AnnoCast 02: Anno 1800 LIVE at 4.30 PM

Twitch has been deactivated. Do you accept the use of cookies to display and allow you to watch the video content?
Set Cookies

I acceppt Cookies

Union Update: Studio playtest in Mainz

Last week, we opened the doors of our studio in Mainz to eight Union members, giving them the chance to play an in-development version of Anno 1800, in order to provide us early feedback on the current state of the game. All the great discussions in the Anno Union non-withstanding, these playtests are an important tool for us to check small details, analyze the game flow and observe the play behavior of our veterans.

That brings up the question how such playtest events actually work, and how they can help us during development.
It is not only a matter of observance, experience and analysis of Union comments; instead, the devil is in the details. Exactly these details are important for us to see if the game flow is working and if we can identify blockers, which might sour the gameplay experience.
To get a feeling if we are on the right track or need to work more on certain aspects of the game, we utilize various forms of feedback- from soft data or community sentiment such as Union comments all the way up to metrics providing hard data or reports from our playtests. While the Anno Union is a great way for us to tell how the community feels about the state of the game or to gather ideas from Anno veterans, playtests allow us to have very precise observations.

During last week’s playtests, our guests played an early version of Anno 1800 for several hours and shared their evaluation of the game in extensive feedback interviews.

Playtesters enjoying the session

Detailed examination and interviews
Even before the interview part, we started to observe our players pretty closely. While our GamesLab team recorded the sessions and preserved the savegame for further analysis, they also took many notes and asked them very specific questions. Small tasks, such as showing if they can find a game element, are time tracked to get a feeling if our UI and UX design are working as intended. However, our testers had also many comments and findings during the sessions, which not only piqued the interest of our GamesLab team, but also that of our Game Designer Christian, who watched their play behavior closely.
After the play session, our Union testers had the chance to give a detailed evaluation of the different game elements and told us how they liked the experience and evaluated if we are on the right track.

Even more data!
After the event, our GamesLab team provides us with a report, so we can sit together to discuss and analyze the results and feedback and furthermore, compare them with our own observations and previous data. That is why a number of playtests are necessary, as one play test alone is not enough to get the full picture- we need further stats, results, Union sentiment and of course more playtests. While the Anno Union allows us an excellent overview of the community sentiment, on-side playtests and Close Alpha studies provide us with detailed observations (when did players reach a certain point of progression, what  do to they like to build etc.).

And it was only the beginning…
The outcome of those observations sometimes result in immediate action, while others might need further evaluation. If we see that a specific UI element is not working, we can give that directly to the UI team to review the issue. If there is something not right about balancing of a unit or production chain, our Game Design can start to work on a solution for that issue. You can replicate that process on various elements of the game, from coding, bugs, which have to be reproduced by our QA team or visual elements, which still need some work.
Sadly, not every problem is as easy to identify as a harbor district, which has a habit of frequently burning down for no good reason. Gameplay or content changes can have quite an impact on the various game elements and we need to get an idea how much work hours would be needed in production to work on an A or B solution.
So rest assured that this playtest was only the beginning and we will continue to get as much feedback as possible from you all in order to create the Anno 1800 you all deserve.

So as always, keep a close eye on announcements about further playtests in the upcoming year.

An exclusive look behind the scenes – the studio tour was a special highlight during the day.

Communtiy Update
We are currently preparing the next episode of our Anno Cast, which will take place this Thursday with a real world premiere: For the first time ever, we will show Anno 1800 live and in action!
So keep a cup of coffee ready and tune in this Thursday, 16:30 CET on: twitch.tv/ubisoftbluebyte

We will also provide a blog article with the embed stream, as usual.

Community Spotlight
As some of you might be already aware of, our community has moved to a new Discord channel. So let’s out the spotlight on Medaurus, Admin of the Annoverse fan Discord:

Hi all, we are Annoverse!
We are an English and German speaking Discord server, and our goal is to be a platform where Anno fans can discuss and connect. Our focus is not only on the newer Anno titles, as we have also many active fans of the classics Anno games. Here you can meet up for multiplayer sessions, share your works and achievements or work with other fans on solutions for any Anno relevant topic.
Other than Anno chatter, there is surely also space to talk about anything our community is also interested in.

