Union Update: April developer livestream

Hey Anno Community,

As you might have seen from our social post last Friday, we announced a couple of things happening in the upcoming weeks.

Back in February, during our IGN Fan Fest segment, we mentioned we would show more of the game in April… well, we got the months mixed up. The full gameplay reveal will happen during the week of 19th May.

In the meantime, what about a developer livestream next week? During this livestream, we will be talking about changes to the Needs and Attributes system with Creative Director Manuel and Game Director Jan. So, if you’re curious to more about these topics, don’t miss out our livestream on Twitch, 15th April at 5:00 PM CEST / 9:00 AM PT.

We’ll see you there!

DevBlog: Island Creation in Anno 117: Pax Romana

Salvete, Anno community!

My name is Björn Frechenhäuser and I am a Senior Level Artist working on Anno 117: Pax Romana. I have been at Ubisoft Mainz for 12 years and after Anno 2205 and Anno 1800, this is the third Anno game I have the pleasure of working on. If you’d like to see some of my work on previous installments, you can check out my Artstation profile.

Level Art can mean a lot of different things, very dependent on which company, which studio and which project you work for. It can be more centric around the creation of 3D assets and textures or the visual development and dressing of levels or storytelling in the world and its locations. So, what does it mean for Anno? In short: all of the above (and more). But either way, at the heart of Level Art is always – you guessed it – the level. For Anno the level consists of the game world and its islands, which serve as canvas for players to build their cities on.

In today’s DevBlog I want to give you an insight into how islands are being created, what our processes are and how we tried to achieve the next step after an extremely successful Anno 1800.

From Anno 1800 to Anno 117 – what has changed in island creation?

At the beginning of every new Anno game, we ask ourselves: What do we want to achieve? What do we want to improve? What do we want to drop? For us in Level Art, the mission was clear right from the start: We wanted to create the best looking, most natural, most diverse, most immersive game world in the series. Sounds easy enough, right?

Of course, going forward meant more of an evolution than a revolution because the levels are still bound by the game’s rules, the balancing of its features and the performance of our target platforms – as they have always been. During the postlaunch of Anno 1800 we started researching in different directions and in this blog, you will see some of the breakthroughs we achieved.

Procedural Texturing

In the past we had already established a procedural content creation pipeline for some aspects of our island creation process, namely the generation of the island’s terrain – you can read up on it in this older DevBlog for Anno 1800. However, the texturing process of the islands (which involves adding materials such as grass, rock, sand, etc. to your terrain) was mostly a manual, elaborate but somewhat repetitive procedure back then. Furthermore, the resolution at which our textures could be added to our islands, the so-called “texture splatting resolution”, was too low. So, with the help of our Graphics Programming department we quadrupled our texture splatting resolution for the ability to splat textures with much more control and way more detail.

Now we use the so-called “splat maps” generated together with our terrain that use algorithms that simulate aspects of nature such as erosion, thermal weathering, deposition, terrain wear and many more.

Texture Displacement

The procedural texturing already added a layer of diversity and natural look that we couldn’t achieve before, but we wanted to go further to improve how the textures themselves shape our visuals. We implemented a technique called “displacement mapping” that allows textures to not only sit on top of the terrain but change the shape of the terrain and increase its visual quality without the use of actual 3D assets.

Terrain Steepness

Another lever we wanted to pull to make our islands look more natural and realistic was playing around with the steepness of the terrain and consequently the slope on which our buildings could be built. Anno 1800 had a maximum terrain angle of 12%, which presented us a significant limit for island design.

For Anno 117: Pax Romana, we aimed to increase this angle. Researching this topic was a significant collaborative effort involving multiple departments, including not only Level art, but also Art Direction, Game Direction, Graphics Programming, Game Design, 3D Art, and Gameplay Programming. This extensive teamwork was necessary because the topic is closely related to nearly every aspect of our building system. After a lot of back and forth and countless hours of testing we decided to go for it and doubled our maximum buildable terrain slope to 24%.

With these new improvements on our toolbelt – among many others – it was time to start our journey of designing and creating the world of Anno 117: Pax Romana. Below I will show you a simplified breakdown of how an island is being created from the first to the last step. 

Island creation in Anno 117 – from simple ideas to in-game islands

Setting a course

Before creating even just a single pixel of an island, we ask ourselves some questions: What should our world look like? What expectations do we want to fulfil? What stories do we want to tell? During this phase, we gather hundreds of reference pictures and explore many different ideas together with Concept Art to nail down what look and feel we want to achieve. This is when, together with Art Direction, Game Direction and Game Design we developed our two provinces Latium and Albion. We designed their look, established their uniqueness and set the ground to develop a visual direction that would serve as a guide for our creation process.

Island Conceptualisation

The first step to creating an island is always thinking about shapes, volumes and topology. Additionally, we need to establish a set of rules with Game Design: rough island size, available construction space, required beach areas, mining lode amount, etc. Once this is done and we have all the ingredients, we can start creating the first island concepts.

Unlike Anno 1800, we start our island concepts directly in 3D, using a tool called “World Machine” which has already been in use since Anno 2205. By doing this we can already get a much better feeling for an island, and this lays the groundwork for later iterations. Thanks to the procedural pipeline we set up, we can create dozens of island concepts relatively quickly. Once a batch of concepts is produced, we sit together with Game Design and Art Direction to decide which islands are fitting to be approved for further production.

