Union Update: Contest, upcoming blogs and a spotlight

Hey Anno Community,

It’s been a week since the release of the Pirrrate Cove Pack for Anno 1800 – we couldn’t resist the urge to release it on “Talk Like A Pirate Day”. We hope you’re having a great time bringing some pirate-spirit into your settlements!

We have one more, one last, Cosmetic DLC releasing at the end of this year. It’s the end of an era for us – and we’ll have more information on this last cosmetic pack in the coming months.

Community Contest: Quest

The submission phase for our latest Community Contest ended last Sunday and we were blown away by the number of emails we received. Clearly, we struck a chord with this quest design contest!

Right now, we’re in the middle of going through all the quests we received and picking our favourites. We’ll update you, when the voting is about to start.

Thank you to everyone who participated. Amongst the ones we already went through, we have seen many creative ideas, humorous little stories and epic tales!

Upcoming

So, what’s coming up in terms of DevBlogs for Anno 117: Pax Romana in the coming months?

With a little bit of delay due to time constraints, the next blogs will go behind-the-scenes and look at how we develop games, starting with the development of the original vision for the game, followed by a look at the work of the Game Design department and the Production team.

The first of these blogs is planned for early October.

Community Spotlight

Let’s end today’s blog with a Community Spotlight!

First, we simply had to share this forged “A” by Kleseus. The coolest part is that he started with his project before we revealed that we had done the same thing with Owen from Gate Foot Forge, as previously shared. Great project, we love seeing our logo come to life like that!

And we have two massive construction projects we simply had to highlight here

The first one is by Erasmuze, the city of “Wienna” with its many palaces, museums and plenty of places to relax. And let’s not forget about the neighboring spa town of Karlshower. An impressive and beautifully detailed project inspired by the real cities of Vienna and Karlovy Vary.

More recently, he also shared an overview of his city of Santa Cruz in the New World – in case you’re looking for further inspiration.

Finally, with many Lego fans in the team here as well, we can’t help but direct your attention to this project on Lego Ideas for an Anno 1800 diorama. It’s a cute build of a harbour scene – and even includes the World’s Fair. If you like TangTaizong’s creation, you can support it on Lego Ideas.

Union Update: Community Contest – Write a Game Quest

Hey Anno Community,

We are here, once again, with a brand-new Community Contest for you! This is the second contest dedicated to Anno 117: Pax Romana, where we ask you to use your creativity and imagination to create something that will make its way into the game.

Your second quest

Whilst for the first contest we’ve asked you to sharpen your pencils and draw your own statue, this time around we challenge you to write a quest set in Albion, one of the twin provinces under your stewardship.

Just like the previous contest, you will need to follow some rules for your submission:

  • For the structure of your quest, please follow this template
  • Entries can be submitted in English, French or German
  • The quest giver must work in one of these buildings:
    • Farms (wheat, flax, sheep, …)
    • Mines (iron, copper, …)
    • Market
    • Brewery
    • Bakery
    • Mill
    • Hosier
    • Grammaticus (Roman school)
    • Shipyard
    • Brooch and Torc Maker
    • Cloak Maker
    • Smith
    • Eel catcher
  • The theme should clearly fit the setting
  • The quest must be set in Albion, the Celtic province
  • The quest can have up to 5 objectives maximum (objectives = what the player has to do to progress in the quest)
  • Each person can submit only 1 quest
  • You have time until 22nd September to submit your entry
  • Entries must be submitted to this e-mail address: anno-community@ubisoft.com using the subject “Community Contest: Quest
  • Entries must not infringe on any copyrights of third parties
  • Entries that have been created using AI tools will be excluded

And here are some recommendations from the Narrative Team:

  • Make sure there is motivation for the quest giver, and importance for the Governor (you!) to care about the quest and act on it.
  • Remember that for the objectives you can use different quest types: goods delivery, decision, picture puzzle – you choose!
  • If you feel like have an amazing idea revolving around other professions or places that were not mentioned above, feel free to add them in your questline, we might be able to adjust it to fit the game afterwards

Here’s an example for you:

Title: Where’s my wheat?
Quest giver: Mill – Miller

Intro dialogue: [Miller] Governor, I need your help. My last wheat delivery has mysteriously disappeared, but I urgently need a new batch in order to get the flour ready for a special delivery to Rome.

Objective 1: After the last cargo of wheat has mysteriously disappeared, a local miller asks for your help in gathering and delivering the wheat needed for the mill to prepare flour for an important delivery to Rome [goods delivery]. Once you deliver the wheat, the miller thanks you and gifts you a reward.

