DevBlog: New Airships coming your way

Hey Anno Community,

Welcome to the first DevBlog for DLC 11 – Empire of the Skies! Today we’ll be talking about the new airships: The design process, the new airship types and their balance, how to build them and which roles they fulfill in the game.

You can expect two more DevBlogs following this one: One will give you an overview over all of DLC 11’s features and go into a bit more detail on them – and the other will be dedicated to the new scenario, “Clash of Couriers”.

Let’s dive right in (or up!) and answer the one big question first: Why airships in the New World?

Well, Season 4 is all about the New World and its people, specifically: Their efforts and successes in developing new technologies and processes in all sectors – agriculture, technology and culture. And with air travel and airships in particular also being a big step in transportation in our world in the late 19th and early 20th century, it was a perfect fit for this year’s content for Anno 1800.

Creating new airships

Next, we want to dive a little bit into our workflows: What’s the process for creating an airship?

We’ll start directly at our Art Team: How did we approach designing new airships? First, historical references were used to get a feel for the look of designs from the “golden age of airships”. Based on this, our concept artist created a large number of scribbles of (sometimes wild) ideas, from traditional to very fictional designs – you might remember them from the Season 4 trailer. Two that actually made it into the game with some changes are the number 8 and 9 from the image below.

One important part was, that these new airships should be more modern, and therefore also look more sophisticated than the one you were able to build in the Arctic. To quote our Senior Artist Carsten:

“None of the designs are completely realistic, neither for the time nor in general, but they look like they could have been created during that period. Like the steam ships in the game, they had to be far smaller than they realistically would be, while still looking correct in size, compared to the buildings and the other vehicles. This compromise between hard realism and changes to make the assets look more epic or just more interesting for the good of the game is a common theme in the Anno asset creation.”

Below you can see two rough 3D tests for the look of the model. Our Art Team created a kit with many 3D elements and then built airships from it. This way they could get a feel for how the airships would look within the game world. It was especially important to have shape variety and clear distinction between smaller agile airships and the larger cargo models.

All this eventually led to the final model of the large cargo airship:

That’s the Art perspective, so let’s now talk Gameplay: What kind of airships can you expect and how do they behave?

An airship for every occasion

Alright, with a few points on the initial development of the airships established, let’s look at the results: The different airship types you will have available in-game.

In total, you will get access to five new airship classes, split in two categories: Rapid Airships and Cargo Airships.

Rapid Airships are, as their name suggests, significantly faster than the rest but only come with limited cargo space. Useful for urgent deliveries but not so much for big trade routes. There are two types of rapid airships, a small and a medium one. Both come in an unarmed and an armed variant – the latter making these types perfect for trade route raids or to protect your own islands from enemy airships.

Cargo Airships are your go-to vessels for trade routes. The three types (small, medium, large) are unarmed but are more useful when you want to carry out drop actions – more on that a bit later. They can also carry far more cargo – the large Zephyr Class (which you could admire at the beginning of the blog) has a total of 8 cargo slots!

 

Zephyr Class? – Yes, we’re paying tribute to several (mostly wind-related) mythological figures for the airship names.

For example, the Harpy Class is named after the half-human and half-bird creature from Greek mythology. The Hermes Class is named after the ancient god of travellers and merchants. And the already mentioned Zephyr Class is named after the Greek god of the west wind.

Now, we have seen some comments on questions on the usefulness of the existing airship from the The Passage DLC and how it’s going to be handled now that new types are introduced.

Generally speaking, the “old” airship is still useful and falls somewhere in between the small and medium cargo airships in terms of speed and cargo capacity. You will also be able to use both the Arctic Gas as well as the new Helium for airship construction (including the new airships). The Arctic Gas gives your airships a speed boost, but on the other hand results a higher cargo slowdown and in it taking more damage when attacked.

Additionally, you will find a few new items that use Arctic Gas beyond the previous requirements of electricity and airship construction.

Also, on the note of the airship from “The Passage” (now called the Boreas Class): We have slightly resized the old airship to 90% to its former size to make it fit in better with the new airships. Just in case you wonder if your airship looks different 😉

On the topic of balancing, we also want to talk about speed.

