“Land of Lions” Twitch Drops

Over the coming week we will give you the opportunity to already take a closer look at the contents of the last and biggest DLC of Season 2, “Land of Lions”, as well as Game Update 9, by watching some of your favourite streamers during another Twitch Drops Event.

The whole event takes place from Monday October 19 until October 28.

During the event, you will be able to watch how a variety of selected Twitch streamers discover the lands of Enbesa and its stories – and maybe also construct their very own Research Institute in the Old World.
Anyone watching them fertilize the dry lands of Enbesa and assisting Emperor Ketema can grab two brand new ornaments, the Land of Lions Flag and Land of Lions Billboard. The only thing you need to do is link your Uplay to your Twitch account and 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.
If you haven’t already done so in the past, to link your Ubisoft- and Twitch-account, just follow the steps outlined on this website.

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

DevBlog: Land of Lions – Elders and Story

“He is the shepherd of the flock, Who gives life and age. Tell me now: Yes, His laws are boundless.” To these tenets of the spiritual poem Al-Muthallathu none are more faithful than the Elders of Enbesa. Shaped in the crucible of indomitable belief, wrought by the creeds of a culture older than the time of legends, they know much and ordain more.

The Irenya, as they are referred to in Enbesa, are the ever-vigilant guardians of their land’s storied traditions and history. Stalwart in their faith and their conviction that the fundamental truths of Life can only be sought across the span of ancient laws and a millenial religion, they care little for the bustle and blare of progress. Why seek to change that which has seen generations past live a devoted and orderly life?

The Irenya command great respect from the people of Enbesa, though there are those who would resent the harshness with which they hold to tradition, toiling away fervently at the crafting arts while the ‘lower’ Shepherds work the land and more menial charges. Few complaints ever reach the keftanya moots – the city-ruling, Elder-held councils – however, as Elders seldom fail to show compassion and care to the people of Enbesa under duress – so long as they respect the Ancient Ways.

Hey Anno Community,

and welcome back to the third installment in our series of DevBlogs about “Land of Lions”. This time, we want to focus on Enbesa’s Elders, and the strong narrative elements of our final Season 2 DLC.

If you missed them, you can catch up on our previous blogs here:

DevBlog 1: A “Land of Lions” overview

DevBlog 2: Shepherds and Irrigation

Always respect your Elders

The Elders are the second of Enbesa’s new residential tiers and represent a completely different aspect of life in their region from the Shepherds. Whereas the latter enjoy their time in nature and work the land with the freedom of youth, the Elders’ experiences in life have given them an altogether dourer outlook on things. This is especially true for their representative, an elderly widow who has seen her fair share of grief in life. While she can be harsh and judgmental (especially towards outsiders like yourself), her poignance belies a caring nature towards those who manage to earn her respect.

A long life of working hard has taught the Elders many useful skills which they apply to seven new production chains such as Ceramics (a basic need), Tapestries (a luxury good contributing to their happiness) or Seafood Stew. Unlike the self-sufficient Shepherds, some of the Elder’s production chains also require goods from other sessions, requiring you to expand your network of trade routes to supply them. The Elders also produce the Mud Bricks needed for more advanced construction in Enbesa, alongside the Shepherd’s traditional Wanza Timber.

In total, the Elder tier will introduce 17 new buildings, including of course some public buildings like the Monastery, which contributes to their Happiness.

Let me tell you a story…

While last week’s DevBlog and this one have so far focused on the new gameplay Elements that Enbesa will introduce to Anno 1800, there is a lot more for you to experience. So, let us talk about story and narrative elements. This is one aspect of the game we have steadily been honing and improving throughout the development of Anno, starting with the original campaign, across the “Sunken Treasures” story and up to the icy world of “The Passage”. This DLC specifically received a lot of praise for creating an atmosphere that was quite unlike the usually bright and cheerful Anno world, taking on a more somber and tense tone. Basing the story on the infamously tragic events of Franklin’s ill-fated expedition to find the Northwest passage (albeit with a slightly happier ending, and less cannibalism) and the introduction of heat as a quintessential replacement for the happiness of other sessions helped to create an atmosphere unlike anything else in Anno, replacing the usual cheerfulness with a grim fight for survival. Seeing player reactions to the Arctic emboldened us to try to go one step further when it comes to creating a believable, breathing “Land of Lions”.

To put it simply: The story of Enbesa presents one of the biggest narrative efforts the Anno Team has ever undertaken (and we are not just talking about 1800, either)! We expect that first-time players will take a good 10-15 hours of playtime to experience all the story threads introducing the cultures and people of Enbesa. These story elements come I two distinct flavors: the main story, and story islands.

 

For the Emperor!

The concept of the main story should be a familiar one to Anno 1800 players, as it follows the same structure as previous DLCs like “Sunken Treasures”, slowly introducing you to all the major new characters, as well as gameplay elements like residential tiers, irrigation and the Research Institute. As with these other new sessions, your journey to Enbesa begins with an Expedition that becomes available at the Artisan tier.

