Union Update: PC Gaming Show, Community Roundtable and more

Welcome back to our regular Union Update, as the last week has been quite busy bringing Anno 1800 to the PC Gaming Show in Los Angeles. However, before we dive into the news, let us talk about upcoming Union content.

This week, we will reveal the last residential tier of Anno 1800. The 19th century was not only a time of progress; it was also the time of big business, from old aristocrats to soldier of fortune trying to build the next big company. New production chains will be challenging and exciting alike and as mentioned in our last Q&A, the last tier will unlock interesting end-game content. After that, it is time for the anniversary of one of the most influential Anno games of all times: Anno 1404. After the anniversary content, you can look forward to blogs that will tackle the technological marvels of the 19th century. On that note, we are still looking for any 1404 anecdotes from our community. If you have a special, funny or just awesome 1404 moment to share, let us know in the comments below!

Anno 1800 at PC Gaming Show 2018
Last week, Anno 1800’s Executive Producer Burkhard and Community Developer Bastian traveled to Los Angeles to present our game during the PC Gaming Show. To show the game to PC players and strategy fans out there, we revealed our new trailer, kicked off a new Anno Union vote as well as talked about the game, setting and why community feedback matters. However, the PC Gaming Show was only the beginning, as we are looking forward to see Anno Union members and Anno fans at this year’s gamescom 2018.

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Save the date: Community Roundtable
The next community roundtable is happening! Meet our community developer and members of our community team to chat about anything Anno 1800 and Anno Union related. Our Annoverse Fan-Discord will host the roundtable session, in which you can join, ask us questions, discuss or just listen to the ongoing conversation.

This time, we will run the two roundtables (one in German and one in English) on two different dates:
Second Anno Union community roundtable German: Monday, June 25th, at 7PM CEST
Second Anno Union community roundtable English: Monday July 2nd, at 7pm CEST

We use Voice Chat to communicate during the roundtable, but you can also ask questions in the chat if you don’t have or want to use a microphone. We will share some further details with the next Union Update.

You are hungry for more Anno or want to get in touch with other Union members and Anno fans out there? Check out our growing Anno fan Discord community: https://discord.gg/V4xhZ8Z

Current vote and availability of the AI ships
Many of you mentioned that they would love to get their hands on every ship and we heard you. We will make sure that you can get the hands of most, if not all, of the special ships via gameplay. While you will not be able to build them in your shipyard, there will be different ways to acquire the ships when playing, if it will be from third party NPC’s or via other features. Do not worry about the variety of ships you can construct, they will cover a lot from sail to steamships and we will share some details when we highlight the while Naval system in a future Union blog.

With the current vote, we want not only to get insights which ship is your favorite (and especially why from gathering your comments), it will decide for which ship we will create a second variant designed by the Anno Union itself. Do not worry about the missing details; we will share some examples and details when the contest starts.

Next focus test has already started!
The next round of our Anno Union focus tests is currently live. We invited a new group with over a dozen Anno Union members to test Anno 1800 inside out while providing daily reports to the development team. If you did not make it into this round, do not worry, we will continue the focus test program throughout the year and will invite bigger groups of players later on.

We heard your feedback that you want more details on what and how focus tests affected the development of Anno 1800. When the current focus test round concludes, we will provide you with a more detailed update about our insights and findings from this session. As always, our “player stories” are a combination between Anno Union blog feedback, discussions in our forum and fan groups as well as detailed feedback from our focus groups.

Union Update: Next vote ahead!

For the first Union Update for the month of June, we want to share some details about upcoming Union content.
During the last episode of our AnnoCast, we were able to present you Anno 1800’s UI design. From design to functionality, many of you shared their feedback and questions and our UI Design team would like to invite you this week to give you exclusive insights into their design and thought process.

Next week will be a little bit different, as we won’t have a classic DevBlog or Union Update. However, we have something exciting up our sleeves: the first stage of our next Union vote!
We don’t want to leave you fully in the dark, of course, so we can tease that it has something to do with ships and will give you some interesting insights about another third party character in Anno 1800.

Beyond that, you can also expect some new anniversary content for one of the most beloved Anno games in June. Can you believe that it has been 9 years already since 1404 set sail for the first time? Let us see what kind of fond memories and old anecdotes we can gather from our team. And as always we want to hear from you!
What are your personal best Anno 1404 moments, anecdotes or funny stories you remember?

With the engineer’s blog, we moved from the early years of the industrial era to the second wave of the revolution. Naturally, we want to highlight some of the wonders of that time, when the old age passed the torch to a new era. Finally, you can expect the reveal of the fifth and last residential tier as well.