Blockout

Once an island concept is approved, we create a first playable blockout version of it to further iterate its topology and the balancing of construction areas, beach locations, mining lode amounts etc. Moreover, we do a first texturing pass to check the look and feel. Besides World Machine, during this phase we work quite a bit with our proprietary tool called “Anno Editor”, to implement the gameplay features mentioned above. Still, we stay as open and flexible as possible because we might need to make a lot of changes to the island along the way.

Visual Design

After numerous iterations of the blockout version we eventually reach a state where all gameplay and balancing aspects of the island are set and approved. Now we start working on the visual aspects of the island. A lot of the visual detail already came from our procedural workflow as described and additionally we scatter vegetation assets using a tool called “Houdini”.

Once all the procedural steps are done, our base island is ready: it’s now time to start working manually on the details and flesh out the visuals of the island by adjusting textures, placing rocks and vegetation assets, adding decals, giving more character to the topology, implementing particle effects, adding waterbodies, and so on. 

Polishing

The final step of our island creation process is a polishing pass. On the one hand, it encompasses visual polishing according to feedback we receive, adding more unique details such as environmental storytelling or adding points of interest, and on the other hand it encompasses gameplay polishing to make sure all the features work as expected (e.g. buildable beaches, mining lode, forest locations, etc.), implementing audio with our Audio team and making sure that there are no bugs occurring.

We cannot wait to see your awesome cities built on our islands, read about what your favourite (or least favourite) islands are and which of the details we so carefully crafted you discover along the way!

DevBlog: Roads & building in the grid

Not long ago we gave you a first look at how we’re handling roads in Anno 117: Pax Romana and how we improved the grid with additional functionality by allowing for diagonal building of roads and buildings. If you missed it, catch up by following this link.

In today’s blog, we’ll be looking at the challenges the team faced when making the game work with these new options and how they resolved them.

We’ll also cover a few further implications of these changes, since roads aren’t the only thing you’ll build in Anno 117: Pax Romana, of course.

A quick recap

For Anno 117: Pax Romana, we upgraded the building grid with additional functionality to allow for diagonal roads and buildings. For this, we sub-divided each grid tile into 4-subtiles, which allows us to still calculate and place objects precisely into the grid even at a 45° angle.

Building diagonally does help making both streets and anything connected to them look significantly more organic and changes the look and feel of your cities, production areas and the islands overall.

Despite these new options, our focus was to still make building roads as straightforward and simple as before, where a few clicks connect two points on the island no matter how they are orientated on the grid and where buildings snap to the roads automatically when placed nearby.

The challenges

Now, let’s dive a bit deeper into what we did to get there.

There are a few different ways to bring more flexibility into a builder game like ours, and before the project went into production, we made a prototype and tested all possibilities (all angles allowed, only 45° angles allowed, different rasterizations, different connectivity logics). The most drastic would’ve been to completely remove the grid. A clear disadvantage, however, would have been that it would have become almost impossible to play “Anno-Tetris”. Like playing Tetris without a grid, it would have felt rather strange and unsatisfying and not really like an Anno game anymore.

Once we had found a solution that seemed like it would benefit the game, we went with it.

Let’s cover a few more topics that we had to work on due to the upgrade of the traditional Anno grid:

If you build a road from point A to point B, the game has to suggest a path for the road to take – but diagonal roads mean far more potential paths for the roads. In Anno 1800 a street in an open field has only two options: It can either go first vertical and then horizontal or first horizontal and then vertical. In Anno 117, there is also the option to go first in diagonal or to end in diagonal. More options are cool, but it can be tricky to know what to use when we build streets.

We experimented a bit on this topic, trying different solutions. At first, we tried to guess the intent of the player. Depending on the mouse movements we tried to guess if the player wanted to go first diagonal, or have a 90° angle, or finish in diagonal. In practice it was not reliable enough and the player had to manually change the orientation of the street.

After a lot of tweaking and experimenting, we’ve decided to try a much simpler solution: to always first use a diagonal street and then end with a vertical or horizontal one for the second segment. Sometimes the simpler solutions are the best.

And of course, if there are buildings in between, the street will automatically avoid them.

Farm fields were also adjusted to work in this new context, now able to fill gaps that aren’t the size of a full tile. This is done via a polygon tool that can take full advantage of the sub-tiles we described in the first blog. You probably already spotted this on previous screenshots, but let’s take another look:

The wider impact

We’ve only talked about roads so far but of course any changes to the grid system also impact everything else you build – from houses over ornaments to the mentioned farm fields.

It’s also important to go back to a point from earlier and state that while these changes will turn your cities into significantly more beautiful creations, the efficiency-focused builders among you will probably appreciate to know: Yes, you are losing more space by building diagonally, for a few different reasons.

Firstly – and that’s a lesson from the Anno 1800 days: building beautiful always means “wasting” precious grids that could be used for more residences or more production buildings. Making full use of the new flexibility with diagonal roads and buildings is very much a feature aimed at players who prefer a more organic look for their cities.

Also, we are actually changing the “logical scale” of objects upon rotation. Why and how? Well, let us explain:

Since the single tiles of the old 90 degrees grid are now divided into 4 sub-tiles each, we have to make buildings fit this more detailed grid-structure when turning them by 45 degrees. This can mean slightly increasing or decreasing their size – whatever value in the grid is closer. That, however, doesn’t mean that the building itself, the house (the “mesh”) changes in size, but that the space it occupies/blocks gets larger. Its groundplane (i.e. the ground the building/ornament is placed on) automatically adjusts to make sure there aren’t any weird gaps or overlaps.

Let’s make it a bit easier by visualizing what happens on rotation in our grid:

As you can see, the objects, after being rotated, do not align with the sub-tiles and have to be adjusted first to fit the grid. Of the two options, the one closest in terms of blocked area is chosen. The side length of the 1×1 object changing so much here was one of the reasons we opted for a separate solution for the farm fields, as mentioned previously.