It is during this expedition that you will meet one of the key characters, Biniam. A gifted young academic, Biniam serves as a diplomat to the ruler of Enbesa, Emperor Ketema. Through his service, he hopes to one day bring abut his dream of a research institute in which the brightest young scholars from around the world can work. It is Biniam who introduces you to Emperor Ketema, based on your proven credentials as a skilled city-builder.

Ketema is a warm-hearted yet ambitious ruler, who dreams of Enbesa entering a long-lasting era of peace and unity through diplomacy and trade, earning the recognition of other powers.  As a symbol of these efforts, he asks the player to enter his service as the architect of Enbesa’s new capital city, Taborime. This leads to a unique setup among the islands of Anno 1800: while we normally separate player and Ai islands, you will actually be building Taborime for Ketema on his island, surrounding his already existing magnificent palace (which will also visually evolve throughout the story). Of course, it would not be an Anno story if things ended there, and you can expect a few plot twists. We will leave it at that, as we don’t want to spoil any surprises for you…

Unity, but at what cost?

As mentioned earlier, this classic story structure is only one part of “Land of Lions”’ storytelling, with the other being our three “story islands”. These are essentially lovingly crafted, visually unique islands that each offer an additional optional storyline, all of which are entwined with the larger history of Enbesa (for example, one of them is the birthplace and home of Biniam). These islands will not only offer new quests for you to undertake to help their residents, but will also call upon you to make some tough decisions, which can have some dramatic consequence (including, but not limited to, these islands looking very different from how they started out…).

With that said, let us introduce you to these three locations and their people:

Angereb is a mighty fortress rock on a rocky island, inhabited by a fiercely independent people who see no reason to join forces with Emperor Ketema.

Kidusi Anitoni is an ancient monastery and library, home to a group of religious scholars who are doing archaeological work to uncover Enbesa’s past.

Waha Desher was once a flourishing Oasis and center of commerce that has since fallen on harder times but may yet be reawakened.

The quest structure of these islands is much looser and non-linear than the main story, leaving it up to you how and when you want to meet the residents of these three islands. We will leave it up to you to find out much more about them come October 22. Between DevBlog 2 and this one, you should now have a good idea of all the new content awaiting you in Enbesa. But, as you know, that is not all, so make sure to tune in next time for a deeper look at our new Old World goodness: The Scholars and their Research institute!

In the meantime, why not let us know your thoughts in the comments?

Stay safe,

The Anno Team

Anno 1800 – The Board Game – Interview

October surely is all about Anno 1800, with not only the release of “Land of Lions” for your PC, but also a physical version of the game for your table: Yes, this month will see the release of the Anno 1800 board game!

Designed by Martin Wallace and published by KOSMOS, Anno 1800 – The Board Game let’s build up your industry, fulfill your people’s needs and settle new islands. Similar to the PC game, you’ll need to manage your workforce, produce the right goods and can trade with other players for resources you urgently need.

The release of the German version is planned for later this month while an English version is planned for 2021. If you’re interested in the board game, you might want to keep an eye on the upcoming SPIEL.digital online trade fair, a replacement for the usual physical event in Essen,  where KOSMOS will provide you with additional additional info around the game.

To give you a bit more background on the development of and the ideas behind the game, we approached Martin Wallace with several questions. Enjoy the interview below!

Hello Martin, before we start with the game-related questions, could you tell us a bit about yourself?

I have been designing games for nearly thirty years now, self-publishing my first game, Lords of Creation, in 1993. Since then I have designed games for other companies or published through my own companies, which were Warfrog then Treefrog. Some of my designs have become well-known, such as Brass, Age of Steam and Discworld: Ankh Morpork. My wife and I emigrated to Australia in 2017 and now live north of Brisbane, on the Sunshine Coast.

How much time did you spend with the Anno 1800 video game before starting to work on the board game?

To be honest I never played the game as I never play video games. I got a friend of mine to play the game extensively and then gained the necessary information from him. As he is also a board game designer, he had a good idea of what details would be useful to understand.

Did you work on board games based on video games before?

I have worked on a couple of other games based on video games, but none have been published yet.

Do you think there are there aspects in game design for both types of games which are comparable and where game designers could learn from the respective other type?

It’s easier converting a video game into a board game than something like a film or book as you are already dealing with something that has game-like properties. However, video games and board games are very different beasts. In a video game all of the rules and economics are hidden beneath the surface, which allows for as much complexity as you want. With a board game everything is on view, which means you have to keep things as simple as possible. I think video game designers do not have to worry about elegance or simplicity as they are not constrained by those factors. For me this makes video games feel very loose. In a board game you can often to see the connections between a decision and a consequence later on, whereas in a video game you are making many micro-decisions and are not always aware of the long-term impact of them.

When translating features of the Anno 1800 video game to the board game, which aspects did you find the most challenging?