Before we head over to today’s community Q&A, we have one more update for you. We plan to bring you the second community roundtable at the end of this month, this time with two different sessions for our International and German community. The roundtable is an event where we invite everyone from our community to an Anno Union voice chat session to talk about the Union, the game and its fans.
We will share the exact details and dates with you soon!

Community Q&A

Nox29
Will you be scattering little easter eggs across 1800 like you did in previous games?
Answer: Some of you folks have a keen eye and were able to spot some easter eggs already.
Our developers love to sneak smaller and bigger details and easter eggs into the game. Fun fact: We do not even know how many of them will be in the game, as our developers themselves keep it secret.

T1MR
Will street networks be realistically simulated, so that pedestrians and carts can cause congestions?
Answer: The distance travelled on your street network will play a role in the transport of goods in Anno 1800. Production buildings will calculate the most effective way to get goods either from another production building or from the warehouse. As goods are physically represented in the game world, transporting carts will need to queue up in front of your warehouse in order to load or unload the materials. This can, if your street and warehouse network is not optimized, lead to traffic jams in front of the loading/unloading areas.
We had our own development blog dedicated to the logistic system, which you can check out here: LINK

Henning00
Will the attractiveness of a city affect the productivity of some buildings like in Anno 2070?
Answer: Attractiveness itself will not affect the productivity of your industry. The new feature will support beauty builders with meaningful gameplay while also adding a new economic layer to the game. However, we do not want to force players, who want to concentrate on their industry, to use the city attractiveness if they don’t want to.

schwubbe1980
Will it be possible to fast forward time like in 1404, so that the visuals and gameplay will run noticeably faster? (Anno 2205’s fast forward was too slow).
Answer: You will be able to fast-forward the gameplay but the exact parameters are not final yet. With Anno, we always have to find a balance between comfort and usability. Especially with all the different gameplay loops of an Anno game, combined in a large game world and economic simulation, forwarding gameplay too fast would lead to issues. Think about all the things you need to keep track such as complex production chains, economic balance, AI behaviour of your opponents or potential city incidents.

Gert8517
What I would love to see in an upcoming blog are some insights about the soundtrack of the game, if this kind of blog isn’t already in the works or even ready to go. The music in Anno games was for me, especially in the older titles, one of the important factors, which pushed the game experience.
Answer: We are aware that you folks love the Anno music and are curious how we design and create sounds for an Anno game. We are currently working on DevBlogs related to audio design and soundtrack but these blogs take some preparation time.

SirKju
Will tourists just come out of nothing or arriving from different islands? Will it be possible to make use of a sea blockade to cut your opponent off from tourist ships?
Answer: Tourist ships will enter the map and then travel around the session, stopping at any visitor harbour on the map and drop visitors based on the specific attractiveness level of a city. There will be ways to affect the tourism of an opponent’s island, keep an eye on the Union for future details.

drizzle64
I would like to raise something based on the previous gameplay tours through the cityscape of the game. The small people, which run around the various places, are comically huge in the farthest zoom level. I mean sure, you want to be able to identify them but it would make more sense and help the atmosphere if the residents would be small.
Answer: The not realistic proportions in Anno are a deliberate choice, as visual feedback units are not only an important part of the atmosphere; they play an important part in the readability of the game. On one side, you want that the game gives you the feeling of creating a lively city, on the other side need players to be able to get important basic game information when observing feedback units.
However, the current ratios are not final yet and we got a lot of feedback from the community. Rest assured that we will modify the proportions to be more in line with the classic Anno appearance you are familiar with.

Union Update: Stream Summary May

In today’s update, we will give you a summary of our last AnnoCast developer stream with Game Designer Natacha and UI Designer Jack. Grab a seat and see our completely overhauled UI, the City Attractiveness feature and the Zoo in action!

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Thanks to everyone who joined our last AnnoCast , it is awesome to see how engaged Union members discuss and chat with us during our livestream. Our game developer streams provide a great opportunity to show you gameplay from the development version of Anno 1800 and this time, we put our big UI overhaul and the City Attractiveness feature in the limelight. A perfect moment for Game Designer Natacha to give us a tour through the zoo and to demonstrate how the new attractiveness feather offers a major gameplay addition to the Anno series.

Here is a quick overview:

Streaming Room and Community Creations
Even before our first episode of the AnnoCast, we asked you for screenshots and other community creations in order to decorate the streaming room. With the new streaming room, which was literally finished one day before we went live with AnnoCast 04, we can finally use your great screenshots and fan arts to decorate our wall.