Even if the blocked area increases, the building itself stays the same size. Below you can see what the potential impact of the rotation and scaling can look like. These are just examples for visualization, there are no 1×1 houses 😉

As you can see here, the mesh always remains the same size, even if we have to block more space to make the object in question fit into the grid. 

Non-square buildings are handled in the same way, of course, and depending on the building the blocked area might be bigger or smaller compared to it being built in the traditional grid layout. 

Additionally, we also opted to slightly increase the width of streets (visually) so that they’re a bit wider than a single grid. With both these solutions we avoid what we had internally started calling the “green gap”. 

On average, taking advantage of the diagonal option means that you will use slightly more space.

And when we’re already talking buildings: Let’s not forget a key aspect of Anno’s city building – connecting all your buildings with roads! Production buildings don’t function, and residences don’t get their needs fulfilled if they aren’t connected to a road.

In Anno 1800, at least one road tile had to connect to the building with one of its edges. Simply being in proximity and passing by the building would not count.

In Anno 117: Pax Romana, however, with the option of diagonal roads, we are suddenly faced with more ways in which roads and buildings could interact. For example, a road can just pass by one corner of the building – do we still count it as connected?

The answer is: yes, we do. The game will also help visualize this connection by adding a little cosmetic connection between road and building (marked in blue below). This way something like the below is possible, if you so desire:

As you can see, only 45° angles count for the road connection. 90° connection as in the example on the left side, still are not possible.

Well, that concludes our two-part series on the grid in Anno 117: Pax Romana! 

We hope this not only calms anyone who was worried that we’re getting rid of the grid, but also gave everyone who enjoys a little bit of a look behind the scenes some insights into our processes and the sometimes-unexpected challenges when doing changes to something so central like the grid. 

Please let us know if you liked these kind of development deep-dives and leave any open questions you might still have for us on our social channels, Discord or Reddit, so we can address them later.  

You can also expect to see the new diagonal building options in action later on in videos and livestreams. Until then: have a fantastic Friday!

DevBlog: Modular Ships

Hello Anno Community,

As you might have guessed from the title, today’s DevBlog will focus on modular ships in Anno 117: Pax Romana. If you watched our segment at IGN FanFest, you have probably heard Manuel Reinher, Creative Director, talk about this new feature; therefore, let’s have a closer look at modular ships!

Anno & ships: a 27 yearlong cruise (and counting)

Since 1998, ships have always played a key role in Anno games: whether you were transporting tools after desperately buying the whole stock from the travelling merchants in Anno 1602 or efficiently coordinating trade routes in Anno 1800, you certainly have sailed the high seas in some shape or form while playing Anno.

It should not be a surprise to you all, then, to see ships play a key role in Anno 117: Pax Romana. However, unlike earlier Anno games, Anno 117: Pax Romana will change things up a bit with a new feature: ships will be modular, and you will be able to select different types of modules to customise and specialise them for economic or military roles.

We spoke to Markus, Game Designer on Anno 117: Pax Romana about this new feature: “The idea of introducing modular ships to the Anno was going around already for a while. With the Roman setting we had the perfect platform to do it, since it is very true to how the Romans themselves built their ships. In Anno 1800, we made good experiences with the ship items and wanted to build on the experience of customizing your ships to the specific tasks you had in mind for them and represent your choices also in the visuals of your ships this time.”

Thus, just like Romans, in Anno 117: Pax Romana you’ll build your ships modularly: this design is historically inspired by their building techniques. Romans typically constructed their ship hulls with a flat deck and then attached different modules to them.

Ships: how do they work?

“They float on water”, you might answer. That’s true, however, we are not here to discuss physics.

Just like previous Anno games, you will build ships in the Shipyard. When opening its menu, you’ll be offered a list of pre-designed ships. Upon selecting and clicking on a ship, you will initiate the construction phase and consume the resources needed; the ship production, of course, will also require time. During this phase, the Shipyard will cost workforce and money; if the workforce is insufficient, the construction speed is reduced, resulting in longer production times.

In the Shipyard construction menu, you’ll be able to choose between three different types, based on the size of their hull, that you unlock throughout the game:

  • Penteconter – small ship
  • Trireme – medium ship
  • Quinquireme – large ship

It was interesting to see how the Romans built their ships. Roman ships had no straight lines, but they had fluent shapes, quite curved – and it’s really hard to model this into the game. So, we needed to simplify them in order to make them work.

-Rolf, Expert Artist

The new modular system

If you feel that none of the predefined ships quite suit your needs, then it’s time to customise them based on your preferences and requirements.

When it comes to the customisation of your ships (aka modularity), the hull will influence the number of modification slots your ship gets. Slots determine the cargo capacity of a ship and can be used to install modules. However, larger ships also mean slower acceleration – something you’ll need to keep in mind when preparing your fleet!

  • Penteconter: 2 modification slots
  • Trireme: 3 modification slots
  • Quinquireme: 4 modification slots

By adding modules, you will influence different aspects of your ship: its stats (e.g. health points, speed), its function (e.g. naval combat) and, of course, its appearance.