The new airships are impacted by wind, but thanks to their engines not quite as much as your regular sailing ships – but more than steam ships. The Boreas Class receives the strongest penalty and all new airships get a speed boost when going WITH the wind. Especially the “Rapid Airships” will be true to their name!

Of Hangars and Helium

As established, the airships of “Empire of the Skies” are more modern than the one you were able to construct with “The Passage”. Therefore, the production is slightly more elaborate and requires more advanced materials.

First, however, you’ll need a hangar. It’s constructed in multiple phases and can be built in the New World and the Old World, with the OW variant being a little bit more expensive. It’s worth keeping in mind that the new construction materials can only be produced in the New World, requiring you to transport them to the other region if you want to make use of this option.

Which construction materials? Well… first, there is aluminium, the basis for not only the new airship types but also several of the new production buildings. For this purpose, we introduced new Bauxite mine slots in the New World. An Aluminium Smelter then creates the finished product with Bauxite and Coal.

Next is Helium: A new and significantly safer gas than the one you have extracted in the Artic. It can’t be used in Gas Powerplants but only for airships and has its own new mine slot.

Add some sail cloth, steam machines and (if required) some cannons and you’re ready to build your first modern airship!

Airships and Combat

Now it’s time for action, since we’re introducing a big change: Airships can now be damaged and shot down. For owners of The Passage this is new, since previously, airship routes had the big advantages of being safe even in times of war.

We have already mentioned that the Rapid Airships are equipped with cannons. These can be used to attack your opponent’s airships, protect your islands from enemy raids or cover your larger cargo airships – but they are unable to attack ground targets.

Further means to combat enemy airships are the new Flak Emplacements for your harbour as well as the Flak Monitor ship, giving you multiple options to counter the new potential threat from the air.

Finally, you can use any of your airships for drop actions, allowing you to sabotage your opponent from the air and aid your fleet in island sieges. Read on for more details.

Putting airships to good use

Let’s get to the last part of today’s DevBlog: How to use the new airships in your game and which new features we’re introducing with DLC 11.

Of course, you can use them – as before – like regular trade vessels, delivering cargo to your islands via trade routes. Plus, you can now also use them to raid your opponents’ airship trade routes when using one of the armed variants.

There is more, though: Airships are needed for a new feature that fulfills new needs and provides additional buffs – mail! At the centre of all this, however, is the Landing Platform that first has to be constructed. It acts as a regular warehouse, but also has 3 modules that allow you to make use of the mail feature, which requires a new Airship Route to be set-up. We will expand on both these topics as well as the use of the other two modules in our next DevBlog.

Another use of airships is the new drop feature we briefly mentioned earlier.

This allows you to load certain drop goods on your airships that can be dropped via a new interface on both your own as well as your competitors’ islands. These goods will first need to be produced in their dedicated factory and then allow you to:

  • Drop sea mines on your competitor’s trade routes,
  • Fight large fires by dropping water from the air,
  • Cause damage by bombing your opponents’ harbours during war,
  • Create unrest with well-aimed propaganda drops,
  • Or raise the mood of people by dropping care packages.

You will learn more about the feature and the production of the drop goods in our next DevBlog – we’re sure you still have more questions.

There’s one more thing, of course, that we promised in our livestream last week: The release date!

“Empire of the Skies” will release on Tuesday, September 20th. That’s slightly later than we originally planned, but we wanted to have a bit more time for polishing and testing for this DLC.

 

And while this blog was focused on the airships, in the upcoming articles until release you will get many more details on the remaining features of “Empire of the Skies” – some of which we only briefly touched on today. For example, the exact functioning of the drop system and all its possibilities, the mail system and remaining features of the landing platform, and finally also the free Game Update.

So, stay tuned for the next DevBlog!

In the meantime, we’d be happy to see your comments on the new airships below. Do you have any questions that weren’t answered in today’s blog? Let us know!

Development of Anno 1800 – Season 4 is supported by the German Federal Ministry of Economic Affairs and Climate Action within the framework of computer games funding.