Community Island
Speaking of community creations: as some very perceptive viewers accurately noticed, the island which we used for our stream is indeed the Community Island from GMExpresso! You can find out more details about the island here.

UI overhaul and traderoute menu
Since our last episode, Anno 1800’s UI went through a major overhaul. Our UI Designer Khajag “Jack” Jabaghchourian not only demonstrated the new UI, he also talked about the relevance of a good UI design and why it is so important in a strategy game like Anno 1800.
Being a major topic of AnnoCast 03, the traderoute menu was the perfect candidate to show you the visual improvements we added to the latest iteration of the UI. What do you think about the new UI overhaul and our artistic direction? Is Anno 1800’s UI and UX design something where you would like to share feedback or to learn more about in general?

If you want to compare the new and old UI for yourself, you can check out AnnoCast 03 HERE.

City Attractiveness
The Zoo is one of the huge construction projects for Anno 1800’s new City Attractiveness feature. Natacha Hentzien gave us not only a tour through her beautifully crafted tourist paradise, she also went with us to the zoo, showing of some of the common wildlife but also exotic species from far away. While you can sink hours in the highly customizable buildings, we also talked about ornaments, city hotspots and the new visitor harbour. Serving as the drop off point for tourists who want to explore your city, we also had to take care of a special visitor who decided to take root in our city.
But there is a flipside to the industrial revolution, the soot blackened factories are not really something you would call a marvellous vista for tourists. Did you like the smoke effect of our factories? Are you a fan of the tourist visual feedback and the zoo project?

Community Q&A

mmateos19
Rivers and small lakes in the island would be awesome!
Answer: We are currently working on it and hope to share some impressions pretty soon!

Netorak2
Is the purple colour on the menu a players choice or is it always the same?
Answer: There are currently no plans for a customizable UI colour scheme. However, the state of the UI shown during the stream still includes some older elements. The game UI is an ongoing project and with that, still subject to change for the next couple of month. We are really curious about any feedback regarding the UI so keep your questions and feedback coming!

martin1
Is it possible to move buildings?
Answer: Shouldn’t be that hard, right? We give you an update on that matter soon 🙂

eric_spielerheim
The zoo is still missing a fence, are there any plans to add a fence to it?
Answer: While there is currently no fence, we got a lot of feedback from the community and see what we can do!

TwitchChat
What does the Currency in the Public Moorings Interface mean?
Answer: That is the current income earned by tourists visiting your city.

SardaHDD
A
re we forced to make a pretty city and get tourists if we want the best modules/people?
Answer: We will provide many different options to get new items. Attractiveness is only one way to get them and some are specific to the way you can acquire items. So don’t worry, you don’t have to aim for a high City Attractiveness rating to get your hands on the precious specialists.

Sauerbraten95
What happens when I suddenly tear down my zoo? Will people protest?
Answer: The number of tourists visiting your city is determined by the attractiveness rating of your city. If it drops (because you reduce the modules in your zoo, swap out interesting for boring animals or create a new industrial district), a part of them will go back to the harbour and wait for the ferry to leave your island. They might change their mind if you provide new attractions, though.

Jalioss 
What is the max capacity for animals at the zoo? Or can I make the zoo as big as I want?
Answer: With the zoo, customizability and creative freedom are of highest importance. You will be able to freely build and place as many modules as you like, display a variety of different animals and biomes and make use of city ornaments between the animal enclosures.

Lord_Desert
How does it work with the rating for festivities and celebrations? I can’t see any points in that category on your island?
Answer: If the overall happiness of your residence raises, they might return you the favour with celebrations. Furthermore, there are other events which can push your happiness greatly for a short amount of time, which also might result in your residence organizing festivities in your city.

DieHun
W
ill we be able to place every ornament, tree, etc individually (like in 1404) or is it random like in 2205(hope not) where u just draw a rectangle and the game places everything for u?
Answer: You will have full control over what kind of ornament you want to place in your city.

Anno Afternoon #1

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On Sunday, the 20th of May, we also had the premiere of our new Anno community stream:  AnnoAfternoon! Anno community team member Seraxia and O5ighter decided to challenge their skills with an old classic and fan favourite: Anno 1404. They even managed to reach a sizeable population of patricians in their town Wolfshafen, as it was named by our community.
In honour of most important trading partner, our first oriental settlement now bears the name “Al’s Summer Home” (since “Al Zahirs Summer Mansion” is a bit too long). A lot of questionable decisions – aside from naming conventions – were made, like placing a church in the oriental settlement instead of a mosque, as there was the hope that the Nomads would be happy with the choice.