You can find us under the following link: https://discord.gg/V4xhZ8Z

 

Union Update: Playtest and AnnoCast

While blogs are a great way for you to get insider information about the development and for us to get your immediate feedback, we also need to know how the game actually feels and plays when gamers get their hands on Anno 1800.

That is why our second Anno Union Playtest will happen this week, with a small group of active Union members visiting us here in Mainz to share their feedback about the Anno 1800 gameplay in its current state. Expect coverage about that playtest with next week’s Union Update.
This Anno Union playtest marks only the beginning: From next year on, we want to give more Union members the chance to get their hands on the game, whether it is another on-site event with a small group of players, diary studies or larger online tests where you can participate from the comfort of your own homes.

So keep an eye on future news about upcoming playtests, and keep in mind that being an active and constructive member of the Anno Union is the best way to get an invitation to one of the playtests. We also might leverage some ideas from the Union for future tests, such as an application process to identify potential candidates.

Anno 1800 Livestream: 14th December at 4:30 PM
The end of the first year of the Anno Union draws near, but we wouldn’t want to leave you without some more streaming goodness.  And this time, we will not only talk some more about the game, but it will in fact be the very first time we actually show Anno 1800 live gameplay.
Turns out that, except for some prototype footage and some small clips and screenshots here in the Union, we haven’t actually shown any gameplay at all so far, so we should maybe make amends here.

We will as always provide you an article with the embed Twitch stream shortly before it starts, and if you will not be able to join us, we will of course provide a summary and a link to the show the week after.

AnnoCast 02 will air next week Thursday, 14th December at 4:30 PM CET on twitch.tv/ubisoftbluebyte

Vote Closing next week
With over 2000 votes, it’s time to finish up our vote for the world fair event. You completely forgot to leave your vote? Then consider this your last call to make your voice count before we close the community vote upcoming Monday. As there are only a few weeks left until the end of the year, expect the next vote to hit the Anno Union early 2018.

Talking of votes, how about we leave you with a small teaser: we bet you still remember our first big vote and its winner, the visionary Artur Gasparov. Well, while he was quite busy after an exhausting election, we managed to steal a bit of his attention for this week’s DevBlog.

As always, let us know what you think in the comments below.

 

Community QnA

fleischlaberl
We are still missing some information about the military system and I would like to get the bigger picture (just as an example, how will the takeover of an enemy harbor will look like?). Only then will I be able to share my opinion about the ground units. Maybe share more information first before you discuss things internally?

Basti: Feedback is an important driving force for us but we also need to get the greater picture. For that reason, we often have to discuss certain aspects in the production team first. We understand that especially after the military blogs, you direly want more information. You have to be a bit patient with us for a moment but rest assure that we will come back with further details regarding military.

DiruKamachi
I always loved the Postcard Mode and used it a lot, especially when I managed to get one of the animals in Anno 1404.

Basti: The postcard mode will be back in Anno 1800 and we can’t wait to see all your creative energy when it comes to Anno panorama pictures.

palemale53
I have always been very interested in the process by which “assets” are created. I was particularly interested in how you achieve such a detailed texture while not sucking the life out of my poor PC. Is there any chance of a time-lapse video of this process, of taking the concept and making these fabulous buildings in an Anno game? Pretty please …
Niclas-J
This may be a big ask, but I would love to see more videos regarding the development of 3D assets.

Basti: Even smaller videos take some to time create but we will see that we can spice up future articles with more video content. Time lapse videos are even more difficulty but let us see if we can find a volunteer in the team for that.

OneclickLP
Will there be unicorns?

Basti: I know exactly why you ask that so…..no comment 😀

Union Update: Early Communication

Our community of players has been following the Anno series for most 20 years. That just shows that they all share one major trait with both the veterans and newcomers in our development team alike: an undying passion for Anno.

With our second DevBlog about the military, we have given you all a first look at what naval combat will be like in the upcoming Anno 1800. With hundreds of comments to date, it is fair to say that we have not only received a lot of, but also all very detailed and thoughtful feedback, which shows that the military and ground combat and near and dear to the hearts of some parts of the Anno communities. Thanks a lot for sharing your thoughts!