Objective 2: However, it seems that overnight the new cargo has mysteriously disappeared again and the miller asks once more for your help, this time to investigate and search for the culprit. The miller gives you some hints, but it’s your time to search for the wrongdoer who has been stealing the wheat [picture puzzle].

Objective 3: You find the culprit and by all surprise it’s a flock of sheep! The overly demanding (and extremely smart) sheep had grown bored of the food provided by the farmer, and took advantage of the night and the sleepiness of the farmer to sneak out, looking for food. It’s now your turn to decide whether to punish the careless farmer or let them go with a warning [decision]. If you decide to punish the farmer, the miller will give you a reward [option A]. If you decide to let the farmer go with a warning, the farmer will have a reward for you instead [option B].

Outro dialogue:

  • Option A (miller): A fair punishment, Governor. Take this, as a sign of my gratitude!
  • Option B (farmer): You’re too kind, Governor! I promise I will take better care of my flock. Take this, as a sign of my gratitude!

If you’re looking for some inspiration to get your creativity flowing, check out this DevBlog on the world of Anno 117, or this deep dive on Romanization!

Once the submission time is over, we will review your entries and select our favourite quests with the help of the Narrative Team. The finalist entries will then be published on the Anno Union, and it will be your turn to decide the winner of the contest by voting for your favourite quest. Voting will take place at the end of September.

We hope you are as excited as we are for this contest and, most importantly, have some fun while writing your quest – we cannot wait to read your entries! In the meantime, for any questions feel free to comment or reach out on our social channels listed below.

*We reserve the right to make adjustments to the winning story in order for it to fit the narrative of Anno 117: Pax Romana.

DevBlog: Cultural crossroads in the provinces

Salvete Anno Community!

What happens when a Roman governor is sent to a province of the Empire? Well, you’ll be able to decide for yourself sometime later but let us already talk about it today: Let’s take a look at the “Romanization” feature!

Historical Context

Let’s start with a look at the real Roman Empire which we used as inspiration. It’s worth keeping in mind here that as with so many historical topics, historians are working with limited evidence on those ancient times.

“Romanization” is usually defined as a process of cultural integration of the people in the provinces of the Roman Empire.

But from what we know, the “Romanization” of local peoples in the provinces tended to vary quite a bit depending on location and culture. It often was a slower, indirect process but at the same time, we shouldn’t forget that the provinces themselves were usually established after brutal military conflict.

While cities were founded and a certain level of administration set up, the Romans main focus was on peace and – very importantly – taxation. Plenty of the local administration was left in the hand of local leaders, chiefs, or kings. Similarly, Roman intervention in people’s lives often was very limited, with no requirements to give up the local ways, culture or religion. Historians have a hard time defining to which degree this Romanization was planned but also how both Romans and locals looked at it due to limited written records on the topic.

There was a large motivator for people in the provinces to “romanize”, however, meaning: learn Latin, dress like Romans and adopt more Roman customs – career and influence! To make a military or political career, but also to stay relevant and compete with rivals on a local level, there was no way around becoming more Roman.

Of course, this was just a broad overview, and there are plenty of differences (for example between the Eastern provinces and Gaul or Britannia) and nuances that would go beyond the scope of this blog – after all, we want to talk about Anno 117: Pax Romana as well.

We’ll be adapting aspects of these historical events in Anno 117: Pax Romana – but as our Senior Game Writer Matt wrote in the DevBlog in July: we need to cherry-pick and take liberties with the history to keep the game FUN.”

In Anno 117: Pax Romana

As mentioned above, Romanization is a process in the provinces, therefore, this mechanic will be present in Albion – and not Latium, which basically is at the heart of the Empire.

At a core level, in your role as a governor, you can decide if your subjects in Albion should embrace the Roman way or stick to their traditions. That’s of course a rather game-y way to represent this topic: an actual governor did not have such a way to decide people’s culture. In Anno 117, this decision will lead to very different needs and requests towards you that will go beyond food and clothes but will also reach into topics like culture, traditions and mentality. More on those aspects at a later date.

Your provinces will always start with the local culture, this is how you, as a governor, are finding the province upon your arrival. That was a very important element for us, since we want you to get a feeling for the region, for its people and their culture.

But after you have started setting up the basics, it’s time to decide on the next steps. Gameplay-wise, this will take the form of upgrading your residences from Tier 1 to Tier 2. Will you make your Waders (Tier 1) embrace the Roman way? Then they will renovate their houses in Roman style, with red-tiled roofs. The “Mercators” of Tier 2 are on the road to Romanization, resulting in a vastly different look for your city – and very different demands from your population.

