Multisession gameplay in Anno 1800

Time to get serious! As previously announced, we want to use the Anno Union to give you more insights into various aspects of Anno 1800. Starting things off is our Creative Director Dirk Riegert, who has been working on the series since the Anno 1701 days. In today’s extensive DevBlog, he will explain a core aspect of our new game: the multisession gameplay.

Our entire team is following the comments and feedback on the Anno Union with great interest and that of course includes myself. One topic that I keep coming across during my evening reading that many of you seem to have questions about is the so-called multisession gameplay. As we had always planned to start our proper DevBlogs with a meaty subject, this seemed like a perfect candidate to do so.

Looking back at Anno 2205

To be fully able to appreciate the changes we made to the system in Anno 1800, we first have to circle back a bit. Multisession gameplay is a fairly new element for the Anno series, as it was first introduced with our last game Anno 2205. This allowed players to connect several separate worlds (called “sessions”), and to transfer goods between them. Our goal for it was to create a larger, persistent game world while combining various different maps (in the case of 2205 for example, Earth and Moon). At the basic level, we were pretty happy with this new feature as it offered us many new game design possibilities. Moreover, players seemed to like it as well, voting the multisession gameplay as one of their favorite new elements of 2205 (alongside the ability to move buildings and production modules).

How can we go further?

Despite all that, our post-mortem analysis of Anno 2205 also showed us that there were many avenues where we could go even further to improve the multisession gameplay beyond that game’s implementation, as the expansion of the game across several sessions had some big implications. We identified four main parts that we wanted to address to ensure that the multisession gameplay fully met our expectations.

  1. Gameplay freedom
  2. The size of the game world
  3. A focus on your home session
  4. The game world’s integrity

To spoil the good news- we have made major improvements to each one of these aspects. So read on for much more details how we achieved this.

A question of freedom

The gameplay freedom to do as you please within the provided systems has been a core pillar of the Anno philosophy since we started with 1602. However, the multisession gameplay implementation in Anno 2205 did not fully deliver on this, as players were quickly required to settle in additional sessions to progress in the game. While it was possible to stay in your first session for as long as you wanted, this effectively limited your game progress. This lead to some players feeling limited in their ability to play Anno the way they want to, including the option of moving to additional sessions at their own pace (or not at all, even).

One session? Multiple sessions? It is up to you!

By comparison, the multisession gameplay in Anno 1800 is a lot more flexible. From a certain point on, players will be able to decide if they want to move to a new session. We know that exploration and that sense of discovery it instils are important aspects for some of our players, so we want to allow you relatively early on to set out and discover not only new islands, but also new sessions.

But there are also those players who prefer a “my home is my castle” approach, and who are more reluctant to move beyond their home island. These players prefer to make the move to another session much later in the game, once they feel fully familiar and comfortable with the gameplay. Allowing this flexibility is important for us with Anno 1800.

We are even going further to allow for those players who would prefer to only play on their starting map, as we aim to make the move to a second session entirely optional. We expect that the vast majority of players will spread out after a certain point to fully experience the full breadth of gameplay, but we will enable players to stick to their home session by focusing on trade to acquire other goods. As a side note, we currently plan to limit the classic multiplayer experience to one large session for 2-4 players.

Size matters after all

Fully understanding our goals for the multisession gameplay requires us to dive a bit into hard numbers. Staying forever in on one map is all nice and dandy- but only if it delivers the intended gameplay fantasy. For example, while the individual islands in Anno 2205 were much bigger than in previous Anno games, the maps were in turn much smaller. To see a concrete example, take a look at this graph, showing the respective to scale sizes of the game worlds in Anno 2070 (comparable to Anno 1404), Anno 2205 and our plans for Anno 1800.

As you can see, Anno 2205 had the smallest game worlds at 800×800 grids (grids being the name we use for the square units you build on). The worlds of Anno 1404 and 2070 were comparatively much bigger at 1200×1200 grids. And with Anno 1800, we take it a step further with massive 1600×1600 grid worlds.