There are multiple types of modules that you can use, each one with a different feature:

  • Mast: additional speed when sailing with the wind on long distances, reaching higher max speed and higher speed when sailing between regions
  • Rows: additional speed, reaching higher minimum speed and acceleration, with smaller turn radius; it’s perfect for short ranges and combat
  • Reinforced Hull: additional HP
  • Archer Tower: shoots many small arrows in all directions on short range
  • Scorpio: shoots high-precision spears and deals high damage mid-range, only on the sides
  • Onager: Shoots rocks with high range and highest damage, but low accuracy and towards the front

With the construction menu, we wanted to show the player a preview of the ship configuration while setting it up. However, it was not feasible to only use regular 2D elements like Icons in the UI, as it would either look too simple, by just listing the elements, or too complex, by trying to show a preview in 2D which follows the exact same rules as the ship would follow in game. Therefore, we tried to show the full 3D model of the modular ship in the UI, the same as it would show up in game when built. That worked quite well, and we are going with that approach since then.

-Jannis, Gameplay Programmer

When building your ships, there will be some limitations in place. Each module can only be built a limited number of times per ship; for example, on a trireme you’ll be able to build only a maximum of 2 catapults or archer towers. If you like numbers, you might be interested in knowing that for a penteconter there will be up to 16 different combinations of modules, 60 for a trireme, and 114 for a quinquireme.

Once you finish adding modules to your ships, the cargo slots will be calculated from its original capacity minus the used modification slots. Each module always takes up exactly one cargo space slot. However, to ensure that ships always retain some cargo capacity, we have made sure that a certain number of cargo slots remain free and cannot be used for modules.

Be careful, though: you can choose and modify modules for each slot only during ship construction – once the ship is built, you won’t be able to modify its configuration anymore. And if you’re wondering: yes, you will be able to save your ship configurations! Each Shipyard has 2 slots per ship type, this means 6 slots in total. If you want to have a third custom ship, you will need to build a new Shipyard.

Modular ships and Items

We know what you’re about to ask – what about Items? Yes, just like in Anno 1800, you will be able to equip Ship Items. For example, each of your ship can have its own Captain equipped on board! But let’s not get ahead of ourselves, we’ll talk about this in more detail in the future.

Dev insights: some behind-the-scenes about the modular system

As you can imagine, implementing this feature came with its fair challenges – from different points of view. When it comes to Game Design, for example, Markus mentioned that it was crucial to design the system in a way that it as flexible as possible without breaking any logic or visuals, while keeping it simple and intuitive for players to use.

For the art team instead, one of the challenges was to understand how big a ship module should be in order to be compatible with the beloved Anno grid. It might not seem obvious at first, but just like roads and buildings, the grid applies to the ocean too – that means that ships move within the grid. “This required a lot of back and forth: first we prototyped by building simple grey blocks and figuring out if that measure worked in the grid, then we made it work visually.” – Rolf, Expert Artist

 

Jannis, Gameplay Programmer, told us about the challenges they faced to create a system that is flexible and at the same time easy to maintain. “The placement of modules on the ships is dynamical. As the number of possible combinations is quite high it is not possible to create static files for all combinations, but we have to create the ship dynamically on runtime in the game when a ship is created, as in we calculate on which positions which slot gets installed and place it visually and logically at that slot index.

How this happens is defined by a few rules that we had to iterate on a lot. Furthermore, we had to split the system into a logical part: ‘where and how should modules be linked to?’, and a visual part: ‘which 3D models are used in which situations?’. For example, a mast at the front of the ship has to look different than a mast in the center of it. This allows us to efficiently set up modular ships, validate each possible configuration and create different visual variations e.g. for special participants such as pirates.”

This means that, not only does each module have a different feature, but they also have a different priority in relation to other module types. This priority influences the slot the module will occupy when the ship is configured: each module has a preferred slot to be on; however, if the slot is already occupied by a module with higher or same priority, the module is placed on the next open slot that is further outside. If all slots further outside are occupied, it will move to the next open slot towards the middle of the ship. This is to make sure that placement of the modules will result in a nice, good-looking structure on the ship.

Workforce, construction and maintenance costs

Unlike previous Anno games, ships will now require workforce not only during the construction phase, but also to function. “We moved away from the more artificial and abstract influence limitation established in Anno 1800 to the more grounded and realistic workforce approach. This will lead to a much tighter tie between your economy and your Naval capacity.” Markus, Game Designer. However, this is a bigger topic that will be addressed in a future blog – so, watch this space if you’re curious to know more!

The construction and maintenance costs of the ships change depending on the installed modules. For example, rows will be more labour intensive then sails – this means they will require more workforce. Same thing for the Archer Tower compared to the Onager, as there are more soldiers involved.

Well, we hope you enjoyed reading through this (quite long) blog on Modular Ships! As mentioned above, expect more to come on the ship topic, in which we’ll focus on naval combat and the ship system in general. In the meantime, if you have any questions, never hesitate to reach out!

Union Update – January news recap

Hey Anno Community,

While we’re in denial that January is already coming to an end – we’re still finishing up all the chocolate stockpiled during the holidays – we thought to have a small recap of the latest news in this Union Update.

Island design contest

Our third and last contest is up and running, Annoholics! Have you always dreamed to have your very own island design for an Anno game? Well, this is the perfect opportunity for you. In this contest, we challenge you to design an island for the Latium region, in Anno 117: Pax Romana. If you would like to submit your entry for a chance to see your island in the game, check the full rules here.

Since we received some questions on the topic of “group submissions” we updated the rules accordingly: two or more people can work together on a single island design.

An update on the Community Statue

Speaking of contests, we thought it was the perfect time for us to share an update on the Community statue! Last August we announced the winner of our first Community Contest – Design a Statue: the mighty Annocius, the god of the 9, created by HiddenMoon79.

A little disclaimer: this is a work-in-progress “highpoly sculpt” of the statue, it will still get texture and colours.

