Announcing the Anno History Collection

Hey Anno Community,

today we are very excited to share the announcement of the upcoming Anno History Collection with you all. With this collection, we are updating the first four Anno games (1602, 1503, 1701 and 1404) to take advantage of modern PCs, while keeping the classic gameplay we all know and love. Among the more notable improvements to all four games are:

 

  • All games being ported to 64-bit to improve performance and stability (say goodbye to Anno 1404 running out of memory)
  • Support for new resolutions all the way up to 4k, making your empires look better than ever before
  • Improved multiplayer, with all games now running through Uplay, with comfort features such as quickmatch and desync recovery (as seen in Anno 1800). And yes… ANNO 1503 MULTIPLAYER IS OFFICIALLY HERE!
  • Full save game compatibility, so we hope you have held on to those beloved saves from years past
  • Of course, all games include their expansions, as well as any other official content that may have been released over the years

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So how and where will you be able to get your hands on these releases?

Anno History Collection – 39,99€/$

Includes the History Editions of Anno 1602, 1503, 1701 and 1404, as well as their respective expansions.  The collection pack will be exclusively available on Uplay, at a special price of 39,99€/$. As a bonus, it will also include an exclusive new ornament celebrating these classic games and five new company logos for Anno 1800 (one for each game, plus one that is exclusive to the collection).

 

This commemorative Anno 1800 ornament is exclusively available with the History Collection on Uplay

Anno 1602 History Edition – 9,99€/$

Includes the updated version of Anno 1602 and the “New Islands, New Adventures” expansion, as well as a new 1602-themed company logo for use in Anno 1800. Available on Uplay.

 

See how it all began with Anno 1602

Anno 1503 History Edition – 9,99€/$

Includes the updated version of Anno 1503 and the “Treasures, Monsters and Pirates” expansion, as well as a new 1503-themed company logo for use in Anno 1800. Available on Uplay.

 

After 18 years, the dream of Anno 1503 multiplayer is finally coming true

Anno 1701 History Edition – 9,99€/$

Includes the updated version of Anno 1701 and the “Sunken Dragon” expansion, as well as a new 1701-themed company logo for use in Anno 1800. Available on the Epic Games Store and Uplay.

 

With 1701, Anno made the jump into the third dimension

Anno 1404 History Edition – 14,99€/$

Includes the updated version of Anno 1404 and the “Venice” expansion, as well as a new 1404-themed company logo for use in Anno 1800. Available on the Epic Games Store, Steam and Uplay.

 

The much-beloved 1404 is a true city-building classic

And the best news? You won’t have to wait long at all, as the Anno History Collection and all four stand-alone games will already be out on June 25th, making this a very short wait! In fact, pre-orders for all four games as well as the Collection are already available on Uplay right now (the games will be available from all of the listed platforms at launch). To help you pass the time until then, we will have separate blogs detailing each game and all the enhancements and improvements (yes, there is more!) right here on the Anno Union, so make sure to keep checking back.

As always, stay safe, and talk to you soon!

The Anno Team

Anno1404 – Annoversary Stream

Let’s celebrate the 9th birthday of the cult classic together. Join our developers when the dive back into the world of Anno 1404, anecdotes incoming and backseat gaming allowed! You would like to see more live-streams in future? Just follow our Twitch Channel!

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Anno 1602 20th Annoversary: LIVE 4pm CEST/ 10am EST/ 7am PST

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Union Update: A toast to Anno 1602

It was 20 years ago, in March 1998, when the Anno series first raised anchors and set sails to conquer the PCs of gamers everywhere. Anno 1602 would go on to have a long lasting impact on strategy fans and the genre, spawning six follow-up titles in the main PC series over the next two decades- not to mention several other adaptions and spin-offs on platforms like the Nintendo DS, Wii, mobile or tablets.

To really take a trip down memory lane, and to make those of you who were with us from day one feel sufficiently old, let’s take a look at the game’s system requirements:

Operating System: Windows 95 / 98
CPU: Pentium 100 Processor
RAM: 16 MB RAM
GPU: PCI graphics adapter with 2 MB
Sound Processor: DirectX 6.0 compatible or better
Hard Drive: 160 MB
Drive: 4x CD-ROM

For the younger Anno fans among the audience- yes, that really says 16 megabyte (!) of RAM. The times, they are a-chaning in the Anno world! Another fun anecdote is that at the time of release, both gamers and gaming press alike stylized Anno as the big new challenger to Blue Byte’s beloved Settlers series, which was at the time the benchmark title in the historic city-building genre. Fast forward two decades, and the once fierce rivals are now a happy family united under the Ubisoft Blue Byte banner, with our Düsseldorf studio working on the ever-popular Settlers Online, while we in Mainz develop Anno 1800. It is a small world, after all.

