DevBlog – “Pedestrian Zone Pack” Cosmetic DLC

We have shown you some first pictures of the “Pedestrian Zone Pack” Cosmetic DLC in late August at gamescom – but now, with release less than a week away, it’s time to take a closer look at the contents of this CDLC. Did anyone say “canals”?

What’s in the pack?

A quick recap: In April this year we once more presented you with several potential themes for Cosmetic DLC, with “Pedestrian Zone” winning the vote together with “Vibrant Cities” (to be released at the end of the year).

With this Cosmetic DLC we’re adding a bunch of ornaments to your game that focus on your downtown area to help you improve the daily life of your inhabitants there. Public toilets, convenient during long shopping trips and market halls, especially useful for the traders from the “City Lights Pack” Cosmetic DLC.

“With this DLC, we wanted to create a set of ornaments, that is focusing on the city centre again. With our last Season 3 DLCs, we introduced a lot of new city centre focused content like the hotel or the skyscrapers, so we wanted to provide ornaments that are fitting the cities with are getting even bigger and more modern now.”

– Tim, Lead Artist

A busy downtown area with railroads for electricity and streets for the transport of goods to the Restaurants and Shopping Arcades can be a dangerous terrain for pedestrians in these early industrialized times. Help them out with a Pedestrian Bridge or go below ground with an Underpass.

Generally, we focused on ornaments that fit the city centres and the now more advanced look of our players’ cities. That also meant using more modern construction materials, for example for the underpasses or the market hall. You could find a lot of these structures in big cities back in the days.

There was something several of you have mentioned you would love to see in Anno 1800 and also our Art Team was very keen on implementing: Canals for your cities!

In addition to various ponds and fountains, your population will now be able to take a stroll along the new canals which you can use to decorate your cities. And not only that: The “Pedestrian Zone Pack” does include two types of canals. One fitting to your population centres, a much more decorative and elegant design filled with fresh and clean water. The other for your industrial areas in a darker, dirtier design with sewage pipes to complete the look.

Add to that new ground plates and ornamental trees to create and decorate plazas in your cities with, as well as Pavilions to relax and the Enclosed Greenery system for little park areas and you have a packed bundle of ornaments for your pedestrian zones.

(As with previous Cosmetic DLC, please note that they’re purely ornamental and do not serve any gameplay purposes. While your inhabitants, the “feedback units”, will interact with the ornaments, your transports will not, for example, use underpasses or bridges.) 

Canal System

We already mentioned the new Canal System above, but with it being the highlight of the “Pedestrian Zone Pack”, it certainly deserves some special attention. We once again brought Tim, our Lead Artist, onboard to provide some insights for this section and answer some questions, like:

Were two types of canals planned from the beginning?

I remember we initially had only planned the urban version that fits the city centre. While discussing and scribbling the first ideas how the canals could look like, there was also this one more industrial-looking canal as an idea. So, we ultimately decided to do both, one more city-themed, and one more fitting the industrials areas.

The system gives you a lot of freedom to be creative with the look of your city. You can decide the whole look by yourself: Do you want to build small, tight canals or big rivers or even lakes? – It’s up to you, with the tiles (like you might be used to from “Land of Lions”) automatically combining themselves to larger water areas when placed next to each other. You will even see some of your citizens enjoy a boat trip on the canals (not the sewers, though, brrrrr). 

Designing and creating a system like the canals is always more challenging to create than single ornaments because we need to create a whole set of assets (different canal tiles, different corners, “open” tiles for when multiple canal tiles are combined etc.), so you can build any shape you want with them. On the other hand, there are a lot of technical constraints. It takes a lot of time to test this feature in game, because with all the other assets and the corresponding game mechanics it can create a lot of issues and edge cases we need to find and fix (e.g. crossing with roads, with the new bridges, …). 

Defining the style, on the other hand, was very much straight forward. There are a lot a real-world references we used as inspiration. The most famous one is probably Venice. But there are also a lot of other European cities like Birmingham, AmsterdamBruges or Annecy, for example, that are iconic for their canal systems. 