Letting your Waders stick with tradition, Tier 2 will instead see the arrival of the “Smiths”. The level of urbanization will also increase, but smaller huts will make place for larger houses and their needs and demands will speak of a synergy with their environment and the local customs.

Both ways are valid options for you as the governor but be prepared to not only have a visually distinct look of your respective cities, but also set up entirely different production chains and public service buildings.

Beyond that, forces outside your control might also have an eye on your decision and will react according to their own interests. You will certainly see the topic of Romanization to be covered in quests and the campaign as well.

Needs and Production

Now, let’s take a look at two production chain examples.

The local, Celtic population in Albion very much prefers to live in harmony with the environment, like the swamps that have been mentioned before. Understandable, that they also prefer to wear trousers in the colder (and wetter) climate up north, far away from the sunny Latium.

Let us today take a look at the trousers production chain: local sheep and weld to use as dye come together in the “Hosier”, whose services are much sought-after.

For Romans, however, who saw more kinship to, for example, the people of Greece or Anatolia (who, like them, lived around the Mediterranean), using trousers was a weird, alien thing. It was a clear distinction for them between the cultured Roman and barbarians from the north (Gaul, Britannia, Germania). Even more in the time of the Principate, when ever more people from across Empire came to Rome and even joined the Senate.

The “official” stance on trousers blurred over the years, but remained a factor for a significant length of time.

Only logical, that in order to appear more Roman and get access to higher offices, locals had to adjust to Roman dress code. In Anno 117: Pax Romana, your “romanized” population will at some point ask for togas. Let’s also take a look at their production chain:

Flax to be turned into cloth by a weaver, snails who produce the precious Tyrian Purple and a loom to produce the togas.

However, here we suddenly have a complication: Snails and the expertise for producing the dye is only available in Latium! Indeed, not all goods will be producible locally, and will instead have to be shipped all the way from Latium to Albion.

Other goods might have to be shipped from Albion to Latium, of course, but that’s a topic for another day (and blog).

Over the course of your governorship, more decisions will be asked of you: from your people, other parties and likely also the Emperor himself!
The choice for the Roman or Celtic way affects each island independently, leaving you with plenty of choice on how you want to approach your role as a governor. Such a decision will immediately impact your next steps in setting up an island thanks to different production chains and public service buildings. Later on, you will also be able to have both ways on the same island – as long as you can deal with the increase in complexity in satisfying the demands of two rather different cultures at the same time.

So, future governors: have you already decided which path you want to follow? Or will you be looking for a middle-ground?

Leave us your comments and questions below!

Union Update: Winner of the statue design contest

Hey Anno Community,

 

We have a winner! And against all our internal predictions, it has nothing to do with the Jorgensens.

No, you chose Annocius, the new god of Anno, as your favourite in a quite exciting, but ultimately decisive vote. Congratulations to HiddenMoon79 who designed it!

Combining 32% of the votes, “Annocius” won the Community Vote, ahead of “Latona” by Lucianus with 24% of the votes in second place.

 

Well, and what’s next? – We’ll sit together with our colleagues in the Art Team and discuss how to translate the drawing by HiddenMoon79 into a first concept art – checking with its creator to make sure we don’t stray too far from the original. This we will then later follow-up with drafts of the 3D model.

On all this progress, we’ll keep you updated here on the Anno Union. Congratulations once more to the winning design!

Below you can find a collection of all valid entries to the contest. A big thank you to everyone who sat down to create their vision of an Anno statue. We very much enjoyed going through all the entries and hope you also had fun creating them.

Q&A

As the second part of today’s blog, we’re tackling some recent questions related to the upcoming Community Event in Cologne.

 

When will you send invites to the Community Event in Cologne?

We sent out the first round of invites on Monday to a randomly selected group of people. Please make sure to check your inboxes and spam folders, just in case. As mentioned in said email as well, we would need confirmation by Sunday.

Should several people drop out for whatever reason, we will send out more invites over the next days.

 

Are you showing something exclusive at the Community Event?

Yes… and no. Attendees will get the information of our next DevBlog a little bit earlier than the rest – and delivered in person by Lead Game Designer Andrea and Senior Game Writer Matt.

However, we will follow this up in the days after with an article covering the same topic here on the Anno Union for everyone.

When is the next Anno 117 DevBlog coming?

Due to unforeseen circumstances, we had to push the blog planned for early August back to a later date – which, unfortunately, creates a little gap in terms of content here on the Anno Union. The next DevBlog will therefore release on the 22nd/23rd of August as mentioned above.

After that we’ll talk about Game Design and Game Production.

 

Do you have news on the last two Cosmetic DLC for Anno 1800?