With Anno 1800, we want to go back to our roots while utilizing the knowledge we gained over so many years. From humble beginnings 14 years ago, the team has grown together with the Anno series and our fans but many old veterans are still part of the team, while new additions to the team bring their creative and inspiring visions to the table.

While this week marks the 20th anniversary of the series, we want to celebrate Anno and our communities of fans out there throughout the whole year. Starting this week, we will host a small celebration live-stream this Wednesday at 4pm CET. There is enough space left in our time machine, so join us when we play old classic while probably eating some cake and losing ourselves in memories. There will be probably some talks about CRT monitors. However, keep your expectations in check- this stream will be about the series’ history, and won’t include any Anno 1800 news or footage.

Complete your Anno Collection with the Uplay Spring Sale
Did the nostalgic trip down memory lane make your fingers itch for some old-school Anno? If so, you are in luck- the Uplay Spring Sale is running all week until the end of March, including some great discounts on all the older Anno games and DLC packs. It is the perfect excuse to complete your collection in one go!

Buy your missing Anno games on Uplay

Anno Cast 03 aired last Thursday
Last week, our Anno Cast streaming show finally came out of hibernation. In case you’ve missed it, you can just watch the saved broadcast on our Twitch channel.

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Watch AnnoCast 03 – Anno 1800 GameDev show from ubisoftbluebyte on www.twitch.tv

During the show, we answered some questions from our community, chatted a bit about the development process and demonstrated how the trade routes work in our gameplay section. Here are some of the answers from our stream:

OneClickLP: Why is the sun moving together with the camera, resulting in shadows turning with the camera angle?
Answer: When playing the game, you move the camera around a lot while also going through different camera angles. We want that, no matter from which angle you play, you always get the best scenery and lighting, which has been an Anno hallmark since the early days. However, you can choose whether the sun is moving with the camera or should remain fixed in the options menu.

loex1337: Talking about the working conditions, will there be sings for an imminent strike?
Answer: Yes, there will be visual feedback in the game and also context menus which enable you to get insights into the current happiness and developments in your city.

BlueBreath: I wonder if you also implemented an operating costs adjustment for buildings proportional to percentage of filled work spots.
Answer: A factory has not necessarily less operation cost if you are not able to keep your production fully going. However, things like that are in fact more complicated in reality. For Anno 1800, we do not want to overburden the micro-management part, so the operation cost won’t be affected by the working conditions.

Community: Is it possible to get high definition pictures from some of the concept arts and other screenshots you used on the Union? I would love to use them as a wallpaper.
Answer: We are currently working on a big web update and a new community section will be an important part of that. With the new community section, we want to create a space to highlight community creations and fan sites but also provide wallpapers and some other requested assets.

Palemale53: Will I need to satisfy the needs of my inhabitants separately on each island?
Answer: All buildings unlock globally but if you establish a second island, you will need to fulfill your residents’ needs in order to level them up to higher tiers or to keep them happy.

banan1996.1996: How does transferring workforce between island work? Will ships be needed for that?
Answer: You won’t need to build or use your existing ships to transfer your workforce. However, there will be a proper visual representation for workforce being moved to other islands. The system will have some similarities to the energy transfer from Anno 2070, but we will share more details at a later stage.

XGrindYourMindX: Will there be unemployment or is workforce overhead just waiting quietly?
Answer: We tried many things during the early conception phase but we do not think that managing the employment of your residents would do the game any favor. With other resource, operation cost and especially construction management (not talking about trading and other economic aspects), the game can get already pretty complex and deep if you want to make use of all features.

zelsphere: My guess is all these beautiful buildings must be using 2k resolutions textures, with diffuse, spec/gloss, and normal how are you you able to run the game so smoothly with all these buildings utilize such high texture maps?

