We’re participating in the Green Game Jam

Hey Anno Community!

 

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

So, what is the Green Game Jam?

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

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

 

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

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

Check the links above for additional info.

What’s this year’s GGJ about?

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

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

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

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

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

Where do we come into play?

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

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

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

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

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

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

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

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

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

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

Next steps

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

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

 

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

“The High Life” – Technical Test

Hey Anno Community,

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

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

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

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

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

Union Update: “Tourist Season” & Community Spotlight

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

“Tourist Season” – Items

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

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

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

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

“Tourist Season” – Bugs

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

Did you know… ?

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

Community Spotlight

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

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

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

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

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

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

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

 

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

Annoverse – 10.000 members celebration

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

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

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

Reminder: Anno 1404 online services decommissioning

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

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

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

Hey Anno Community,

 

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

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

 

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

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

 

That said: Let’s start the Tourist Season!

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

 

The Anno Team

Union Update: Twitch Drops & Vehicle Liveries Pack

Hey Anno Community,

the release of “Tourist Season” is drawing closer – but not just “Tourist Season”.

Next Tuesday also marks the day when the “Vehicle Liveries Pack” Cosmetic DLC will be released in the Ubisoft Store, Epic Store and on Steam (for owners of the Steam version of Anno 1800) for the price of 4,99€ or your regional equivalent. You can find details about the Cosmetic DLC here.

This is the first of three Cosmetic DLC we plan to release this year, the others being the two winners of the Community Vote. Expect some early details on the first of them in summer.

Twitch Drops

Over the coming days, we will give you the opportunity to already take a closer look at the contents of Season 3’s second DLC – “Tourist Season” –  by watching some of your favourite streamers during another Twitch Drops Event.

The whole event takes place from Friday, 21.05.2021 until Sunday, 30.05.2021.

During the event, you will be able to watch how a variety of selected Twitch streamers turning their cities into massive tourist attraction spots. Oh, and don’t forget about all the new ornaments!
Anyone watching them construct Restaurants, Hotels, Orchards and the Chemical Factory while planning their bus network can grab two brand new ornaments, the “Tourist Season” Flag  and the “Tourist Season” Lamppost. The only thing you need to do is to first link your Ubisoft account to your Twitch account and then watch the streamers during the event for up to 3 hours to receive your loot. You don’t have to watch these hours consecutively to receive your drop; watching them accumulated on participating streamers will also grant you the ornaments.

After receiving a drop, you need to claim it via the Twitch inventory.
Please be aware that all rewards will only be delivered to you after the end of the Twitch Drop Event.

If you haven’t already done so in the past, make sure to first link your Ubisoft- and Twitch-account by following the steps outlined on this website.

You can find the full list of all participating Streamer below:

English

Dutch

Polish

French

German

DevBlog: “Tourist Season”

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

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

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

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

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

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

Tourists and Hotels

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

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

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

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

Who is the Tourist?

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

– Matt, Lead Narrative Designer

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

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

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

 

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

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

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

Restaurants, Cafés and Bars

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

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

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

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

– Dominik, Game Designer

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

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

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

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

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

In-Game Tutorial

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

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

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

– Jan, Lead UI Designer

 

Orchards and Chemical Plant

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

 

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

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

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

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

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

Bus System

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

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

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

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

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

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

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

– Volker, Lead Game Designer

The Iron Tower

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

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

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

Last but not least…

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

 

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

 

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

DevBlog: “Tourist Season” – The Bus System

Hey Anno Community,

 

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

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

 

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

The Anno Team

Union Update: Voting winners and today’s live streams

Winners of the Cosmetic DLC Voting

Let’s start with the big news of the week:

The community vote has concluded and we got our winners! It ended up being a significantly clearer victory than what we had last year.

On first place with 35.87% of the votes we have the “Vibrant Cities Pack”, followed by the “Pedestrian Zone Pack” with 29,43%.

The “Big Top Pack”, for the 2nd time in a row, ended up in last place with only 6,67% of the votes.

 

So, as we said during the initial announcement, our team will now start working on the two winner topics and we’re planning to release them later this year. More info on the dates to follow.

