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.

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.

DevBlog: “Seasonal Decorations” Pack Cosmetic DLC

Hello Anno Community,

As you might have seen already here on the Anno Union, last week we communicated on our overall Cosmetic DLC plans for 2022. Today, instead, we would like to focus on the first Cosmetic DLC of this year: “Seasonal Decorations Pack” Cosmetic DLC!

Back in 2019 we released the first “seasonal” CDLC, the “Holiday Pack”, which gives you the chance to fully embrace the holiday spirit and decorate your cities with Christmas markets (and more!). You loved it, and we heard it. However, it does feel slightly out of place in summer or spring, doesn’t it?

Well, with the “Seasonal Decorations Pack” you will be able to decorate your cities with fitting ornaments to any of the four seasons. Spring, Summer, Autum, or Winter: it is your choice!

In total, the “Seasonal Decorations Pack” contains 24 brand new ornaments, that means 6 themed ornaments for each season of the year. Let’s have a look at them more closely, shall we?

Spring

Flowers, flowers everywhere! Let your city bloom with fresh, springtime colours and flowers. We think these ornaments would go in perfect harmony with the Colourful Theme of “Vibrant Cities Pack”, don’t you think?

Summer

Would you like some wine? Summer’s the perfect time to hold a Wine Fest in your Anno cities. Just make sure not to drink too much! With the Summer-themed ornaments, you can place wine stands and tables all over your cities. There is even a May Pole!

Autumn

Bring your biggest pumpkin – Autumn is here! Nothing can beat the warm colours of this season. Leaves start falling, the air gets colder and colder: it is the perfect time to build some bonfires around your cities and drink some warm cider by the pumpkin competition stand.

Winter

Grab your skates, time to have some fun on the ice-skating rink, after grabbing some roast chestnuts from the stall. We think this will be the perfect way to get your cities into the Holiday mood and fight some of the cold brought by Winter.

Q&A

Now, it is time for our favourite part of the DevBlog: the Q&A! This time, we had a chat with Raphael, Lead Artist on Anno 1800.

What were your main “real world” references?
Mainly markets and street festivals that are happening during the different seasons. For example, being in Mainz, the wine festival theme was an obvious choice because it is rooted deeply in the culture of this area.

What was the hardest ornament to work on and why?
The ice rink, because we had to make sure the ice looks good. It was a bit tricky to get the glossiness right with our shader. In the end it turned out very nice, especially during the nighttime and with all the feedback units running.

How hard was it to decide on the final ornaments when covering 4 entire seasons has SO MUCH potential? ?
Of course we had many more ideas because it is such a rich topic. In the end it came down to making a nice package for each season, taking things like ornament size and variety into consideration.

What is your favourite Season theme and your favourite ornament for this CDLC?
I really like the summer season, if I look at the wine stand, I immediately want to sit down with some friends and have a good time.

As an Anno player, do you consider yourself a beauty-builder?
Yes absolutely, I love making my cities look pretty and adding little details wherever I can.

Outro

The “Seasonal Decorations Pack” will be available for purchase for the usual 4,99€ (or your regional equivalent) starting from February 15th.

If you have further questions related to the Cosmetic DLC, feel free to ask them in the comments below or reach out to us on Facebook, Twitter, or our official Forums.
Happy city-building!

Full Ornament List

Spring:

  • Flower Pavilion
  • Flower Shop
  • Balloon Stand
  • Flower Sculpture
  • Blumenbogen
  • Flower Gate

Summer:

  • Small Wine Stand
  • Large Wine Stand
  • Wine FestivalTable
  • Wine Barrel
  • May Pole
  • Wine Festival Entrance

Autumn:

  • Pumpkin Cart
  • Pumpkin Barrels
  • Bonfire
  • Pumpkin Competition
  • Cider Stall
  • Autumnal Gate

Winter

  • Chestnut Stall
  • Ice Rink
  • Christmas Pyramid
  • Christmas Arch
  • Snow Globe
  • Winter Gate

DevBlog: Eden Burning – The Green Game Jam Scenario

Several months ago, in June, we announced that we’re participating in this year’s Green Game Jam.

Multiple video game studios pledged to brainstorm and implement something in their games to raise awareness for environmental issues like for example deforestation. All this was organized by the UN under the “Playing For The Planet” umbrella – you can find out more about it here.

We specifically decided to support the “Play 4 Forests” campaign with our participation in the Green Game Jam and highly encourage you to sign the petition on their website to protect forests worldwide.

During our gamescom stream in August, we shared a few details on our vision for the new game mode we were planning to add and revealed the final artwork for the mode.

Now we’re nearing the release of the new mode – a scenario we call Eden Burning!

Dear Isabel, …

Let’s set the scene for Eden Burning – what is this scenario all about?

You play as the famous Isabel Sarmento and receive an urgent letter from Yaosca Rodriguez (does the name sound familiar to you?): While the Pyrphorian occupation was ended thanks to your help, many of their buildings and factories remain, dealing continuous damage to the island’s ecosystem.

The main offender: A polluting generator.

However, Yaosca and the other citizens of the island of La Xultuna have now had a taste of modern times – enjoying the advantages of electricity – and do not want to go back to a (literally) darker time. They call for Isabel to take the wheel: Remove the traces of the Pyrphorian occupation and help the people build a hydroelectric dam as a greener source of energy!

 

You see: Plenty of work awaits you, plenty of challenges on the way to provide La Xultuna with a more sustainable form of energy. And you might want to also explore the smaller islands on the map…

Alright, let’s leave it at that for now because we want you to discover the remaining details for yourself when playing the scenario 😉

Game mechanics – what’s new?

You’re all familiar with how to build your early settlements and cities in Anno 1800. However, for this scenario, you will have to rethink some of your strategies.

 

First, some general mechanical changes which already up the difficulty: Demolishing buildings will not refund their construction materials (just a portion of their monetary costs) and you won’t be able to move buildings. You can still use the blueprint mode to plan your settlement, though.

Secondly, while “Eden Burning” takes place in a New World session with their two population tiers (Jornaleros and Obreros), we did quite a few changes to their needs: Their very first need is water, supplied by a pump acting like a regular public service building. Later, you will also need to supply them with fish, plantains and tools before being able to upgrade them.

The Obreros, of course, come with their own set of needs, for example Coffee Pots or Atole (a beverage made of corn, sugar, water and some spices – but you will only need corn and sugarcane in this scenario).

Some other mechanics, like influence or happiness aren’t relevant at all in this scenario and have been disabled.

The Eco Balance

So far, those are still mechanics you know, so let’s take a look at the real challenge of the scenario: The Eco Balance.

The Eco Balance displays the health of your island, split into three categories: Water Quality, Soil Quality and Air Quality. Each category can be positively and negatively impacted by your actions and is visualized as a “health bar”.

The main offender at the beginning will be the leftover Pyrphorian ruins scattered across the island. Removing them will not only improve your Eco Balance, but it will also free up valuable building space. However, this does take time and parts of your workforce which you will have to balance with your regular production needs.