The main issue was the number of different resources available. Normally you would have to physically represent these with counters, which would have been a mess. Fortunately, this challenge forced me to come up with a simple solution, which is to have the resources represented by factories and have them produce only when you place a worker of the correct colour on them. This simple mechanic drives the whole game.

How are the city-building and economy aspects the Anno series is so well-known for reflected in the boardgame?

Anno 1800 is largely about production chains, where you have to go through a number of steps to get the resource you desire. Although I had to chop out a lot of the different resource types for the board game I think enough remain for there to be a close connection with the original video game. You gain a sense of city building as you add factories to your island display. To gain more building land you have to discover islands. These elements are handled in a very simple manner but still reflect the actions within the original game. The only major element not represented is warfare, which would not be suitable in a highly deterministic economic game.

For which aspects of the game did you work together closely with the development team in Mainz and where did you take a bit more creative freedom?

As I’m based in Australia it was not easy to work closely with the development team. My first aim was to come up with something that worked as a board game. We had a very productive meeting at the Spiel show in Essen where we discussed what elements were still not represented well. From that I came up with a simple mechanism of having objective and rule change cards to include these missing bits. This added a lot to the game play. However, at all times my focus was on making sure the game worked as a board game. If there were certain parts of the game that could not be included easily then I ignored them. Overall, I would say I had a lot of creative freedom.

The Anno 1800 boardgame seems to be not focused on direct players vs player actions, e.g. destroying other players’ ships or buildings. Which elements anyway add to the competitiveness of the game and which interactions between the players are possible, be it competitive or cooperative?

If I had included the option to attack other players then the game would have become a wargame, which would not have the same appeal. In a long video game, you do not mind setbacks due to warfare. In a board game lasting two hours you do not want to suffer setbacks due to the actions of other players. Thus, direct warfare was removed from the game. Interactions between players are mainly through trade, where you can gain a resource from another player. In this case both parties gain, so it does not feel like you are stealing a resource from somebody. There is also some interaction in trying to achieve certain objectives before other players. These vary from game to game. As some are based on gaining factories and there are only a limited number of each then you have to decide which ones you wish to compete for. Overall, the level of interaction is pretty gentle, not quite solitaire, but you can get on with your own plans without worrying too much about other players.

You have previously worked on other industrial era games like Brass: Birmingham. What fascinates you about the setting and how do you ensure your games play differently?

Brass Birmingham and Lancashire came about because I used to live in that part of the world and so had some knowledge of the history. For me the challenge with these games is to create a realistic feel for how different industries interact. With these games variety grows from the random allocation of cards, plus random markets in Brass Birmingham. For Anno 1800 the variety comes from the objective and rule change cards. These are known at the beginning of the game and players have to adapt their strategy to them.

Thank you very much for the interview, Martin!

DevBlog: Land of Lions – Shepherds & Irrigation System

“Be a lamp, or a lifeboat, or a ladder. Help someone’s soul heal. Walk out of your house like a shepherd.”
None are more faithul to this creed, laid down in contemplation by philosopher Mawlānā Rumi than the selfsame Shepherds of Enbesa. The Meniga, as they are known by other populations in Enbesa, revel best in the open heartlands, the bountiful beauty of Enbesa, stretching across valleys and dells, with boundless horizons across the water.

A people of the land, respectful of all that came before them but ever intrigued by new opportunities, new prospects of peace and betterment for their peers. Kind-hearted and hard-working, Shepherds look to those who rule to guide Enbesa to a united future, one of justice and consideration for all. Long centuries of unhindered pastoral life draw to a tantalizing close as the Emperor raises his mighty capital from the ground, drawing all in Enbesa to him, birthing a new culture and a novel way of life.

Though they relish the deceptively simple arts of landwork and animal care, Shepherds are well aware that a new age is dawning upon Enbesa, one which they hope will see mirth and tenderness and friendship be held high in the hearts of the mighty –manifold lights to guide and heal the people of Enbesa.

Earlier this week we gave you an overview of what you can expect regarding Anno Union content up until the release of Land of Lions. It shouldn’t come as a big surprise therefore that this week we’ll be talking about the beginnings of your Enbesan settlement: The Shepherds and the irrigation system!

Shepherds are the first of two residential tiers in the Enbesa session (the second being the Elders). Similar to the farmers in the Old World, they live in smaller houses, usually a main dwelling with a stable, outbuilding, storage hut or small workplace attached. Together these houses form small communal places where the Shepherd population can, for example, gather around a fireplace.

The Shepherds loves nature and stories by the campfire. City life and politics seems to tire them, much as it does the game’s Farmers and Artisans in the Old World.

Instead they prefer to spend time out in nature with their animals, because the Shepherds’ skills lie in agriculture and animal husbandry; for example, herding goats and sanga cows for milk and meat or growing linseed to darn clothes and hibiscus flowers for hibiscus tea. The Shepherds rely solely on the goods they produce locally, and do not require any imports from the other sessions. Though they have many talents and much wisdom, they are always quick to play these things down, being modest and humble.