Two more Cosmetic DLC are planned for Anno 1800 and will still release this year. The next one is not that far off anymore, and we might have a first teaser later this month, then the full details in early September – the release-month.

The other one will be released at the end of the year and is still in development, information on that will still have to wait a little bit.

 

I have problems with adding comments below articles, how do I fix that?

Some of you reached out to let us know you’re experiencing problems with commenting on blogs on the Anno Union since the update.

Due to the website update, this often seems to be related to browser caching. Please try deleting your cache (and potentially cookies) and try again. Should the issues remain, please reach out to us e.g. via Discord and we’ll investigate.

Union Update – Vote for your favourite Statue

Hello Anno Community,

Here we are, ready for the next phase of the first Community Contest dedicated to Anno 117: Pax Romana! In case you’ve missed it, here’s a little refresher for you all.

Back in June, we challenged you to design your own statue based on a silhouette we provided and submit your creation for a chance of your design to be transformed into an ornament for the upcoming Anno game.

First of all, a huge THANK YOU to each of you who submitted their statue – we were extremely happy to see our inbox getting filled with your art!

In fact, there was so much cool stuff, we didn’t have an easy time choosing. Our main criteria were: originality within the given constraints and how well it fits within the (narrative and artistic) vision for Anno 117.

So, after going through your submissions, we chose our favourite entries – 5 in total:

1 – The Jorgensen Fountain

Bente and Leif reimagined as Venus and Amor. We loved the idea of romanising two existing Anno characters – not sure the Romans know what a “Jorgensen” is, though.

2 – Mysterious Figure

A trusty advisor? A time traveller? We don’t know, but it piqued our interest!

3 – Latona

In reference to the myth related to Latona and her children: Apollo and Diana. We loved the creative potential of having 3 characters “merged” into one statue.

4 – Annocius

Doesn’t Anno deserve its own divine representation? Turning Anno into “Annocius”, the god of the 9, sounded good to us.

5 – Ocean Figure

Of course, the sea is a major element in any Anno game. If this is a monument to brave fishermen or more – we loved the statue casually holding the squid’s arms.

Well, Annoholics, it’s now up to you to decide which entry will make its way into the game as an ornamental statue – that you will be able to personalise your cities in Anno 117: Pax Romana with! You can submit your vote here.

The voting is open until August 4th, end of day – your vote is completely annonymous.

A big shout out and thank you to everyone who sent their entry – it really means a lot to us, and it shows the love you have for the Anno series (we will share all of them after the voting is over).

If your entry wasn’t selected this time, or if drawing is not your favourite creative outlet, fear not – there will be more contests coming up! In the meantime, don’t forget to vote for your favourite statue and share with us any question or feedback you might have in the comments below.

DevBlog: The Anno world and authenticity

“If a man were called to fix the period in the history of the world, during which the condition of the human race was most happy and prosperous, he would, without hesitation, name that which elapsed from the death of Domitian to the accession of Commodus.”
Edward Gibbon, The History of the Decline and Fall of the Roman Empire


“They make a desert and call it peace.”

 Tacitus, Roman Historian, quoting the Scottish chieftain Calgacus.

As announced with the reveal of Anno 117: Pax Romana just a few weeks ago, we’ll be taking you on a journey through the development of our game over the months until release.

Today, we’ve asked our Senior Game Writer, Matt Cook, to lead us through the world of Anno 117 and how we create Anno worlds inspired by ancient history.

Pax Romana

117 AD. A time of peace… mostly.

The Roman bubble has expanded to bursting, swallowing territory from the Atlantic coast to the fertile crescent in the east. Rome has absorbed countless societies and cultures through conquest, that it is now obliged to call part of Rome, whether or not it is able to govern them.

Gone are the days of powerful voices in the Senate on such matters—ambitious officials gather instead around the Emperor’s throne; a seat easy to fall into, easier still to fall out of. Under the Pax Romana, these Emperors look to consolidate and build. Great projects are now no longer just for the city of Rome. In distant provinces, new cities (neapoles) are springing up to gather local taxes, feats of engineering are undertaken— walls, bridges, aqueducts. This is a global roman template, urban and geometric, to be unboxed wherever Rome is sovereign.

Ambitions for the provinces such as these, fuel decadent fashions back home. Like blood around the body, the heart of the empire controls the flow of goods, luxuries, technology. Its people have demands that must be met!

But some of these fringe provinces, Albion chief among them, are like the wild west. Governed by displaced indigenes, washed-up soldiers, outlaws, and you the player, the freedoms on offer here, don’t yet outnumber the dangers.

