Driven by the ever-present urge of territorial expansion, Anno 1800 will see you venturing forth to claim new islands, expand your industrial machine and grow your population. Your once scenic rural hamlet will grow into an impressive metropolis, bringing with it all the challenges of managing dozens of complex production chains at once. Thankfully, if you are feeling a little adventurous (or always strive for perfection), there is one wonder of the modern age that may come in handy: electricity!
Power for the new age
Upon reaching the fourth residential tier, the future suddenly becomes reality, as your first power plants start boosting your industry and giving you a significant advantage over your competition. Once connected to your factories and other modern production buildings, electricity will significantly buff your productivity, which will allow you to grow your cities without losing crucial building space needed for your residents or to expand your trading empire. Thanks to this breakthrough, a smaller production island could quickly turn into an industrial powerhouse, being able to provide the majority of resources to supply your main island.
Storing electricity and transporting power over long distance was a song of the future back then, which means that your power plant will provide electricity on a radius based on street distance. All factories and craft business can benefit from a connection to the local power plant, while farm buildings (such as the pig or grain farm) will not receive a boost from electrical power.
While electricity can boost the outcome of your older production buildings significantly, some modern facilities will require a connection to your electrical network to begin operation.
To drive home the atmosphere of this brave new world, electricity will also be visualized in the game world, with electrical poles on your streets showing you which areas are connected to your electrical network. With boost up to 200%, the cart pushers of old will not be able to handle the higher demand for production relevant material to keep the machines running. To solve that issue, boosted production buildings will swap their old horse carts for modern steam powered contraptions and the UI of connected buildings will undergo significant changes as well:
Get things rollin! Not all assets are final.
But not only modern factories are hungry for power, your dear investor friends will have a serious chat with you at the country club if you are not providing their modern city mansions with electricity. They obviously cannot be bothered taking care of the logistics of establishing electrical supply to an apartment district in a 19th century metropolis, but they are certain that you are up for the task.
Many assets and visual feedback are still a work in progress but we are looking forward to show you the system in action!
Running the electricity business
While power plants are an incredibly effective tool to boost your production, they are also fairly challenging to operate. The trick is that your power plant runs on fossil fuel, and its hunger for oil is not to be taken lightly. Refineries, which extract the fossil fuel from natural deposits, can provide the huge amount of oil needed to run your power plant – but that still leaves the question of how you transport all this oil!
In order to support large parts of your city with electricity, you will need to pave the way for the train to transport tons of fuel across your island.
This is where the oil harbor comes into play, giving your tankers an opportunity to unload and store all the oil coming into your production islands. But you still need to get it from the harbor to the power plants, right?
The industrial revolution lead to an incredible demand for resources and materials, creating a logistical challenge impossible that called for modern solutions. Enter stage left: the railway, the trusted iron horse powering the advances of the 19th century!
The train will load the fuel from your harbor to transport them to any connected power plants on the island. Of course, that means that you have to connect your oil harbor to your power plant via railway tracks to get things moving. Depending on your islands layout, this can pose an interesting challenge in itself, making sure that all power plants are connected to the harbor (or an oil field, assuming you were lucky enough to have one on this island).
Establishing an efficient supply line is therefore by no means a trivial task, from finding and tapping oil reserves, putting all the needed workforce in place to the logistics of getting it all to the power plants near the factories you want to power with electricity. This is where good predictive building of your industrial districts pays off, ensuring that you can group your factories efficiently to ensure that as many of them as possible benefit from your power plants.
This diagram gives you an overview about the logistical network required to support a power plant.
A new century on the horizon.
During development of these features, we closely followed the many creative and passionate community discussions revolving around the railway. Because of that, we wanted to create a meaningful endgame feature for Annoholics who want to optimize their economy as well as for enthusiasts who want to experience technology advance alongside society.
Together with features like our item system or Influence, electricity allows for a level of customization and strategic gameplay rarely seen in the Anno series. Imagine dense industrial districts powered by electricity, further boosted by items and Influence specializations. A feature, which also greatly benefitted from our Anno Union play testers, as their feedback helped to shape and improve the system.
We are eager to hear your opinion, so feel free to share your feedback on the new electricity feature in the comments below!


Let the future entertain us – Gameplay
The future is here and money loses as fast its worth as a rotting shipment of exotic fruits – You have to demonstrate power in that shark basin full of rival companies. A monopoly on menacing weaponry or stellar reputation as a host of truly marvelous events might impress opponents, allies and populace alike. The tier 5 production chains are only one element that reflects the investors influence on technological advancements. Investors become are a substantial part in the mechanic revolving around Anno 1800’s big monument, the world fair. As they are the patrons of your monument, they provide the investment capital to host exhibitions and having enough influential supports can decide how fast and often you can run the exhibition events (and reap the harvest from your stellar event).

When we are confident that the wireframes are working, we can start on the actual visual UI elements. This means creating mock-ups, defining the text and color style as well as the shapes we want to use. Concept Art from our art department serves here as an inspiration and a visual guideline. The UI team has also dedicated Icon Designers, who support us by designing and producing the icons we need for our UI. That can be something simple like a specific button or something complex like the tourist ferry timer we have shown during the last stream.
It is the design of the fourth tier where it becomes apparent that the world is inexorably moving towards the 20th century. The look of the engineers is as modern as their inventions and their sophisticated lifestyle wants to get rid of the musty concepts of old. With that in mind, we wanted that the engineers transmit that intellectual self-esteem of a class, who enjoys the wealthy fruit of their labor but never shy away from getting their hands covered in oil or falling asleep over their blueprints. The mind does not like to chain itself with antiquated ideas; their open-minded nature favored genius over discrimination and gender.
The second industrial revolution at your fingertips
Modernized production processes bring filigree filament for light bulbs and astounding steam machines, which are not only satisfying the needs of your tech affine class as also are important goods in your just opened steam shipyard. Allow yourself a short break when enjoying a true achievement for your company: your watch the first steam-powered ship leaving the dock!
Our zoo opens its gates
Most items in Anno 1800 modify the functionality of your buildings. Certain buildings can slot items to make use of the items’ effect in their area of influence. Currently there are three such buildings planned: The guild house impacts production, the town hall is responsible for your residents and city services and the harbor office can, among other things, grant you benefits when trading with other parties. Each building has its own influence radius and you will be able to construct more than one of each of them to affect different districts of your city. There is however a limit to how many of these you can construct, though that limit is expanded as your city grows over time.
Specialists – Gifted talents, inspiring personalities or visionary scientists. Specialists are unique visitors who might have been attracted by the attractions and marvels of your aspiring utopia. While a seasoned journeyman might simply boost the production of one of your workshops, infamous adventures are up to the challenge of capturing the rarest of animals, while a long-serving captain can turn the tide of a battle with his special abilities.
Consumables – And are there really problems that cannot be solved with some good, old-fashioned dynamite? Consumables are items with a strong influence on the game world but are limited by factors such as time or limited usage.
There are a few more layers to the items system. Military items, for example, are not their own category but will fall under one of the above types, such as said seasoned captain who comes with his own special abilities or special armaments to surprise your enemy with superior weapon technology.