To satisfy their needs for community and culture outside of the company of family and friends, they will, however, ask you to build a musicians’ court to enjoy some music together with their fellow Enbesans.

At the heart of all construction and expansion in Enbesa is the new building material Wanza Timber. The Wanza trees do not require fertile soil but their wood is needed for most buildings in the new session. This means you cannot rely on old-world timber imports but must plan for sufficient local production to fuel your construction needs. Later on, will you also need to produce mud bricks for advanced buildings… but the Elders and their production chains will get their own DevBlog.

And while the use of these local goods and the Enbesan architectural traditions influence the construction and style of all buildings, you will see and easily recognize familiar buildings like the Trade Union, various harbor buildings or the Fire Station, which are buildable at the first residential tier. The last building already does provide us with a good segue to the next topic, since the Fire Station now has a special requirement: it needs a water connection!

So, let’s talk about Land of Lions new irrigation system.

Veterans will remember the irrigation system of Anno 1404 in which norias were responsible for pumping water up from below ground and watering the desert or savannah in a certain radius around them. This created fertile green spots in otherwise dry land that allowed for the cultivation of e.g. dates, indigo and almonds. Some might also remember that these norias had to be refilled manually, creating a lot of busywork.

Therefore, when approaching the design for Land of Lions, we knew that a) we wanted to include an irrigation system as a regional challenge due to its popularity with our community and b) we wanted to improve on Anno 1404’s system, reducing unnecessary micromanagement, while on the other hand providing another kind of challenge.

In Enbesa this challenge comes in the form of water canals, using the various rivers crossing the islands as a source for irrigation. Under their Emperor Ketema, the Enbesans use self-developed water pumps that are placed on dedicated river slots. The water taken from the rivers is then distributed via the canals, which fertilize the soil within a certain radius. The lush green areas that have been watered can then be used to grow Hibiscus or Indigo flowers, among other things.

This of course brings with it the challenge of creating an efficient canal system, squeezing in your farms and fields, and making the most of what little fertile ground you have, in addition to the usual limitations of building space on the islands. We’re sure min-maxer will have a great time working out the best layouts.

Each water pump can only pump its water so far, so there’s a limit to how many canal tiles you can place. However, combining two pumps also combines their irrigation capacity, allowing you to build a much longer canal than a single pump would’ve been able to support.

 

While most Enbesan farms require fertilized ground to function, animals can also graze on the dry savannah – though they prefer fresh green grass, which will directly improve the productivity of the relevant building.

Given the importance of water for agriculture, make sure to check for the number of available river slots on each island: it’s worth keeping in mind that aside from the irrigation pumps, these slots can also be occupied by clay collectors, and later, paper mills – prioritization of the valuable river slots is another water-related challenge you will face in Enbesa – just to ensure you won’t get bored!

 

Finally, when talking agriculture: Owners of the Bright Harvest DLC will also be able to bring the knowledge and advantages of modern farming to the lands of Enbesa by constructing silos and using tractors. However, this does require the import of oil.

Next week we’re going to look at the second residential tier, the Elders, and present you a bit more about the setting and story of Enbesa which sets it apart from previous DLC.

 

Land of Lions livestream

But wait, don’t leave quite yet. We still have one more announcement!

Next Thursday, October 15th, we will be holding a Land of Lions livestream, showing you the beginnings of an Enbesan settlement and talking about what’s currently happening in the world of Anno.

Join Ubi-Volty and Ubi-Thorlof at 5PM CET over on twitch.tv/ubisoftbluebyte

We’re looking forward to chatting with you!

DevBlog: A “Land of Lions” overview

Hey Anno Community,

If countless comments and questions are anything to go by, some of you are rather keen to learn more about our final Season 2 DLC, “Land of Lions”. So, you will be delighted to hear that we will finally start revealing more today, starting with this first DevBlog. “Wait a minute”, I hear some of you shouting, “what do you mean starting and first?”.

See, the thing is that “Land of Lions” is by far our biggest DLC for Anno 1800, including a lot more content than “The Passage” last Fall! To properly present all the good news and to tide you over until its release on October 22 we will instead have…four DevBlogs for you all!

Part 1: “Land of Lions” Overview

Part 2: Shepherds and Irrigation

Part 3: Elders and Story

Part 4: Scholars and Research

 

And that’s it for toda…wait, you wanted more of an overview? Alright then…

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New Residential Tiers in Enbesa

Let us first talk about Enbesa, the eponymous “Land of Lions”. Enbesa will be a session in the Southern part of the world map once you have unlocked access to it via an expedition (as with our other additional sessions).

The similarities to sessions like the New World and Arctic do not end there; much like them, Enbesa is also the home of two residential tiers, with their own associated housing, production chains and trade goods!