What is left to say? Well, below you can find a full list of all ornaments included in the “Pedestrian Zone Pack”. Stay tuned for Tuesday next week at 6PM CEST, when the Cosmetic DLC will be available for purchase for the usual 4,99€ (or your regional equivalent). 

We can’t wait to see how you’re incorporating these new ornaments – and especially the canals – in your cities!  

List of all ornaments: 

  • Pedestrian Zone Entrance Gate 
  • Pedestrian Bridge 
  • Archways (3 total: one with a lamp, one with flags, one with a clock) 
  • Underpass 
  • Underground Toilet  
  • Toilet House 
  • Market Hall 
  • Pavillon 
  • City Canals (consisting of multiple elements) 
  • Sewer Canals (consisting of multiple elements) 
  • Canal Bridges (a small, a medium and a large one) 
  • Groundplanes 
  • Enclosed Tree 
  • Enclosed Greenery  

DevBlog: Game Writing and detective stories

Hey Anno Community, 

 

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

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

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

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

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

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

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

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

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

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

Research is a big part of Anno.

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

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

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

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

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

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

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

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

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

About the two characters

Private Investigator

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

Drag Queen

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

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

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

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

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

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

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

 

 

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

Union Update – Game Update 12 Issues & Community Spotlight

Hey Anno Community, 

Our latest DLC, “The High Life” was released over a week ago, time to take a look at the recent events and the cities you have built since! 

Issues following Game Update 12

First of all, though, let’s talk about the issues several of you encountered following Game Update 12.

While we deployed a quick fix for the problems with Ubisoft+ and the Free Weekend last week, the issue with the Game Update some of you are facing (an “update loop” which downgrades the version to 11 again) unfortunately was a trickier situation, not only affecting Anno 1800 but also other Ubisoft titles. The Ubisoft Connect team deployed a fix this morning and the problem should now be solved.

Let us know if you’re still facing these issues.

Please be aware that this coincided with some general Ubisoft Connect issues starting yesterday which might have impacted you, resulting in an “incompatible savegame” warning mid-game (can usually be resolved by restarting Ubisoft Connect), issues in multiplayer and with the cloud sync feature.
These should now also be solved.

 

You have also reported several new bugs to us, be it regarding campaign quests, the anarchist defectors or trade routes and we’re also looking into those.

As usual, as soon as we have news regarding the next Game Update, we will share it here on the Anno Union as well as our other channels.

We apologize for the inconveniences caused.

Community Spotlight

Over the last week, many of you also shared plenty of awesome screenshots from your transformed cities and discussed the new features and mechanics. We had a hard time deciding which ones to include in this week’s Community Spotlight.

The first one is this wide panorama shot by imnekosama, showing the new skyline of their city including several of the new hot-air balloons.

In contrast to that, Eremon485‘s screenshot shows a market place in the city, surrounded by Shopping Arcades as well as plenty of Skyscrapers.

Lucasmello777 clearly got inspired by the Central Park in New York when creating this new district on Crown Falls.

Of course, “The High Life” came with several new ornaments – including the Spotlights which create especially majestic scenes at night, as Mithaldriel demonstrates.

On Discord, Paul showed off how the Skyscrapers can serve as a nice backdrop for the Palace.

We conclude with this Screenshot by AnnoEffect, a city divided into districts and the wealthy Investors in the back clearly enjoying a great panorama over the island as well as the nearby mountains.

Union Update – It’s “The High Life” Release Day!

Today is the day! From this moment on you can download “The High Life”, Season 3s last DLC!

Change your Skyline forever by constructing Anno 1800’s first Skyscrapers and fulfill your citizens’ new needs with additional products and buildings.

As a new monument, we introduce the massive Skyline Tower – and also let you send your people up into the sky with hot-air balloons.

 

If you haven’t checked out our previous DevBlogs yet, have a look at the one giving more details into the development of the Skyscrapers themselves and the second one providing a broader overview of all the DLC’s features.

