Union Update: Twitch Drops & Vehicle Liveries Pack

Hey Anno Community,

the release of “Tourist Season” is drawing closer – but not just “Tourist Season”.

Next Tuesday also marks the day when the “Vehicle Liveries Pack” Cosmetic DLC will be released in the Ubisoft Store, Epic Store and on Steam (for owners of the Steam version of Anno 1800) for the price of 4,99€ or your regional equivalent. You can find details about the Cosmetic DLC here.

This is the first of three Cosmetic DLC we plan to release this year, the others being the two winners of the Community Vote. Expect some early details on the first of them in summer.

Twitch Drops

Over the coming days, we will give you the opportunity to already take a closer look at the contents of Season 3’s second DLC – “Tourist Season” –  by watching some of your favourite streamers during another Twitch Drops Event.

The whole event takes place from Friday, 21.05.2021 until Sunday, 30.05.2021.

During the event, you will be able to watch how a variety of selected Twitch streamers turning their cities into massive tourist attraction spots. Oh, and don’t forget about all the new ornaments!
Anyone watching them construct Restaurants, Hotels, Orchards and the Chemical Factory while planning their bus network can grab two brand new ornaments, the “Tourist Season” Flag  and the “Tourist Season” Lamppost. 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 Streamer below:

English

Dutch

Polish

French

German

DevBlog: “Tourist Season”

Bente Jorgensen appears to have set a precedent. Young men and women all over the world are setting out on travels of their own— ravenous for art, culture and some proper grub— only the most exquisite of destinations will do!

Fresh off the boat they hit the Hotels, springing open their cases, before jollying on down to the riverside for an Éclair, hoping to advance their broad-brims into all the most bijoux pockets of the Old World. Street mimes, artists, sophisticated-looking backgammon players drinking Montmartre 75s.

And then they see it… through the heaving crowds… a glimmer high, high above— a tower of iron, so wild and audacious, it could only be here, right here…

With “Tourist Season” we’re bringing some color and entertainment to your cities! People far and wide have heard about your vast capitals, your Museum collections, and the delicacies from all around the globe which you have on offer.

In this DevBlog we will go over all new features of the “Tourist Season” DLC: The Tourists themselves, their needs, the bus system, Restaurants and recipes, the new goods you need to produce and the Iron Tower, a new multi-stage monument for your cities.

It’s not all about the Tourists themselves, though, as fulfilling their needs does also have a direct impact on your existing population, as you will soon learn.

Tourists and Hotels

Tourists are a new Resident Tier in the Old World who stay in your city over night – in contrast to Visitors who only arrive for a day trip to see the most exciting cultural spots of your city.

First, you need to attract them and the basis for this is upgrading your Public Mooring. This can be done when reaching 500 Engineers.

Which means, that the next thing to do is building Hotels. These are imposing, elegant establishments which are expensive in construction and take up quite some space with their size of 9 by 7 tiles, but make up for it not only with their impressive looks but also with a capacity of up to 500 Tourists each.

In order to attract more Tourists and fill your Hotels to the brim, you will need to fulfil their exquisite needs. These are again split into Basic Needs and Happiness Needs and are a mix of existing and new products, the new food and drink venues, as well as cultural buildings like the Variety Theatre, the Zoo, or the Museum.

Who is the Tourist?

Do not let her over-familiarity and lively conversation fool you, the Tourist is as informed a critic as any, particularly when it comes to food & drink. A dry sponge, or a flavourless Chantilly cream might see her vexedly reaching for her notebook and a 2H pencil. Yet if you can stay on the right side of it, that same pencil is the rod of enchantment to draw her many daffy friends to your shores, through letters and postcards riddled with hyperbole about the wonders of your Zoo, or quite possibly, Botanical Garden— So chum up with her if you can!

– Matt, Lead Narrative Designer

While you can easily spot the status of each need via the Hotel’s UI, there’s a change on how happiness impacts your new Tourist population:

The fulfilment of a need can be limited by their happiness. This is marked with an unhappy red icon next to the respective need and the info, to which percentage a need can be currently fulfilled. Possible causes for limits can be low island attractiveness or a lack of variety when it comes to Hot Spots like Museums. Solve these issues to make sure Tourists are willing to visit your island and to maximise the number of potential Tourists in your city.