We did of course expect that this news would cause some controversy, which is precisely why we wanted to share it now. Our clear goal with the Anno Union is not only to gather your feedback, but also to offer you a transparent look behind the scenes of game development. Being transparent is of course a lot easier when you can deliver positive news, but can in return be all the more important when it is time to be the bearer of disappointing news. That is why it was very important for us to let you know, well in advance of the game’s release, which parts of the military system will be included.

Reading your comments, we can see a clear tendency with some recurring themes. For one, that many of you wish that they had more information about how your naval forces will be able to lay siege to an island.
Most present however, is the wish for a return of land-based combat, after many years of absence. The Anno Union is of course all about finding ways for your feedback to influence the game’s development, as far as circumstances and resources will allow this. That is why your feedback on this topic is very valuable to us.

That is why we will, first of all, take the required time to discuss your feedback within the development team. We appreciate that you would all like to hear back on your concerns and wishes as soon as possible, but we hope you understand that this is not always possible given the complexities of game development.

Rest assured, we will come back to you about that topic in future!

Development work on the Anno Union
As some of you may have already notices, the long-awaited improvement development here on the Anno union website has begun. We will inform you in the future with a full list of changes; for now, don’t be surprised if you can already see some new things popping up as we speak (like notifications emails for comments).

Union Update: 2070 Stream Summary

In today’s Community Update, we will give you an overview over the Anno 2070 stream as well as some hints on upcoming Anno Union content. When it comes to community QnA, we count on discussions fueled by this week’s DevBlog. Expect our answers to your questions to be back with the Union Update Monday next week.

Twitch has been deactivated. Do you accept the use of cookies to display and allow you to watch the video content?
Set Cookies

I acceppt Cookies

Our Anno 2070 party was a success, even with Keto being too late for the anniversary. Based on your wishes, we played a bit with the customize options in the endless game mode in order to ensure a more exciting and challenging session. Funny enough, the actual challenge did not came from the AI itself. As 90 minutes are a not very long span of time for true Annoholics, the real struggle came by our players itself, which had to always clean up the mess of the doing of their predecessors. For future let’s play streams, we thought about starting with a previously created savegame or how about to let you, our community, decide or even create the scenario for us?
As with our 1701 anniversary, we also raffled some goodies during the stream. The winners from the Anno 1701 and the Anno 2070 raffle can expect a package from our studio soon.
Many questions revolved around the profession of our guests and their memories about the development of Anno 2070. Here an overview over the developers wo joined our stream:

Dirk, Creative Director
Christian, Software Developer
André, Senior Concept Artist
Rolf, 3D Artist
Sebastian, Game Designer
Norbert, E.P (Executive Plant)

If you have some burning questions to our guests but missed the chance to get them answered during the stream, feel free to leave a comment below! We will see that we forward your questions to the team to answer a few of them during the next Community Update.
During the stream, Dirk gave us some insights about the with Anno 1800 coming options to customize your game experience to a major degree. Replay value is on top of our priority list for Anno 1800.
When it comes to the decoration about the streaming room, we have to ask you for some more patience. As we have currently some construction work in our development studio going on, we decided to make the changes all together at the beginning of the next year. You can look forward to a nice Anno 1800 wall including your screenshots and other community highlights.
Developer Rolf shared his interesting progress from a former concept to 3D artist and with that, we teased an upcoming “behind the scenes” DevBlog, where we will show you how we create 3D models for Anno 1800.
Furthermore, we had an announcement to make at the end of the stream: we will have one more episode of the AnnoCast until the end of the year, and this time, we will show Anno 1800 gameplay live and in action for the first time!

As you know, running streams is a collaborative effort by the development team and as a result, we can only broadcast once a while and not on a weekly basis. However, it seems that you like our streams and we surely have plenty of ideas in our mind for future shows to come. Maybe you yourself played with the idea to stream Anno on your own or you are already waving the Union flag with your own Anno stream? We want to support you and find ways how we can share the Anno Union with all the people out there. It could be Anno stream spotlights or broadcasting assets we provide, maybe even an Anno multiplayer event, which we run or host on our channel?

DevStream: Watch the 2070 anniversary live!

Twitch has been deactivated. Do you accept the use of cookies to display and allow you to watch the video content?
Set Cookies

I acceppt Cookies

Watch live video from ubisoftbluebyte on www.twitch.tv

Union Update: 2070 Anniversary

In 2011, the face of the Anno series changed with a giant leap into the future. With Anno 2070, we changed our sails with high tech ferries and were ready to explore the world of the future, where global warming changed the planet and caused the sea to conquer the continents.