We were having a lot of fun with you guys and we plan to continue where we have left in the next episode of AnnoAfternoon, coming next month from our re-decorated streaming room in Newcastle! (Probably not needing months in the process like our dear developers in Mainz :D)
Have you watched the community stream? Feel free to discuss our new community show, share your thoughts and don’t forget to let us know if you would like to see more formats like this in the future.

That was it for today’s community update, there is still a lot of work to do before some of our team members will find some well deserved rest during the upcoming bank holiday weekend in Germany. We will be back next week with a new DevBlog and further Union updates.

Union Update: Livestream week

This week, it’s all about the upcoming next episode of our Anno 1800 development live-stream. AnnoCast 04 will be the most ambitious episode as of yet, as we not only show the latest state of the development but also present the city attractiveness system in action.

Our first guest, UI Designer Khajag Jabaghchourian, will demonstrate our big UI overhaul, as also provide insights about the importance of a well thought UI design for Anno 1800. A perfect chance for Anno enthusiasts and future game developer to learn something about intricate UI designs for complex management and city building games.
Our second guest might be familiar from our Monument and City Attractiveness blog. Game Designer Natacha Hentzien will take you to a small trip to our island paradise, when we follow our tourists through our panoramic city including a nice trip to the zoo but also not ignoring the smoking dark side of your modern industry.

As always, you will be able to watch the stream on our twitch channel twitch.tv/ubisoftbluebyte as well as on our Anno Union website. We will make the blog including the video player available by Thursday noon, to give you enough time to share your questions in the comment function.

AnnoCast Episode 04 – A trip to the zoo
Thursday May 17th at 5pm CEST / 1 AM ET / 8 AM PT
Follow us on: twitch.tv/ubisoftbluebyte

Other than that, it will be the first time we use our new streaming room. Expect a new look while we will continue to improve decoration and a few other elements in the upcoming episodes.
As there is another bank holiday coming up, we will do a short break from our regular Union Updates, which will not affect next week’s DevBlog.

But before we leave it to this week’s community Q&A part, we have another small announcement to make. Our Ubisoft community team taking care of Anno, among them some familiar names such as O5ighter and Seraxia, will host a new streaming show on our channel. Join them this Sunday, when they dive into old classic Anno games in our new Anno Afternoon Community stream. Feel free to watch and comment – backseat gaming is welcome!

AnnoAfternoon #01 – Anno 1404: Maiden Voyage
Sunday May 20th at 5pm CEST / 1 AM ET / 8 AM PT
Also on: twitch.tv/ubisoftbluebyte

Community Question and Answer

loex1337
Is it possible to merge different enclosures to larger modules into each other, so that I can create a big elephant enclosure if I connect two of them?
Answer: Allowing the enclosures to merge into bigger compounds leads to different issues to tackle, such as what happens if you unequipped one of two elephant items or how do you expand visual feedback, as animals and visitors heavily rely on pathfinding. One solution would be to develop preset modules in different sizes, but that would also ramp up the workload to create said assets. The various different and free to place enclosures offer many customization options for your zoo project. As it is a vast feature already, we think that we are doing the zoo a favor if we invest that development time into quality and variety of the different animals.

Revadan
Will Anno 1800 have a mobile companion app like Anno 2205?
Answer: There are currently no plans for an companion app for Anno 1800.

banan1996.1996
In the devblog about artisans glass was produced by workers and here it is produced by artisans. Did you change your mind about it or is it a mistake?
Answer: During development, we continuously work on the balancing, from small bits and pieces up to the re-work of whole production chains. Just recently, we reworked some of the production chains, which are one of the biggest balancing points for an Anno game. Rebalancing, as well as minor and major changes to the game, will continue for a while, often fueled by feedback gathered by the Anno Union blogs and especially playtests.

HarroLP
How much impact had the last playtest, did you made any major changes based on player feedback?
Answer: The playtest gave us a lot of important feedback on the current state on the game. Every feature has its own “player stories” note in our development plan. The “Player Stories” are insights and findings we gathered from blog and forum comments as well as from our playtest groups. That feedback will be gathered in reports, which are then being discussed in the team. The last playtest lead to a lot of smaller and even some minor changes to the game, from pure balancing to altering content. We are looking forward to the next test, which is planned to start in June. From that on, we will run further focus playtests throughout the year.