First, we have the Shepherds. The Shepherd’s representative is humble and loves nature, but he is also a keen poet and storyteller who will share his insights into the events around him with the player. In gameplay terms, Shepherds are focused on the agricultural production of new goods like Teff Grass or Hibiscus. As such the Shepherds will of course also play a central role in the new irrigation system.

Enbesa’s second resident tier are the Elders. They are represented by a devout but stern widow, who is an appreciated leader in the community and key to its social life. The Elders are focused on the crafting in Enbesa, producing important goods such as lanterns or tapestries for their people.

Making the Savannah fertile

As hinted at during the announcement of Season 2, “Land of Lions” is revisiting a classic element from Anno 1404: making the land bloom via irrigation. Instead of using the Noria again, the trick to making things grow in Enbesa are rivers and irrigation canals. Rivers on islands have a limited number of river building slots, which you can use not only for some production buildings, but also as the starting point of a new canal. Whereas the land of Enbesa is often dry and infertile, tiles next to water will become green and fertile, allowing you to grow fields on them.

A land of culture and history

Beyond all the sandbox game elements mentioned above, “Land of Lions” is also offering a lot to any players who want a side of story with their city-building gameplay. This starts with the main storyline, which sees you enter the services of Emperor Ketema of Enbesa, who enlists you to construct his mighty new capital, Taborime. As with previous DLCs, the main storyline will introduce you to all the new gameplay elements in the DLC, while also giving you insights into the people of Enbesa.

Besides the traditional story, we are going a step beyond to deliver one of our most elaborate narrative experiences in an Anno game yet, which will give curious players ample opportunity to learn much more about Enbesa’s culture and history. To achieve this, we have created three unique story islands that will serve as quest hubs and may even pose some tough decisions for the player to make.

Old World? New Research!

When we released “The Passage”, we received a lot of feedback from players who said that while they loved the atmosphere and vibe of this frozen session, they wished that it had been more closely entwined with the Old World, and the rest of the game outside the arctic. When we set out to come up with ideas for “Land of Lions”, we knew that we wanted Enbesa to be more closely entwined with the rest of the game. Meet the Scholars!

The Scholars are a new late-game residential tier based in the Old World (but unlocked as part of the “Land of Lions” storyline in Enbesa). So, who is the Scholar? As stylish as he is gifted, he is representative of the well-educated international students coming to the Old World to work in the newly founded Research institute.

Which brings us to the Research Institute itself. Not only is this impressive new building our latest monument in the game (which means that it is being built in several lengthy stages), it also fits in well with our existing university, which served as the artistic touchstone for the Scholars and all related buildings. The Research Institute also serves to tackle several issues we have seen come up in your feedback since launch. For once, it allows you to research and subsequently craft almost every item in the game, giving you an endgame alternative to hoping to get lucky with rewards. It also allows you to use your research points to make “Major Discoveries”, which are powerful abilities such as moving a claypit across your island to another spot!

And that’s just the overview!

As you can see, we were not bluffing when we said that “Land of Lions” is the biggest DLC for Anno 1800, bringing with it not only a ton of new content, but also the much requested research feature many of you have been asking for. We look forward to revealing much more to you all over the coming blogs and weeks.

Until then, stay safe!

The Anno Team

Union Update – Land of Lions & postcard contest

We know a picture says more than a thousand words, so how many words does a video count as? Anyway, here you go, watch the brand-new Anno 1800 – “Land of Lions” teaser trailer!

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We’re excited to announce that Anno 1800’s biggest DLC yet will release on October 22nd, 2020 (a date which coincidentally has the checksum 9) on the Epic Store, the Ubisoft Store and on Steam.

“Land of Lions” will feature a completely new session, the land of Enbesa, with its own story, new population tiers, production chains and goods… but we don’t want to go into detail just yet!

Instead we’ll start… hmmm… let’s say: Monday!

Stay tuned for the first wave of information starting next week.

Winners of the Postcard Contest

In early September we asked you to send postcards from the world of Anno, showing off your cities and islands to create some vacation feelings. And we received a lot of amazing cards from places we’d love to go on vacation to! Naturally, making a decision was tough but after plenty of deliberation, we managed to decide on our 5 favourites. You should still check out the English and German forum threads for the other cards or look up the ones posted on Twitter with the #annoholidays hashtag.

Congratulations to Amoury.Montfort, Lethanii, NinoRoelofs, Wiwio (front and back side) and Sakrisch.EZ for winning a stylish Anno 1800 t-shirt!

We will contact all winners on the platform they’ve posted their postcard on, to get their contact details. So please keep an eye on your inbox!

Please be aware there might be delays later on with shipping due to the current world-wide Covid-19 situation.

An update for the Anno Union

After the update to the new Anno Union in June we received plenty of feedback from you as to which parts you’d like to see changed or added.

Today we not only want to say thank you for your constructive input, but are also happy to announce that an update was deployed this mornig with some great changes:

You can now switch between dark and light mode, as requested by several community members, by clicking the round button right next to the language selection.

