer

As you can see, each recipe requires certain ingredients – so make sure you got a Warehouse not too far away. Some recipes might require ingredients from different sessions, while others have ingredients that are easier to obtain. Since we’re always looking for a) new systems to try out and b) ways to spice up your gameplay with new features, we came up with the recipe system as a new challenge.

All recipes fulfil the Tourists’ need for Restaurants, Cafés or Bars in the same way – they will enjoy any of the delicious dishes you can present them with. However, the aforementioned boost to the surrounding residents varies: If your Restaurant, for example, serves the “Archduke’s Schnitzel” then your surrounding residents will receive a +3 boost to their happiness while consuming less Bread, Fish and Chocolate. If you choose the “Stroggof Goulash”, nearby residents receive a +2 happiness boost and consume less Fish, Sausage and Canned Food.

Restaurant placement as well as choosing recipes based on the required ingredients and the surrounding residences (with their respective needs) should provide you with a nice puzzle challenge if you love optimization.

Selecting any of these three types of buildings will display their influence radius with a circle, while the affected residences are additionally highlighted.

More recipes are unlocked either via quests from the Tourist or by fulfilling certain conditions: Have a look at the recipe book for details.

In-Game Tutorial

With the maturity of Anno 1800 and being in the third Season of DLCs, a lot of new features unlock with the Artisan level. This can result in a lack of focus by the players in our onboarding, leading to them not understanding features and ending up with a bad gameplay experience. “Docklands” introduced new gameplay concepts. We felt the players would benefit from being able to reference the concepts’ explanations at their own pace, outside of the onboarding flow.

For “Tourist Season” it made sense to follow the same approach, with the newly introduced bus system and Tourists. All new features have direct links to the tutorial pages, where the new game mechanic can be revisited at any given time.

The challenge was to find the right balance with the explanations, being both concise and not omitting information the players might need. We are excited to hear player feedback for our new in-game tutorial so we can keep improving it.

– Jan, Lead UI Designer

 

Orchards and Chemical Plant

Of course, using only existing goods to fulfil the needs of your Tourists and for the creation of delicious new dishes would be… boring? So, let us introduce you to two new production buildings: The Orchard and the Chemical Plant.

 

Orchards produce new agricultural goods which are either directly fulfilling the Tourists’ needs (Jam) or are functioning as input goods for recipes. They function similarly to your Lumberjack’s Huts by planting trees in an area around them. You do not have to build fields like you do for a Red Pepper Farm or a Vineyard, which would have required a rework of the existing system so that modules or farm fields can be upgraded or would automatically change. Lumberjack huts already had such a system in place where they modify their surroundings by growing trees, the new goods all required trees, and so using this system was the much more fitting way.

Not all the special new ingredients can be grown in the Old World, though, so you will have to make some space in the New World to also build Orchards there. Only then can you produce goods like Cinnamon, Camphor Wax or Citrus Fruits for new products like Shampoo or Lemonade. More on that in a second.

Similar to Restaurants, Orchards are also using a recipe system, where you can select the seed you want the respective Orchard to grow from a catalogue. However, Orchards don’t need any input goods.

Also using the recipe system is the Chemical Plant. Patents for three new consumer goods are available to you, all three products are highly requested by your Tourists. Produce fruity Lemonade (using Saltpetre, Sugar and Citrus Fruits), soapy Shampoo (using Soap, Cinnamon and Coconut Butter) and Souvenirs (using Glass, Camphor Wax and Cotton) to make your Tourists happy.

Both the Orchards as well as the Chemical Plant need a Warehouse nearby to gather input goods and deliver their finished products.

Bus System

As mentioned at the beginning of this blog, it’s not enough to simply have a great Zoo or a five-star restaurant: Tourists are demanding and don’t want to travel too far on foot. This is where the bus system comes into play.

Bus Stops have to be placed at all important places in your city which Tourists want to visit. This starts with your Public Mooring and Hotels and extends to places like Variety Theatres, Restaurants, Bars and your Museum. When placing a Bus Stop, you will have to pay attention to two influence radiuses: For a building to be reachable by the Tourists, it has to be in the circle radius. This means, if your Zoo is outside this circle, it’s not part of your Bus Network and the Zoo need for your Tourists will not be fulfilled.

The second indicator you have to keep an eye on is the green street overlay: This marks the overall reach of your Bus Network. For a Bus Stop to be connected to the network, its green overlay has to overlap with the existing network.

Since tourists aren’t fans of long travels when seeing all your city’s marvels, a need’s fulfilment level can be reduced if the distance between Hotel and the respective venue is too far. Keep an eye on the needs overview of each hotel to spot these kinds of problems.

We have covered the bus system in detail in last week’s blog. So, if you want to get some additional insights, make sure to check it out!

Where do our Designers see the most fun and challenging aspect of the DLC?

Well, we assume that the most fun part is the challenge itself: Positioning all new buildings for maximum effect, to minimise traveling distance for the Tourists and make the most out of the residence buffs of the Restaurants, Bars and Cafés. The latter also need constant input to function and provide their buffs, making them significantly more challenging than regular Public Service buildings or Items. Additionally, the demanding nature of the Tourists also means that they’re more likely to leave when their happiness goes down compared to other population tiers.