Union Update: outlook for this month

In our last few DevBlogs, we tackled some big new feature additions to Anno 1800, but that was just a glimpse at what’s to come. This week, it is time to take the next progressive step with the fourth residential tier.

But there is of course more to come this month: The next Episode of the AnnoCast will air Thursday the 17th of May, 5pm CEST!

In our fourth episode, we will show you some visual improvements of the game (we mentioned the UI overhaul, didn’t we?) and use the chance to show you our visitor and zoo features live and in action!
As always, we will share a blog with the embed livestream before it goes live and you can leave your questions for the Q&A part of the stream below.

Feel free to follow to our twitch channel, where we stream development updates about Anno 1800, celebrate anniversaries of older Anno titles and have plans for some additional upcoming shows: twitch.tv/ubisoftbluebyte

The Union feedback on these big features such as city attractiveness and projects like the zoo was once again incredibly valuable for us. It gives us a first indicator whether we are going into the right direction and additionally helps us to make changes based on your thoughts.

But there is only so much you can do with a blog or a live stream, and that is where our Anno Union playtests come into play. We are currently making the final preparations for the next round of the tests, where Anno Union members get the chance to play and provide detailed feedback for the development team.
We will share some details soon but one reminder for you all: If you have applied in the past but have updated your hardware setup, please send us an update (best would be a response to your initial application to union-playtest@bluebyte.com) of your rig, including your Uplay/Union display name.

If you haven’t applied for the focus tests yet or even never heard about our Union tester program, you can check out all the details here: https://www.anno-union.com/playtest/

Community Q&A

Das_ist_Phil
Will it be possible to catch animals on your island just by clicking on them?
Answer: There are many different ways to acquire animals and other items. Catching animals will be one option but it will be more than just clicking on wildlife grazing on your island. We are still working on a few details but can say that some specialists will offer their wildlife-related skills to you.

Lord_Desert
Oh boy, the kitties surely had a bit too much in their food bowl. A bit less food and it wouldn’t be less obvious that the enclosers for zoo animals are a tad too small ;D
Answer: Thankfully, our feline predators seem to prosper even in captivity! The size of the zoo animals is not final and we are still working on the right proportions. As you know, the proportions in Anno are adjusted to the bird’s eye view, which is what player’s spend most of their playtime in.

onkel2015
Is there a maximum limit for modules or will I be able to expand my zoo as much as I like?
Answer: There won’t be a maximum limitation for zoo modules. Construction space is an important resource in Anno and that alone is a well thought investment if you expand your zoo. Hey, maybe marvelous outsourced zoo islands become a thing in Anno 1800?

Annorevolution
The entrance seem to the anchor point for all modules, which sounds for me that they don’t need a street connection on their own. Does that mean that we can design the form of our zoo freely and do not need to stick to the square form as shown in the video?
Answer: Zoo modules need to connect by one tile, which leaves you a lot of freedom to create a zoo layout of your liking and to leave construction space for ornaments. We placed a few ornamental objects in the zoo for our video example.

Gradyowens12
Will the game have some sort of hotel system to house the tourists that come to the island, or will they come to see the island and then leave?
Re1Synth
Tourists surely bring financial benefits but will they have their own needs such as hunger or craving for luxury items etc.?
Answer: Tourist will land with a ferry, travel around the island and leave after a while with the same ship. With the city attractiveness, we introduce a complex new feature to the series. We tried to add some deeper management layers to the visitors but figured out that the micromanagement aspects gets easily out of hand, especially considering all other management aspects of Anno in the larger picture. As visitors are a crucial, but by no means only, part of the city attractiveness feature, we decided to go for a working albeit a bit simpler implementation. As usual, the Anno Union gave us a lot of interesting feedback and we are open for the idea to enhance the feature if we find a concept, which is not falling into the same complexity trap and which is not too time consuming for us to develop.

IppoSenshu
I really like that beauty building is now meaningful, that part was always missing in previous titles. Will the city attractiveness have actual impact on the reputation of the player?
Answer: Your city attractiveness level, the positive or negative rating of some of your attractiveness criteria as well as the different ornaments and attractiveness relevant buildings will have an influence on your standing with other characters. If you build a zoo, there will be certain AI characters who will react to that very excited and friendly while others might think that you do not have the necessary edge to lead a big company, as you are just toying around in a kid’s sandbox. If and how they care about such things like your parks or the pollution on your island will depend on each characters distinctive nature and backstory. We can’t wait to share more details about the illustrious cast of Anno 1800 second and third party characters. Who knows, maybe one of the next big topics in the Anno Union?