Union Update – DevStream and gamescom

Hey Anno Community,

On Tuesday we revealed DLC 11 in our DevStream with Game Designer Dominik, International Product Manager Lisa and Community Developer Oliver. We dived into almost all aspects and features of “Empires of the Skies”: From the new mines and the various airship types over airship combat to finally the Airship platform and its modules.

Not to forget the post offices that are part of the mail system, as well as the drop actions, allowing you drop various goods over your own or other players’ islands: propaganda, water, sea mines, bombs and care packages.

And we also gave you a first look at the scenario, “Clash of Couriers”, that throws you into a Grand Postal Derby.

If you missed the live stream, you can now watch the VOD of the stream here.

Over the next weeks, you can expect DevBlogs with more insights on the individual aspects of “Empire of the Skies”.

Anno at gamescom

After two years of “online only”, the video games trade fair gamescom is back this year with a physical event in Cologne!

Amongst other Ubisoft games, we will also be at there at the Ubisoft Community Lounge with presentations and Q&A sessions on August 25th-27th. If you happen to be at gamescom, feel free to visit us, chat and ask your questions.

Please note that our panels will be held only in German! But we’re happy to chat with you in English, of course.

Due to regulations, seats in the Community Lounge are limited. You can book one either in advance or try to sign up directly on site. The following links lead you to the sign-up for the 3 days:

We’d be happy to meet some of you there 🙂

An update on the Green Game Jam & Ecologi

Hey Anno Community,

Today we have a great follow-up to the Green Game Jam topic: You might remember, last year we participated in the Green Game Jam (GGJ) organised by the UN.

The “Eden Burning” scenario we released for everyone in December 2021 was the result of it. It’s goal, aside from being a cool challenge for Anno fans, was to raise awareness for various environmental issues impacting forests world wide.

The scenario required you to construct a hydroelectric dam, to help the local population to become independent from oil. You also had to keep an eye on your eco balance, making sure soil, air and water quality was not reducing too far while investing into means to counteract the negative effects of your industry.

There was more than “only” the scenario, however, since we also released the “Plant A Tree” Cosmetic DLC at the same time. From each purchase, all net proceeds (that means after any fees or taxes are deducted) went to Ecologi, a social enterprise dedicated to the planting of trees.

The “Plant A Tree” CDLC was available until end of March of this year, and now with the administrative topics done, we can finally communicate on the results:

Thanks to your generous support,

Over 230,000 trees

were planted by Ecologi across several countries. Want to take a closer look? – You can keep track of the planted trees including their location on this website dedicated specifically to this project.

For us, those are some fantastic news. Exploring the subject was both fun and educational for us (and for you, too, we hope) and we’re happy to have such a great community that supported this project.

A big Thank You from the Anno Team!

Please note: The special Ceiba Tree ornament from the “Plant a Tree” CDLC will be added to Anno 1800 for free at the end of the year, as we communicated previously. 

Union Update – We’re entering the “Empires of the Skies”

Hey Anno Community,

 

We know you have been (im)patiently waiting for news on DLC 11 – Empire of the Skies – and we can now say: It’s time, we’re on the road to release!

In fact, we already kicked it off last Thursday: Have you ever seen such happy airships before?

Over the next weeks you can expect more news, teasers and of course the usual DevBlogs with details on the airships, the new scenario and of course DLC 11 itself while we’re nearing the release at the end of August. Follow us on Twitter to not miss out any news!

Something else you shouldn’t miss: Our DLC 11 live stream!

Mark August 9th in your calendars (that’s in exactly one week), since we’ll be showing off DLC 11 and its scenario in our live stream starting at 5PM CEST/UTC+2.

We’re looking forward to seeing you all in the chat next week on twitch.tv/ubisoftbluebyte

Cosmetic DLC 9

We did say we wanted to give you an update on Cosmetic DLC 9 – the winner of the community vote – before we really started with our DLC 11 coverage.

Some of you may have already seen it in late July when we posted it on our social channels: Our Art Team wants to share a first glimpse at what they’re currently working on for the “Old Town Pack”. Having seen your comments during the vote, we’re sure a modular medieval city wall should make many of you quite happy, no? While the concepts for all ornaments in the pack are ready, we’re still working on the 3D models. More on Cosmetic DLC 9 later, after the release of “Empire of the Skies”.