For those of you hoping (or maybe fearing) that this means that the game world has also proportionally grown, we present this next graph, which shows the distribution of islands you can build on in the world. Whereas Anno 2070 offered around 25 islands per map, Anno 2205 reduced the number to five islands on average (we made some post-release changes with free patches and DLCs). With Anno 1800, we are going back to an island count that is more comparable to 2070 and 1404, offering up to 4 players (be they human or AI) enough space to advance to the highest civilization level. The reason that the world is comparatively bigger is that we have increased the size of the islands (especially your starting islands) to allow for more buildings, mountains that are more impressive and our huge monument. Thanks to these changes, each session should offer players enough space to for a full-fledged Anno experience. Which begs the question why we are even bringing back sessions? I am glad you asked!

A safe harbor

Similarly to how the fantasy of settling on the Moon drove the decision for the multisession gameplay in Anno 2205, our new setting in the age of industrialization and imperialism will also benefit from allowing players to move beyond their home map. We consider the players first session as kind of a home base, where their capital city will be located, and where they meets their allies and foes. After taking roots there, they are free to spread out and extend their area of influence to other regions.

Thanks to the inclusion of the multisession gameplay, we are not limited to your stating session when it comes to breathing life into the game world. After all, what proper empire would be limited to just one map?

On the other hand, we don’t want players to have to spread themselves too thin across to many sessions, leading to constant switching between them as could be the case in Anno 2205. This is why we will be very careful with the introduction of additional sessions. Our current plan is that we will offer a second big session beyond our stating map at launch. Here we are following the notion that sometimes less is more. This especially the case as (as explained above) the individual sessions are far larger and offer more gameplay than they did in 2205.

And while our restraint when it comes to the number of initial sessions is primarily driven by gameplay considerations, it comes with some has technical benefits. We were able to minimize the loading times between sessions, as they are simulated in parallel (after an initial load when you start).

The integrity of the game world

The last point of focus when it comes to improving the multisession gameplay in 1800 is the integrity of gameplay. This was an issue in 2205 as some of the typical Anno elements did not come together in a satisfying away, which sis something that we aim to rectify with 1800.

For example, there was a lack of immersion when it came to the transportation of goods, as they were not really transported from A to B, and rather managed via abstract balance sheets. To fit into the world of the 19th century, all goods in Anno 1800 once again exist as physical items that need to be transported between locations. This happens with the classic carts on the islands, and of course with ships when it comes to transportation between islands. And we are paying a lot of attention to the changes that happened to shipping during the industrialization, as time is an important factor during shipping. And not just between islands, but of course all when sending your transport ships between different sessions.

Also, contrary to Anno 2205, military engagements are no longer taking place in special “event sessions”. They are once again part of the main session in Anno 1800. How exactly these engagements work and what role multisession gameplay has there is however a topic for another DevBlog.

What do you think?

Now that I have spent two and a half hours typing up this in-depth answer to all of your questions regarding the multisession gameplay, it is your turn- we want your feedback!

This this DevBog help you to get a clearer picture of where we are headed with Anno 1800? What sounds most exciting to you, and what aspects of the multisession gameplay are you worried about? Would you personally prefer to stick to your home session, or are you more interested in exploring to world to its fullest? We look forward to reading your thoughts and ideas.

Thanks and until next time,

Dirk, Creative Cart Pusher

DevBlog: Building Blocks and Milestones

Have you ever wondered how game development is structured and how we work on certain features of the game?

To let you help us shape the future of Anno 1800, we will provide exclusive insights into how our team in Mainz works and with that, get you ready for future feedback sessions and playtests.

Concept phase
With our vision (outlined in this previous post), we had an idea about the game’s premise but the concept phase would help us to define what features the final game would need in order to achieve our goals. That process can take a while and involves a core team of experts, dedicating their time researching and designing the concept. There are creative aspects, game design elements and production steps, which ensure that our vision is achievable and feasible. Every game developer would love to create the biggest game ever seen, but we have to work within the boundaries of development time, work force and budget, with all of them being closely intertwined.

With our final concept for the game, we build our first playable prototype. Often called “vertical slice”, this first prototype helps to test if our concept works and if we are on the right track. With a complex project like a new Anno, which involves a big team of experts over many years, it is an important step to decide if we can start development with the current vision, or if we have to go back to the drawing board.

