Union Update: “Industrial Zone” Pack CDLC teaser and more

Hey Anno community,

Now that we reached early June, we think it’s a good opportunity to update you on a few things Anno: The two remaining Cosmetic and DLC 11.

Cosmetic DLC 8

As revealed in May, Cosmetic DLC 8 is called the “Industrial Zone Pack” and will release at the end of this month – more precisely: June 28th!

True to its name, you can expect ornaments focusing on construction and industry, the dirtier but nevertheless necessary parts of a city. The CDLC is split into two themes, the first is construction and adding things like scaffolding ornaments.

The second is focusing on your railroad system, one of the lifelines for any advanced city in Anno 1800. Fans of miniature railroads will certainly enjoy beautifying their islands with ornaments like a railway guard hut with its own little platform.

 

As usual, you can expect more details and a DevBlog with further insights and the full list of all ornaments in the coming weeks.

Cosmetic DLC 9

About a month ago, the community vote for this year’s third Cosmetic DLC was in full swing and in the end, it was the “Old Town Pack” that won the race. Going by the comments (and you left a lot of them), there’s also quite a bit of nostalgia connected to the theme of the CDLC.

After the end of the vote, our Art team started exploring the topic, incorporating both their own ideas as well as the feedback we received from our community. It is still a bit too early to talk about details, but we should have a first glimpse for you in July regarding what you can expect for this Cosmetic DLC.

DLC: Empire of the Skies

Lastly, there’s of course DLC 11 – Empire of the Skies.

The release of the second DLC of Season 4 is still further in the future (late summer) and will then allow you not only to expand your trading and war fleet with new airship variants but also profit from the advantages of the new mail system as well as other features to make your New World as well as your empire overall grow closer together.

Right now, we’re still in the production phase of the DLC, meaning assets are still being worked on, features (like the behaviour of the new airships) are finalized, and UI elements created. Soon, we will enter the polishing and fixing phase during which we can show you some first teasers of the new content – so keep an eye on our social channels!

Goodbye, Marcel

So much for the news on the upcoming content, however, there’s also a change in the team we want to inform you about:

At the end of June, we’re saying “goodbye for now” to one of our Anno veterans, our dear Senior International Brand Manager Marcel Hatam – also known as Com_Raven. Having joined in 2017 during the early production of Anno 1800, he has since steered the Anno ship on the Brand side successfully through the game’s release and till now 4 years of post-launch content.

You could also see him in many of our live streams and trailers – most famously playing the role of the architect in the “The High Life” trailer (however, we can confirm he’s not starting an acting career).

“One last time: Hey Anno Community! When I bought 1602 24 years ago, I would not have dared dream that I could one day help to develop a new Anno game myself. I am eternally grateful for the past 5 years, and proud how all of us together – you in the community and us on the Anno-Team – made 1800 not only the most successful, but also the best Anno ever. I know this incredibly talented team has a very bright future ahead, and I cannot wait to cheer them on as a fan myself.”

– Marcel

And while Marcel is sailing towards new adventures, his brand-sceptre has been handed to Lisa, our Junior International Product Manager, who you surely already know from previous live streams. 

Please give him a round of applause for his role in making Anno 1800 the success it is! We wish him all the best for his surely magical new adventures. 

Union Update: CDLC Vote Winner, Game Update 14.2 and Community Spotlight

Hello Anno Community,

The voting has just ended, and it is time for us to reveal the winner of the Cosmetic DLC Community Vote! Furthermore, we will take this opportunity to speak about Game Update 14.2 and share our favourite screenshots in the Community Spotlight.

Cosmetic DLC Community Vote: The winner!

And the winner is…

[drumroll]

The Old Town Pack!

It became quite obvious since day one of the vote that this was going to be the Community’s choice for the third Cosmetic DLC of 2022. A great choice, Anno Community! The Old Town Pack will be released in autumn of this year, as the third and last CDLC of 2022. Just like other CDLC, it will be a standalone purchase for the price of 4,99€ and is not be part of the Season 4 Pass.

Many of you have also voiced what kind of content you would like to see for this theme, and we’re planning to give you a status update on our rough plans in summer.

Game Update 14.2

Today we released Game Update 14.2. This patch retroactively fixes the problem with all achievements being unlocked after GU14 and the missing Clay Pits in the “Seasons of Silver” scenario. You can find the Release Notes here.