Miguelito-87
You described that there are basically three buildings which can slot items. How big is the influence radius of each building? How many items will they be able to slot?
Answer:
The three buildings (town hall, guild house and harbor office) will be able to carry more than one item, but we are still playing around with the exact number of slots. When it comes to the size of the influence radius, balancing plays a big role. We want that you can specialize your districts and for that, we need to make sure that things like overlapping radii won’t cause an issue.

Union Update: Islands and decorations

Spring is the time of plans and projects, as they (and also Tolstoy) say. And indeed, sunny Spring has finally arrived in Mainz, thought we can assure you that is not keeping us from working full steam ahead on Anno 1800. After last week’s DevBlog about city attractiveness has found a lot of acclaim with you all, we are taking a quick sidestep this week to cover a basic yet important topic in Anno 1800: items

In some ways, this is a Pandora ’s Box, as items can have quite an impact on several of the game’s features, including next week’s topic. For that DevBlog, we will return to the topic of city attractiveness, with a closer look at what draws tourists to your island, and what benefits they offer.

The net month will bring several bank holidays for us here in Germany, which is why we will skip next Monday’s Union Update. We are looking at some busy weeks after that, as we are in the middle of the preparations for our next AnnoCast, the next set of focus group testing of the game and much more.

An updated look at the community island
We already showed you all the effort that goes into creating one of Anno 1800’s islands. Once the closed the voting on our Community Island Vote, our level artists were itching to get started. During the first steps, the original winning concept from GmExpresso had to be slightly altered, as we made some changes to the access points to the plateau and the beaches to give them additional emphasis. The real work began with the digitalization of the island. For starters, the island was created in a basic three-dimensional form via World Builder, defining the rough terrain.

With the basic layout done, things moved on to the editor, requiring lots and lots of manual work and loving attention to detail. Going layer by layer, our barren island was populated with vegetation, rugged rock faces and fissures in the terrain. During these steps, every part of the island receives additional manual reworks- from the coast and forested areas to the jagged peaks of the mountains.

The version of the community island that you see here has not yet passed final approval, as it is missing the last round of quality improvements. As part of that, we will add some more small environmental details to make sure that our community island looks great. The same is also true for the islands we have shown you previously, none of which have received the final polish and approval yet. With that said, we cannot wait to show you the final Anno 1800 islands in the future!

Community Q&A

PPF99 The question for me right now is how the AI will judge what an „attractive city“ is. Will it be enough to plaster empty lots between factories with flowers, or will it be necessary to combine these with other decorations into large-scale parks?
Answer: Beauty is famously in the eye of the beholder. Your city’s overall attractiveness is influenced by many different factors, of which decorations are one. Creating a system that judges attractiveness by a set of very strict rules (for example via layout and geometry) could limit player’s creativity, and would likely end in all “attractive” cities looking similar to each other. The way the system calculates the attractiveness gain of ornaments is the ratio between decoration and population. If you city grows bigger, you will need to construct more decorative objects and parks to keep your culture bonus.
We will share more information about the behavior of your visitors very soon.

Theatralix I am still unclear on what the exact benefits are. Is having the most attractive island just (as hinted at by the blog) another endgame goal besides economic domination or having the strongest fleet?
Answer: Raising your cities attractiveness and luring in visitors is more than just a (admittedly very lucrative) source of income. It will also affect some diplomatic interactions with other characters, and give you access to some rare and helpful items. Who knows, maybe your city may end up being so attractive that some of your visitors will be tempted into permanently settling in and sharing their skills with you?

Rick_Rickleston Will some of the factors taking into consideration or city attractiveness also be visualized in the game? For example, air pollution? Will areas with higher pollution look a bit shabbier and run down, as in Anno 2070? Seeing the environment changed by pollution was one of my personal highlights of that game?
Answer: Visual feedback, such as fumes from your nearby industry or city ruins will be an important indicator for the player to detect pollution or other unpleasant influence on your city.

Jinkha5 Is there a global attractiveness rating for players? I could see myself building an attractive main island, but prioritizing productivity on my secondary islands.
Answer: We love enjoying the beautiful aspects of the world. So if you take great pains to outsource a large part of your productivity and set up complex supply lines, it is only fair that you earn the rewards. In other words: city attractiveness is measured per individual island, while some of your fellow governors will also take the overall state of your empire into account. 