With the futuristic setting came not only drastically changed visuals for the series, but also an expansion of the Anno formula, as it was now possible to explore the deep sea and settle on the ocean floor. As this week marks the 6th birthday of Anno 2070, we would like to share a few memories of our developers and the Anno union with all of you.

Anniversary Stream this Friday
Tune in this Friday to join our Anno 2070 anniversary stream. Based on your feedback to the last anniversary event, we decided to ramp up the difficulty level a bit to keep the tension high. The stream will go live this Friday, 17th November at 4pm CEST, as usual on our Ubisoft Blue Byte Twitch channel:

Developer Memories

Dirk Riegert, Creative Director
I remember as if it was yesterday, when we set the first corner stones for the development of Anno 2070. It was shortly before the release of Anno 1404. Our publisher (back then, Related Designs was not a full part of the Ubisoft network) wanted the fifth installment of the series to be a bigger step and an interesting iteration of the franchise. They wanted us to inject a fresh new take into the franchise and it was on us to bring up ideas for a new setting.

But what should be the new time period for the next Anno? Which solution would work with the traditional game elements of the series but would also offer something unexpected? When the Ubisoft delegation arrived in our office in November 2008, we were prepared with a presentation, including all of our combined ideas for the game with the working title »Anno 5«. We had considered all kinds of sensible and crazy time periods, and spent a lot of time with the ones which made most sense for the series, with options such as Anno 1305 or wild ideas like Anno Vikings. We ended up with five concepts for our setting: Anno 117, Anno 1602, Anno 1800 (yes, we thought about that quite a while ago), Anno 2160 and Anno 3006.

For the Anno 2160 concept, we noted down that it was »probably too crazy«.  However, we still wanted to explore that idea for a setting as we saw the potential for many interesting possibilities for the look and the design of the game. We had the first ideas after watching the movie »Deep Blue« and reading an article regarding the possible economic use of the deep sea. What if the fifth Anno would allow players to not only build their settlements on islands above the sea level, but also on plateaus deep beneath it? That idea was fascinating to us. To our surprise, 2160 was the idea which excited Ubisoft most when we presented our five proposals for the next setting. That they were willing to take a bet on a completely new setting astonished us in the same way it made us happy. It did not took much time to discuss the next step and shortly after, we were able to start working on the game, which would go on to become Anno 2070.

At the end, the risk was worth taking. Up to this day, Anno 2070 is the commercially most successful title of the entire series. Besides the advances to digital distribution, which allowed us to expand to international markets, this was surely also due to the bold move to a fresh new setting.

Christian Rösch, Software Developer
If you followed our last anniversary blog, you might know how much can go wrong when working on the movement of units. With 2070, we introduced air units to the series and with that, we had a lot of crazy ideas to try out. Ships travel across the see and might meet each other along the way, sometimes, a bit too close which might lead to a crash on high waters. That is different with air units as they can alter their altitude. For us a lucky situation to be in, because we were finally able to avoid that annoying collision. I started to work on some kind of a virtual air traffic controller, who had always an eye on the flight routes of air units. If the controller noticed that two planes are on a collision course, he took action and ordered them take a different altitude. A great system which worked out well, not even the cart pusher got weirdly affected compared to the last time. But there was a catch to it, this time the isometric perspective of the human perception. If you watched the airplanes moving, you had a hard time to grasp those planes would fly up and down as your brain always expect that they just move south or north. Often, it seemed that they planes crash and clip through each other while in reality they, just passed by under each other. As it just looked confusing, we decided that all units still get the same altitude to move in order to avoid confusion and that they would only loose altitude when landing.