Dawnreaver: Would it be possible to go into more detail on the technical aspects? I know that previous versions of the engines worked with LODs, but do they also batch the textures?
Answer: Indeed we can’t keep all the textures in memory. We dynamically load them depending on the current camera location in the game. Textures that haven’t been used for a long time are kicked out of memory. One challenge for a strategy game is the highly dynamic camera, e.g. sudden camera jumps via the minimap: If a building’s texture is suddenly needed but isn’t loaded yet, we usually have at least a low-resolution version in memory. In the meantime the high-res version starts loading in the background. With that said, a buildings’ texture size actually depends on its grid size, so a 3×3 building has smaller textures than a large factory. Finally, our buildings usually have albedo, normal, gloss, metallicity and ambient occlusion textures, all BC7-compressed. Some of them are packed into other ones (e.g. normal and gloss are a single texture map)

We are looking forward to the stream this Wednesday and hope that many of you join to share their own Anno anecdotes with us. As the Easter weekend is coming up, there won’t be a DevBlog this week, and no Union Update next Monday.

DevBlog: Anno 1701 – Back to the future

With its first release on October 26th , 2006 (international release dates varied), Anno 1701 changed the look of the series drastically. The evolution into a 3D game brought new content and expanded on features. To move from an isometric 2D perspective into a 3D world was an enormous task and therefore required an ambitions and talented team ready for the challenge. With the passing of the scepter from former Anno developer Max Design, it was the studio Related Designs which accepted the challenge. A development studio that is today of course better known as Ubisoft Blue Byte Mainz. As the team had some experience with strategy titles and development in 3D, the studios own 3D engine was chosen as the tool to bring Anno 1701 in the third dimension. These learnings later (with Anno 1404) became the cornerstone of the “Anno engine”, which is still used to this day in a heavily enhanced and modified form.

The conversion into a full 3D world became a turning point, which resulted in a critical success, with not only the reception of the acclaimed Anno 1701, but also with the experience gained during development; these became very important in the development of the following Anno 1404 and the later titles.

It is said studio, consisting of veterans and new talent alike, which is currently working on the upcoming Anno 1800, which we hope shall join the ranks of the old and beloved Anno titles; combining their complexity and unique flair while taking advantage of improved features of modern entries in the series. While we highlighted the best Anno 1701 memories of our fans with the last Union Update, we want to tell stories from a different angle today: original developers of Anno 1701 and their interesting, personal and sometimes funny memories about the development of Anno 1701!

Burkhard Ratheiser, Executive Producer
Hi, my name is Burkhard Ratheiser and I am the Executive Producer for Anno 1800. Back in the days, I was Managing Director at Related Designs and Lead 3D Engine Programmer for 1701.

What was „ANNO WAR“?
Anno 1701 had its beginning as a strategy installment in the Anno franchise. Back then, Thomas Pottkämper and I met with Sunflowers Development Director to brainstorm about possible high concept ideas (we usually had our meetings at a pizza place around the corner of the former Sunflowers office). It was one beautiful day where we planned to discuss the ANNO WAR concept further, when the Development Director asked us how we liked the idea of working on a “real” Anno 1503 successor. While we were initially surprised by the offer, it didn’t take us very long to realize that it would be a great opportunity for our team to create the next main installment in the Anno series. We accepted that offer, put ANNO WAR on ice and started to work on 1701…

An exclusive look on one of the Anno War concept mockups (NOT RELEASED)

Anno’s own “Beauty Shader”
Beauty Shader was an internal term I used for our own pixel shader effect, which was responsible for that uplifting and colorful look of the game world. Eventually that term was even used by gaming and hardware magazines, which was always good for some general amusement in the team. Every time someone asked me why I picked that term, I answered casually “because it makes everything beautiful” – hey, it was probably the “first” coded make-up ;-)! Later on, during some celebration event, (I cannot even remember the reason of the celebration anymore) someone from the team gifted me a small can of model paint as a reference to the “Beauty Shader” and it is still on my desk today.

Terrain Engine: The engine in the engine
I am the kind of guy who loves to code and back then, I was responsible for our own „Terrain Engine“. As a result of my coding habits, the Terrain Engine mutated into a huge, bloated C++ “Monster” which worked as its own 3D Engine including own resource management systems (such as shaders) and included complex features like Undiscovered (aka fog of war), all living in our own engine.

Fun Fact(s)
–          The camera in Anno 1701 is rotating with the sun and that is the reason that players always see a perfectly illuminated scenery. You can notice that when looking at the shadows, which move together with the camera.
–          We were especially proud about the rendering of the rivers in the game. It consisted of a string of planar triangles and pixel shaders to create the final illusion of a stream of water and depth.
–          Anno 1701 was the first Anno in real-time 3D. When we had our first presentation to reveal the game to the press, we had a rendered ship on the start screen, which looked like a very complex rendering. When we started the presentation, the picture would blend into a real-time presentation of our engine and the ship and the water started to animate, transitioning everything smoothly into the actual gameplay part. Every time we did that, there was a noticeable “ooh” in the crowd.