Development of Anno 1800 – Season 4 is supported by the German Federal Ministry of Economic Affairs and Climate Action within the framework of computer games funding.

Union Update – An update on Anno 2070’s online services

Hello Anno Community,

Today we are informing you that  Ubisoft has decided to decommission online services for some older games on September 1st, including Anno 2070. You can find the full list of all impacted games here. And, as you know, Anno 2070 has several features tied to its online services.

That said, after an initial investigation, we have decided to dedicate some of our development resources to work on upgrading Anno 2070’s aged online services infrastructure to a new system, so that these features can continue to be used past the mentioned date. However, we cannot yet guarantee that we’ll be able to successfully upgrade/replace the old services as we’d like to.

Please note that until September 1st, the current online services will still be fully available. We will provide more detailed updates on the future of Anno 2070 in the coming weeks and months.

Thank you for your understanding.

Vote for 2022’s third Cosmetic DLC!

Hey Anno Community,

 

As we announced earlier this year when we talked about Cosmetic DLC plans for 2022, we still want to leave the third of this year’s CDLCs up to your vote!

While the first released on February 15th (the “Seasonal Decorations” Pack) and the second one (the “Industrial Zone” Pack) will release in June, the third one is planned for Autumn.

And for this, we are planning to once more put the decision on the topic into the hands of you, our Anno Union community!

 

In total, we’re presenting you with three possible Cosmetic DLC topics. As you will see, we also considered your feedback on topics that you would like to see more ornaments about.

And now enough of the introduction, here are the 3 themes you can vote on! Keep in mind that those are only our current plans for the Cosmetic DLC topics. The exact content and scope depend on the theme of the pack which we will further explore as soon as the result is clear.

And now enough of the introduction, here are the 3 themes you can vote on! Keep in mind that those are only our current plans for the Cosmetic DLC topics. The exact content and scope depend on the theme of the pack which we will further explore as soon as the result is clear.

 

 “Nature Pack”: Ornaments that can be used in larger inner-city parks or maybe as part of a bigger recreational nature park outside the city. It would focus on nature objects like special trees, natural monuments, rock formations and maybe places for hikers to rest.

“Eldritch Pack”: Century-appropriate gothic elements for your cities with darker and potentially slightly spooky ornaments. These could be gargoyles, twisted trees, graveyard pieces and other gothic architecture.

“Old Town Pack”: The age of industrialization is upon us, but that doesn’t mean forgetting about the more medieval roots of your cities from previous Annos. This pack would focus on leftovers from older times for your city centres.

Of course, all of us on the Anno 1800 team have our own favourites that we are crossing fingers for (did someone say “Eldritch Pack”?) and we sat down to discuss our Cosmetic DLC plans and this year’s candidates:

 

That’s not all, though: Three Anno characters will do their best to convince you for their personal favourite – keep an eye on our social channels Twitter and Facebook for their takes!

As before, the Cosmetic DLC will be a standalone purchase for the price of 4,99€ and will not be part of the Season 4 Pass to give our players maximum flexibility over their Anno 1800 experience.

 

The voting will run for two weeks and end on Monday, May 16th at 11:59pm CEST / 5:59 PM EDT. You can click on any of the images to view them in full size. Happy voting, and stay safe!

[totalpoll id=”16703″]

*Please note that as before, all content will be cosmetic and will not change Anno 1800’s gameplay. The names of the packs are “working titles” and might change later on.

Union Update: Community Challenge results + upcoming Community Vote

Community Challenge

The first Community Challenge for this year has ended, and you crushed the target: We asked you to build at least 60,000 Fertiliser Modules in the two weeks after the release of DLC 10 – and you built a whopping 145,166!

Clearly, we underestimated your fascination for fertiliser (even with the currently still long production timer) – we will keep that in mind for the challenge for DLC 11.

As announced, for reaching the target we will add two new company logos for all players to the game. This will happen with a future update (not next week’s Game Update 14.1) but you can already take a look at them below:

 

We also received some feedback on expanding the idea of the Community Challenges to non-DLC-owners. That’s something we will keep in mind for next time.