Happy Tourists spend more money in your city – and since the pockets of these wealthy individuals are well-filled, it’s definitely worth fulfilling their demanding needs.

 

We said above that Tourists are a new Resident Tier. As part of that mechanic, they’re also providing a sort of “workforce” which we called “Customers”. These are essential for your Restaurants, Bars and Cafés which thrive on tourism. For them to work at 100% capacity, a certain number of Customers is required. If a venue lacks Customers, the buff to the surrounding residences is decreased – more on that in the next paragraph.

Lastly, we need to warn you that Tourists are a spoiled, demanding bunch (let’s not say “lazy”) and absolutely no fans of long walks. So, in order to fulfil their needs, you will need to set up a complete bus network on your island with Bus Stops next to all important places. We’ll go into detail on the bus system later in this DevBlog.

DLC Synergy
Owners of any of previous DLCs can look forward to a certain level of interconnectivity, which gives them alternative ways of fulfilling your Tourist’s needs. Ingredients from the Artic or Enbesa open up new recipe options (how about a dish with fresh Lobster or Caribou Meat?) while visiting your impressive Docklands or a mighty Palace can distract Tourists from the fact you didn’t build a Museum on your island. While not providing stronger bonuses, having activated any of the other DLC does give you different options on how to tackle “Tourist Season’s” new challenges

Restaurants, Cafés and Bars

So, we created a place to stay for our Tourists. But as mentioned above, they’re rather more demanding than your regular Visitors, and having an attractive island with a Zoo or a Museum is not enough.

When staying for several days, culinary needs naturally become a matter of great import, which makes the Tourist’s request for Restaurants, Cafés and Bars quite understandable.

All three buildings function in a similar way to Public Service buildings but in a more challenging way since they use the new recipe system and therefore combine production and public service. Based on the recipe you choose, the building will prepare a dish, dessert or drink and fulfil the Tourists’ needs while also providing a boost to regular residences in a certain area. Let’s take a closer look:

“We had Flour, Sugar and Chocolate but could not bake a cake – that always floated around in our heads when thinking about new content. The recipe system solves this and allows us to combine goods to new products that would otherwise be too specific for our normal needs system.”

– Dominik, Game Designer

As you can see, each recipe requires certain ingredients – so make sure you got a Warehouse not too far away. Some recipes might require ingredients from different sessions, while others have ingredients that are easier to obtain. Since we’re always looking for a) new systems to try out and b) ways to spice up your gameplay with new features, we came up with the recipe system as a new challenge.

All recipes fulfil the Tourists’ need for Restaurants, Cafés or Bars in the same way – they will enjoy any of the delicious dishes you can present them with. However, the aforementioned boost to the surrounding residents varies: If your Restaurant, for example, serves the “Archduke’s Schnitzel” then your surrounding residents will receive a +3 boost to their happiness while consuming less Bread, Fish and Chocolate. If you choose the “Stroggof Goulash”, nearby residents receive a +2 happiness boost and consume less Fish, Sausage and Canned Food.

Restaurant placement as well as choosing recipes based on the required ingredients and the surrounding residences (with their respective needs) should provide you with a nice puzzle challenge if you love optimization.

Selecting any of these three types of buildings will display their influence radius with a circle, while the affected residences are additionally highlighted.

More recipes are unlocked either via quests from the Tourist or by fulfilling certain conditions: Have a look at the recipe book for details.

In-Game Tutorial

With the maturity of Anno 1800 and being in the third Season of DLCs, a lot of new features unlock with the Artisan level. This can result in a lack of focus by the players in our onboarding, leading to them not understanding features and ending up with a bad gameplay experience. “Docklands” introduced new gameplay concepts. We felt the players would benefit from being able to reference the concepts’ explanations at their own pace, outside of the onboarding flow.

For “Tourist Season” it made sense to follow the same approach, with the newly introduced bus system and Tourists. All new features have direct links to the tutorial pages, where the new game mechanic can be revisited at any given time.