Fishing also negatively impacts water quality, while cutting down trees (they’re not replanted by the lumberjack anymore) and generally all kinds of industry also aren’t great for your Eco Balance. You can always check which factors currently influence each category by opening the Eco Balance Overview, see below:

For each category there are specific negative events when the quality decreases too far, requiring you to intervene and (when it decreases even further) catastrophes like a draught might happen. You can also observe the current state of your island by simply looking at the water or the island itself: La Xultuna quickly stops looking pretty when the Eco Balance drops too low. If one of the three categories reaches zero, the scenario is considered failed.

 

In addition to the pollution through industry, you might also want to change your usual tactic of grouping all farms of the same kind around a Trade Union and Warehouse: Monocultures are not great for soil quality. Instead, plant farms of different types next to each other to improve the soil quality of La Xultuna.

But wait, there is more: Not only the number of trees is limited, mines and clay pits aren’t endless anymore either and you should also keep an eye on the fish population. Make sure to use the available resources wisely and don’t take too much time to tackle your main objective: One of your key challenges will be to maintain efficiency while keeping the environment intact.

Countering negative Eco Balance effects

That does sound tricky, doesn’t it? But don’t worry, there are ways to counter or at least slow down the deterioration of your island’s Eco Balance.

Some we already mentioned (avoiding monocultures, removing ruins) but let’s see what else you can do – at its centre: Crafting!

Thanks to the research centre in the nearby town, you can get your hands on some useful items for your challenge by crafting them at Yaosca’s harbor. Those are either slotted into a Trade Union or Town Hall to for example reduce the eco impact of a building or increase its productivity. They all come with clear downsides, though, so be aware.

Some other items are basically blueprints to unlock new buildings, like for example the water purification plant to help you improve the water quality. There are also methods to replenish certain limited deposits with items – and for trees, you can build a forester.

Finally, you can of course also e.g., pause some of your polluting industry to give the eco system a short breather. But keep in mind your people will still demand goods.

 

As if building a functioning settlement isn’t enough, there is still your main objective we mentioned at the start: The hydroelectric dam. It is constructed in several phases, each requiring a portion of your workforce and increasingly more advanced goods which require you to expand further and erect more industry.

Failing

Last but not least: Failing is part of the experience. Expect to fail and don’t be afraid to fail.

When restarting the scenario after a failed attempt, you can build on some of your previous achievements which should make your next run easier: The three ruins in the valley don’t reappear if you removed them and certain advanced technologies which you acquired previously will also stay unlocked.

Plus, you will most likely also have learned a thing or two to improve on your next attempt 😉

Wait, what’s a scenario?

Now, we dropped the term “scenario”, let’s talk a bit about the scenario system we developed for “Eden Burning”.

The scenario is separate from your campaign or sandbox games, having its own submenu on the starting screen.

On the overview screen for “Eden Burning”, you will be presented with an intro for the scenario itself, as well as the victory condition. There are different quality levels depending on how you finish the scenario – in this case it’s the time it takes you to construct the dam as well as the island’s health.

Each quality level also provides a certain reward. This reward is then unlocked for all your regular campaign and sandbox games.

While playing the scenario, you can always keep an eye on the victory conditions of the scenario via their separate tracker on the left side.

More on scenarios next year, when we’re looking at Season 4’s content.

The “Plant a Tree” DLC

Also releasing that day is the “Plant a Tree” Cosmetic DLC. This is a special one, since the money from this DLC is going to Ecologi, a social enterprise dedicated to the planting of trees. You can find out more about them here.

Available for 2,99€ (or your regional equivalent) this CDLC adds a new tree ornament to your game which is based on the Ceira tree you can also find on the island of La Xultuna. We are not making any money from this DLC: From each purchase, all net proceeds (that means after any fees or taxes are deducted) are going to Ecologi (at least $1/1€/1£ per purchase).

You will be able to purchase the “Plant a Tree DLC” to support reforestation efforts till the end of March 2022. After this date, it will be removed from the store. No worries, though, as the ornament will be added for free for everyone with an update at the end of 2022.

And in case you missed it: Earlier today we showed off the early stages of the “Eden Burning” scenario live on stream. Head on over to our Twitch channel and have a look at the VOD, if you want to see the new content ‘in action’.

 

What’s left for us to say? Ah, right: Our Green Game Jam scenario “Eden Burning” will release as part of Game Update 13 free for everyone on December 14th at 6PM CET!

Stay tuned for Friday when we will publish the full Release Notes for Game Update 13 – and in just a week you’ll be able to save La Xultuna yourself!

DevBlog: “Vibrant Cities Pack” Cosmetic DLC

In the past weeks we have shared some teasers after the Reddit Community challenged us. Now it is time for a deep dive into the upcoming Cosmetic DLC, Vibrant Cities Pack!

This is the second Skins Pack released for Anno 1800, with the first being the Vehicle Liveries Pack last Spring.

Why the Vibrant Cities Pack? – you might ask. In Spring 2021, we opened the votes for five possible Cosmetic DLC. The choice was in your hands, and the Vibrant Cities Pack resulted to be the winner of the poll together with the Pedestrian Zone Pack. What a great combo, don’t you think?

With this brand new Cosmetic DLC, we will add some great skins to Anno 1800, that will make your cities look livelier and more vibrant than ever: three new skins for each residence building of each resident tier.

“We wanted to create different skin sets and some new models as variations. So, introducing it on the residence buildings was the logic step because these are the most important and most frequently placed building in every city.”

– Tim, Lead Artist

In total, the pack includes 69 skins – three new skins per building model of each population tier (Tiers 1, 2 and 3 each have four models, Tier 4 has six models and Tier 5 has six models, each receiving three new skins). Furthermore, the skins can be divided into four different themes.

Different themes

Now, let’s have a look at the different themes that will be available in the Cosmetic DLC.

Colourful Theme (Tier 1-5)
A great way to make your city pop with some pastel colours. Whether you like blue, red, green, pink, or orange… feel free to use all of them to experiment and express your creativity. This theme will be available for Tier 1-5.

Brick Theme (Tier 1-5)

If you prefer to go with a more “classic” look for your cities, then the brick theme is the one for you. It is something you see often on old buildings in American cities (like Boston, for example). Just like the colourful theme, the brick one will be available for Tier 1-5.

Inverted Theme (Tier 1-3)

This theme can be considered as a counterpart of the unique and new looks, like the Colourful Theme for example. It uses the same materials and colours as the regular asset, but in an inverted way. The roof colour is swapped with the colour of the walls. In this way you will be able to add more variation to the regular buildings, without changing their look too much.

Casino Theme (Tier 4 and 5)

Did anyone say neon signs? Oh yes. But first, a bit of a history class: neon was discovered by Sir William Ramsay in 1889, while the first neon sign was installed outside a barber shop in Paris in 1912. By the 1920s-1930s the first neon signs started glowing in the streets of Las Vegas. Well, now it is time for you to make your Anno 1800 cities shine with some bright and colourful neon lights. The Casino theme will only be available for Tier 4 and 5 residence buildings.

Eager to know more? Tim, our Lead Artist, answered our questions and let us have a peek behind the scenes of this Cosmetic DLC:

In terms of creation workflow, what is the difference between ornaments and skins?

With regular skins we provide texture variations for the already existing assets in the game. Therefore, we create new texture maps (diffuse, normal maps etc.) for these buildings. For the new marketplace variations for example, the workflow is quite the same as for the ornaments, for which we create completely new assets based on our Concept Art.