Cosmetic DLC Vote

As announced in February, we are once again planning a community vote for the theme of the third of this year’s Cosmetic DLC!

This vote will start on Tuesday next week with three topics to choose from. After two weeks we will start development on the winning topic, the release is planned for autumn.

More details on this next week – we’re excited to see the outcome.

Video Game Music concert

We mentioned it a few weeks ago, and here’s your reminder:

This Saturday, April 30th, at 8 PM CEST you can listen to “Game Music in Concert”, a Twitch live stream by the Augsburger Philharmoniker orchestra, directed by Domonkos Héjas. The orchestra will play the soundtracks of various video games from classics like Tetris over Assassin’s Creed and Anno to Stellaris and Civilization.

Have a listen on Saturday over on Twitch.

Union Update: It’s “Seeds of Change” Release Day

Hello Annoholics!

The long wait is over: It’s release day! Today we are releasing DLC 10 “Seeds of Change” as well as the *shiny* new scenario “Seasons of Silver”.

With the new DLC you will be able to revolutionize your agricultural sector in the New World using the new Hacienda. And if you’re looking for a challenge: Join Vasco Oliveira on his search for silver!

Want to know more? We got you covered! You can read all about DLC 10 in our dedicated DevBlog right here. To find out more about the brand new scenario go check out our latest DevBlog.

 

To help you get into the right mood, definitely check out our dedicated DLC 10 trailer below!

From today on, DLC 10 “Seeds of Change” including the scenario is also available to buy separately from the Season 4 Pass! Head over to our store to find out more.

In addition to the new DLC we are also releasing GU 14, you can find the full Release Notes here.

Twitch Drops

As always, the release will be accompanied by a Twitch Drop event. Don’t forget to tune into your favourite streamers on Twitch till April 20th to receive two new ornaments! For more information about the Twitch Drops event check out our dedicated Union Update from last week.

Community Challenge

To kick off the new season we have prepared a community challenge for you! Planting the “Seeds of Change” takes a lot of work and a lot of fertiliser. So, the residents of the New World have asked for your help: The community must come together and reach a global target of 60.000 fertiliser modules built! As a reward, two new company logos will be unlocked for everyone. So, what are you waiting for? Get fertilising!

The community challenge will run for a period of 2 weeks and we will keep you updated on your progress throughout.

And, if you like challenges like this you’ll be excited to know that this is just the first of several. We have planned more challenges for DLC 11 and 12 so keep an eye out for those!

Free Week & Friend Referral

Do you love Anno 1800? Then why not share the love with your non-Annoholic friends: Anno 1800 will be free-to-play from April 12th till 20th! The free week includes the full base game without the DLC and will be savegame and multiplayer compatible.

 

And you know the most exciting part? Like announced earlier this, if you get your friends to play the game, both of you will get the latest Cosmetic DLC , the “Seasonal Decorations” Pack, for free if your friends purchase the game.

Just head to this website and invite one of your friends who doesn’t own Anno 1800 yet!

And that is it for this week’s Union Update! We hope that you will enjoy the new DLC and scenario and cannot wait to see how your New World changes. What are your thoughts on the new content? Let us know in the comments below! And, as always, if you have any other questions or thoughts feel free to share them with us below.

Development of Anno 1800 – Season 4 is supported by the German Federal Ministry of Economic Affairs and Climate Action within the framework of computer games funding.

DevBlog: The “Seasons of Silver” scenario

By order of King João, Third of His Name, His Most Faithful Majesty, Emperor of the Crown Colonies, Appointed by the Grace of God and the Unanimous Acclamation of the People; Granter of Mercies, Upholder of Dignity and Scourge of the Corrupt.
Vasco Oliveira, for your failure to retrieve the Scepter of Capon, you are hereby stripped of your position of Chief Aide to the King.