We’ve also improved the language buttons, making it easier to see if you’re on the German or English version of the page. All non-German users should now also be directed to the English version of the Anno Union automatically. We hope this avoids future language confusion 🙂

From now on you will also find all trailers and streams listed in the new video page – of course including the new “Land of Lions” teaser trailer!

In addition to these features, some smaller changes were also implemented, for example, the front page has been optimized to require less scrolling to see all the content and the box to write a new comment is now right below the article – you won’t have to scroll to the end of the comment section anymore.

There are some more, minor improvements and we still have a few ideas what else we want to add and will keep you updated. In this regard we’re of course open to your feedback, so let us know if you have suggestions or ideas for the Anno Union!

Of Lions and Lights

Hey Anno Community,
we know that many of you have been patiently waiting for more news on our next major DLC, “Land of Lions”. We also know that we had previously promised to have more information on this feature-packed content in September. Unfortunately, due to some additional feedback we have been working to implement, we won’t be able to honor that promise, and there will be no news from Enbesa this month. On the bright side, we will not only release “Land of Lions” itself in October but are also working on several DevBlogs to give you an in-depth look into Anno 1800’s biggest DLC prior to release.

Enjoy the “City Lights”
Speaking of releases- another frequently asked question was whether the runner-up from our Cosmetic DLC vote, the “Bustling City Life Pack”, would make its way into your cities in the future. We are happy to say that the answer is “Yes!”, with a small “but…” attached. While the concept is very much the same many of you voted for earlier this year (vending booths, playgrounds and other things you will find in daily city life), the pack has undergone a name change to “City Lights Pack”, to account for the new streetlamps! This latest Cosmetic DLC will be coming to Anno 1800 later this year, after the release of “Land of Lions”.

We are looking forward to sharing much more about both DLCs with you all in the weeks to come!

The Anno Team

Teaser

Union Update: Community spotlight and postcard contest

Game Update 9 details

Due to the current circumstances, the annual gamescom video game convention was a purely digital event this year.
And while our streams from this digital gamescom were German only, no worries: You can also find all information about the features of the free Game Update 9 which will release alongside Land of Lions in October in this blog. You can of course also take a look at the VOD of the video by clicking here and we want to thank everyone who tuned in to the stream and shared their thoughts and questions.

 

Talking about livestreams: Currently we’re discussing the best format for exciting dev streams to introduce you to the land of Enbesa in Land of Lions in the next weeks.
But we’re also already thinking ahead for ways and new formats to keep our Twitch channel active in the time after that and provide you with not only entertainment but also insights into the world of Anno. For this, we’re also curious to hear from you what you’d like to see from us regarding streams and shows. So, share your thoughts on our Twitch channel in the comments below!

Anno 2070 update

As several attentive players have already noticed, we recently deployed a small update for Anno 2070 with the goal of fixing the issues with the autopatcher which previously resulted in an infinite restart loop for several players. Together with the removal of the Solidshield DRM a few weeks back, we hope this fix will help you continue to enjoy Anno 2070 and its Deep Ocean addon.

Community Spotlight

After an absolutely brilliant cross-stich art piece in the previous Community Spotlight, today we’re able to feature this stunning artwork of Hannah Goode by libby_sharp. Thank you for sharing it with us!

Clearly you’ll never get tired of sharing screenshots of your cities and islands with us – and we’re not complaining!

This time we have Cruse10’s park and gardens around their World’s Fair, Grieswurst’s atmospheric but also kinda sad industrial fires and CrzdHaloman’s self-sustaining mini-island:

Your questions about the Anno 1800 boardgame

The official Anno 1800 board game is set to release in October (in German, English release is planned for next year) and we know several of you are already excitedly waiting to get your hands on this offline version of Anno 1800. We want to give you the opportunity to ask your questions about the board game to its designer, Martin Wallace!

Just leave them in the comments below and we will select a few to forward to Martin Wallace. The replies will then be featured in a future Union Update.

Postcard contest

Doesn’t everyone love to receive some post cards from friends and family around the world? Or maybe YOU want to share some of the wonderful experiences you’re having during your time off.

Over on Twitter, Ruud adapted to the current slightly vacation-unfriendly situation and instead shared beautiful postcards from the world of Anno 1800, as you can see below.

With this as an inspiration, we’re now asking you to send us your postcards from Anno 1800 to advertise why people should definitely visit your city or island: Long sandy beaches? Vast parks and cultural buildings? Plenty of shopping and entertainment opportunities? Architectural marvels? Prepare your public mooring, clean the city’s streets and get ready for the tourist swarms!

 

To create your postcard, you have complete creative freedom and can – besides of course the screenshots of your islands – also use official artworks, assets and logos to let your magical vacation spot shine. Please do not use any images or assets you don’t have the rights for; the main part of your postcard should be screenshot(s) from your cities or islands.
Screenshots from modded savegames are allowed.