Speaking of inspiration and reference, have you looked at something specific?

For the colourful theme for example, you can find colourful houses all around the world: Burano (Venice, Italy) or La Boca (Argentina). Also, a lot of old fishing villages are often very colourful.

How did you decide on the different styles for the themes?

For the different themes, we wanted to have some unique ones, like the colourful skin for example, and some themes that add slightly different variations, to make sure you can decide how unique you want your city to be.

Now on a more personal note, what is your favourite skin?

I like the colourful skin the most. This really brings a very new and fresh look to your cities.

The marketplace

Last but not least – yes, there is even more! – three new alternative models for the Marketplace have been added, more fitting to Tier 1, 4 and 5.

The original Marketplace we have in the game is a great asset, but it did not work too good in the late game from a visual point of view, especially with the content of The High Life DLC, like the Skyscrapers. With the new Marketplace alternative models, we wanted to create new markets that fits every tier, from the farmer’s Market to the city Market Hall.

The Vibrant Cities Pack will be available for purchase for the usual 4,99€ (or your regional equivalent) starting from December 14th.

We cannot wait to see your cities come to life with the Vibrant Cities Pack Cosmetic DLC. If you have further questions related to the Cosmetic DLC, feel free to ask them in the comments below or reach out to us on Facebook, Twitter, or our official Forums.

Happy city-building!

DevBlog: The Anno Engine

Last week we celebrated Anno 1701’s 15th anniversary! With it being the first Anno title developed here at Ubisoft Mainz (back then still Related Designs) and marking the start of a series of Anno titles developed by us, we thought it’s a good time to talk about what’s powering all the Anno games since 2006: The Anno Engine. 

For this purpose, we acquired the help of our colleagues Frank (Senior 3D Programmer) and Jan (Gameplay Programmer). 

 

Before we dive a bit into the history and developments of the Anno Engine, we should first clear up one big question: What, by Old Nate’s beard, actually is a “game engine”? 

Game Engine Definition 

The game engine is one of the key technologies that our developers rely on to bring all different game elements together and build the overall experience. You can think of it as a platform or framework containing toolsets for integrating elements like audio, graphics, physics simulation, AI, networking (i.e. multiplayer) gameplay code and turn all of them into a playable game. 

Here assets from various other tools are brought together, e.g., all kinds of different audio files, 3D models, textures, etc., and transformed. Usually, the engine also provides you with tools to create different types of assets (in our case we have “Bob” for adding effects, assigning textures and animations as well as configuring the 3D models, as well as the Anno Editor to create islands) which the engine can then use. 

Without a game engine, the development would have to start from scratch each time. And when we’re saying, “from scratch”, we really mean it. Every single logic would need to be created first. Now we can rely on some basic functionalities we will always need, like drag & drop functionalities, water physics, etc.  

An example from another genre would be, for example, that you don’t need to program each time how a character jumps. Just need to tell your character to jump when button X is pressed. The jumping with animations and physics is already in the engine – you just have to provide the character who does the action and the level to jump in. 

We only talked about video games so far, but can such an engine also be used for non-gaming-related things? 

But yes! Game Engines are probably most famously used by (amateur) movie creators to either create whole animated movies or add visual effects. A well-known candidate here would be the Unreal Engine and you can find quite a few examples for that e.g. on YouTube, like this student project here involving dancing birds (a student project from 2019 from students of the University of Applied Sciences Darmstadt). 

A big advantage of using a Game Engine is that it allows for real-time rendering of assets, meaning you can directly adjust, change and add elements and immediately see the results. Using a rendering software (like most big-budget productions) means having to wait for the rendering process to finish before seeing the whole scene in action. 

There certainly are more possible applications, e.g. simulations, visualization of building projects and more.

Another point that’s often discussed when talking about Game Engines is the “graphics quality”. 

Is a game automatically beautifully looking just because it was developed in engine X? Which elements are relevant for visual fidelity?

Yes, to a certain degree the respective engine is responsible for it because of the features and assets it provides.  Those can be things like: 

  • The number of objects it can handle (e.g. in one level, on screen at the same time, …) 
  • The shader and illumination effects (e.g. raytracing, ambient occlusion, global illumination, …)  
  • The quality of the texture streaming (i.e. the resolution of textures as well as the loading and unloading of textures. Bad streaming leads to, for example, texture taking longer to load, first displaying a low-res variant when walking through a level before the high-res version appears.) 
  • Animations (e.g. combining different animations for a smooth result) and particle effects (e.g. from explosions, sandstorms, …) 

However, it’s worth keeping in mind that the use of the engine (related to: How well does the developer know the engine and its features?) and the choice of art style also impact what’s often generalized as “graphics quality”. On top of that, the individual user’s hardware and the chosen graphic settings of course also impact the player’s experience. 

Finally, you most likely have heard about other game engines, the two most famous ones probably being Unreal and Unity. This leads us to the question: 

Are some engines better for certain types of games? Could we also create a racing game with our Anno Engine?  

It’s first important to note that big engines are often built to support different kinds of games and styles, while the ones from smaller studios – like ours – are very much built around their specific mechanics and requirements. For example, our engine has to deal with constant changes to the level (things getting built, demolished, transferred, etc. ) as well as masses of objects (displaying a lot of houses, street tiles, etc.). 

Other genres like racing or a roleplaying game are not something the Anno Engine is built for: There’s no support for systems like clothing/equipment for characters or physics effects required for car handling. Additionally, the rendering of the game world is set for a high-up camera perspective, not a first-person view: First-person or third-person games can optimize their engine differently, since for them it’s fine to only render the currently visible objects (albeit in higher resolution), while our game has to be prepared for the player to quickly switch different places in the level (or even to entirely different levels/regions), meaning objects have to stay readily accessible in the memory. 

The Anno Engine 

Now that we cleared up what a game engine is and what it does, it’s time take a look at the Anno Engine itself – how did it come to be? 

Let’s go a bit back in time: While Anno 1701 was the first Anno title the team here at Ubisoft Mainz (back then still: Related Designs) developed, the team had created several strategy games before. So, there was a basis from which to work from, especially since their previous title (Castle Strike, have a look) already was a 3D game – in contrast to the first two Anno titles. 

The team built on this foundation for Anno 1701  – using a variety of new shade techniques like e.g. what the team called the “Schön-Shader” (beauty shader) – and has done so ever since.

As mentioned at the beginning of the article, an engine is like a collection of different tools – and those can also be separately updated, for example, to support new technologies. And while we have been calling it the “Anno Engine” a few times already in this article, this is actually not quite right: Officially, our engine does not even have a name, even though the idea to name it in some way was discussed a few times over the years. A few tools inside the engine have their own names, though, as briefly mentioned earlier.

We already mentioned above in which ways our engine is specialized to fit the requirements of an Anno game. But, of course, we’re already regularly updating our various tools to make the Anno Engine ready for the challenges of our respective next project. 

Bigger changes and updates are usually not added to the live version of one of our games, instead our teams are looking out for and testing new features to be added later, for the next project. To a certain degree, each Game Update is a minor update to the engine, though, when we’re adding new features or further optimizations. 