Certainly, a grim situation to be in for someone who once was one of the highest-ranking subjects of La Corona, here at the beginning of the “Seasons of Silver” scenario: Stripped of his titles, Vasco is banished to a distant group of islands to mine silver for the crown. Success might see him reinstated, but failure…

For a quick summary of the scenario’s content, check out the overview by our Game Designer Dominik:

A hostile world

As a player, this scenario presents you with a desert region, consisting of the main island “Deserto de Prata” and two smaller neighboring islands.

Deserto de Prata has seen previous settlements, previous attempts at mining the valuable silver out of the mountains, but each has been met with failure and ultimately abandoned: The dry, inhospitable land, the burning sun and the little fertile ground making life in this region hard and full of privations.

On your starting island you can still see the ruins of an older settlement and can make use of it to start your own. You will also spot a Hacienda which you can restore for later use.

In regular periods, the hot summer will give way to the monsoon period: A time of relentless rain which comes with its very own challenges. And then there are some optional events you might want to deal with.

But let’s talk a bit about the gameplay and your goals first.

Needs and Irrigation

You’ll have to set up a functioning settlement to provide the workforce for your mining operations. This scenario being set in the New World, you will need to supply Jornaleros and Obreros – but like the Eden Burning scenario, we changed things up a bit:

For example, Jornaleros will demand fresh tortillas and rum before you can upgrade them to Obreros who really love a spicy fish stew. And while you will still need ponchos to fulfill their happiness needs, these are now made from Linen – but Linseed fertility is only available on another island. Early expansion is a must.

A constant limiting factor will be the limited fertile ground: At the beginning, only a small patch of ground on your main island is usable for agriculture, while the two neighboring islands are completely barren. If you have played “Land of Lions”, you will be familiar with the solution to this problem: water canals!

There is a twist, however: Without rivers or lakes on your islands, the only source of water are the monsoon periods. With large water basins you can then gather enough water to create the fertile ground needed for crops like corn, linseed or sugarcane. The number of canal tiles is limited by the amount of water stored in a basin – hot summer months do slowly drain your supply, though.

You will need to set up several of these basins on your islands to gather enough water during the rainy periods. Each will take some time to build – going through two construction phases – before it’s able to collect rainwater.

Scenario Background

You might remember Vasco Oliveira from the “Sunken Treasures” DLC. While searching for the Scepter of Capon, just like you, he ultimately decided to concede your victory and handed you the third and last piece – instead of taking all pieces from you by force.

Choosing honor over duty was not appreciated by the royal court of La Corona, however, and that’s where this scenario starts.

When brainstorming ideas for scenarios for Season 4, several points ultimately led to “Seasons of Silver”:

It started with the concept of “let’s do something with harsh weather conditions and meeting production quotas”. So, some early research already went into places with such weather conditions (like El Niño) which led to countries like Bolivia and Peru and ultimately the idea of silver mining.

Vasco, like Isabel in “Eden Burning”, was an established character which we were keen on providing more background story for. On top, at the end of the “Sunken Treasures” campaign he mentions expecting to be punished for his decision – a great opportunity for us to tell the continuation of his story. This could be nicely tied in with the production quota concept mentioned above.

The team also wanted to provide some visual variety with this scenario: After the very green “Eden Burning” and the New World generally being made up of a lot of green foliage, it was time for a change of scenery! Inspired by places like for example the Atacama Desert in Chile or the Potosí mountain range in Bolivia, this scenario shows a different side of the New World.

The weather cycle

The weather is doing more than just filling your water basins, though.

First, you will notice visual changes depending on the season – an element for which we build on a feature we had originally developed for the “Eden Burning” scenario last year.

Second, each season comes with its own gameplay effects. The hot and dry summers might provide a boost to timber production but also impact agriculture, while the monsoon seasons fill water basins and lower the fire chance but also decreases fishery output or even flood your mines.

To keep an eye on the seasons, we added a useful little UI element in the top right: It shows the current season, its duration and any buffs and de-buffs you will have to deal with.

Be prepared for these seasonal changes and plan accordingly.

Shiny Silver

This becomes especially relevant when we’re now coming back to your overall goals we mentioned at the start: silver mining!

The only way to escape your exile is to fulfill the ever-increasing demands by the crown for silver. Five times Edmundo Vara, the royal Actuary, will arrive to accept the deliveries you need to prepare.