SersSers2010 What benefits are there to reaching a new level of attractiveness? Will parks have maintenance costs? And how about the decorations?
Answer: When reaching higher city attractiveness levels, you will be rewarded with special items and unlocks. As an example, special ornaments will be only accessible with higher attractiveness tiers. Parks won’t have upkeep costs. The construction space in Anno is a rare resource and because of that, we think that the in materials, money and space is already quite an investment.

Sauerbraten95 You mentioned ruins several times in your blog. Will there be other incidents besides fires that can cause your buildings to turn into ruins, and will players always have to remove them?
Answer: We will discuss what incidents will contribute to your islands insecurity and can cause ruins in the future. For a topic like this, we greatly prefer to show you pictures rather than just words.

FaNt0mIc What has happened to the time-honored Anno tradition of the Jorgensens? Will it continue or not?
Answer: It is true that this is one name that seems to keep popping up in the chronicles of the Anno series. Maybe we should task one of our resident chroniclers to look into this phenomenon…

Endophyte After just going bankrupt again because I wanted to try something new in Anno 2205, I have one absolute no-go for Anno 1800- the save system. Will you stick to just auto saves, or are manual saves back as well?
Answer: We realize that a lot of work can go into one of your Anno-sessions. That is why we want to support manual saves so y can try new things, or relive a momentous milestone over and over again.

Union Update: How we make decisions

The impact of the Anno Union on our development decisions
In the past, we have often talked how cooperating with the community is an immense help for us in the development of Anno 1800. Given some of the reactions to last week’s DevBlog, we want to talk about this a bit more today.

Thanks to everyone here on the dev team at Ubisoft Blue Byte Mainz working together, we have so far been able to share close to 70 blogs, as well as streams and events with you all since we kicked off the Anno Union- which is a very rare level of information for a game so early in development. In turn, your reactions and comments to these blogs provide us with a large pool of feedback to work with. It is not uncommon for some of these suggestions to make it right onto our Development Roadmap.

Sometimes we are looking for concrete focused answers to our questions, while at other times we are seeking a large amount of more unfiltered thoughts from the community. By inviting community members to the studio, we get an additional spotlight and point of view on certain situations. Sadly, some commenters reacting to our last DevBog read this as the comments in the Anno Union being less relevant- we want to absolutely emphasize that this is not the case. We received hundreds of comments with ideas and suggestions on the topic of land-based combat, all of which we filed for reports that were presented to the team for analysis. Personal discussions and focus groups with Union members are an additional feedback loop beyond – not instead of – online comments for us. We also try to ensure that we have a good variety of player types and age groups for such discussions, to give us a good range of opinions on the topics.

We consider community feedback for all of our decisions; however, in most cases it cannot be the sole deciding factor, especially when it comes to features that based on their complexity would affect countless other aspects of the game. With the Anno Union, we are inviting players to become part of our team, and to influence certain game content and features through their feedback and votes. However, a project of this size and logistical complexity cannot be realized without some decision makers who bear the responsibility in the end. To succeed, we have to carefully balance many creative aspects with the realities of their associated production costs and timelines. The hardest decisions are of course always those where we know that they will disappoint some of our fans. Unfortunately, implementing all the feedback and especially the many all-new ideas and suggestions from the community is simply not feasible within a realistic timeframe and budget.

Was land-based combat never considered before and how are you not able to find a working design?
Since the beginning of the project, we have considered different ways to integrate land-based combat to the game as an enriching addition to the gameplay. Despite our efforts, we had to realize that fully developing this part of the game would not be possible to integrate without necessitating steep cuts to other parts of the game. The early decision to cut out land-based combat allowed us to create a more refined naval combat system and to expand on many other features of Anno 1800’s core gameplay and content.
After last fall’s announcement and the resulting feedback, our team started to work on several concepts based on our experience and expectations from our communities. Creating a working design concept is only one thing; the accompanying production effort and ressources are an entirely different beast. Even if we would technically be able to just copy the land-based combat from Anno 1701 or 1404, it would still result in a major effort to adapt the system for Anno 1800. We are not talking about balancing of the production chains and creating the underlying game logic for the combat system, we would need to spend major resources on coding, creation of assets, animating of units as well as changing all system, which are affected by the land-based combat.

Where’s the information on the naval battles?
After the introduction of our basic concepts back in November, it has been our goal that the next update on the naval battles will not just describe them in words, but also shows it in action. Videos and screenshots will ensure that the next DevBlog on the naval battles will not only put you in the right mood, but will also give you a proper understanding of the feature. Despite this, it was very important to us to be transparent with the community, and to share the news on the omission of land-based combat as soon as possible.