Community Spotlight

For today’s Community Spotlight, we decided to go with a collection of screenshots that perfectly capture the beauty of the warm and soft tones of the New World. Here are our picks, enjoy!

Mydriase shared this amazing collection of screenshots, with the first one capturing a snapshot of their New World city. We love the contrast between the orange tones of the building and the fresh and lush green trees all around the city!

Aestris seems to have also spent a significant amount of time on beautifying his New World island using DLC 10. The Hacienda, its farms and residence areas are all surrounded by the new ornament wall, hopefully keeping some of the noise and smoke of the railway.

While modded, we love Ionovia’s layout – and the tilt shift effect really creates a miniature world atmosphere. Very cool screenshots.

Meanwhile, Carpo_VP has greatly enjoyed the “Seasons of Silver” scenario and shared some of their impressions on Twitter.

You might have already noticed, but we’re entering a slower period right now when it comes to news while the team is busy working on DLC 11 – Empire of the Skies – right now. You can expect more news in the second half of June when we start talking about the “Industrial Zone Pack” Cosmetic DLC.

Vote for 2022’s third Cosmetic DLC!

Hey Anno Community,

 

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

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

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

 

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

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

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

 

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

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

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

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

 

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

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

 

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

[totalpoll id=”16703″]

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

Union Update: Community Challenge results + upcoming Community Vote

Community Challenge

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

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

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

 

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

Cosmetic DLC Vote

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

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

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

Video Game Music concert

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

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

Have a listen on Saturday over on Twitch.

Union Update: DLC 10 feedback, Community Challenge update & Community Spotlight

Hello Anno Community, 

Last week we kicked off Season 4 with “Seeds of Change” and its related scenario, “Seasons of Silver”. Now it is time for us to give you an update on the feedback we have received from you all and the steps we will take from here. 

Feedback, bug reports and patch information 

First, we would like to thank you for all the feedback you have shared with us so far. We have taken notes of your feedback related the Hacienda and some of its modules such as the new residences, alongside the fertiliser production cycle. As we said last Thursday, we are investigating potential changes and their impact for some of the mechanics and features, while we keep an eye on others. We can already confirm that the production time of fertiliser will be lowered with the next update. 

Furthermore, we updated our Known Issues List with the bugs you have been encountering after Game Update 14, such as all achievements being unlocked or increased multiplayer desyncs after the update. Please check this list to stay up to date on issues we’re working on. 

We will address some of the issues in a patch, that will be released in the first week of May. Stay tuned for more details and the full release notes! As always, thank you so much for your patience and support.  

Community Challenge 

To kick off Season 4 and spice things up a bit, we launched a challenge to the Community: we asked you to come together and reach a global target of 60.000 fertiliser modules built. Well, Anno Community, you did us proud. So far, you have built over 70.000 fertiliser modules! WOW – that is a lot of… dung! 

Clearly, the next challenges need to be more…. challenging. 

Community Spotlight 

We decided to fully dedicate this Community Spotlight to some of the amazing guides and videos you created and shared with us and the rest of the Community. Whether you are struggling with the “Seasons of Silver” scenario or would like to know some tips and tricks about the Hacienda and its modules, here are some guides we recommend!  

Let’s start off with a complete guide to the Hacienda mechanics by Takarazuka – a very detailed guide to know about the Hacienda, its mechanics and modules, but also advice and suggestions.

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Struggling with that gold medal for the new scenario? Here is a video by StratGamer with 10 tips for “Seasons of Silver”!

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Another great and quick guide for “Seeds of Change”, this one by Colonel Damneders.

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If you would like to sit back and relax while watching some scenario gameplay, Nivarias has uploaded not 1, but 8 episodes of “Seasons of Silver” gameplay. You can find the playlist here, enjoy!

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

Hello Annoholics!

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

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

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

 

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

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

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

Twitch Drops

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

Community Challenge

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

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

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

Free Week & Friend Referral

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

 

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

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

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

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

DevBlog: The “Seasons of Silver” scenario

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

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

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

A hostile world

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

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

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

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

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

Needs and Irrigation

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

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

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

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

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

Scenario Background

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

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

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

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

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

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

The weather cycle

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

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

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

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

Be prepared for these seasonal changes and plan accordingly.

Shiny Silver

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

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

 

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

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

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

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

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

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

 

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

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

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

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

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

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

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

Union Update – Annoverse roundtable and orchestral delights

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

Annoverse roundtable recordings

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

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

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

Until next time!