Throwback time to the Anno 1701 announcement event: Burkhard Ratheiser, Thomas Pottkämper, Anno voice actor Sky du Mont and Dirk “Karrenschieber” Riegert

Christian Rösch, Software Developer
Hi, I am Christian Rösch and I have worked for nearly 13 years as a programmer in the Anno Team, taking part in nearly every feature you can imagine.

My first task in the development of 1701 was to create the navigation and pathfinding routine for all units, as I had just written a thesis about that topic. One of my first changes was the actual movement of the naval units. I built myself a small test map, consisting of a few deliberately miss-shaped islands and several ships and then started to develop an algorithm to let the ships navigate around all edges and corners in a nice angle.  Everything was working at some point, which left me satisfied and happy. The next day, my co-workers immediately integrated this function without any further questions and it was included in any development client and therefore save game of everyone in the team. Unfortunately, it resulted in a corruption of all levels and save games, so literally nobody was able to play the game anymore – the economy was completely broken. All because I had applied the new algorithm not only to the ships, but also to all cart drivers in the game. The problem was that on narrow streets cart drivers had no space to maneuver anymore and as a result, they were helplessly spinning in circles. Since that spinning day, every time I work on something, I try to think first which elements of the game could potentially be affected or messed up by this change…

Wolfgang Klose, Lead 3D Programer
Frank Hoffmann, graduate back then, now Senior 3D Programer
To develop our engine further for Anno 1701 was an exciting and sometimes difficult task. Back then, many of our team members had just graduated from university, so we had a team full of ideas but some of them were missing practical experience in game development. Our own engine, which we used for the game Castle Strike, served as a fundament for the development. The engine had to go through many modifications and expansions, as both games had quite different requirements for the engine. Anno was an already established series with very specific gameplay elements and therefore, it was hard for us to foresee if the switch from 2D to 3D would play out well in the end. It was also a time when video card technology evolved at a drastic pace. That allowed us to utilize new technologies and resources in order to test new features and tools during the development. For example, we could move on from formerly simple Shader technology, written in Assembler, to way more complex “HLSL Shader”. This enabled us to now write our own Shaders in C++ like code instead of machine language and that allowed us to implement new technologies faster than ever before. That offered us a wealth of opportunities to work with.

One example for these opportunities was our new shadow system which expanded the detail grade of the game significantly. Incredible important was the implementation of the ocean, as it was a major part of Anno’s game world. We also added reflections, foam generation, surges and navigable water for the ships. For the ship’s sails, we had our own internally developed cloth simulation.

However, our team invented not all improvements. One good example is the technology used for the lava from volcanic eruptions. Created by NVIDIA, the original purpose of that feature was to make blood run down walls in horror games 😀


Last but not least, a screenshot from the first Anno 1701 prototype, “Beauty Shader” included!

1701 Anniversary: Share your memories!

The Anno series first bustled onto gamer’s screens nearly two decades ago, and next week marks the anniversary for one of the biggest milestones in the history of the Anno series.

The release of Anno 1701 in the year 2006 was a big step for the series, an evolution from the first two 2D isometric titles into the third dimension of gaming. It is also a very special game for us here at Ubisoft Blue Byte Mainz, as it was the first time that we (under our original name Related Designs) got our hands on the steering wheel of this storied franchise.

Many of those developers are still a part of the team today and they incorporate their experiences into the development of the upcoming Anno 1800. We love to reminisce in memories about the development of the older games and what they have contributed to the series as a whole.
And with these trips down memory lane, we remembered that many of you guys where already a part of our community  back then while newer fans might have also interesting experiences when going back to try out one of the older Anno games.

And here comes the call to action:
Share your Anno 1701 memories, anecdotes or creations such as videos, screenshots or fan art!

What was the first things you did or remembered when starting to play Anno 1701? How about some funny or beloved memories you connect with the first Anno in 3D and why is Anno 1701 still an important game for you as a fan of the series?
We hope that you have plenty of comments or creations to share with the union. You can also post videos, screenshots, stories and other fan art in our Ubisoft fan creation topic:  http://forums.ubi.com/showthread.php/1760804-Moving-Pictures-We-are-looking-for-Fanvideos-and-streams!

The best entries will get their own spotlight during next week’s Anno 1701 anniversary celebrations. We are curious and excited and wish you all a great weekend!

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!