Carsten Eckhardt, Senior 3D Artist
During the last steps of Anno 2070’s development, most 3D work was done and we, as 3D designer, helped out creating icons for the game. The icons in 2070 were apparently not drawn; each one of them was a small 3D icon, which we created for the game. It usually took some time to find the right lighting and position in order to display the icon to its advantage.  As icons are fairly small, you need to focus on the essentials and cannot really tell a complex story compared to a more detailed picture. The players must understand the meaning and function of the item from the get go. Moreover, icons must be distinctive from each other to avoid confusion. Leveldesign was working on the campaign and for that, they needed an icon once a while, mostly for items which got transported or used by the player. One day, we got an icon request from our level design team including a description of the gameplay purpose of the item. I did a few icons before that but this time; I could tell that this request was somewhat special. This request should proof itself as quite a challenge. The description was a spy camera, which the player should use in an underwater mission, but before that, he had to smuggle it on board of a science station. The catch was that as a smuggling good, the icon should look like the spy camera and like an alga at the same time. Congratulations, I just got the request to create a camera, which should like an alga. Luckily enough, I was able to convince the responsible level designer that it might not be the best idea to have so many information in one simple and small icon. At the end, we could agree on the camera looking like an UBS stick in two states, one version with and the other without the secret information on it.

Community Memories

Bellasinya
Anno2070 ….for the first time a futuristic setting. And it was dark… pretty dark, at least for the tone we are used in Anno games. The multiplayer was awesome, I remember how I picked a friend of mine to only take care of the military aspects. I managed the residents and resources to produce weapons while he was battling the pirates. I am a fairly peaceful Anno player, he likes warfare, the perfect combination!

RPr0
During the last new year’s eve, we schemed the plan to just play through the whole night with Anno and a few other games. As you might imagine, it was a bad idea to play any other game when the first game on the list is Anno. We played nothing else during that night. As we were experienced players, we managed to build and advance our settlements with ease. It did not took too long for us to be at war with the AI and the last remaining free islands, as I never had enough corn to get along with the eco guys. And with that, I played through the whole night and it was around 10am, when I heard a loud snoring noise coming from my friend through the Teamspeak channel. I was able to wake him up but some shouting was involved. It was that moment when we both realized, that we had played Anno for over 12 hours without a noticing it. This night is one of my best gaming memories of all time.

Ixam97
My probably most memorable experience was the „Alwinic Anion Catalyst – Moment“. We played in a group of three and by that time, had spent hours in that one match already. I was looking for the prototype for quite a while, so you might imagine that I was quite euphoric when the Trenchcoat had it finally in its stock. The result was that I was very vocal about to my dear players, and they reacted: One of them threatened my with a change of the offer and the other one just bought it in front of my eyes (and gifted it at the end to me, which saved myself 900 licenses). All in all, I love to think back to this time and it’s many, many moments of joy *sheds a tear*

Union Update: Welcome November

After a fairly short week for us, we are back and ready to engage the month of November with new content. A big thanks for all the feedback regarding the anniversary week. As you seem to like the anniversary idea, we decided to do some similar content for the upcoming Anno 2070 birthday. Furthermore, the streams are well received and we will see how we can further improve based on your feedback  to bring you more episodes of the AnnoCast and the Anniversary Let’s Plays, as well as showing you Anno 1800 live and in action as soon as technically possible. But the streaming means also means a lot of additional work for us and for that reason, we won’t be able to bring you requested weekly shows or even expand the streams to two or even three hours. We think that the Union understands – and agrees! – that the development of Anno 1800 is our top priority. We also have to report that Norbert filed a complaint, as he was so far not given the screen time fans asked for. We surely don’t want to get in trouble with our HR department, so we are looking at ways to include him in the future.

Regarding development, we are currently working on our next big development milestone and will share an update about the state of the game with you soon. As previously announced we will give you some interesting details about military this month as well as spotlight the work of a 3D artist. Also, please welcome our Senior Game Designer and stream operator Christian, as he will help me out with today’s Community QnA.

But before we start with todays QnA, here comes the call to action for the Anno Union: Share your Anno 2070 memories, crazy stories or anecdotes for the upcoming Community blog in the Anno 2070 anniversary week!

Community QnA

NK3D
I am happy about the fact that you are planning to have a player testing capable version of the game ready by this year, does that mean we can expect a small stream?

Basti: We currently discussing requirements for our development build in order to show you Anno 1800 gameplay sections during a Developer Stream. While we still want to improve our general stream setup, we know now that it works. We cannot give you an ETA right now but we want to show you Anno 1800 in action as soon as technically possible. I can tell that we will start displaying certain elements of the game including developer talks rather than a let’s play format.