Improvements are usually proposed by members of the team, even if the final decision lies with the team leads as well as the production team. 

Updates can be improvements to solve issues we noticed during production (e.g. making it easier for artists to add their assets to the engine, adding new illumination/light effects) or other usability improvements and the support for new technologies (e.g. GPU features like tessellation or AMD’s FidelityFX Super Resolution. 

Do you have some more examples?

For 2205 specifically, we greatly reworked the terrain system which then allowed for massive mountain systems and generally more detailed environments. Since back then we’re also using external programs (e.g. World Machine and Mudbox) to make the work of our Level Artists easier. 

If you played Anno 2205 and Anno 1800 you probably also noticed the changes to the session system: Switching between the different regions in Anno 1800 is almost instant and without loading screen – with the downside of the game always having these other sessions “ready”, as described further above. 

Whenever the team is planning to do major engine updates, it is also important to keep in mind those changes can affect other teams as well. For example, changes to the terrain system (e.g. uneven terrain) might have an impact on Game Design topics like street connections (can they still connect everywhere on the building?). 

We hope you enjoyed this excursion behind the scenes of Anno!  

Do you have questions to any of the points of today’s article? Maybe you have worked on some projects of your own, maybe with Unity or Unreal? Let us know in the comments. 

DevBlog: From Bug Report to Game Update

In summer, we talked about the work of our QA teams, which focus each team has and the importance of these teams for the overall production process of the game – doing a lot more than just looking for bugs or playtesting Anno 1800. If you haven’t checked it out yet, we heavily recommend you do so before you continue reading to first learn about the tasks and areas of responsibility of our three teams: our internal QA team, the Live QA team and the Quality Control teams.

And as we mentioned back then, we now want to give you some insights into which steps are taken from finding an issue to a fix being released

In order for you to get a quick first overview, have a look at the graphic below. We will then go into more detail in the blog itself.

Finding or Reporting an Issue

Usually, there are two ways for an issue to pop up on our radar: either it’s being reported by you via one of our channels (or forwarded to us by one of the Anno Companions) or we notice it during internal testing – or playing 😉

In both cases the issue is being put into JIRA, which is a tool that can be used for various purposes, in this case, we use it to report and track bugs. During this process, each issue is categorized on several factors and tagged if required, most importantly: severity (impact of bug if encountered) and probability (how likely will players encounter this issue)

These two factors then make up the priority (e.g., a high probability but low severity issue will result in low or medium priority).

Reproduction

The next step is super important: We attempt to reproduce the issue, meaning we try to make it appear on purpose on our end. This helps us locate potential causes for the issue which in turn makes it a lot easier for us later to address and fix the problem later.

This step can sometimes be quite work-intensive. For example, to reproduce issues from the live version, the QC team sometimes needs a very specific hardware combination for tests, which might be extremely hard to come by.   Sometimes this also means having to work with hardware manufacturers like AMD or Nvidia directly to get or test specific hardware combinations to reproduce and investigate specific issues.

It’s therefore extremely helpful for us if you, when reporting issues to us, add as many details as possible: Can you reproduce it yourself? What did you do before the issue appeared? Which hardware are you using? Etc.

For Anno 1800, due to the variety of options to set up a game and each player’s unique playstyle, it often happens that the Live QA team might need to ask for save files, screenshots, videos or system information after receiving the initial report. This is when the Customer Support and the Community Management teams come into action: They will reach out to the player and provide more information if possible.

These reproduction steps are therefore also detailed in each JIRA ticket so that everyone working on this issue can quickly check it for themselves. Also added is a reproduction rate: Can the issue be recreated every time when following certain steps or does it only happen occasionally? Or are we even unable to reproduce an issue that has been reported to us?

Fixing the Issue

Fixing the issue means further investigating the cause of the problem based on the information provided.

This happens based on the prioritization we’ve done in step 1. Additional factors are available resources inside the team, which can mean that even if an issue has a low priority, the fix will still end up in the update if we have free resources in the responsible department. Keep in mind that the team is simultaneously also working on the next content update or DLC.

We also want to highlight here that of course the team responsible for the fix greatly depends on the kind of issue. A wrong quest text? A missing texture? An item effect not working? Misaligned icons? Each might need a certain specialist to address it.

While in some cases it can be, for example, possible for one of our coders to figure out the cause and location of an issue without reproduction steps, this is not the norm and always greatly extends the time required to create a fix.

That said, any kind of fix can take time because usually finding the exact cause is not a matter of minutes: We must figure out what exactly is leading to the behavior we have observed and reproduced. Additionally, there are possible risks, especially since video games like Anno 1800 are super complex: Fixing one issue can lead to a different system not working as intended anymore, new bugs can appear, etc. Some systems of the game are far more tricky to work on than others.

Testing the Fix

Therefore, each fix needs to be tested properly. Not only isolated just for itself (is the bug solved?) but also in combination with the rest of the Game Update – i.e., the new version of the game. This is to make sure that a fix is not breaking something else, as mentioned above.

Detailed reproduction steps are therefore also important for the testing since we need to know how one could initially encounter the bug: Does the issue now NOT appear anymore after following the outlined steps?

As you might have guessed, similarly to the previous steps, testing isn’t done in a day. We usually enter a “validation period” before we deploy a Game Update. This period usually is about 2 weeks long and consists of two phases:

  1. The first one happens internally here in Mainz and it’s a “Feature Freeze” which we call the “Golden Ticket Phase” – because only QA-approved, “golden” JIRA tickets are still allowed to be worked on and included in the update. Everything else will have to wait for a future update.
  2. In the second week, our colleagues in the QC teams are doing the validation of the update. We are not working on the update anymore at this point.

Of course, it can happen that a specific fix or even the Game Update itself turns out to be not working or to have issues. In that case, we need to go back to the previous steps (including another round of validations) which in the worst case can mean having to delay the release of the Game Update.

Game Update Release

When the new version has been tested and validated, we’re almost ready for release. During this process, we’re also in contact with colleagues in other teams so everyone is aware we’re planning to release the update that day.

We also usually bundle multiple fixes together in such a Game Update: This might mean that some issues are already fixed and waiting to be released to the live version of the game, but due to the amount of work involved, there is a balance we have to strike between addressing a problem in time while still not overburdening our teams with constant releases.

The “Hotfix” is an exception, and we talked about it in our previous DevBlog.

Our major Game Updates which release alongside a DLC usually go live at 6 PM CET while the smaller ones usually go live at 2 PM CET. And if you haven’t noticed yet: Our favorite release day is Tuesday. ?

Since we regularly see misunderstandings about our internal processes and the time it takes to address and fix bugs and other technical issues, it was a priority for us to shed some more light on this topic specifically.

As we have hopefully made clearer in this blog, the process behind bug reporting and bug fixing is not an easy one: It takes time and, most importantly, a lot of patience and resources. If you have any questions about it or would like to know more about other specific processes, don’t hesitate to reach out in the comments below!

DevBlog: Game Writing and detective stories

Hey Anno Community, 

 

We’re often focusing on the mechanics of Anno 1800, talking about features, new buildings and (of course) items. At the same time, because of the popularity of ornaments and the number of screenshots all of you are taking, we know many of you also care for the little details of the Anno world. 