Pre-Alpha
While we announced the new title during Gamescom, the team started the actual development several months ago, with the pre-production phase. During this time, we take all the features and concepts from our vision to work on the foundation of the game.

So at what stage is Anno 1800 now? To be even more precise, we are right now in the pre-alpha state, which is when all building blocks of the early pre-production come together. During this time, the game is playable but usually in a very rough state and many features are still very bare bone or even placeholder. With the pre-alpha state, our goal is to achieve the full Alpha version of the game to follow up with a similar process for the Beta.

One example from our Milestone Meetings- a clip of one of the new ship assets in the game

Getting the game ready for the Alpha phase requires the manpower of the whole team. Game development is split into various disciplines – from concept to 3D artists, game designers, various coders (gameplay, engine, network etc.), writing and content creation, QA and many more. It would be too much to dive into that today, so we decided to dedicate some of our future DevBlogs to these various disciplines.

While talking about disciplines, it is the responsibility of the production team to oversee that process and to ensure that the work of all disciplines comes together. As the different development disciplines rely on each other’s work, the production team defines a roadmap to ensure that everything comes together at the right time.

To create the development roadmap for Anno 1800, they need to define the important parts to work on and ensure that the allocation of the workload is doable and fair. Our roadmap has set milestones, which are two-month long development cycles to check if we are on track with our development. Think about it like managing an extremely complex production pipeline in an Anno game.

And if you wondered about the header photo of today’s blog- at the end of each milestone, our team sits together for a two hour long meeting to through everything we achieved in the last two months.

To give you an idea about our latest achievements up to this milestone, we were busy creating ship assets and polishing the ship AI, the monument functionality is now working in a basic playable state, we had basic implementation for multiple savegames and did the groundwork for the AI construction behavior. In future development blogs, we will give you more insights into the current state of the various game elements.

Here is the same ship with a technology called cloth subsurface scattering enabled, allowing the sun to shine through the sails for a more realistic look

Playtesting and Feature collection
When we reach the Alpha milestone, feedback becomes a crucial part to further develop the game. And as you might imagine, the Anno Union will be a major factor to get that feedback.

Our Alpha goal is to see if the implemented content works, if we need to change/correct anything, if something is missing and if it feels great to play. Complexity and gameplay experience will also be focal points for the Anno Union.

During Alpha, we will perform frequent playtests in our own team as well as focus-tests and diary studies where we allow a small group of people to test the game. We will evaluate that feedback and perform feasibility checks to see if it is possible to implement certain suggestions and ideas into the game. Just changing existing content or even adding new features could lead us to cut down other content. For that reason, such checks are important to ensure that we stick to our design principles and vision for the game.

After implementation, we proceed with further playtests if the newly implemented features are working. That process continuous until we reach the release state of the game but changes in scope and focus during the Beta stage, where it is more about bug-testing and balancing.

How your feedback impacts development
Innovative features or major changes often cause discussion in our team and that is where Union feedback becomes incredibly valuable. With the ongoing series of developments blogs, we will give you details about such features and want you to help us making those hard decisions.

Here are three examples of how we gather your feedback:

Make your vote count
A straightforward process is to let you vote on a variety of different possibilities, which we will present you with a vote or survey. That gives us very specific data about content and features and the results will become a major deciding factor in our decision process.

Community creativity
The second way is a more creative approach, such as what kind of ideas do you get when we present you a certain feature. That allows us to see if we are on the right track of if we need to steer the ship into another direction. Sometimes, the result of that are creative ideas from our community, which might lead to feature or gameplay detail we never had in mind.

Answer focused questions
Finally, the third option is to ask you straight away for your suggestions and wishes. We will present you with a framework or scenario and ask you straight out for your feedback and ideas. Also here, we have to always evaluate and see if it fits our vision and design principles of the game. There is still a lot of room for creativity but is more focused.

What’s next
After we gathered all your feedback, our production team will have meetings and will perform further feasibility checks and evaluation. A lot of people working on the game and with such a large project, we have to work in the scope of our possibilities. We plan to give you more insights into the decision making process over time, as we plan to talk more about the state of the game in future update blogs.