To the Romans, Albion is a land of both poverty and opportunity— underdeveloped, but strong in horses, metals and metalworking expertise. As a Roman Governor, you preside over a wilderness, and a people whose culture long pre-dates your own—how will you rule? How open will you be to their ways?

Inspiration vs. Authenticity

The broad outline described above shouldn’t be too contentious to historians, but how much do we stick to history in the actual game? In short, the answer is: we need to cherry-pick and take liberties with the history to keep the game FUN.

Anno is a world of islands. It has no real-world place names, no real-world people, no strict measure, even, of the passing of time. This immediately paints a picture of a parallel universe that does not necessarily have to follow the rules of our own world – while still feeling real!

Roman buildings you’ll see in game are both meticulously researched by the artists, but also products of artistic liberty and design requirements. As for Celtic buildings, sometimes an artist’s guess may anyway be as good as a historian’s. We must always remind ourselves that we are dealing with a period of history about which evidence is often limited.

Still, we designers are committed to sound research, and keen to incorporate as much detail, large and small, that we think creates a true (and fun!) impression of the time period. From beliefs to technological exchanges, we aim to show how Rome’s provinces began to invert the identity of Rome itself.

Naturally we invest in creating plausible historical characters too. We decided, for instance, that we want female characters to play a greater role in our parallel version of history than they did back in Roman times (Everything in the history points to a deeply patriarchal society in which women had very little power or freedom). Nevertheless, we strive to make them appear in roles that have some credibility, though in at least one case we break the rules entirely, simply because we like the idea of doing so. This is the trump card in Anno, reserved for the moments a better version of the game needs us to let go of realism.

The Provinces

Latium

With its serene breezes, azure coves, fields of wheat and lavender, Latium is a forgotten treasure of a province, close to the heart of the empire. Years ago, a volcanic eruption devastated local cities, driving people away from the province, allowing nature to take over.

Now, in the time of the Pax Romana, many officials, including the Emperor, question why such a gem should remain deserted for old superstitions. In their view it is time for renewal: for new cities to spring up where nature ran riot, for the curse of history to be buried once and for all. Surely, with its beaches, villas and marinas, this place will make the perfect retreat for the wealthy of Rome, and be the perfect opportunity for an upcoming Governor to make a name for themselves.

Superficially, it’s paradise, the epitome of Roman Italy— tranquil, restful, a place of luxury and for pleasure-seekers looking to swim with the dolphins. Still, the brighter the summer, the thicker the shade: mysterious forces operate below the surface here, that may at first go unnoticed.

Albion

Roman invaders first encountered the white cliffs of Albion generations ago. Several times they attempted to master the marsh-ridden land and its warlike people, never entirely managing to do so.

When they want to prove themselves, Emperors always look to Albion for triumph and trophies because expeditions to Albion are like mythic quests to Romans. To them, the Celts appear as far removed from civilisation as anything in the imagination.

Still, on paper, they call Albion a Roman province, and exports of strange culinary delicacies plucked with grimy hands from its muddy mires are becoming ever more popular back home—call it a taste of the exotic.

Celts just do everything differently, and while the Romans consider some of them beastly barbarians, they are at the same time fascinated by their craft and ideas, and have no compunctions taking what they need from them, if it works.

As for the Celts, those who come to your cities in Albion in search of shelter may no longer have a tribe or a place to call home. For although the Romans have brought destruction to their door, they also offer peace (a very rare thing in those days), education, warm baths and best of all…wine!

We hope this article also sets your imagination loose and we’re curious: What was your first thought on seeing the announcement of Anno 117: Pax Romana? Which event, theme or even personality was your first association for the Roman Empire and its provinces? We’re looking forward to your comments!

Union Update: Anno Community Event 2024

Salvete Anno Community,

We’re excited to announce Anno’s first Community Event!

 

On Wednesday, August 21st, we’ll be holding the very first Anno Builder Event in Cologne, Germany – and we’re inviting you to join us at the Roonburg (Roonstraße 33, 50674 Cologne) for an Anno-themed evening. The event will start at 6pm and last until 11pm.

There will be food and drinks as well as dev panels with:

  • Andrea Fricke (Lead Game Designer)
  • Lisa Wittmann (International Product Manager)
  • Matt Cook (Senior Game Writer)
  • Manuel Reinher (Creative Director)
  • Oliver Walz (Community Developer)

Special guest: Owen Phillips, the artist blacksmith, will share his experience on what it was like crafting Anno’s new logo out of steel! The behind-the-scenes video will also be revealed.

Plus, of course, plenty of opportunities to chat with both us and other members of the Anno community!

 

Note: The event will be in English and German.

How to sign up?