Today, we want to dive into different kinds of details when we talk with Lotta, one of our Game Writers, about the work of the Narrative Team and bringing the world of Anno 1800 to life. 

In broad strokes, what kind of tasks is the Narrative Team responsible for?

The Narrative team is split into two roles: Narrative Designers and Game Writers.

Roughly, Narrative Designers focus on creating the broad narrative structure (the setting, the plot, the questlines) and then implement these structures within the game: How and when a quest is triggered, what gameplay aspects are involved, what art assets are needed etc.

Game Writers on the other hand write in-game text: Quests texts (audio text, text in the quest books etc.), gameplay and flavour text (for items, ornaments etc.) and support for technical texts (menu texts etc.)

But very often the team comes up with story ideas together. Especially at the start of a new project or a DLC, ideas are shared and expanded upon through research and discussions.

Once everything is written, some of the texts need to be recorded. This is also something the team is involved in. They work together with a recording studio and the actors to bring the characters to life.
And finally, Game Writers are also involved in the localization/translation process: They communicate with the localization team, give feedback if there are any questions and check the final edit.

(All text is written in English. But depending on the writer’s mother tongue, they are also involved in proofing another language. I, for example, was also involved in proofing the German translation and attending the German audio recordings.)

Part of your job also is research for new DLCs. Can you tell us a bit about the process?

Research is a big part of Anno.

Once the focus for a DLC is agreed upon – like the skyscrapers in the high life DLC – we start focusing our research on the specific setting, timeframe, building type etc. In the case of “The High Life”, our focus was the late 19th/early 20th Century in America. Specifically, the construction of early skyscrapers, the rise of department stores and the history of patent products.

But the Narrative Team is by no means the only department conducting research. The Game Design Team, for example, is also very research-focused. This is important to ground goods, buildings, and new mechanics in a historical context. At this stage, a lot of the research gets shared between the teams, and we discuss how to best use all the information we gather in-game.

(But other departments also do research, the art team for example. Different places in specific time periods have very distinct looks. The architecture, the fashion, etc. So, it is important to gather references.)

How do you go about making the world come to life?

It is always fun to find little details, anecdotes and stories during our research and then still try to sneak them into the game. While the big picture is important, it is in some way the accumulation of details that really gives a game setting depth and makes it come alive.

This of course can be done through easter eggs but also in item fluff texts, quest names, characters etc. Little historical anecdotes are often hidden in Anno 1800, references to old games or little details that try and capture the Zeitgeist of the setting.

One of those are the hidden detective scenes in the “The High Life” DLC.

Then let’s talk about just that. What are these scenes, where can players find them?

Once the Skyline tower is built two people can be found atop a balcony, sitting by a chessboard, enjoying a drink and a conversation. They are the two protagonists of a mysterious easter egg. One is a 1920’s Noir Detective, dressed in a dapper suit and a hat. And the other is his confidant and close friend, the drag queen – dressed in ruby red. Just get close to the tower to experience one of their conversations – they happen in random intervals.

About the two characters

Private Investigator

He is the classical 1920’s hard-boiled noir detective who’s seen a little too much in his line of work. He started his career of snooping as a journalist but got tired of printing rumors and lies and turned to the pursuit of truth instead. Although the dead rarely pay.
He cares for the people and their stories, but that makes it all the more difficult. To deal with it all he likes to take to the rooftops of the city after a case, where he meets with his friend and confidant the Drag Queen.

Drag Queen

She knows the city and its people just as well as the detective, if not better. When he tells her of his cases, she can picture it all: the faces, the scenery, the consequences… She’s a good listener and probably the only one the detective has got. But she’s not just there out of the kindness of her heart she likes the stories too, she likes the mystery that unravels thought a conversation.

Whenever our Detective has closed one of his grueling cases, he goes to this balcony atop the Skyline Tower to meet his friend. There he reflects on the events of the case, his client, the clues he found, and of course the outcome. The drag queen always has an open ear for him, curious to know the reveal, ready with a bit of advice, and a sympathetic smile.

In total, there are ten different cases you can overhear.

As you know “The High Life” is heavily inspired by the American skyscraper boom at the end of the 19th and beginning of the 20th century. To strengthen the atmosphere of that setting we choose to include another American staple from around that time: The noir detective genre.
Noir stories were first published in so-called pulp magazines. Among the many heroes of these stories, the 1920’s hard-boiled noir detective might be the most famous. He is a complicated antihero, a broody, pessimistic private investigator who’s seen a little too much in his line of work but still cares enough to take on case after case. Despite his air of indifference, he always gets invested and when his cases reveal a tragic tale – which they often do – he drowns his sorrows in a stiff drink.

The most famous of his kind must be Raymond Chandler’s Philip Marlow.

Have you already encountered one of their scenes? If not, find below one of the ten conversations to listen to – and make sure to check out the others in-game!

(Music Credits: Signs To Nowhere by Shane Ivers – https://www.silvermansound.com)

 

 

That was a short look into the work of a Game Writer on Anno 1800. Do you want to know more about their everyday tasks? Curious about details on the work of the Narrative Designers? Let us know what you want to learn more about!

DevBlog: The High Life

It is a frigid night, a thick fog blankets the city, ahead of you dim lights spill onto bustling streets. A sea of faceless umbrellas bobbing up and down, caught within a current of unending urgency. You feel a cutting breeze, drops of rain, and in the distance, you hear rumbling thunder. You quicken your pace.

You see an immense silhouette, jutting between rooftops – a flash and the goliath skyscraper is illuminated! Beautiful and foreboding. You crane your neck in awe. There is a moment of stillness then, with a resounding clap, the sky breaks open.

You run. Drenched you burst into the lobby where warm lighting greets you. You take a breath. A mellow tune drifts towards you from a gramophone in the corner, its soothing cadence interspersed only by the quiet dripping of your coat, then a soft ding catches your attention, you look up.

The elevator doors slide open. A bellboy smiles at you. He takes a gentle bow and asks, “What floor will it be?”

Hey Anno Community,

After last week’s DevBlog which went into detail on the Skyscrapers, their historical references and the mechanics tied to them, today’s DevBlog provides you – as usual – with the full overview of all features of Anno 1800’s upcoming DLC: The High Life.

Grab a coffee (or a glass of champagne, if you’re feeling as fancy as the Investors), and let’s dive right in:

A Story of Architectural Progress

As we mentioned last week, the “The High Life” DLC took some strong inspiration from the early period of skyscraper construction during the late 19th and early 20th centuries. These new architectural feats were made possible by new building techniques and supported by inventions like the hydraulic elevator.

Many of the early skyscrapers were built in New York and Chicago after large-scale fires destroyed existing housing and a population boom also required more and more residences. The iconic look of the early skyscrapers was shaped by the Chicago school of architecture by combining the French Beaux-Arts or renaissance style with practical and commercial elements. Influential examples include the 1908 Singer Tower and of course the 1930 Empire State Building.

The story of “The High Life” is therefore focused on these new architectural achievements, but also the exploits of enterprising businesspeople on the consumer market, when we’re looking at Shopping Arcades.