(Which also answers this recent question from Reddit)

Roads? Where we’re going, we… definitely need roads.

Last week, on a very fitting date – January 17th – we shared a little teaser on our social accounts.

And of course, you all at once spotted that something is different compared to previous Anno games. Diagonal roads! We have seen multiple questions on how the road system will work in Anno 117: Pax Romana but fear not: we have got a dedicated DevBlog coming in the next weeks. In the meantime, without too many spoilers on the topic, we would like to address some of the concerns we read in the comments.  

Q: Is this actual game footage or just part of a scene? 

A: Yes, this is a screenshot taken in-game by Oliver, our Community Developer, who diligently placed those roads for this teaser. We think he did a pretty good job, didn’t he?  

Q: What happened to the Anno grid? Did you get rid of it? 

A: No, we didn’t! For all the efficiency builders our there – do not worry, the grid will still be there in Anno 117: Pax Romana. Our dedicated DevBlog mentioned earlier will explain in detail how the road system works, and which improvements we did to the grid compared to Anno 1800 and previous Anno games. 

A wild Town Crier appears!

Yes, Annoholics! You have seen that right – a wild Town Crier has appeared in Anno 117: Pax Romana! You have already noticed how it recreates the scene from our reveal video, but will you see the Town Crier appear somewhere else? Who knows…

We hope you enjoyed our quick recap of the latest news, and the little teaser we sprinkled here and there in the past weeks. We’ve got more news coming, together with insightful DevBlogs on the new Anno… so, watch this space!

Union Update: Happy Holidays 2024

Hey Anno Community,

What a year it has been!

Unbeknownst to you, we were all nervously preparing for the announcement of our new project – Anno 117: Pax Romana! Are we good at keeping secrets? YES. Prior to the reveal, whenever we noticed comments in chat during livestreams or full discussions on Discord or Reddit about a “Roman Anno”, we would secretly cheer inside. So, how often do WE think about the Roman Empire? Every. Single. Day.

It was a proud moment for us to see Anno 117: Pax Romana on the big Ubisoft Forward screen back in June, but seeing your reaction felt even more special.

Immortalising your omnipresent hope for a Roman Anno throughout the years, was also a big highlight for us – together with the help of the beloved Town Crier!

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Not too long after the reveal, we jumped into the Community Contests dedicated to Anno 117: Pax Romana. Seeing your creativity in action was a blast, both with the Statue design and the quest writing. A big shout out to all participants and the winners of the two contests, once again! In January, we’ll have a first look at the Annocius statue for you and will later also update you on the “Weapon from the Stars” quest, when the team has done some more progress on the topic.

Last but not least, during our End of Year stream, we confirmed that Anno 117: Pax Romana will be available on Steam from Day 1! For a more detailed update on the game and what we’re currently working on, you can check out this blog.

2024 also marked the end of development for Anno 1800, with the release of the last three Cosmetic DLCs: we started the year with Steampunk vibes, then sailed through the high seas with some Pirates ornaments, and ended the year with sparkles and unicorns for the End of an Era. We’ve discussed at length how bittersweet this feels in last week’s blog, so you know that this game will always hold a special place in our hearts.

So, without getting too emotional (again), let’s celebrate this special moment with some new Anno 1800 wallpapers to complete your collection! Here you can now find the artworks for the Steampunk Pack, the Pirate Cove Pack, and the End of an Era Pack.

Every end of year, it’s a tradition to go through your Anno 1800 achievements. So, let’s see what has happened since 2019 by updating an old image from the week after release with new numbers – and comparing the two!

 

And then, five and a half years later… look at those numbers!

A look into 2025…

Alright, that was 2024 – what about the next year?

As you might know, good things always come in three – of course we’re talking about the Community Contests dedicated to Anno 117: Pax Romana! So far, you’ve excelled at the tasks you were given, but will you be up for the third and final one? To give you a tiny hint… the screenshots we recently shared might be a good inspiration! The live date for this contest is still not final, but we’re planning for early 2025, around January. Therefore, watch this space if you don’t want to miss out!

We won’t stop there, of course: You can expect many more news on Anno 117: Pax Romana next year. This is when we’ll deep-dive into the game, expect:

  • Many DevBlogs
  • Trailers
  • Livestreams
  • Playtests
  • Events
  • … more?

2025 is going to be a big year for Anno 117: Pax Romana. We know you’re excited to see more of the game and we’re very much looking forward to showing you… everything! More or less 😉

In the meantime, if you haven’t done it yet, don’t forget to wishlist Anno 117: Pax Romana on Ubisoft Connect, Steam, PlayStation and Xbox.

And with that, we’re saying “goodbye for now”: We wish you Happy Holidays and will take a few weeks of rest ourselves as well.

We’ll be back in January and can’t wait for what 2025 will bring.

The Anno Team

DevBlog: The “End of an Era” Pack CDLC

Hello Anno Community,

As you might have seen in our latest teasers on social media or yesterday’s  livestream, we will soon release a brand new Cosmetic DLC, the “End of an Era” Pack!

To be totally honest with you all, when first approaching this DevBlog, we struggled to find the right words to talk about it and give this Pack full justice – both because of its grandiosity and the fact that it marks, for real, the end of an era. If you don’t know this already, this CDLC will be the last piece of content developed for Anno 1800, after an amazing journey that lasted 5 years, with 16 beautiful Cosmetic DLC – not to mention the post-launch game content released over the years.

… *Nervously clears throat* … But let’s not get emotional now, we haven’t even started talking about the Pack! So, without further ado, let’s join the festival.