And the Community Developer?
The Community Developer takes part in many of the mentioned development processes to ensure that we use your feedback to shape the game. To give you an idea, he will join production meetings, represents our communities in our milestones and provides feedback reports to the team. As communication is key, we placed him in the same room as our producers and our veteran Production Mascot Norbert. As our office plant Norbert has been part of the team for a long time now, he also gets a more prominent spot with more sunlight than our ComDev does.


Producers at work, with a healthy level of oxygen guaranteed by Norbert.

A journey through the history of Anno

The Anno Union is about the journey of Anno 1800 and future Anno titles, but sometimes it feels good to just lean back and take a look what made the previous Anno games so beloved for so many players. To start you all off into the weekend, come and join us on a trip down memory lane.

It all started in 1998 with the cornerstone of the franchise, Anno 1602. This classic established all the key ingredients of the Anno gameplay formula that we still adhere to, from the humble beginnings with just a ship full of goods and an empty island, to your first few fishing and woodcutting huts and finally, after many hours (and the occasional bankruptcy and restart) a flourishing city.

And while a lot has changed since (hello, third dimension!), we still adhere to many of those core tenets today in the development of Anno 1800.

Fans had to wait four long years for the next evolution in the series, with Anno 1503 releasing in fall 2002. As a classic sequel, 1503 offered fans more of the beloved Anno gameplay, while improving it and adding more complexity to many aspects. Players were now able to discover varied climate zones, interact with several new cultures, and use a larger variety of military units to settle any disputes. Of course, we couldn’t talk about Anno 1503 without mentioning the multiplayer controversy, with the initially promised mode being delayed and ultimately cancelled- in fact, those events are one of the reasons why we already announced that Anno 1800 will have multiplayer from day one!

The next game in the series, Anno 1701, is very special to us here at Ubisoft Blue Byte Mainz, as it was the first game in the series that our team (under its original name Related Designs) developed. In fact, many of the members of the 1701 team are still with us, and are now some of the key members of the Anno 1800 team -including our Executive Producer, Creative Director, Art Director and our Technical Directors! So what was new in Anno 1701 besides the developer? The biggest difference was of course the jump to 3D graphics, bringing your islands to life in an all-new dimension. By the time the game released in 2006, the step to 3D was overdue, especially given the series’ tradition of being on the cutting edge for strategy game visuals. Needless to say that this is a tradition that lives on to this day, as we definitely hope that Anno 1800 will be a great looking game by the time it releases in Winter 2018.


The new team here in Mainz were able to follow up their Anno debut with one of the most beloved entries in the series when they released Anno 1404 in 2009. Building on the three previous games, 1404 combined deep gameplay, great graphics and a lengthy campaign to become the pinnacle (and to date last) of the historic Anno games. It also introduced a Diplomacy system, which will return in Anno 1800 to give you many options when it comes to interacting with your fellow rulers.

Following that came a bold move with the announcement of Anno 2070. For the first time, players would go to the future, as we replaced beloved series staples like aforementioned fishing hut and instead allowed players to build huge futuristic metropolises on land, and even under the sea. Another element unique to Anno 2070 was the choice between which factions you wanted to align yourself with – Ecos, Tycoons or Techs – and the central role that topics like ecology and pollution played, challenging players to decide which path they wanted to follow.

So where do you go next after you built a futuristic underwater city? To space, obviously! With 2015’s Anno 2205, we decided that “the world is not enough”, as we allowed players to leave mother earth’s familiar embrace behind to colonize the moon. One big new feature in 2205 was the Session-based gameplay- instead of just building on one map, players could in parallel build in several different sectors across the globe and moon, and seamlessly switch between them. We are not going into too many details yet, but rest assured that this session-based gameplay is making a big return in Anno 1800. Where will you be able to settle? Well, that is a topic for another day…

Which brings us to the end of our little excursion through the history of Anno. We hope you have a great weekend, and please let us know in the comments what kind of throwback content you would love to see here on the Anno Union. Blog posts, old photos, Let’s Play streams of older games- we want to hear from you!