In this matter, you will make the acquaintance of Donald “Donny” Bader, a capitalist visionary who is eager to change the skyline of your cities with Anno 1800’s first Skyscrapers.

Donny’s a prolific Investor – the best in the city if you ask him – and he’s happy to share the tricks of the trade with you. Cutting corners, fudging numbers, splurging the health and safety budget on bubbly, it’s all in a day’s work for him. And he’s rather impressed by you, witnessing your achievements with rapt attention. Truth be told he’s quite the fanboy, eager to hitch a ride on your coattails towards glory and profits. He’ll invite you to the Skydeck to celebrate his victories, but he’ll never once give credit to the people who made them possible. With a winning smile to shame all the losers, his hair slathered with pomade, he’ll call the workers lazy and waste Theodora, his top Engineer, on fetching him refills.

The Skyscrapers, a Change to Your Skyline

Having set the scene, we’re sure you’re eager to know how to build these Skyscrapers in-game, right? As soon as you reach 5000 Investors, Donny will contact you about his ideas for a new construction project. It would be a shame to ignore such an opportunity, so better get started right away.

How to Build a Skyscraper

Before you can start building, though, you first need to set up a new production line: Skyscrapers require a new construction material, elevators, which are produced in an Assembly Line. We’ll get back on the topic of new production buildings and goods, for now, let’s stay with the Skyscrapers a little while longer.

Both Engineer as well as Investor residences can be upgraded to Skyscrapers. This allows you to increase your population without requiring building space for additional residences. The Skyscrapers themselves are modular, meaning you can upgrade them multiple times until they reach their maximum height: Investor Skyscrapers can consist of 5 levels, Engineer Skyscrapers of 3.

There are multiple different variants for each module and the general style of a Skyscraper also depends on the base residence underneath. You can change the look of each individual block via the building’s menu and clicking on the customization button.

It’s also possible to downgrade a Skyscraper or turn it back into a regular residence of the respective population tier – and yes, before you ask: Residence items also impact Skyscrapers.

 

Skyscrapers inherit all needs from their regular population tier, but with each level, you will need to fulfill additional new needs in order for more residents to move in. New needs can be goods (like cognac or biscuits) or the new Shopping Arcades like the Furniture Store.

While their residents pay taxes like all your citizens, Skyscrapers are special since they cost maintenance. If they’re not properly supplied and placed (check below for the “Panorama Effect”) they can cost you more than they pay you in taxes.

On the plus side, they do provide you with significantly more residents as well as influence points.

If you want to learn more about the development of the Skyscrapers for “The High Life”, make sure to check out our first DevBlog for more details on Design, Art and UI challenges.

The Panorama Effect

The Panorama Effect is a new mechanic exclusive to Skyscrapers. In short, your Skyscrapers will receive a buff if they are next to a skyscraper of a lower height.

This means, if a skyscraper has other skyscrapers of the same level or higher nearby, it has a negative effect on the buff, while taller skyscrapers are not bothered by having smaller ones nearby. A Skyscraper still profits from smaller ones but might not reach the full panorama effect if there’s a same height or higher skyscraper nearby.

A diverse town, therefore, leads to better buffs for the buildings (and honestly it looks much better). There is no punishment for “Skyscraper only” cities, but the buff significantly helps to offset the high maintenance costs.

The buff itself comes in several levels (intense, strong, solid, moderate, weak, none) and reduces maintenance costs, increases the maximum number of residents and provides bonus residents (this one only when supplied properly).

New Needs: Shopping Arcades

With a few Skyscrapers constructed, let’s take a look at the new needs of their residents, starting with the Shopping Arcades.

While department stores already existed in the US, some since the 1820s, they were innovated upon and expanded during the late 19th Century. Their popularity was propelled by a post-civil war economic boom and the demands of a quickly growing population. Retail moved away from local-owned businesses towards large corporations. The shiny new department stores offered personal shoppers, catalogues, and order by mail. But they also brought about a less obvious change. They opened their doors to women, enabling them for the first time to go shopping, and own and manage a budget— a small but significant step for female independence and autonomy.

 

Similar to the Restaurants in “Tourist Season”, there are three different kinds of Shopping Arcades your residents will ask you to build: The Department Store, the Furniture Store and the Drug Store. Each fulfils the respective need of your population, but depending on the patent you decide to equip, they provide a different bonus on the residences (regular ones as well as Skyscrapers) within its area of influence: Reduction of certain needs, a bonus to happiness or an increase in tax income.

From Secretaries over Lipstick and Tooth Paste to Toasters and Vacuum Cleaners there are many exciting products to choose from for modern shopping lovers.

Tutorial Menu

Like the previous DLC of Season 3, the new features and mechanics are also explained in the new in-game Tutorial Menu.

Want to double-check how the Panorama Effect works? Just click the “?” symbol in the top left corner of a Skyscraper’s object menu to receive an overview of all new mechanics.

New Needs: Products for High Society

As mentioned before, you will also need to supply new goods to your residents.

The Chemical Factory, which was added with “Tourist Season” receives a new recipe (Lacquer, requiring Ethanol, Resin and Quartz Sand), while the Orchard in the Old World can now produce Cherry Wood and Resin in addition to Jam.

On top of these additions, we’re adding two more Multifactories to the game: The Artisan Workshop producing many sought-after products like for example Violins (requiring Steel, Cherry Wood and Lacquer) or Cognac. The Assembly Line, on the other hand, is a great example of the technological progress the Industrial Revolution is bringing to Anno 1800: Aside from the already mentioned Elevators it’s also producing Typewriters. We’ve seen some guessing about which products might be needed to produce Elevators, so here you go: Steel, Steam Motors and Wood Veneers.

Finally, we’re also adding one more building to the New World: The southern session receives its own Chemical Factory, producing the very important Ethanol (using Corn and Wood) as well as another modern invention: Chewing Gum!

Based on community feedback from the Diary Study as well as the Technical Test, we made changes to the Multifactories in the construction menu: Each of their products has now its full production chain displayed, making it easier for you to see in advance, which goods and other production building you will need.

The recipes in the Shopping Arcades and Multifactories work just like you’re used to if you played “Tourist Season”: Some of them are unlocked via quests, others by fulfilling certain conditions. If you own “The Passage” or “Land of Lions”, you will be able to choose from a few additional recipes, more on that below.

Items

Following your feedback from “Tourist Season”, we’re adding several new items with “The High Life” which specifically affect the new building types introduced since “Tourist Season”, like Hotels, Restaurants, and the new Shopping Arcades.

The Multifactory buildings even receive a completely new type of item which works a bit differently and usually comes with a trade-off of positive and negative effects. Some of them are more specialized in specific building types like the Chemical Plant, others work on all kinds of Multifactories.

This should give everyone who loves optimizing their economy more options to puzzle and make the most of the often-limited space.

Let’s talk DLC Synergies

Let’s now take a look at the synergies you can profit from when owning several of Anno 1800’s previous DLC, several of which were the results of playtest feedback:

Firstly, as already mentioned above, you will receive additional recipes for each Shopping Arcade with their unique buffs if you own “The Passage” or “Land of Lions”. This way you can supply your citizens with products like Refrigerators, Face Cream and Four-Poster Beds – for a truly luxurious life.