We will, however, give you the occasional insights into what we’re working on for both Cosmetic DLC.

Annoversary multiplayer stream

We also want to remind you once more that later today, at 5PM CEST (11AM EDT) Oliver and Nele are hosting an Anno 1800 multiplayer stream with several members from the Anno community. So, grab a coffee and join us later today for belated birthday celebrations on twitch.tv/ubisoftbluebyte

And yet another stream

But that’s not all! For more streaming goodness, tune in right after the previous stream at 7PM CEST (1PM EDT) on twitch.tv/ubisoft/! Our Game Designer Andrea joins the Ubisoft News team to support them with some tips and share anecdotes from her time working on Anno 1800.

Finally… we shared this little GIF yesterday for Earth Day: A short glimpse at what you can expect to come to Anno 1800 with an upcoming Free Game Update.

 

Happy Birthday, Anno 1800!

Hello Anno Community,

it’s crazy how fast the time has passed already. For us, it feels like Anno 1800 was released just yesterday. In reality, it’s been two years since we first dove deep into the age of the Industrial Revolution together.

We love remembering how much fun Anno 1800 was already in development and then directly after its release. So, on the occasion of its second birthday we’d like to share a few stories with you! Grab a beverage of your choice, sit back and enjoy this glimpse into our team’s favorite moments that came about in the course of Anno 1800.

 

Johannes, Software Developer, would like to share a few moments from the development of the game with you:

In the course of developing the game, various scenarios had to be tested. A colleague had to test what happens when you start a multiplayer game and change the system time in the middle of it. Therefore, he had to work for two days with the wrong system time and never knew, what time it was in reality . As a reward for solving this rather strenuous task and so that he always knows what time it is in the future, we gave him a clock. The clock doesn’t just show the time, it tells you what time it is by computer voice when you press it. In the end, the whole office had something to gain from this.

In the course of development, we had first programmed groups of people and then later added animals. On the first day, when the graphic designers added the new chicken asset, there was no special code for it. This meant that the chickens behaved just like the humans. This, combined with the fact that we had set the number a bit too high, meant that in the Daily version, because of the family group system, the streets were suddenly crowded with chicken gangs. Of course, this was fixed in development, but it still contributed a lot to the general amusement of the team.

 

Jan Gihr, one of our Gameplay Programmers, also remembers it:

The animals also had the behavior of normal humans at that time. That means that they visited the zoo and the museum just like humans do, for example. We had a lot of fun with that.

Another nice moment was when we realized that the First Person Mode was well received by the players. We even added some fun interactions into the game especially for that. There was once a situation in a stream where a streamer was walking down the street in First Person Mode and turned around. He saw a man take out his fishing rod and start fishing in the fountain in the center of town. While this wasn’t an intentional feature, it was still very funny to watch.

 

Of course, Anno 1800 didn’t just provide fun moments during the development phase. Andrea Fricke, one of our Game Designers, has fond memories of the time when Anno 1800 was released:

When Anno 1800 came out in retail stores (which is really still a thing in Germany ?), some of us went to our electronic store to check out the physical copies of our game. We went to the correct floor, excitedly going down the escalators, and spotted a cardboard display, completely customized like the cover of Anno 1800. We screamed a little, still didn’t want to appear like lunatics to other customers in the store, and ran towards it. It wasn’t fully stocked yet, and since we all wore Anno 1800 t-shirts, an employee rather quickly realized that we are developers of that game. He brought more copies of the game, we helped fill up the display, were grinning and hugging each other happily, and took photos in front of it.

After Anno 1800 came out, my sister (living in a different town) told me: When she is in an electronic store and sees Anno 1800 on the shelves, all stacked in just one spot, she spreads out the multiple copies over several spots of the display, so that Anno 1800 takes up more space on the shelves!

When Anno 1800 won 4 out of 5 awards for which it was nominated at the “Deutscher Entwicklerpreis” in 2020, naturally only some of us could go to the award show. When we returned with the awards, we made a tour through the studio with the awards, looking into happy grinning faces that ran towards us and wanted to hold the awards in their hands and make group photos of each other. “I want to make a photo with this, and then with that, and with those colleagues, and now with the other ones!” We congratulated each other, everybody was smiling and grinning, we made big group photos as well, and celebrated the success.