“A crazy unicorn festival of lights, flowers and dancing”

In this pack there are Funfair Stalls for all necessities, big and small: whether your residents would like to smash some unicorn pinatas, eat some food or enjoy the famous Anno cocktail at the Cocktail Bar – the Margarita Hunt – for an evening of fun, the End of an Era Pack contains everything you’ll need to build the perfect festival in your Anno cities.

For the residents who enjoy movement, a Dance Floor is in order – together with a Beer Tent for when they need a break and a fresh drink after all the late-night waltzes.

Flowers are a central theme of this pack as you might have noticed: Lily Pond Lights, Dazzling Dandelions, and colourful Fairy Flowers installations – each of them with multiple variations. And who knew flowers could pair this well with an Aquatic Streetlights and an Aquatic Light Tunnel?

A burst of colours and pure joy

Anno 1800 looks SO stylish in neon pink, don’t you think? Or neon blue, green, yellow… all the colours! Well, colours extravaganza is another recurring theme in this pack. Engineers’ and Investors’ residences have never looked this great – and so sparkly!

“The Jorgensens – The Musical” in Theatre now!

Fun for the whole family: the latest musical masterpiece starring Bente Jorgensen, Sir Archibald Blake, Carl Leonard von Malching (and his pink tutu), and The One True God of Anno, is in theatre now! Treat your residents to a show they will never forget, thanks to the Musical Stage included in this pack. Some of you might remember “The Jorgensens – The Musical” from the credits scene in Anno 1800, which was masterfully recreated by the talented Laura in this shorter version for the ornament (more info on this in the Q&A section). And do not worry about limited seating for the show, we even included an Auditorium to accommodate a big audience.

Paint your sky with fireworks

What kind of festival would it be without fireworks closing the night? Actually, let us rephrase that – what kind of End of an Era Pack would it be without fireworks celebrating the support you’ve showed us for the past 5 years? These fireworks will paint your Anno sky with our gratitude and appreciation, as well as… flying pigs and unicorns? (Editor’s note: no animals or magical creatures were harmed during the production of this CDLC)

Q&A with Laura

And now, it is time for our favourite part: Q&A with the Art Team! We asked some questions to Laura, Prop Artist and CDLC Overlord™ on Anno, to get some insights on the creative process behind the End of an Era Pack.

 

Q: It seems that you had a lot of fun creating this pack! What were the main sources of inspiration for it?

A: So, after some brainstorming the decision was made: we wanted to go out with a big festive bang, a celebration of Anno and the Players and since it would release around Christmas time the first source of inspiration had to be fairy lights, lots of lights in the dark, like a Christmas Wonderland kind of theme. But the idea of another Christmas Package didn`t quite do it for us, so we went ahead and made it into, what I call, “a crazy unicorn festival of lights, flowers and dancing“. Luckily, I had been to Tokyo earlier in the year and took away quite some inspiration from the teamLab Exposition, which is an amazing thing, everybody who can go see, do it! So, in short, the main sources of inspiration would be a mad mix of Christmas Wonderland sparkle and the fantastic teamLab Tokyo.

 

Q: What was the hardest ornament or skin to create? Why?

A: In terms of designing, the hardest were actually the tiny festive stalls. We have so many stalls in the game already, it was quite hard to come up with something completely new. So, after initial rather tame designs, I decided to go more bonkers with this and make them out to be weird, dreamy flowers from the top view, which in the end fit in quite well with the flowery overall theme.

 

Q: This CDLC is filled with content, which ornament or skin is your favourite? Is there a particular reason?

A: I think I have two favourites. The first will be the blue lights tunnel with the goldfish “swimming through”, just because I would love to go through there in real life, sit down and just endlessly look at it. The second one are the waterlilies. They just look so pretty, better even in the dark and if precious production time was spent with a darkened monitor and only those lilies on the screen staring back at me…. It was…. Ehm… I was quality checking them, yeah…

Q: How was it to work on the last CDLC for Anno 1800? It’s literally the end of an era!

A: Working on it was great, as is true for most of the CDLCs. It’s true though that this time around there was mixed in a hint of sadness, to let my precious CDLC-babies go, to let go of my self-organised authoritarian overlord state, and the uncertainty of what would come next-task wise didn`t help either. But there was also relief, because it grew so hard to come up with new, purely cosmetic ideas. So, it was a cocktail of emotions, but staring at the waterlilies soothed about everything.

 

Q: Flying pigs fireworks?! We love them! But why?

A: Well…. Only when the pigs learn to fly, will there be an end to Anno 1800!

 

Q: How complex was it to create the theatre ornament?

A: The Theatre was a self-evolving, not-certain-to-be-created-at-all kind of thing. We wanted to have a really big festive tent as a main attraction, but it ended up looking a lot like a circus tent no matter what. And I had been having this idea to bring the credits into the CDLC (because “The End”…), so I just threw the two of them together, the big tent with the theatre stage in front of it and there it was. What was a bit tedious was the animation of the puppets, which I did frame by frame imitating the exact movie animation. That took a lot of endurance… But the result was quite worthwhile, I think. So yes, it was the most complex ornament to do in this package, but also the most rewarding.

 

Q: Which Anno 1800 CDLC would you combine with this one to decorate your own city?

A: Well, this is something that I do really like about this package in particular, that it is so very universally combinable with a lot of the stuff we already have in the game. Be it the Holiday -, the Amusement -, the City Lights -Pack or the Seasonal Decorations, even the Chinese New Year Pack CDLC or the ornaments from the High Life DLC, you can just build a huge festival throughout the city, throw in basically everything: the madder, the better.