As a result of feedback from the playtests, the Skyline Tower – the new monument of “The High Life” – is a potential need for Tourists and can be connected with the bus network.

Certain sets from the Zoo or the Museum now also influence Multifactories. For example, the Bronze Age Exhibition or the Icebound Exhibition.

Finally, also based on community feedback, if you own “Seat of Power”, several of the Palace’s buffs are now affecting buildings from “The High Life” and “Tourist Season”, as long as they fulfill the conditions. For example, Orchards are not considered farms (just like Lumberjacks aren’t either) and the Artisan Workshop is – in contrast to the Assembly Line – not a “heavy industry”.

One word about the “public service” boost the Palace can provide to buildings like Theatres or Pubs: Shopping Arcades (and Restaurants, for that matter) technically aren’t your usual public services since they require input goods to provide their service – they just fulfill a similar gameplay function to standard public service buildings. They are therefore not affected by the buff from the Department of Welfare.

Further details: The technical side

For the ones among you who want a quick dive into parts of the game logic, here’s some more background on the matter:

Another aspect of this decision is technical reasons: In contrast to regular public services, the reach of Shopping Arcades is at the same time also the range of the carts delivering the required input goods. The Palace buff could increase their reach but not the cart range, which would then require two different visualizations on the same streets, making it complicated and confusing from a UI point of view.

On the other hand, if both ranges should be increased by the Palace buff, the cart logic would need a rework:

The maximum range of carts is currently directly bound to the production cycles of a building, assuring that they deliver the input goods in such intervals that the production building always has enough goods to continue production. Increasing the cart range would thereby also increase the time the cart takes to deliver the resources, leading to gaps in supply.

Let’s assume for a moment we accept this and let players decide if they want to accept production issues cause of delivery times. Here we have two more problems:

  1. Right now, we don’t have indicators for players about such a system
  2. Having production buildings search for a warehouse ‘somewhere’ on the island compared to just inside its set radius would directly impact game performance.

Alternatively, if we wanted to assure optimal supply no matter the distance, certain parameters would need to dynamically change based on the current cart range, for example the speed of the carts (which would end up looking extremely silly) or the production cycle of the respective building.

All this, mind you, would mean making changes to a core system of the game just for a specific new building type for a DLC – which would be a loooot of work. And then we would need to make sure all this is also transparently communicated to you, the players, so you can understand the mechanics and adjust your production accordingly.

For Restaurants, this is even a whole different matter, since here the effect range towards Tourists is decided by the bus network, and not by pure street distance, complicating matters further.

A new Monument

Let’s end this DevBlog with a high point – literally: The “Skyline Tower”.

After you’ve built a sufficient number of level 5 Skyscrapers, Donny will contact you with his most ambitious project yet: a monumental tower!

The Skyline Tower is a multi-stage monument and the tallest building in Anno 1800. It contains the probably most luxurious apartments and can house several thousand Investors. They have all the needs of regular Investor residences but there is a twist: The maximum number of residents of the monument depends on the number of Shopping Arcades in your city. Each Shopping Arcade recipe makes the Skyline Tower more interesting to residents, adding another 100 to the maximum population. The respective Shopping Arcade does not have to be in range but simply has to be located on the same island.

This brings us almost to the end of this DevBlog. But we can’t end it without mentioning that you’ll again receive several new ornaments fitting to the theme – including something red and round which uses hot air… what could that be?

If you’re curious for some live gameplay of “The High Life”, mark the 26th of August in your calendars: At 5 PM CEST the Anno team will do their English gamescom stream on twitch.tv/ubisoftbluebyte, presenting the upcoming DLC and talking a bit about what else you can still expect to come to Anno 1800 this year. Don’t miss this!

DevBlog: The Skyscrapers

The most prominent and central element of “The High Life” – both visually as well as from a gameplay perspective – of course is the Skyscrapers. So, in this first DevBlog for the upcoming DLC, let’s take a look at how the Skyscrapers came to be and which challenges we faced during development.

The topic of Skyscrapers came up when we initially started planning content for Season 3 and decided on the Old World focus. While “Docklands” and “Tourist Season” were supposed to be DLC to accompany and support Anno 1800’s midgame, “The High Life” would focus on the lategame with its Skyscrapers as a way to maximize population in existing cities – and without a need to expand further, going up instead of wide – and more needs to provide an additional challenge.

Skyscrapers – The historical references

Skyscrapers already visually present the start of different times – away from a city where buildings are not differing much in height, to the architectural challenges of constructing buildings multiple times the size of normal houses.

 

Let’s check with our Narrative Team, Game Writer Intern Lotta and Lead Narrative Designer Matt, for some historical context on the Skyscrapers first:

The High Life DLC is strongly inspired by the dawn of American Skyscraper construction during the late 19th and early 20th centuries. In particular, the arrival of the hydraulic elevator, and iron-framed buildings enabled these new feats of skyward construction.

Many of the early skyscrapers were built in New York and Chicago, spurred on by large-scale fires that destroyed existing housing, in combination with a population boom. The iconic look of the early skyscrapers was shaped by the Chicago school of architecture by combining the French Beaux-Arts or Renaissance style with practical and commercial elements. Influential examples include the 1908 Singer Tower, the 1910 Woolworth Building and of course the 1930 Empire State Building. Constructing these behemoths was a difficult and expensive undertaking and numerous unsung workers made them possible, many of them were Native American ironworkers, their hazardous work referred to as ‘walking iron.’

The points above might lead to a question we have seen occasionally pop up in discussions about “The High Life” across various channels: Does Anno 1800 slowly move forward in time in the course of its DLC?  Aren’t skyscrapers too modern for a game titled “Anno 1800”?

Anno has always played fast and loose with time and connections to real history, spanning entire eras, which in our game go unaccounted (i.e., you don’t see any dates fly by as in titles that try somehow to simulate history). Of course, the downsides of this approach are exaggerated in Anno 1800’s century because there is so much rapid technological progress. We began with sail and ended with steam— but to tell the story of the industrial revolution, we had to make each resident tier feel like progress. Our production goods begin with fish and end with the first steam cars— so before we get to DLC we can say the game spans the entire 19th century, with “1800” as its starting point – which also nicely fits in with our tradition of having the checksum 9. What then are an extra few decades on top of that? Ultimately the passing of time is more connected to the resident tiers than the DLC, which is why the Skyline Tower at Tier 5 is one of the last things you are likely to build at this point.

The following graph visualizes this quite well – and does in fact date back to the time before Anno 1800’s release.

The visuals, creating the Skyscrapers

By now, you have already seen some concept art for the new Skyscrapers, so let’s talk visuals with Tim, our Lead Artist: Did you have specific inspirations for the skyscraper design? How did you make sure Investor and Engineer Skyscrapers are easily distinguishable?

The regular Investor and Engineer houses already have their own designs and color palette to be easily distinguishable. We just followed their rules for the design of the Skyscrapers to make sure on the one hand they are easily distinguishable and on the other hand, they are always fitting the design of the houses they’re placed on. When looking over your vertically expanded city after release, you shouldn’t have any troubles telling Engineers and Investors apart.

Additionally, we used a lot of old photographs and reference images of early skyscrapers (you can for example get some impressions on this Wikipedia page) to get some inspiration for their visual design.