As you can see, not everything that’s fun happens only in the game. The team also has a great time together in the studio. For example, UI designer Farah Mahadon told us about the day she came to the studio dressed as a T-Rex for Halloween. The costume was loved by her colleagues.

And, of course, you have also provided many great Anno 1800 moments. Level Artist Simon Wolf talks about one of the Level Art Team’s favorite moments, the Island Voting that took place on the Anno Union:

The community sent us a lot of great, self-made island concepts back then and we then made the winning concept an island in the game. It was very cool to work so directly with the Anno fans.

Mainz’ Communication Manager Bastian Thun also shares some great moments with you:

Folks told me over and over, even our own communities, that our Anno players are of a certain older, very specific demographic. Working with the Anno Union, it was amazing to see that, contrary to the preconceptions we had, our community meetups consisted of fans from any age group. Watching teenagers, who fell in love with the series with 2070, having nerdy discussions with folks like me or even older, who played 1602 in 1998, is to this day an incredibly connecting and heartwarming experience for me.

Finally, we, the Anno 1800 team, would like to thank you all once again! The success of the game, and thus many wonderful memories, would not have been possible without you. We will continue to work on making sure you have a great time with Anno 1800 and we always look forward to your constructive feedback. Without you, the game would not be what it is today.

 

Thank you for supporting us, stay healthy and take good care of yourselves!

Your Anno 1800 Team

Oh, right, we almost forgot: As a small “thank you” for the great cooperation, we want to give you a small glimpse into what’s to come as part of the new DLC „Tourist Season”: One of the new buildings, the Chemical Factory, will play a major role when it comes to addressing your tourists’ needs. How exactly? More to follow over the next weeks!

Union Update: Parking spots and Easter eggs

Stream announcement – Annoversary

Friday this week is, in fact, a very special day: Anno 1800 celebrates its second Annoversary!

While we do have a little something prepared for Friday, we, unfortunately, have to postpone the also planned livestream to next week. More details to follow early next week, but we can already say that’s it going to be a multiplayer stream – and we’re looking for you! Cause what’s more fun than a chaotic session of coop multiplayer with a dozen players?

Union Talk – Cosmetic DLC

And in case you missed it: On Monday we released a Union Talk video with Marcel and Oliver talking about Anno 1800’s Cosmetic DLC in general and the current voting in particular. Have a look!

Community Spotlight

Today’s Community Spotlight is very heavy on the video side – there are just so many entertaining and helpful videos out there you keep sharing with us. Don’t stop!

Let’s start with the entertaining ones:

 

Pablo1713 put together a great Anno 1800 Easteregg compilation in their video. In total 18 are listed for this Easter holiday special. Have you discovered any others?

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

 

Let’s continue with something for the ears: Musician Der ANNOtist has already uploaded a few soundtrack covers in the past. The twist: He’s playing all of them on church organs! His newest one is the folk song “Scarborough Fair” which was also featured in Anno 1503. Absolutely worth checking out for that nostalgia-dose:

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

 

The style and perspective of this screenshot by Augustus_Johnson is also mesmerizing, looking like a painting, with an approach for a more organic-looking city.

Broad highways, vast parking lots and a golf course? Doesn’t sound like Anno 1800, but “Cat4Cat” tried a completely different approach by recreating an Americanized Anno city. A quote from the creator themself: “i hate my creation”. Make sure to check out the other screenshots!

 

Ending it with some great tutorial videos which our community is still producing plenty of:

First, for newer players a one-minute explanation to “What are royal taxes?” by TrepTheSnake:

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

 

Another great one for beginners is Takarazuka’s “8 super easy tips” video with advice on city planning, making money and production timers:

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

 

Finally, a video for more advanced players by Itroo that answers the world’s most important question: How to produce the most chocolate?

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

 

If you yourself are producing cool video content or came across helpful guides or tutorials, be it as a video or otherwise, feel free to let us know!