 

Use the hashtag #annoholidays on Twitter or head over to the forums and share the postcard in the dedicated thread.
Entry deadline is September 27th.

 

The team’s 5 favourite holiday destinations will each win a Anno 1800 t-shirt and will be featured in a future Union Update.
We’re looking forward to your mail!

Union Update: Fan art showcase and gamescom

Welcome back to another Union Update, this time with some handcrafted Anno goodness, bustling Amusement parks from aspiring community screenshot artists and an update from our streaming front.

Anno 1800 Fanart Showcase

Let`s kick off the update with a brilliant art-piece from Twitter Annoholic Asia Larkin, who put in some serious hours (about 70 to be precise) to create a cross stitch version of our 1800 logo!
And the result is truly marvelous:

From paintings to cross stitch artworks, fan creations display true dedication and artistry. If you are a hobby crafter, musician, artist, or story writer with a passion for Anno, let us know! We love to showcase your creations and you cannot underestimate the moral boost your work has on our development team.

 

Show off your Amusement Pack Screenshots

Since launch, countless Annoholic`s shared their screenshots of picturesque landscapes, busy metropolitan streets, or industrial panoramas. With our new “Amusements Pack”, many beauty builders went to town immediately and overhauled their city centre with new stalls, rides and not to forget the main attraction: the roller coaster!
Here are some of your wallpaper worthy Amusement screenshots and we cannot wait so see more of your creations. Who knows, we might get inspired to run a new contest.

Big thanks an Theves, Giant Mountain, Hawkar Qadir and Nitram for sharing their wonderful screenshots!

And with the “Amusements Pack” going down so well with our communities out there, there is a good chance for some nice additions to your bustling city life in the future!

gamescom digital and live streams

Finally, let`s talk about streaming. 2020 was a wild ride for us and while our Season 2 goes as planned, the work on our brand new streaming room had to be delayed. As a result of that, we had to pause dev streams as well as our AnnoCast community podcast. While our community streams enjoy great popularity, we plan to bring the dev streams back to the channel and are working on some ideas for some brand new shows to give you a closer look behind the scenes of our studio.

It will take more time until our new room is done and we can return our classic shows, but we will continue to bring you more community streams and with gamescom, we are going digital with our Anno 1800 masterclass show this Friday. While the masterclass and our gaming career panel will be held in German, we are curious if you would love to see more panel formats where our developers dive deep into a specific topic or where we demonstrate how our developers bring games to life.

Here comes an overview of our Gamescom streams this Friday. As mentioned, they will be held in German but rest assured we will share Game Update 9 details with all of you on the Anno Union after the stream.

 

We are curious, what would you love to see more on our Twitch channel and maybe your feedback sparks the idea for a brand-new show.  Your voice matters, so share your thoughts on our Twitch channel in the comments below.

DevBlog: Amusements Pack Cosmetic DLC

Hey Anno Community,

Today we want to take you a bit behind the scenes and magic of your very own future amusement park, which will open its doors next week thanks to the release of the eponymous “Amusements Pack” Cosmetic DLC.

Before we dive into the process of bringing these new ornaments to life, let us go far afield to talk about ornamentation and the concept of Cosmetic DLCs in general. One thing that makes the Anno community so special is that the games manage to attract many different types of players, who all manage to carve out enjoyable niches within the games’ plethora of systems to find what they are looking for. Traditionally, two of the most prominent tendencies within the community have been the min-max-ers who don’t mind their citizens living in abject squalor as long as they can manage to cram just a few thousand more onto an island to reach that next record- and then there are the self-styled “beauty builders” who use Anno games as interactive dioramas to realize their wildest modelmaking fantasies without too much worry about the efficiency of it all.

When coming up with ideas for our post-launch strategy and DLCs, we always have these different playstyles in mind, and try to think up with new content that will offer something for everyone. Both of our currently available Season 2 DLCs, “Seat of Power” and “Bright Harvest” are good examples of this philosophy, as they offer new gameplay mechanics for the economically-invested crowd, and add stunning new sights to the beauty builder’s toolbox.

The downside is of course that such fully featured DLCs will take several months to develop, which inevitably means that there are always some lulls between new Anno 1800 content coming out. This is where Cosmetic DLCs come in, as they allow us to deliver some new Anno 1800 content in-between the major DLCs. Where a DLC like Land of Lions takes months of work from a sizeable team, the Cosmetic DLCs will take a few artists a couple of weeks to design and implement. This also gives us the opportunity to create some strongly thematic content that may not appeal to everyone (for example, anyone who is not into Christmas themes id unlikely to enjoy the Holiday Pack).

This is also why we do not include the Cosmetic DLC Packs in the Season Passes, as we do not want to drive up the price with content that we know won’t appeal to a big part of the community (the min-max’ers). That is why we think that an à la carte approach is the best way to go with the cosmetic packs, allowing everyone to get exactly the content they want to see in their cities.