While waiting for the download to finish, you can also check out our gamescom livestream from last week.

Together with the DLC we’re also releasing Game Update 12 – have a look at the full Release Notes for all changes, fixes and improvements.

Twitch Drops

Should the download take longer you can also watch a list of selected streamers playing “The High Life” and earn two new ornaments while doing so. Have a look at this blog for more details and a full list of all participants.

Free Weekend

Do you know someone who hasn’t been turned into an Annoholic yet? Well, we have a great solution: From tomorrow until Monday, Anno 1800 (including all Game Updates but without any DLC) is completely free to play!

This version is also compatible with all existing versions in multiplayer, meaning you can not only lure your friends into playing Anno 1800 but also show the ropes in coop.

You can find the exact times on the map below:

The Anno franchise is also on sale till September 16th, the ideal opportunity to get the few DLC you might be lacking: https://store.ubi.com/anno-franchise

But now… get ready for “The High Life”!

Gamescom Summary: More to come in 2021

Hey Anno Community,

Today was a great day for us cause not only could we show you some live gameplay of “The High Life” in our gamescom livestream, but we were also able to talk about what else you can expect to come to Anno 1800 in the next months.

What’s to come AFTER The High Life?

With Season 3 coming to an end with next week’s DLC, we want to give you an overview of what’s still to come to Anno 1800 this year – some of it you already know and expect, some of it will be new.

Cosmetic DLCs

Following the Community Vote in April, you’re probably all very much aware that the two winners are still to be released. As communicated earlier this year, this will happen after the release of “The High Life”, starting with the “Pedestrian Zone Pack”.

True to its name, it will focus on ornaments for your inner cities, from a Market Hall over over- and underpasses to public toilets you can expect a variety of objects to beautify your cities for pedestrians. You can have a first look at some of them below:

And… we’ve seen some pictures of canals! More details on that in a few weeks, because the release is planned for in just about one month: September 28th!

This year’s third Cosmetic DLC, the “Vibrant City Skins Pack“ (name not yet final) will release at the end of this year and bring some more visual variety to your cities! We’ll have more details on this CDLC closer to its release.

History Weeks

For autumn, a quick look at the calendar tells you there are four Annoversaries coming up!

More importantly, they include Anno 1701, the first Anno title developed by us here in Mainz, celebrating 15 years since release! How the time flies…

Expect insights into the Anno history, lots of nostalgia and multiple live streams to celebrate Anno’s long city-building tradition.

Big End of the Year Update and Green Game Jam

We left one big thing for last and some of you might already be wondering “what happened to the Green Game Jam?”.  Well, in December we will release Game Update 13, one big free Game Update including several more quality of life improvements as well as bug fixes.

 

Also part of this release will be the Green Game Jam project: We’re adding a new game mode, in which you will travel to a separate region set in the New World. To fulfill your main goal there, you will have to develop a city, but new mechanics make this endeavour significantly more challenging: Monocultures and overfishing can quickly lead to food supply issues while limited non-regenerative resources need to be well-spent. Will you be able to construct and maintain a sustainable city while keeping your environmental impact balanced?

As usual, we will be able to give you more insights into the new content closer to its release, when development has progressed enough that we can show you something.

Make sure to check out our gamescom live stream and our DevBlogs if you haven’t done so already – and get ready for “The High Life” releasing next Tuesday!

Union Update: gamescom, The High Life and a Free Weekend

Hey Anno Community,

August is almost over, and we all know what this means… Gamescom time! In today’s Union Update we would like to give you more information on the gamescom stream, the upcoming Free Weekend and finally a quick recap of our latest news. Without further ado, let’s dive into it!

Gamescom

Now it’s time to talk about the most exciting part of this Union Update: gamescom 2021! As you might already know, this year’s gamescom will take place from Wednesday 25th August until Friday 27th. For the occasion, we will be holding a DevStream over on our Twitch channel on Thursday, August 26th at 5PM CEST. Tune in if you’re eager to see what awaits you in “The High Life”: We will show live gameplay of the new content and give an overview of our plans for the coming months.