What’s left to say? We could write words and words about how weird it feels to be writing the last DevBlog for Anno 1800, and how bittersweet it is to be at the end of this journey – but that’s for another day.

The End of an Era Pack will be available starting December 5th on PC and Consoles, for the usual price of 4.99€ or your regional equivalent.

We cannot wait to admire your festival-ready cities in Anno 1800!

List of full content

  • Musical stage
  • Auditorium
  • Dance Floor
  • Beer tent (2 variants)
  • Lily Pond Lights (4 variants)
  • Dazzling Dandelions (3 variants)
  • Wisp Lanterns (4 variants)
  • Fairy Flowers (4 variants)
  • Flowery Funfair Stall (2 variants)
  • Unicorn Funfair Stall (2 variants)
  • Cocktail Bar
  • Sunflower Swing
  • Aquatic Streetlights (2 variants)
  • Fireworks Podium (2 variants)
  • Aquatic Light Tunnel (3 variants)
  • Festive Light Tunnel
  • Funfair Arch (3 variants)
  • Balloon Pole (2 variants)
  • Flower Power Flag
  • Large Banner (4 variants)
  • Bunting (2 variants)
  • Sun Gate
  • Umbrella Seats (4 variants)
  • Iluminatree (3 variants)
  • Parade Pavement (4 variants)
  • Glowing Garlands (3 variants)
  • Festive Skin – Engineers Residence
  • Festive Skin – Investors Residence

Union Update: Anno Dev Talk recap, mods, and more

Hey Anno Community,

Let’s have one more round of updates before the weekend!

Starting with a reminder about the livestream we did on Wednesday: Community Developer Oliver was joined by Brand Director Haye, Creative Director Manuel and Executive Producer Stephane for one hour of Anno Dev Talk:

We talked about the scope of their jobs and how they all entered the video games industry, as well as their motivation to get out of the bed every morning to work on video games.

Together with the chat, we discussed what makes an Anno game actually “Anno” – and all four revealed which games they are playing right now.

If you’ve missed the stream, you can watch the VOD here on Twitch.

Anno 2205: New Frontiers mod

On the very same day (22.05), Anno modder Taludas released his “New Frontiers” mod for Anno 2205 (excellently chosen date, we have to admit). You can watch the trailer below:

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The mod does not only add Mars as a new sector to explore and settle, but also includes many changes to the existing regions and their production chains, as well as a new population tier for the Arctic region: Geniuses.

A great opportunity to dive (back) into Anno 2205 and check out all the changes Taludas added to the base game. There are so many, actually, that we heavily recommend checking out the “Features” section on his GitHub page.

Very impressive work, we certainly did not expect an Anno 2205 mod this year.

Modding Spotlight: Hier0nimus

More modding news! In next week’s Union Update we’re welcoming Hier0nimus, creator of the “Perfect Specialist & Items Pack” mod as well as “Music to my Ears” – a winner of last year’s modding contest!

In the interview, you’ll learn more about his journey into modding Anno 1800 and the projects he has been and currently is working on. Including the “Military Attention” mod.

DevBlog – The Eldritch Pack CDLC

Boo, Anno Community – happy Halloween!

What better day to finally showcase one of the most awaited Cosmetic DLCs of all time in the history of Anno 1800? This is not a drill, you read that right in the title – our next Cosmetic DLC will be the Eldritch Pack! Those of you who have been following us for a long time have probably seen this name pop up a couple of times in the past, mostly during the Community Vote for CDLCs – and you probably know that it holds a special place in the hearts of the Anno team.

Last week, you might have seen a small teaser of what you will find in this new Cosmetic DLC, but are you ready to be spooked and let yourself get carried away by glimmering lights, twisted trees and gargoyle statues? If your answer is yes, then…

… Something wicked this way comes!

Forgotten places, mysterious statues and Gothic architecture

Let’s start with one of our favourite ornaments from this pack: nothing screams Eldritch (pun intended) more than the Forgotten Abbey you saw in our teaser, don’t you think? It seems that this place has been abandoned for years, becoming a distant echo of the past. Left in ruins, now overrun by nature and eerie tranquillity. Is that all there is? Those green, flickering lights on the quiet surface of the water suggest something else…

The Eldritch Pack would not be complete without gothic statues: did anybody say Gargoyles? Not only is there a Gargoyle statue in the pack, but you can also spot some gargoyles on the Gothic Fence, standing tall and peering into your deepest thoughts. Not to mention the majesty of the Statue of Lady Morningstar. Look at all that grace! 

For all the fans of gothic architecture and style in the Anno Community: this pack will be undoubtedly a dream – or a nightmare, if you prefer – come true. Once you decorate your cities with the new ornaments, you will find yourself wandering around the Dreamspire at dusk or sitting at the Wishing Well hoping for your desires to become reality.

Gothic ornaments call for Gothic building skins

Do not get fooled by the cheerful atmosphere around the Old Inn, as the thick fog can bewilder anyone when they least expect it. The Worker and Artisan residences, on the other hand, are surrounded by a strange tranquillity. However, we heard rumours about… ghosts? Weird figures have been spotted creeping into the night, making our residents’ dreams less sweet and more frightening.

Even the Hospital now seems to be changed, somehow. Is it just us, or does it look even more imposing than before? A thick, mysterious haziness surrounds it, hiding all its secrets from prying eyes. 

After all this ornaments & skins talk, it is time for our favourite part: Q&A with the Art Team! We asked some questions to Laura, Prop Artist on Anno, to get some insights on the creative process behind the Eldritch Pack.