Sir_Obelexxus
One question regarding the selection process for testers. It is clear that not everyone will be able to make it into the first play test. Would it make more sense to create a small application process, where you can ask important questions such as “which way you want to travel to the location? The city of Mainz is over 400km away from some places in Germany, which is a bit much to just “show up” to test Anno 1800. Is there anything like that coming or planned?

Basti: We plan various Anno Union playtests until the release of Anno 1800. We will invite a small focus group for the first test, where the participants will visit us in our studio in Mainz. More tests will happen in larger groups in our studios, at different place or playable from your own home PC. The best-case scenario for us are these latter tests, in which you will be able to participate from the comfort of your home. This allows us to invite a larger numbers of players from all players, and to have the game tested on a wider range of possible hardware configurations, depending on our needs for the specific test. The idea of an application process is interesting and we will see in which form it could make sense for us for future tests.

Julius_A.
How will it work when citizens die in my settlement? Will there be a graveyard or something similar in the game?

Basti: While we will have a church as a basic need, dying citizen won’t be a gameplay element in Anno 1800. Citizens might leave your settlement because of missing fulfillments of basic needs or other elements but adding that layer would overcomplicate things more than actually benefit the Anno game design.

Montanus77
As with the voting with the AI character, it is quite hard to vote for something if you are missing the greater picture or don’t know how it will affect a feature in a larger scale. I would like to ask you to provide more insights about the content of future voting’s and also tell us, what kind of decisions were set in stone about that content before starting the community vote.

Basti: Good Feedback, we will see how we can keep that in mind with future votes in order to provide a little bit more background information about the underlying systems of voted content. While AI characters are a long established feature in the Anno series, the world fair blogs showed us that it was not clear for every Anno Union member, how the event feature actually works in detail. We however also have to consider development timelines, where many things are being work on in parallel; by the time one element may be fully set in stone, it could already be too late to have the community vote on related elements.

Depace
Personally, I would have liked it more to have a bigger production line from the get go, as complexity in the game is a really important part for me. Also, the fishing hut was always the first to go building to kick off the food production, a change to that would have been a great chance to mix things up a bit without having too much of an impact on the games feeling.

Basti: During the concept and development phase, we take a closer look at all game elements to evaluate if it makes sense to perform certain changes to the Anno formula or if that could even damage the overall feeling and balancing of the game. Decisions often being made based on experience and sometimes a certain feeling what could work but with Anno 1800, we want to take advantage of the Anno Union initiative to directly work with your feedback as an additional layer, from allegedly small features like the first tier of the food production chain to crucial larger scale content. Based on that feedback, we made the decision that, with the traditional start in the food supply chain, newer players will have an easier start, veterans a familiar environment while it will not y have a negative impact on the overall complexity of the game.

Lord1anni
I think it would be really cool if the transported goods (in this case on horse-carts) would not just vanish from the roads and instead drive to the actual production building. I would not mind if the crates would just appear just like that on the cart.

Christian: With the current implementation state of the feature, we want that the market carts are visible while unloading their goods. But as the visual representation of the logistic system is not fully implemented yet, a lot of that might be subject to change until we reach Beta state. As you might have heard already, we are currently experimenting with goods being actually moved from one production building to another instead of just being picked up at a warehouse. The main reason is that we want to show how busy the warehouse can get in the game world. If you see that there are too many market carts causing a small traffic jam in front of the warehouse, it might be a good moment to think about building an additional one or upgrading the existing warehouse.

Are you guys interested in getting more details about the logistic system or do you want to rather explore it your own when the game comes out? Let us know in the comments below!

HippoKillar184
I would be interested what kind of goods will be in the game, my favorites are the more complex production chains like wine or candle sticks from 1404.

Christian: The production chains will be a mix between familiar and completely new goods. That means you will see some traditional chains such as bread or fish, while the industrial revolution allows us to implement new ones like steel production. While progressing in the game, goods will become more advanced and as a result, production chains longer, more complex and difficult to handle. We will dive into that topic into greater detail in a future DevBlog.

Swimming-Paul
Do you think you could make an update in the future about ornamentals? Or isn´t that considered important enough?

Basti: Whether it is beauty building, trading and economy or military domination, players have always had their preference for their favorite game approach. Beauty building is a very important aspect of the game and for that reason, we will provide more development insights about ornaments and other beauty building aspects in future. It would be interesting for us to know what beauty builders are hoping for in the game.