 

Mining itself is straight-forward at the beginning: All your islands have several valuable silver deposits which require you to build mines. Later, however, you will need to deliver silver bars and ultimately coins, which greatly increases the complexity of the overall production chain. Let’s take a closer look:

The silver ore will need to be refined using Cyanide Leachers. Separately, charcoal is not quite doing the trick, so before you can progress to making silver bars, a Coal Coking Furnace is required. And for the final few deliveries, you will also need caoutchouc to prepare molds for the coins.

To unlock all these buildings, you will need to gradually increase your Obrero population and fulfill their increasing demands.

The challenge of the scenario therefore comes from balancing all these individual aspects:

  • Limited fertile ground and the requirement of water basins
  • Changing seasons with their very own effects on the gameplay
  • An increasingly complex production chain for silver products
  • Continuously increasing demands from the crown with tight deadlines

And like the main content of the DLC, “Seasons of Silver” also has its own tutorial pages. Just select any of the new buildings and then click on the “?” button in the object menu.

 

Missing one of the deadlines is not the end of scenario right away: Each time you are given the option to negotiate with the Actuary for a second chance. It will cost you, though…
Failing the second chance, failing the last delivery or going bankrupt will always lead to failing the whole scenario, however.

As in our first scenario, there’s a bronze, silver and gold medal to obtain, depending on your performance. For bronze, you will have to fulfill all deliveries or their respective renegotiation quests, while Gold will require you to not only NOT use any “second chances” but also end the scenario with a healthy amount of silver in storage.

Each medal will reward you with a unique ship skin based on Vasco’s flagship.

There’s one last question: How do you access the scenario? By clicking on the “Scenario” button in the main menu, you’ll now load a version of the world map with “Seasons of Silver” and the previously released “Eden Burning” scenario to choose from. All future scenarios will also be added there.
Alternatively, you can also access them any time from the world map in your regular sandbox game.

Well, dear Annoholics, this is the “Seasons of Silver” scenario that is arriving next Tuesday (April 12th) for all owners of DLC 10. Alongside the DLC we will release Game Update 14, the full Release Notes for this update will be published tomorrow evening.

Do you have any more questions about the scenario? Post them in the comments or reach out to us on any of our other channels. We can’t wait to hear about your experience with this silvery challenge!

Development of Anno 1800 – Season 4 is supported by the German Federal Ministry of Economic Affairs and Climate Action within the framework of computer games funding.

Union Update – Annoverse roundtable and orchestral delights

Amongst all the Season 4 news and new details on “Seeds of Change”, there are some smaller news we also want to make you aware of.

Annoverse roundtable recordings

Let’s start with the “Roundtable”, the Q&A session that happened on Friday last week on the Annoverse Discord server.

Thank you to everyone who used the opportunity to ask us questions the game and our work – and also a big thank you to the Annoverse team who organised and moderated the event!

If you missed it, you can download a recording of the German and the English sessions of the Roundtable to catch up.

Until next time!

Anno soundtrack composer releasing first symphony

Secondly, for all lovers of the Anno 1800 soundtrack, we might have something that interests you:

Tillman Sillescu, founder of “Dynamedion” – the company that is composing fantastic Anno soundtracks for us since Anno 1404 – has composed his first symphony “Nachtlichter”.

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The symphony was recorded by the Staatskapelle Weimar (symphony orchestra of Weimar), directed by Christian K. Frank. If that got you interested, you can also check out the whole symphony over on Spotify.

Video game soundtracks in concert

Up for more orchestral music? Perfect, cause fans of classical music and video game soundtracks should mark April 30th in their calendars:

The Augsburger Philharmoniker (orchestra of Augsburg) is playing parts of the soundtrack of several video games including Anno, Assassin’s Creed and Civilizations and will be live streaming the concert on Twitch.

And no worries, we’ll remind you in time so you won’t miss it 😉

Scenario DevBlog and Release Notes

Tomorrow we’ll be continuing with our DevBlog for the “Seasons of Silver” scenario and on Friday we will have the full Release Notes for Game Update 14 for you. Stay tuned!