What was the main source of inspiration for this pack?

It was a bit of a strange mishmash, on one hand all those lone Victorian spooky villas with their gorgeous windows, towers and verandas. On the other hand, the ornamental charm of gothic architecture and statues. It was clear we wanted Grotesques and Gargoyles and a lot of fog to surround suspicious standalone villas. From that point on, ideas just popped up and this CDLC happened.

What was the hardest ornament/skin to create? Why?

The hardest were the residence skins. This time around we decided to not only paint the skins, but to as well alter the geometry. We deleted most of the second buildings, leaving only one standalone house and then created a geometry kit to add new windows, verandas and towers. Designing those was quite challenging, especially the Artisan houses, since those have quite a different base building structure.

We have noticed there are quite a few secrets hiding in this pack. Although we won’t spoil the surprise here for the players, could you talk about your approach in their creation?

It was super fun obviously, it is always nice, after being dedicated to one strong theme for such a long time, to add some funny little details to bring it to life. There is not really one inspiration or anything, it’s more like… my mind is a huge alive Pinterest of all the stuffs I’ve seen, read and listened to, basically a culture melting pot of my time and circumstances and if prompted with a certain theme it just delivers back to me.

Are you an Eldritch/spooky stuff fan yourself?

Whilst I love the ornaments and the architectural designs as well as the general mood and colouring of it all, I can’t take anything remotely spooky myself. Real life and human beings are spooky enough as it is, no need for more horror than that. 😉

Which ornament and/or skin from this pack do you consider your favourite? Is there a particular reason?

I really love the Ruined Abbey. I love the idea of nature taking back those places, and I appreciate the beauty of those buildings. The idea of those grand architectural achievements coupled with wild overgrowing nature fascinates me. Also, I really love the set dressing, placing plants everywhere and making it look all green and wild… just love that.

I really like the big spooky tree, too, since it’s based of one of the 1000-year-old oaks from Ivenack, a childhood place I used to go to a lot, so it holds a special place in my heart.

And then there is the Asylum. I just love how it turned out so imposing and it was a great fusion of minds between our concept artist Damian and me. I really love how working on assets together and having great concept art like that one takes a design to a whole other level.

What’s left to say? Get ready for a treat – no tricks here, promise – because the Eldritch Pack Cosmetic DLC will be available starting from 14th November on PC and consoles, for usual price of 4,99€ or your regional equivalent.

We cannot wait to see your spooktacular creations with the new Eldritch ornaments, we can sense they are going to be terrifying – in the most amazing way, of course.

We hope you are looking forward to the CDLC release as much as we are! For the bravest and the detectives amongst all of you, a quest awaits: will you find all the secrets hiding within the Eldritch Pack?

List of full content

  • Forgotten Abbey
  • Dreamspire
  • Cathedral Square
  • Wishing Well
  • Dead Tree
  • Twisted Tree
  • Gargoyle
  • Statue of Lady Morningstar
  • Fiery Lantern
  • Fire Pit
  • Stone Bench
  • Nostalgic Pavement (3 variants)
  • Ornate Pavement
  • Gothic Fence (modular system)
  • Black Gate
  • Victorian Skin for Worker residence (4 models)
  • Victorian Skin for Artisan residence (4 models)
  • “Old Inn” Pub Skin
  • “Asylum” Hospital Skin

Discover the new Definitive Annoversary Edition

Hey Anno Community,

It’s been a while since Anno 1800’s release and over the last years we released a lot of content. It’s time to bundle all those DLC in a “mega pack” of sorts, right?

Let us announce the “Anno 1800 Definitive Annoversary Edition” which includes all DLC content for the game, including all Cosmetic DLC. The perfect bundle for that one friend who doesn’t yet own Anno 1800!

Additionally, we’re releasing a new Gold Edition and a second Cosmetic DLC bundle.

When, you might ask? Well, today, October 17th!

Let’s take a more detailed look at these new digital editions and bundles:

Anno 1800 – Definitive Annoversary Edition

This new complete includes the Anno 1800 base game, all 4 Season Passes, all Cosmetic DLC and the Deluxe Pack. In short: it includes all types of DLC that we have released and will release for the game. The Definitive Annoversary Edition is priced at 129,99€ (or regional equivalent).

Anno 1800 – Gold Edition

The Gold Edition includes the base game, all 4 Season Passes and the Deluxe Pack. This means this edition focuses solely on gameplay DLC – but of course gives you the option to buy the Cosmetic DLC separately. The new Gold Edition is priced at 99,99€

Anno 1800 – Cosmetic Pack Bundle 2

This new bundle contains Cosmetic DLC 7 to 16 and is priced at 39,99€. This comes in addition to the already existing Cosmetic Pack Bundle that includes the first 6 Cosmetic DLC.

 

These new digital editions are available right now and the “Definitive Annoversary Edition” and “Gold Edition” will replace the “Anno 1800 Complete Edition Year 4” and “Gold Edition Year 4” in the Ubisoft Store, Epic Store and Steam Store.

Now, the ones of you with keen eyes will likely have spotted this very quickly: 16 Cosmetic DLC? And indeed, we can confirm that we’re planning to release three more Cosmetic DLC. These are already included in the price of the new editions and will release throughout 2024.

We can’t share more details on these future Cosmetic DLC quite yet – that will have to wait till 2024 – but maybe we’ll have a first little teaser at the end of this year? We shall see…

 

So, if you know someone who (shockingly!) does not yet own Anno 1800 or if you always wanted to give those Cosmetic DLC a try: This is as good of an opportunity as any!