These were some of the considerations we had in mind when we came up with the Holiday Pack last December, which was the first such DLC for Anno 1800. Following its release, a few things quickly became clear from your feedback: 1) Anno players love more ornaments but would 2) prefer content that would feel right at home throughout the year, rather than just in the run-up to the Holidays. We also immediately received lots of feedback and long wishlists for future cosmetic packs (these lists were the origin of the agricultural and industrial ornaments that were added to the Bright Harvest DLC).

As a next step, we took this list of community ideas to our artists to see where they saw the potential for a nice themed pack of 15-25 ornaments (depending on their size and scope), and to check the feasibility. For example, we saw a lot of players asking for some form of harbor ornaments, and we actually did some technical tests to see what form these could take, but found the idea clashing with the general lack of harbor front building space.

In the end, the team came away with three topics that we could see making for visually interesting Cosmetic DLCs: a circus, general props for urban life, and the amusement park. With this list, we decided that it would be cool to give the Anno Union who has been so supportive of the game throughout its development the choice of which pack we should tackle next.

That’s why we launched our latest Anno Union vote in April, to give you all the deciding vote between the tentatively named “Bustling City Life, “Trip to the Big Top” and “A Day at the Amusements” DLCs. Of course, every one on the team had their own favorite they were rooting for, so rest assured that we kept close tabs on the voting, and every change at the top of the polls was immediately shared in various chats! In the end, the Amusements Pack took the day, with the slimmest of margins over the City Life Pack.

With that decision out of the way, our artists immediately got to work on ideas, starting with a series of quick concept scribbles. These sketches are intended to quickly produce a wide range of potential ideas, allowing the team to get a feeling for what things could look like inside the game.

When selecting which scribbles, we want to take to the next stage, we consider a few things:

  1. Player fantasy: What are things that players expect based on the chosen topic? For example, it was obvious from the start that the Amusements Pack should include a ferris wheel, so we even put it into the artwork for the vote.
  2. Variety: We want our Cosmetic DLCs to have a good mix between different sizes of ornaments, to give players flexibility in how they can use them. In general, we want to have 1-2 big showpieces (like the Holiday’s Pack’s merry-go-round), a few medium sized ornaments, and several versatile small ornaments you can use to fill any gaps between other buildings.
  3. General fit: Despite rumors of an alleged first-person mode, Anno is of course played from an isometric perspective. This is of course also something we need to keep in mind, as not everything that looks cool when standing before it in real-life will translate well into an isometric game perspective.

It was during this phase that the idea for a rollercoaster as the second centerpiece of the DLC alongside the ferris wheel first came about, with everyone loving the idea of having such a massive ornament (one of the biggest in Anno history).

Next come the first rough 3d models for the chosen concepts. While very rough around the edges and untextured, they give the team a good feeling for how well they fit into the game world, and alongside already existing buildings and ornaments (see #3 in the list above). Once an idea passes this final hurdle, it is in for good, and we can get to finishing and polishing to be ready for its grand debut in the game.

Of course, it would not be Anno if the world weren’t bustling with life, so of course the Cosmetic DLC packs also call for some customized feedback units. If you are unfamiliar with the term, “feedback unit” is our internal term for any kind of citizen walking around your city to give you visual feedback for how things are going (like the groups of tourists gathering around the rarest zoo exhibits). For example, our Christmas market from the Holiday Pack just would not have been the same if the man himself, Santa Claus, hadn’t been making an appearance in it!

Once all ornaments and their respective feedback units are finished, all that is left to do is to create the thumbnails for the construction menu to allow you to place these all over your burgeoning industrial empires, which is where our UI team comes in to help get the DLC over the finishing line. Speaking of the build menu, some of you may be curious about what exactly is included in the Amusements Pack? If so, look no further:

  1. Ferris Wheel
  2. Rollercoaster
  3. Ticket Booth
  4. Ice Cream Stand
  5. Cotton Candy Stand
  6. Tin Can Alley
  7. Shooting Game
  8. Food Stand
  9. Beverages Stand
  10. Strongman Game
  11. Face in Hole
  12. Barrel Organ Player
  13. Balloon Seller
  14. Portrait Painter
  15. “Welcome” Gate (with a second variation of it)
  16. Bar Table

And the best thing is that you won’t have to wait very long at all for your very own amusement park to open, as our second Cosmetic DLC will already be out on August 11, at 6pm CEST/ 12pm EDT/ PDT, for a price of 4,99€/$.

There is one last question to cover, and that is the “Bustling City Life” Pack, which put up a very brave effort in our Anno Union vote and came in an extremely close second. We have been receiving lots of questions about the possibility of doing this second pack as well ever since. The answer is that we would love to do so! Should the Amusements Pack prove to be as popular with players as we all hope, we would be very excited to do the City Life Pack for you all for release after Land of Lions, towards the end of the year, including a small pond with pedal boats to help your citizens cool down in the heat. For now, we cannot wait to see all our beautiful screenshots of the Amusements Pack next week!

Stay safe,

The Anno Team