– Volker, Lead Game Designer

The Iron Tower

Nothing impresses your Tourists more than monuments (except maybe for an Archduke’s Schnitzel), so it’s only logical to give you a completely new monument to build: The Iron Tower. Like other monuments, it’s constructed in three stages and, when finished, not only increases your island’s attractiveness but also provides another option to buff surrounding residences. “La Reine”, the finest restaurant in the land, offers three unique recipes to choose from, each providing a strong buff and reducing the consumption of specific goods, but requiring four ingredients each instead of the usual three. Who could say no to the “Trifle Tower”, the probably most majestic of all desserts?

There’s one more special feature about the Iron Tower: By assigning additional Tourist Customers to it, you can greatly increase the influence radius of its buff. When placed at a central location, it might even cover your whole city…

And let’s not forget that such an extravagant monument might indeed attract royal attention.

Last but not least…

As it is now tradition, “Tourist Season” will also come with a beautiful bunch of themed ornaments fitting to the setting. Build a Souvenir Shop, Lookout Point, Signposts, Flowerbeds, and more to turn your cities into authentic tourist hot spots.

 

And as usual, we will release a free Game Update alongside the “Tourist Season” DLC featuring several quality-of-life improvements as well as bug fixes. We’ll have the full Release Notes for you next week, so stay tuned for more details on that.

 

Finally, for your chance to get some first-hand info from the devs, you should not miss our live stream on the “Tourist Season” release day, May 25th, from 5 to 6 PM CEST (11 AM – 12 PM EDT). Mark it in your calendars!

DevBlog: “Tourist Season” – The Bus System

Hey Anno Community,

 

Today we want to give you some first insights into the upcoming DLC “Tourist Season”, specifically: the bus system.

When we presented Season 3 in February of this year, we already gave you a first overview as to what you can expect, we mentioned restaurants, recipes and the aforementioned buses. We want to dedicate a separate blog to this specific feature and give you some development insights since it’s the mechanic connecting all other parts of this DLC.

 

Buses are a new mechanic which is needed to connect your guests, the Tourists, with their Hotels and all amenities of the city: Restaurants, Bars, Variety Theatres, the Zoo and more.

“The Tourists should not feel like a new working class, they demand more services and need to be more pampered, they won’t walk to the Museum: they expect a transit in style.”

Specifically, you will need to free up some space to build Bus Stops, a 2 by 3 building, on various points of your city in addition to the other new buildings.
Each Bus Stop has a certain radius, displayed by a circle, indicating which public buildings are in reach of each bus stop. Only when a building like a Restaurant or a Zoo is inside this radius does the game consider it being part of your bus network. Your Tourists are not willing to walk too far from the Bus Stop to the Zoo, after all.

The second indicator to keep an eye on is the street range radius. It’s displayed via a green street-overlay, like you’re used to, from public buildings and indicates the reach of each bus stop making up your bus network. The street markings of two Bus Stops have to touch or overlap for the stops to be connected to the overall bus network.

Let’s just visualize this with a simple screenshot, showing the upgraded Public Mooring with a Bus Stop to the left and the Hotel with its dedicated Bus Stop on the right:

Connecting your Hotels on one end of the island to a Museum on the other, however, isn’t optimal, since your Tourists aren’t fans of long bus rides. So, if the distance is too long, the fulfilment of the “Museum need” (in this example) for the respective Hotel can be reduced. More on the topic of needs in the next DevBlog.

 

By clicking on a Bus Stop, you can see which public buildings are part of your island’s bus network and how good the connection is. Our UI Team made sure to provide you with the necessary information at first glance:  A new icon above buildings will inform you when they are missing a bus connection. Buildings that are frequented by Tourists (for example a restaurant or a theatre) received a little bus marker inside the construction bar.

For improvements like these, the feedback from the testers of the last Diary Study organized by the User Research Lab in Düsseldorf has been a great help.

Additionally, like for “Docklands”, we implemented a Tutorial Panel directly in the game that explains the underlying mechanics for all new “Tourist Season” mechanics – including the bus system. Just select one of the new buildings and click on the “?” icon in the building’s menu.

What made you choose buses over trams, you might ask. Well, as with so many things in game development, it comes down to prioritization.

Cause a first check made it clear for us that creating a second railway system would require a very high development effort combined with an increased risk for issues. Two separate railway systems but both using the same general rules are tricky and can lead to problems – take something as “simple” as crossings for example. Another approach, a street/railway hybrid, on the other hand, has also not been done by us before and would need a lot of initial effort.

So, in this case, the questions were: How many work hours would developing this new feature take? Is it worth spending several weeks on a completely new feature that will only make up a portion of the new DLC? Is there a different solution that provides a similar logistical challenge and fulfils the same gameplay requirements? All the while, of course, there’re still plenty of other features being designed and developed for “Tourist Season” to create the “complete package” that our team has in mind for the DLC.

The decision to not have buses use fuel, however, was an aesthetic one: While requiring you as players to supply your buses with fuel – like the tractors – would be a nice additional challenge, having polluting buildings inside your cities would not quite fit the tourist fantasy we want to present.

Dealing with this new logistical layer adds a new challenge for your city planning skills considering the already packed inner cities. Making sure your Tourists can reach all important spots in your city is a key component to “Tourist Season” next to satisfying your Tourists’ needs with extravagant new products.

“The logistical challenge would have been interesting, of course, but the resulting Fuel Stations next to the parks and Museums did not fit the theme of the DLC.”

Finally, we are happy to announce that “Tourist Season” is already releasing in a little bit more than two weeks – on May 25th at 6PM CEST (12PM EDT). Expect more news, a detailed DevBlog and the full Release Notes in the weeks leading up to the release.

Until then: Stay safe and keep an eye on our channels to not miss any news.

The Anno Team