Annosofeles FORUM
How will mining resources look in the game? Will it be more like 2070 or 2205, where you have general spots for where you can decide which resource you mine or more like 1404, where each resources has a designated spot for reach resource type. How about the quantity of resources in each node? More like 1404 (limited but you can refill them with money) or like 2205 (unlimited) or even like 2070 (limited and only refillable with items)?

Basti: Mining resources have set spots, which are generated with the isles when you start a new game. The various resources have their designated spots, which means you have to construct your coalmine on a coal node. The amount of coal or any other mining resource will not be limited and as a result, cannot deplete. When we show you more about the production chains in future, we will also tell more about the mineral extraction.

Union Update: October and things to come

Twitch has been deactivated. Do you accept the use of cookies to display and allow you to watch the video content?
Set Cookies

I acceppt Cookies


Before we dive into todays Union Update, here a chance to watch or rewatch the Anno 1701 Anniversary stream.

More time has passed, and the month of October is already ending. With 10 blogs in October alone and over 1000 comments in one month, we were almost as busy creating content as all of you in the Anno union were engaging. As this week will be somewhat short for us here at Ubisoft Blue Byte Mainz (we have two bank holidays coming up), we will today share a quick recap of previous content and a look at some of the things you can expect in November before we return to our regularly scheduled content next week.

Union Updates and Devblog
We started October with a small throwback to our announcement at gamescom and with the Concept Art DevBlog, kicking off a new series of blogs to give you more insights into the various disciplines here in the studio. You seemed to like it, so we definitely want to continue with these blogs. There was also some talk about a very important topic: fishing huts. With our “So where is the fish?” DevBlog, we wanted to show you how player feedback has already affected the game’s development and how varied feedback collection can be. Finally, we started our second vote, allowing Anno Union members to vote on the third exhibition event for our monument, based on community suggestions.

Livestreaming and Anniversary content
It was also the month of our first livestream, as the AnnoCast had its first test-run for our podcast format where we share insights about the current development of the game. And our second show aired just two weeks after, as part of our Anno 1701 anniversary week. During that week, we highlighted an old classic, sharing memories and giving insights into the development of an older Anno titles. The streaming room is still a work-in-progress, so expect the layout and decorations to change for some of the future shows. We are of course also planning to show you Anno 1800 live and in action, but cannot share an exact date for this yet.

What is coming in November?
As teased before, we want to talk about a topic that we know is very near and dear for many of you: the military aspect of the game. You can expect a meaty blog similar to the recent Multisession DevBlog where we will dive into this topic and our philosophy for it. We also saw that you enjoyed learning about concept art, so we will continue where that blog left off with a look at the work of our 3d artists. In addition, the Visionary has not been idling since winning our first community vote, so you can expect to hear more from him soon as well. There is also the upcoming Anniversary of Anno 2070, and we would like to hear from you what you would like to see in celebration of it.

We are still working on some updates to the website, so rest assured that this topic has not been forgotten. Finally, we are still panning to invite a few lucky Anno union members for a playtest before the end of the year, so definitely keep an eye out for that.

But what do you think?
We received great comments during the AnnoCast and the Anno 1701 Let’s Play and we are curious about further feedback regarding streams and anniversary content. Do you like the shows? Is there something you would like to see more of? And how do you feel in general about content highlighting some of our older titles?

Union Update: 1701 remembrance

„My most beautiful memories about the game are about my then-girlfriend and my cousin, as they were as crazy about Anno as I was. We turned on our notebooks, sat down on a round table in front of the chimney and played until the middle of the night. Anno was a companion on my lifes journey.” – Striffelbaer

Many of us keep many precious memories, as they were part of our gaming lifes for so many years and the reason for that much-cited special Anno feeling. These moments show us that across the many years and titles in the series, a great and unique gaming community was always part of our journey. Eleven years ago, Anno 1701 had its maiden voyage- full speed ahead into the third dimension to bring us new visuals and features to allow us to immerse ourselves in the world of Anno like never before. We would like to raise our hat to Anno 1701 and its community, and therefore this week’s content will be dedicated to the first Anno in 3D!