Due to the location’s capacity, there is limited space. You can sign up for the event now by sending an email to AnnoCommunityEvent@ubisoft.com with your name, nickname (from Discord, Reddit etc., optional), and language preference.

As subject, please use “Anno Community Event Signup” to help us sort all emails faster.

Signups will be open until July 31st. If the number of signups exceeds the event’s capacity, we will randomly select people from amongst all emails we received. Confirmation emails are planned to be sent the week of August 5th.

 

Any questions? – Let us know! We’d love to meet you in Cologne next month!

DevBlog: The Anno Brand – Crafted with Care

What’s this, a new Anno logo? Have they now really abandoned the good old wooden plank from the days of Anno 1404?

Well, we used the last year(s) to not only refine our vision for Anno 117: Pax Romana and start the development of the game, but also to think about Anno as a brand overall and its visual identity. Today, let’s talk about branding with Haye Anderson, our Brand Director.

Note: If you’ve watched our livestream on July 2nd (VOD can be found here) you will have already heard most of this. But we wanted to also have this information here on the Anno Union – and share the Behind the Scenes video with you!

Having flourished over the last 25 years, the newest evolution of ANNO immerses players in the cultural melting pot of the Pax Romana, and at the start of its development, the team discusses topics like: “what makes up an Anno game?” or “why does this new Anno need to exist?” The reason we ask ourselves these questions is because, as we add new features (or take some away), we always need to keep the core of the product intact. And know it or not, these questions are just as important for Brand as they are for Game Design!

We start with some self-discovery by identifying the core pillars we consider make Anno “Anno”. As a branded product, Anno must have five certain things:

  1. A historical setting that feels real
  2. Top-notch graphics
  3. Rich gameplay experience
  4. Complexity (the challenge is the fun)
  5. Peacefulness

As some of you have pointed out, there are two Anno games with a futuristic setting. And yes, we also consider them Anno games as they fulfil all 4 other aspects. The historic games, however, are what the series was founded on (Anno 1602), where it found it greatest success (Anno 1800) and where it’s moving towards (Anno 117), that’s why the “historical setting” pillar plays such a central role in our new brand guidelines.

The “Peacefulness” pillar does not exclude warfare. As you are all very much aware, all Anno games included military aspects and conflict to varying degrees. However, we don’t see Anno as a warfare-focused game: Economy, logistics, diplomacy and creativity are playing a much bigger role.

When we boil these core pillars of the game down, they become our Brand Values that guide our daily work within the Anno Dev brand team!

1) CRAFT : Uncompromising on the quality of the game and marketing materials
2) AUTHENTICITY : Deeply researched stories & settings that always feel real (even if they are not)
3) EMOTION : Immersive experiences that engage the heart of the player
4) INTELLIGENCE : Enriching challenges that stimulate the mind

These four core brand values also helped us (as a brand) find our purpose, and answer that big question of: “why does Anno exist?” SIMPLE, as a brand we cultivate the joy of building! Anno revolves around themes of legacy and creation, which we believe our audience passionately resonate with, too, and central to this is our design ethos ‘Crafted With Care’, inspired by attention to detail – a mindset shared by both our fans and our development teams!

 

In a future blog, we’ll also look at the Design side of things and how these high-level Brand Pillars and the Design concepts come together in Anno 117: Pax Romana.

While the brand has been refreshed, you’ll notice we didn’t get rid of things that are beloved, like the number 9; however we also reimagined some things like the wooden plank:
Allowing the symbol itself to act as a vessel allows it to hold all sorts of materials –  more than just wood – and it allows us to tell a bigger story of production, craft, and building in Anno 117: Pax Romana.

When developing the logo, we wanted it to feel like more than just a logo, we wanted it to feel like a tool in the hands of a builder; we were inspired by the caliper, which was a tool used to measure a distance between two points on a map – it symbolized trade and exploration. This felt really perfect for us as a brand, and this then became the foundation of our symbol.

BUT many people see a house, the flame of a candle, or the arrow of a compass. And that’s the beauty of brand identity: it leaves your own control and is given additional meaning by the community.

The brand’s visual identity is drawing inspiration from traditional crafts (some of which are featured in the game), and brought forward into a digital-first system that seamlessly blends the old and new ways of building. We crafted a lot of the brand by hand, from forging the logo out of metal over mixing the paints (which became the brand colours), to even carving the typeface. We wanted the brand to feel built, just like how our players build in the game!

 

Have a look at our Behind the Scenes video below for more impressions on the process and insights directly from our partners at Wolff Olins.