Below you can find an early 3D blockout of the Engineer skyscraper we shared not too long ago.

A modular approach

The Skyscrapers in “The High Life” can be upgraded, having five levels total (or three, for the Engineers). Each level adds one “module” to the building, adding to its size and increasing the maximum population as well as the number of needs the residents have. These modules come in different shapes and sizes and are randomized when upgrading the building.

But: If you don’t like a specific module, you can simply change it by going into the customization menu of each building. The only restriction is, that you cannot add bigger modules on top of smaller ones – but the UI will tell you that when you start playing around with the system 😉

All this proved to be a challenge since a new system was required: This is the first time for Anno 1800 that you can build assets upwards. On top, it’s a modular system, which offers lots of different combinations. This system had a couple of new challenges for us to solve, graphical as well technical, like making sure the module system is working no matter which combination you will use.

New Mechanics & Challenges

Only offering an upgrade to your existing residences resulting in space for more people would be boring, of course. So, there are some challenges attached to it:

  1. Each building costs maintenance and especially the bigger ones can quickly become expensive.
  2. Counter this by making use of the Panorama Effect (see further below in this blog) where your skyscrapers receive buffs based on their placement and surroundings.
  3. And, of course, fulfill new needs with several new production chains and buildings to further increase resident numbers and tax revenue.

Phew, lots to keep an eye on – only to increase your population numbers? But no, aside from tax revenue, Skyscrapers also provide you with additional influence points depending on their level.

 

Talking with our Game Designers, the new systems did not come without their challenges during development: The way the game handled consumption turned out to be a problem when the same population class lives in different types of houses.

This is a premier for Anno 1800: With the old system of “one house type per tier” we could set the needs per population based on the house they would live in, so one residence would consume X amount of a specific good depending on the house type they live in (e.g. cause both Workers, as well as Artisans, consume Bread).

(That’s also the reason why Tourists are so hungry for Bread, one already eats for 500 people instantly – hungry fellows).

This was good because this reduced fluctuation in consumption. Upgrading a residence and unlocking a new good would instantly trigger the maximum demand and would not change until more houses are upgraded.

 

However, that had to change because of the Skyscrapers and the Skyline Tower: Both buildings can have their maximum population changed after being built (in contrast to regular residences) by getting additional needs added.

For you as the player, this has no impact on your gameplay experience: When we previously assumed “residence type X consumes Y amount of good Z”, we are now calculating the same consumption via the maximum possible population of said building by adding up the population each need provides (e.g. for Artisans we now calculate: 6 residents for Sausages + 6 for Bread + 4 for Soap + 4 for School + 4 for Canned Food + 2 for Sewing Machines + 2 for Fur Coats + 2 for University = 30 total. And those 30 people consume the previously mentioned goods by a certain factor). As you probably noticed, for regular residences the results are the same and we still assume this maximum number when you construct a residence or upgrade one. But a Skyscraper receiving new needs which increase the maximum population after being upgraded – that’s a different story.

In fact, we already did this kind of calculation whenever an item or buff increased the maximum population, basically an exception to the previous system.

To streamline it and cause we needed it for the new residences anyway, all residences now use this new calculation, making balancing the new features significantly easier for us, without causing any gameplay changes for you. So yes, a single Tourist will still eat cartloads of bread 🙂

Fun fact

Our Technical Test version had an in-between version of this system, so to speak. That resulted in, for example, instead of the intended 2.5t of toys for 100 skyscrapers level 5 (which can already be harsh) they actually needed 8.75t.

But despite this, you still unlocked the Skyline Tower, which greatly impressed us!

In addition to consumption, the maintenance costs of the Skyscrapers were another point of balancing.

During development and testing, we had both hard balancing (Dark Souls of city-builders!) and gentle balancing, but in the end, we found a compromise and even added a new difficulty setting, similar to the one for the Influence system, which lowers or increases the maintenance costs.

So now each game (including old save-games) can be customized according to your preferences.

A UI solution for Skyscrapers

Since both Engineer, as well as Investor residences, can be upgraded to Skyscrapers, Engineers, however, also have the upgrade option to Investors, we had to come up with a solution that allows you to choose either action. We tried two different variations, the classic and the split button. In the end, we decided to go with the split button as the information is more discoverable and consistent. Both buttons also have their own tooltips with additional gameplay information.

Not only the buttons but also the rest of the Skyscraper UI went through multiple iterations, like every time we have to design new UI elements. You can see some early tests for the UI below.

“We start our decision process with how prominent the information needs to be displayed. From there we try out layouts with different information hierarchies.”

– Farah, UI Designer

For example, in Variation B, the panorama and level information have the same priority as the upgrade button. Players could process the information faster when upgrading or downgrading the building, while variation C might have suggested a connection between the needs/happiness tabs and the panorama effect/skyscraper level below and was therefore discarded.

 

In addition to the split upgrade buttons in the building’s UI, you also have a separate general toggle that highlights all skyscrapers that can be upgraded – like you’re used to from the already existing upgrade button.

Another issue we ran into during development was the general size of the building’s object menu:

In the beginning, the height of the object menu is tailored to correspond with the number of residence needs. But due to the number of buffs players could potentially have with the new monument as well as the increased number of needs, the object menu grew so much in size it started overlapping with the speed bar in the top right corner.  During our Technical Test, we received feedback that players want to see more needs simultaneously.

Our first solution was to keep the current size and implement a scroll bar. However, player feedback on the visibility of said bar eventually led to the decision to increase the number of columns for needs from two to three to fit all the new icons and thereby reduce the amount of scrolling players need to do.

Panorama Effect

One important thing to keep in mind when building and upgrading your Skyscrapers is the Panorama Effect. This effect gives a boost to your Skyscraper’s maximum number of residents, reduces maintenance costs, and provides bonus residents – as long as the skyscraper in question is not surrounded by other Skyscrapers of the same height or higher.

For you to quickly spot if nearby skyscrapers have a positive or negative influence on the Panorama Effect of the respective building when selecting it, we went for a color-coding solution: Positive influence is marked in green while a negative influence is marked in brown.

This was, however, not our first choice: We tested several different solutions before we ended up with the final version.

Initially, some icons were also tested on top of the skyscrapers, but these weren’t easy to match with the corresponding buildings, especially when zoomed out. We also tweaked the colors a few times, to indicate the positive/negative effects while also making sure it’s color-blind friendly and easily readable.

Left – testing icons that would clump up when zoomed-out, and a radius indicator.
Centre – one version of colours we tried.
Right – current colours for the Panorama Effect

The panorama effect has a few more nuances and is of course also reflected in the building’s object menu as it comes in different intensities. More on that topic in the second DevBlog.

On that note, we’re at the end of the first of our two “The High Life” DevBlogs and have hopefully provided you some exciting insights into the development of the Skyscrapers! This leaves us with one final piece of information to share today: The release date! You can expect “The High Life” to release on Tuesday, August 31st, at 6 PM CEST (9 AM PST).

Do you still have more questions or want to know about a specific aspect of the Skyscrapers? Let us know!

 

*Please be aware that many screenshots or images in this DevBlog show “work in progress” states of the DLC and are not representative of the final version.