Free Weekend

Are you still debating if Anno 1800 is the game for you? Or do you know people who aren’t convinced Annoholics yet? Then wait no longer since we got the solution for either scenario to celebrate the release of Season 3’s last DLC:

From September 1st till 6th  you can play Anno 1800 for free!

This Free Weekend version contains the full main game (excluding the DLC) and is completely compatible with the regular version of Anno 1800 in multiplayer. The ideal opportunity to start a co-op game and help your friends set up their first industrial metropolis.

Even better: If you decide to purchase the game after testing, you can simply continue your savegame from the test period!

“The High Life” DevBlogs: a quick recap

In case you missed them, in the previous weeks we published two DevBlogs dedicated to our upcoming DLC, which will be released on the 31st of August. The first DevBlog focuses on Skyscrapers, the core element of “The High Life”. The second article gives a general overview of all the content and features of the third DLC: new buildings, new needs, new items – everything you need to know to be fully ready for the new challenges.

Community spotlight

We’re constantly amazed by your creativity, that can clearly be seen in all the screenshots that you share with us. Let’s have a look at our picks for this Union Update!

Augustus_Johnson shared a variety of screenshots on Reddit focusing on this lovely soap factory, together with a little story that revolves around it. It’s a herbal soap factory, run by Perfumier Prunella, and they supply the whole city with vegan soap. Look at those flower and tree fields! We can’t wait to know more about other spots on this island.

Here we have a screenshot posted by skinny_leg3nd on our brand new forums, and – oh my! It looks like this city has been sewed on this island! It fits perfectly with the natural shape of the island and it’s so mesmerising we can’t stop looking at it.

Finally, would you fancy a vacation at one of LeGeektateur hotel complexes? Because we would! We can already see ourselves drinking champagne from one of those hotel balconies, while looking at the breath-taking view, with the fresh breeze coming from the ocean… What a paradise!

Twitch Drops: The High Life

Last week we announced our gamescom livestream where we will present you some first gameplay of “The High Life”.

If you want to see even more gameplay of the third and last DLC of Season 3 before its release next week, we got just the thing for you: Watch some of your favourite streamers during our Twitch Drops Event!

The whole event will start on August 27th and last until September 5th.

During the event, you will be able to watch a variety of selected Twitch streamers making their way up to the sky in our upcoming DLC, “The High Life”. And of course, what better way to celebrate this than grabbing some new ornaments for your lovely cities?

Anyone watching those streamers build their first skyscrapers and strengthen their relationship with the Investors, will receive two new ornaments – a Flag and a Lamppost, both dedicated to the “The High Life” DLC. The only thing you need to do is to first link your Ubisoft account to your Twitch account and then watch the streamers during the event for up to 3 hours to receive your loot. You don’t have to watch these hours consecutively to receive your drop; watching them accumulated on participating streamers will also grant you the ornaments.

After receiving a drop, you need to claim it via the Twitch inventory. Please be aware that all rewards will only be delivered to you after the end of the Twitch Drop Event.

If you haven’t already done so in the past, make sure to first link your Ubisoft and Twitch account by following the steps outlined on this website.

You can find the full list of all participating Streamers below:

English

Spanish

French

German

DevBlog: The High Life

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

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

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

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

Hey Anno Community,

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

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

A Story of Architectural Progress

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

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

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

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

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

The Skyscrapers, a Change to Your Skyline

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

How to Build a Skyscraper

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

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

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

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

 

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

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

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

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

The Panorama Effect

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

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

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

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

New Needs: Shopping Arcades

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

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

 

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

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

Tutorial Menu

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

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

New Needs: Products for High Society

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

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

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

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

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

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

Items

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

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

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

Let’s talk DLC Synergies

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

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

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

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

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

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

Further details: The technical side

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

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

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

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

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

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

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

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

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

A new Monument

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

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

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

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

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

DevBlog: The Skyscrapers

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

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

Skyscrapers – The historical references

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

 