Twitch has been deactivated. Do you accept the use of cookies to display and allow you to watch the video content?
Set Cookies

I acceppt Cookies

Something like this has not been seen in the gaming industry before, but we believe the effort was essential to bring our premier builder game to life!

 

To summarize our work and ambitions:
Drawing inspiration from the classical period, the Anno brand’s colors, bespoke typeface and graphic language together form the foundations of a builder in those ancient times. Creating a system that is designed to support the purpose of building and a celebration of craftspersonship.

Much like the great nations of the past, the new mark represents a collective mindset – fusing craft, the power of the human spirit and the ambition of building for future greatness.

Meticulous in detail and crafted with care, the symbol becomes a tool wielded by the community to shape their ANNO world.

 

As per requests from several of you, we’re offering a wallpaper of the logo variations and our colour tests in 1440p as download.

Did we leave any questions unanswered? Is there anything else you’d like to learn about the topic of branding or logo design? Leave us a comment below!

Union Update: News roundup and Q&A

Hey Anno Community,

Welcome to a rather lengthy Union Update with news and information. We’ll be talking about next week’s livestream, what happened in the last two weeks and have a Q&A section at the end.

Short reminder here that we had our very first livestream, a dev talk about our vision for Anno 117: Pax Romana and the reveal itself, last week. If you missed it, you can watch the VOD here.

Let’s dive right in:

Livestream on Branding

On July 2nd, we’re tackling questions that are likely also close to the heart of many Anno veterans: What even is Anno? What makes Anno games special and what are the key aspects and emotions an Anno game has to transport?

Those questions we have to ask ourselves from a creative, and from a brand point of view every time we start working on a new game. Anno by now is a series with a long tradition, a tradition that must be upheld but that also requires occasional self-reflection.

Together with Haye, Brand Director on Anno, and Wayne Deakin, Global Principal at Wolff Olins, we’re discussing Anno’s 26-year-old identity and how it translates into the new branding and logo for the series in general and Anno 117: Pax Romana in particular. Join us at 4:30PM CEST / 10:30AM EDT / 7:30AM PDT over on Twitch.

Behind the scenes of our trailer

If you watched our livestream last week you will already have seen it: We released a little video with behind-the-scenes footage of our trailer shoot. You can watch it below:

YouTube

YouTube has been deactivated. Do you accept the use of cookies to display and allow you to watch the video content?
Set Cookies

I acceppt Cookies

Scroll of Fame

While we certainly were nervous before the reveal on June 10th, we were rather sure about one thing: Our community seemed to be very keen about “ancient Rome” as a setting for an Anno game. In fact, we went and gathered dozens of comments from you and your wishes and requests for a Roman setting. Those comments are now immortalised on the Scroll of Fame, and we also asked our Town Crier to respond to several of them directly:

YouTube

YouTube has been deactivated. Do you accept the use of cookies to display and allow you to watch the video content?
Set Cookies

I acceppt Cookies

Statue Contest

On Monday we launched our very first Community Contest: Design an Anno 117: Pax Romana statue!

With just a rough outline, you can decide about the look, shape and colour of the statue that we’ll later implement into the game. Find all the information here in our dedicated blog. The contest runs until July 14th.

We highly encourage you to give it a try and are excited with what kind of ideas you’ll surprise us!

Q&A

Understandably, with the reveal just having happened, you have A LOT of questions on Anno 117: Pax Romana, the story, the characters, features, tech and many other aspects.

Broadly speaking, we are only at the very beginning of our journey when it comes to telling you more about our game. Over time, we’ll give you insights into the world and setting, the player’s role as a governor, the choices you can make and much more. But – and that is no different to our approach on Anno 1800 – this will happen over the coming months until release, based on our production plans.

Today, let’s dive into some topics you asked about:

When will you show gameplay?

We very much understand your impatience to see Anno 117: Pax Romana “in action”. However, we can already tell you that we won’t be showing any gameplay in 2024. We want to make sure we show you the game in a representative state, and since we are still very much in development, there are plenty of moving parts left: features and mechanics that might change – even drastically -, or are still missing, unfinished visual elements etc. etc.

By no means does that mean that we won’t have exciting insights for you in the meantime. Both in terms of game content as well as behind the scenes information on how we develop games. Especially the latter will hopefully also give you a better understanding of our production and communication plans.

Okay, but when will you tell us more about the game??

Very soon, July is right around the corner. Upcoming topics will first revolve around the world of Anno 117 and how we approach creating an Anno world, the research we’re doing etc.

After that, we’ll take a look at the work of the Production department and the planning and organising of a project like Anno 117: Pax Romana.