Similar to the classic Anno games, naval battles will take place In the middle of your colonized game world and will offer enough complexity and tactical variety to ensure that both battles on the high seas, and around your harbors are exciting and varied. We have to ask you for a little more patience until we can give you a detailed look at how all of this will work in Anno 1800. Your many comments have already given us some very valuable feedback, and some suggestions and ideas are already being implemented into the naval battles.

Union Update: Web update, island contest and more

This week in the Anno Union, we have some teases for upcoming content coming in April, an update to our website backend and the final winner of the island contest.
Reaching the third residential tier allows players to advance to the mid-game of Anno 1800 and with that, the gameplay opens up significantly. After last week’s DevBlog, we are now able to talk about some of these features, which add several layers of gameplay options and complexity to Anno’s gameplay formula. During Spring and the season to come, many DevBlogs will cover these features in detail, demonstrating our teams focus on versatile gameplay and quality.

As we speak about residential tiers, the detailed feedback regarding the public building for our farmers was incredibly valuable for us. It was not just the different suggestions from the Anno Union, but also the detailed discussions which gave us some great ideas what you expect and see fit for the first residential tier. We will give you an update about that soon and are eager to invite the Anno Union for future content discussions.

Changes to our web backend
We will perform a web update on our Anno Union backend tomorrow. The update will roll out

Tuesday 10th of April at 9 AM CEST/ 3AM EST/ 12AM PST

This process should not take longer than one day. During the update process, the Anno Union website and its content will not be accessible.

While the update will not add new content or functionalities to the website, it is an important preparation step for the upcoming second Anno Union web content update, which will bring some significant improvements and changes to the website. We are looking forward to sharing more details about the upcoming new content, visuals and functionalities of the Anno Union community hub in upcoming Union Updates.

Our Island Contest has a winner!
It was probably as hard for you all to decide which of the finalist you would vote for as it was for us to pick the final list out from the almost 100 submissions. While we usually give a week’s time before we close a contest, GMExpresso’s island has a strong lead with 41 % of all votes, followed by MW.TRIBUNS Island with 26%.

A big “thank you” to all the participation in the Island contest, from everyone sharing their submissions to every single vote given.

Our team is eager to work on the community island based on GMExpresso’s design. To be able to put as much love into that project as possible, we decided to close the vote today.
As always, we will provide updates on the status of the island and already working on the next community vote.

Anno 1602 20th Annoversary
If you missed our Anno 1602 20th Annoversary stream, we got you covered! Join us on our trip down to memory lane, when veteran gamedev and new talents came together to celebrate two decades of Anno. Watch the recorded broadcast here, in full 4:3 pixel precise definition:

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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.

Union Update: First focus-test has concluded

This week in the Anno Union, we return to the life of your factory workers and explain how your power over their working conditions can not only impact the productivity of your economy, but also the happiness of your residents. More residential tier DevBlog’s are on the way in the future, accompanied by more details about Anno 1800’s feature set as it opens up during your gameplay progress.

The first Anno Union focus-test has concluded
Over the course of the last two weeks, we gave a dozen Union Members the chance to test the development version of Anno 1800. The dedication and effort all of our Union testers put into their reports and detailed observations was astounding, providing dozens of pages with valuable data for our team.
But it’s not only about additional learnings for the game’s improvements; knowing when a feature works as intended and if the gameplay flow feels rewarding and satisfying is easily as important to us as new ideas. In theory, you can develop a game for decades, continuously improving and adding features and as a result, never getting the product ready for the release. For that reason, positive feedback helps us to know if we are on the right track with the game and its existing list of features.

So what is next? The first thing we need to do is to create an aggregated report, combining all the feedback from the playtest, which then needs to get discussed to identify action points to further improve or develop.
The success of the first test demonstrated that the combination of feedback collected via the Union, events and playtests creates an effective synergy of data to work with.
As it was only the beginning, we will continue to leverage the knowledge from our community with future Anno Union focus tests. As always, we will keep you in the loop and updated as soon as we are about to open the second focus test group.

Anno Cast 03 this week Thursday, March 22nd, 4.30pm CET
Anno Cast 03 goes live this week, break a leg! This Thursday, we will discuss some current and past development of the game, how the Union feedback helps us in all stages of development and of course, show you Anno 1800 in action again. As with previous episodes, we will also answer some questions, some of them previously gathered in the comments (so keep asking) and others during the actual show.

As always, we will publish a blog this Thursday to watch the stream live on the Anno Union.