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

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

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

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

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

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

The visuals, creating the Skyscrapers

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

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

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

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

A modular approach

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

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

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

New Mechanics & Challenges

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

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

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

 

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

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

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

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

 

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

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

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

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

Fun fact

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

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

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

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

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

A UI solution for Skyscrapers

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

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

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

– Farah, UI Designer

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

 

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

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

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

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

Panorama Effect

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

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

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

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

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

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

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

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

 

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

Union-Update – New Forums, Skyscrapers & Community Spotlight

Hey Anno Community,

Today we would like to give you more information about the new Anno forums, what to do in case you experience performance issues while playing in 1440p resolutions and have a first look at the skyscrapers from “The High Life” for you  – stay tuned!

The new forums are live

Today is the day we finally change to Ubisoft’s brand-new forum page. The new forums offer a variety of features, including the all-time favorite option to switch to Dark Mode! Moreover, it offers the function of a private live chat between players. Lastly, you will welcome a faster and improved performance and a revamped mobile experience!

In case you prefer increased visibility of new posts, simply change to list view by clicking on the three horizontal dots in the upper right corner and change to “List View” in the viewing options menu. Simply click here to start posting with others who are as passionate about the Anno franchise as you are! In case you want to voice your feedback and opinion about the new forums, there is a specific thread for that, simply follow this link

These features will not only offer all players and fans an improved experience overall, but offer a safe space to share thoughts, opinions, feedback, fanart, lists of tips and tricks as well as answers to any kind of questions either from the Ubisoft team directly, or together with the community. Of course, previously written posts can still be accessed in the old forums, which have been turned into a read-only mode.

Improving resolution and performance

Over the past weeks, Customer Support as well as our Quality Assurance Team have received several reports regarding performance issues and determined that in many cases those are caused by playing in a higher resolution (1440p) than would be recommended going by the hardware used. If you are playing with 1440p resolutions, that means your hardware has to deal with roughly 80% more pixels compared to the standard 1080p resolutions, which can impact the performance quite heavily.

You can either try lowering your resolution or using the AMD FSR solution in order to improve your performance.

At the same time, we are of course also monitoring Anno 1800’s performance to add optimizations where possible.

DevBlog about our QA teams

Just in case you missed it, this week we published a DevBlog talking about the role of Quality Assurance, their daily tasks, areas of work, and responsibility, and how they interact with other teams within Ubisoft. 

The Blog goes in-depth about what they do exactly, why they are important, and gives you an insight into how the team works on Anno specifically and what tools they use. If you are interested, click here.

The High Life

Before we’re fully switching onto the road to release, we would like to share with you that the Technical Test for “The High Life” has now ended, and our teams are working hard on improving the last little bits and pieces in order to present to you the best possible result.

 

We received lots of amazing feedback that will help our process along, and we would like to thank all the amazing participants who took the time to play “The High Life” and give their thoughts and opinions of the last DLC of the third Season Pass, and – of course – meticulously report any bug they could find. Well done and thank you!

 

And now – have a first look at one of the new phenomenal Skyscraper! More to come over the next weeks 😉

Would you want to move in? – Write it below in the comments!

Community Spotlight

This time, we not only have an exquisite selection of screenshots for you, but we also want to feature a lovely fan creation that the team simply fell in love with!

Have a look at Captain Flameheart’s awesome Lego statue! This user combines creativity with practical skill, and we absolutely dig it. Check out the Annoverse Discord Server for more Fan Creations – and to share your own!

Designated-Survivor shares once again a remarkable level of patience and planning with this extraordinary screenshot!

 

loubrownx posted two beautiful screenshots of their first World Fair. Notice the aesthetically fitting waterfalls on the left, rounding this screenshot perfectly off, especially in combination with the park close by.

SJ_06 shares some pictures of their flourishing city. Whoever spotted the Iron Tower at first glance – congratulations, you have good eyes!