Anno soundtrack composer releasing first symphony

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

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

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

Video game soundtracks in concert

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

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

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

Scenario DevBlog and Release Notes

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

DevBlog: “Seeds of Change”

Hello Anno Community,

Last week was packed with news, revealed during our Season 4 unveiling stream. If you missed that, don’t worry! You can find a detailed overview blog here on the Anno Union. As we are getting closer and closer to the release of the first DLC of Season 4, it is time for us to give you an overview of the content that you will soon be able to experience first-hand.

As you probably guessed from the title, this DevBlog focuses on the first DLC of Season 4 “Seeds of Change”: its features, mechanics, and anything else you need to know to be fully prepared for your upcoming adventure in the New World!

White stucco walls, topped with red clay tiles; heavy wooden doors and shutters; a spacious courtyard, shimmering in the sun — the unmistakeable features of the hacienda.

By day, this place is bustling with activity: carefully cultivated crops cross the courtyard by the cartload, brewers engage in animated conversation about whether oak or acacia wood makes for the best rum cask, and rugged farmers haul sacks of fertiliser to the fields — granted a wide berth by white-trousered hacendados.

In the evening, when the day’s work is done, a gentle serenity descends. Gathering round fountains or leaning against the pillars of colonnades, the townspeople relax in the soothing light of dusk, sharing a comforting cup of atole or conversing with the curious parrots perched atop the adobe walls.

Life is good here.

The heart of “Seeds of Change”: The Hacienda

Heart of this DLC is the Hacienda: A special building that can only be constructed in the New World. Why is it special? You might ask. First of all, it functions as a central hub for different production buildings, or “modules”, that can be placed around the Hacienda itself. In addition, the Hacienda allows you to enact island-wide edicts, while it also functions as a warehouse. It can be unlocked once you reach the Obrero population tier. However, there is something important to keep in mind: You can only build one Hacienda per island.

Radius

Another important factor to always keep in mind for the Hacienda is the radius. In order to function, each Hacienda module must be placed within the Hacienda radius: this means that buildings that are placed outside the range will be automatically paused. But do not worry! This radius can be extended with population: the more your population grows, the more the Hacienda range will expand.

Modules

The Hacienda has various optional buildings that can expand its functionality. These buildings are called modules and serve different purposes: highly productive Hacienda Farms, additional storage buildings, space-efficient residences, and the Hacienda Brewery. They can be selected from the Hacienda menu and in order to function, these modules must be built within the Radius and must be connected to the Hacienda by roads, either the special Hacienda roads or the normal ones – it’s your choice! Let’s go through each modules, shall we?

Space-efficient residences

There are two different residence modules, one for each tier: Jornalero Quarters and Obrera Quarters. Both buildings can house significantly more residents but are also bigger than their standard counterparts (4×4 instead of 3×3).

Highly productive Farms

One of the most interesting modules is the Hacienda Farm, which allows you to cultivate a wide range of crops, including non-local ones such as grain. Hacienda Farms offer high space efficiency, requiring fewer farm modules than their standard counterparts: no matter which crop you choose, they will always require 64 farm modules. After you have built a Hacienda Farm, you can select the crop you would like to start growing from the Recipe Book. Just like the other modules, Farms must be built within the Hacienda radius to function properly; however, the crop modules can be placed outside the range: this allows you to save up quite a lot of space! The Farm’s production can be boosted by two features: the well-known tractor barns from Bright Harvest, and fertiliser, which comes from an additional module.

Brewery

The Brewery is quite useful, since it gives you the chance to produce some goods previously unavailable in the New World. For example, Beer, which you would normally need to import via Trade Routes, or the new and spicy Hot Sauce. Just like with the Hacienda Farms, you need to select the desired output from the Recipe Book.

Storeroom

The Hacienda Storeroom will be a huge help, especially when boosting the productivity of your farms with tractors and fertiliser. By placing them in the Hacienda’s range, they will increase the overall storage capacity of your island. In this way, you will have the option to increase storage capacity on land, and not only via harbour storage building. Quite handy, isn’t it?

Fertiliser Works

This is where the magic happens. This module will allow you to produce fertiliser, which is then consumed by farms as an additional good that boosts their productivity. Just like the Hacienda building, the Fertiliser module has an influence radius, in this case used to collect… dung, of course. However, how is Fertiliser produced and used? It’s time for us to dive into this new process (not literally, though).