Having established the basis like this, we’ll move further into the world of Anno 117 with a closer look at both regions – Latium and Albion – and the gameplay differences between the two.

There’s more to come, this is just to give you a first taste.

You said you’re not showing gameplay for now, but how do you want to gather community feedback?

Our main source of very specific gameplay and UI feedback are playtests. We’ve organised a few already over the past months to make sure we are:

  1. Fulfilling the fantasy of a builder game in a Roman setting, and
  2. On the right track when it comes to creating an Anno game that ticks all the boxes our veterans would expect.

Receiving such positive feedback was a great relief for us, and reassured us in our plans for Anno 117. Of course, there are still features or mechanics that were (and others still are) not ready and, for example, during our very first playtest, we have never seen so many of our veterans go bankrupt so quickly – the balancing very much was, and still is, a work-in-progress.

We’ll continue with such playtests until release.

In addition, we have all the input you gave us before (and are now giving us after) the reveal across all kinds of channels and here on the Anno Union – especially when we start diving into more details about Anno 117: Pax Romana.

You missed out on the opportunity to make the 9th Anno a Roman one and call it “Anno 9”!

Admittedly, it would’ve been a nice little joke – but ultimately, we really wanted to make a Roman Anno now. Plus, releasing it in 2025 still keeps the 9-joke alive, doesn’t it?

Will you have (quality of life) feature X and Y?

Ah, now we’re getting specific. For the reasons outlined above, we won’t be going into detail on Anno 117’s exact feature-set quite yet. We’re not going to reinvent the (Anno-)wheel with Anno 117: Pax Romana, and you can expect the return of many beloved core features and mechanics. You can also expect improvements and changes to said features and the addition of new ones – to fit the setting and vision of the game. Trains and electricity just don’t make a lot of sense in ancient Rome, for example.

There are also a bunch of quality-of-life features in Anno 1800 that we know you love and of course those are also on our list of things for Anno 117. Blueprint mode, anyone?

In the end, we are working with a detailed production plan and a certain limit of working hours. Which features and mechanics (and in which way) will be present in Anno 117 is something we will be able to confirm at a later date.

I love the Town Crier character, will you add him to the game?

We also love our Town Crier – and are extremely happy that both the reveal trailer as well as the scroll of fame video were so well-received by our community! We’re not quite sure yet what the Emperor has to say when it comes to commemorating someone else than himself but we’ll see.

Union Update: Community Contest – Design a Statue

Salve Anno Community,

It’s not been long since the reveal of Anno 117: Pax Romana, but we already have something for you all to have fun with: a Community Contest! This will be the first contest of a series dedicated to Anno 117: Pax Romana, where we’ll ask you to use your creativity and imagination to create something that will make its way into the game.

Your first quest

Without further ado, let’s dive into your first assignment! As you might know, sculpture was considered one of the highest forms of art by Romans. This is why for the first contest we challenge you to create your own statue based on this silhouette gently provided by our lovely Art Team in Ubisoft Mainz.

You have full creative power for this contest: you can fill the silhouette as you wish, and even adjust the outline if you see fit. The possibilities are endless! Don’t be afraid to think outside the box – or the lines, in this case.  Here are just a few examples coming directly from our super talented Art Team, and as you can see, they go from very classical statues to… quite unconventional ones!

The rules are simple:

  • You have time until 14th July (11:59 PM CEST) to submit your entries
  • Each person can submit up to 2 entries, but only one will be selected by us during the selection phase
  • It’s up to you how you decided to create your entries, you can print the silhouette and draw on it, or you can draw on it digitally
  • The theme should mostly fit the ancient Rome setting, but otherwise feel free to let your creative juice flow!
  • Accepted files formats are .png and .jpg
  • Entries must be submitted at this e-mail address: anno-community@ubisoft.com
  • Entries that have been created using AI tools will be excluded
  • Entries must not infringe on any copyrights of third parties

You can download the silhouette files here. The folder includes both a .png and a .psd file for those of you who like to work with layers.

Once the submission time is over, we will review your entries and select 5 statues – this will be a combined effort by the Community Team, Brand Team, and Art Team. The finalist entries will then be published on the Anno Union, and it will be your turn to decide the winner of the contest by voting for your favourite statue of the 5. Votes will take place at the end of July.

And of course, the most important thing: the winning statue will become a real ornament that will be featured in Anno 117: Pax Romana!*

We hope you are excited as we are for this contest and, most importantly, have some fun while creating your statues – we cannot wait to see your entries! In the meantime, for any questions feel free to comment below or reach out on our social channels listed below.

*We reserve the right to make adjustments to the winning design in order for it to fit the art design of Anno 117: Pax Romana.