Anno 1701 was an important leap for the series as a whole, as the third Anno introduced new features and systems and with that, set the direction for future titles. We would like to highlight the special memories from our community today and the upcoming Devblog will explore our own memories as Anno developers and why Anno 1701’s heritage is still of importance to the upcoming Anno 1800.

Did you know that Anno 1701 had two board game tie-ins and even a book? Maybe some of you even own one of these precious pieces? We are interested what objects you might have in your collection and if you are a fan of the idea of expanding the Anno universe with board games or other merchandise!

Twitch Stream: Anno 1701 Let’s Play
It’s anniversary week so how about a small party? And what would be better suited for a celebration than to take seat in a cozy chair while watching us sharing memories and putting some effort in building our own Anno 1701 settlement. We will kick off our first Let’s Play stream this week in order to celebrate the anniversary of Anno 1701. Join our small party stream this Thursday 26th of October, 4:30pm CEST on: twitch.tv/ubisoftbluebyte

Fan Creations
We asked for your best Anno 1701 memories and creations and community member and artist Anno90 answered that call. We are happy to present a true Anno Union masterpiece:
Last but not least, we would like to share a few of those very special Anno 1701 Union memories, funny throwbacks and even touching stories:

Soulridder
I guess Anno 1701 was my first Anno ever. Back then, I played it on a Nintendo DS, because I did not own a PC at that time. ^^ The most satisfying experience was build your city on a volcanic island and later take someone’s island for your own just to expand it even more. Not quite that easy with a negative income where my only income came from raiding other AI players, but it made fun to rebuild the island and expand it once it was taken, especially because I couldn’t build much and once I took some island completely. I also played games where I just build up my city without raids, but a volcanic island was a must-have for me and still is in all Anno games where a volcano exists like in 1404.

Marc_The_Miner
I was born 2004, so I am fairly young. My first Anno game was 1404 and I was so excited about the game that I wanted to get the more Anno titles and I ended up playing 1701. Despite being an older game, I really liked the visuals and had a great time playing. The best thing about 1701 is that you can declare your independence from the Queen and that you can attack other civilizations. That leads to more gameplay freedom as nobody tells me what or how to do it!

NK3D
My most beautiful memory is an also a very personal and special moment for me. As a small boy, I desperately wanted to play Anno 1701, especially after playing 1602 and 1503. I just wanted to experience the look and feel of the new title. One day, quite some time after the release of 1701 had passed,; my mom came home and brought a gift for me. It was Anno 1701 – The Sunken Dragon. She told me that it was a great bargain (single mother and we had not much money) but we both had no clue that it was an expansion and I was happy until I realized that I could not play it…. I was sad and my mom did not understand why until she did some research and understood that it was not the full game. She promised that, with my next birthday or Easter celebration, I would get Anno 1701 as a gift. And indeed, that is what happened! It was an amazing moment and we both were incredibly happy about the outcome. I spent some many hours playing Anno 1701 and I still play it today. It holds a wonderful emotional memory for me and it still holds up greatly. Thank you for bringing this kind of moment with the anniversary content back!

LadyH.
Anno 1701 *dreams*, just wonderful times <3
I can remember how sceptical I was at first. An Anno in 3D, can I even play that? I had problems with my eyes back then, especially with everything in 3D. And then, I had the pleasure to get invited to test the game at Related Designs in Mainz. It was brilliant; I just hopped on my bike and drove to the studio. It was a great day, being able to play the game for one day, while the developers watch you and ask you plenty of questions. Oh and then there was the fan meet and greet on Castle Ronneburg. We slept in a B&B and there was a special surprise event in Büdingen. There was an actor outfit doing a nightly tour through in historic garbs re-enacting old stories from the city Büdingen.
After that, we had a meet&greet in the actual castle. We started with a tour, had a lesson on a bow shooting range and a medieval dinner with a herald being responsible for the distraction. I have the fondest memories of that event but I can tell you that it was a lot of work to organize everything. It was great to hear that the son of the chef of the restaurant was a big Anno fan. I just invited both to join our festive party and I made sure that they even got some Anno goodies. Everyone was just delighted. We had plenty of sponsored goodies for everyone, including a real fisherman’s pipe! What a brilliant community, just wonderful.


You can find more pictures from the event on LadyH. homepage: https://ladygames.de/party2007/