Dung & Fertiliser

To acquire Fertiliser, you must construct animal farms within the radius of the Fertiliser Works. Besides their usual goods, those animal farms will start “producing” Dung, which will be later transformed into Fertiliser in the Fertiliser Works. Fertiliser acts as a normal good, and it is then transported to your warehouse. From there, you can use it on your island’s farms or transport it to other islands – and to the rest of the world! To enable the use of Fertiliser in your farms – both standard and Hacienda ones – you need to attach the fertiliser module to them, just like you would normally do with tractor barns or silos. The farm will then start consuming Fertiliser as an additional good, increasing its productivity. If this is still not enough for you and you would like to boost your productivity even more, then tractors are the way to go: by building a tractor barn adjacent to the farms, the number of fields required by the farm will go from 64 to 96 and the productivity will be boosted to 400%!

Tutorial Menu

Need a hand with modules and understand how the Hacienda works? Do not worry, we have the perfect solution for you. Just like the previous DLC, you can access an in-game Tutorial Menu by clicking the “?” symbol in the top left corner of the object menu you want to know more about: here you will find an overview of all the new mechanics and features.

Edicts

Another important feature of the Hacienda is the possibility to enact policies that will affect the whole island on which the Hacienda has been built. Only one decree at a time can be active, by selecting it from the specific Hacienda menu. You can choose from a range of edicts and revise it as necessary. Here are a couple of examples:

  • Dietary Education Initiative: reduces residents food consumption
  • Local Assemblies: Hacienda Obrera Quarters produce influence

Some of the edicts, however, require a specific level of Attractiveness of your island (e.g., it’s the case for the Local Assemblies mentioned above). Therefore, don’t forget to make your cities beautiful, Annoholics!

Ornaments

Speaking of making your cities beautiful: “Seeds of Change” adds 11 Hacienda ornaments that can be placed on your island and give the perfect Hacienda vibe to your cities: Flowerbeds to make your cities even more colourful, colonnades and walls to elegantly frame the Hacienda, and pools for a splash of crystalline blue.

This is all for today’s DevBlog – but we got more coming this week! We will publish another DevBlog on Thursday, this time about the first Scenario of Season 4: “Seasons of Silver”. Make sure not to miss it!

We hope you are excited as we are for the release of the first DLC of Season 4! As a reminder, “Seeds of Change” will be released on Tuesday, April 12th at 6pm CEST / 9am PST. If you have any question about a specific feature of the Hacienda or would like to know more, please feel free to leave a comment below or reach out to us on Twitter, Facebook and official Forums.

Happy city-building!

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

Twitch Drops & Early Access: Seeds of Change

Hey Anno Community,

Last week we revealed our plans for Season 4 live on stream – you can check out the VOD here if you missed it – and showed some first gameplay of DLC 10 – Seeds of Change.

As usual, the release will be accompanied by a Twitch Drops event from which you can earn two DLC-themed ornaments. The whole event will start on April 8th at 3 PM UTC+2 and last until April 20th and we got all information for you below:

Expanding the Twitch Drops

This year we’re doing some changes to how we handle the Twitch Drops:

If you’re an Anno 1800 streamer on Twitch, you can simply sign up for the Twitch Drops and participate. For this, simply head to this page for your Twitch account, make sure to connect it with your Ubisoft account, and opt-in to the drops. You can find more info on Twitch Drops in this official FAQ from Twitch. When you stream Anno 1800 during the mentioned period, your viewers will be able to earn drops.

 

Additionally, we will have an early access period for selected streamers as usual. These streamers will be able to play the content of the new DLC – including the scenario – from Friday, April 8th, until the release on Tuesday, April 12th. So, if you can’t wait to see more of DLC 10 as soon as possible, that’s the way to get a look at even more gameplay (and also earn the mentioned Twitch Drops).

Earning Drops

Anyone watching any of the streamers who signed up for the Twitch Drops event, regardless if they’re part of the Early Access or not, will receive two new ornaments:

A “Seeds of Change” Banner for watching 1 hour and a “Seeds of Change” Mural for watching 3 hours.

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 the mentioned time 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. You can find more information on Twitch Drops in general in this official FAQ.

Please be aware that all rewards will only be delivered to you after the release of DLC 10.

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.

To check which streamers are participating just have a look at the Anno 1800 category between April 8th and April 20th.