The challenge was to find the right balance with the explanations, being both concise and not omitting information the players might need. We are excited to hear player feedback for our new in-game tutorial so we can keep improving it.

– Jan, Lead UI Designer

 

Orchards and Chemical Plant

Of course, using only existing goods to fulfil the needs of your Tourists and for the creation of delicious new dishes would be… boring? So, let us introduce you to two new production buildings: The Orchard and the Chemical Plant.

 

Orchards produce new agricultural goods which are either directly fulfilling the Tourists’ needs (Jam) or are functioning as input goods for recipes. They function similarly to your Lumberjack’s Huts by planting trees in an area around them. You do not have to build fields like you do for a Red Pepper Farm or a Vineyard, which would have required a rework of the existing system so that modules or farm fields can be upgraded or would automatically change. Lumberjack huts already had such a system in place where they modify their surroundings by growing trees, the new goods all required trees, and so using this system was the much more fitting way.

Not all the special new ingredients can be grown in the Old World, though, so you will have to make some space in the New World to also build Orchards there. Only then can you produce goods like Cinnamon, Camphor Wax or Citrus Fruits for new products like Shampoo or Lemonade. More on that in a second.

Similar to Restaurants, Orchards are also using a recipe system, where you can select the seed you want the respective Orchard to grow from a catalogue. However, Orchards don’t need any input goods.

Also using the recipe system is the Chemical Plant. Patents for three new consumer goods are available to you, all three products are highly requested by your Tourists. Produce fruity Lemonade (using Saltpetre, Sugar and Citrus Fruits), soapy Shampoo (using Soap, Cinnamon and Coconut Butter) and Souvenirs (using Glass, Camphor Wax and Cotton) to make your Tourists happy.

Both the Orchards as well as the Chemical Plant need a Warehouse nearby to gather input goods and deliver their finished products.

Bus System

As mentioned at the beginning of this blog, it’s not enough to simply have a great Zoo or a five-star restaurant: Tourists are demanding and don’t want to travel too far on foot. This is where the bus system comes into play.

Bus Stops have to be placed at all important places in your city which Tourists want to visit. This starts with your Public Mooring and Hotels and extends to places like Variety Theatres, Restaurants, Bars and your Museum. When placing a Bus Stop, you will have to pay attention to two influence radiuses: For a building to be reachable by the Tourists, it has to be in the circle radius. This means, if your Zoo is outside this circle, it’s not part of your Bus Network and the Zoo need for your Tourists will not be fulfilled.

The second indicator you have to keep an eye on is the green street overlay: This marks the overall reach of your Bus Network. For a Bus Stop to be connected to the network, its green overlay has to overlap with the existing network.

Since tourists aren’t fans of long travels when seeing all your city’s marvels, a need’s fulfilment level can be reduced if the distance between Hotel and the respective venue is too far. Keep an eye on the needs overview of each hotel to spot these kinds of problems.

We have covered the bus system in detail in last week’s blog. So, if you want to get some additional insights, make sure to check it out!

Where do our Designers see the most fun and challenging aspect of the DLC?

Well, we assume that the most fun part is the challenge itself: Positioning all new buildings for maximum effect, to minimise traveling distance for the Tourists and make the most out of the residence buffs of the Restaurants, Bars and Cafés. The latter also need constant input to function and provide their buffs, making them significantly more challenging than regular Public Service buildings or Items. Additionally, the demanding nature of the Tourists also means that they’re more likely to leave when their happiness goes down compared to other population tiers.

– Volker, Lead Game Designer

The Iron Tower

Nothing impresses your Tourists more than monuments (except maybe for an Archduke’s Schnitzel), so it’s only logical to give you a completely new monument to build: The Iron Tower. Like other monuments, it’s constructed in three stages and, when finished, not only increases your island’s attractiveness but also provides another option to buff surrounding residences. “La Reine”, the finest restaurant in the land, offers three unique recipes to choose from, each providing a strong buff and reducing the consumption of specific goods, but requiring four ingredients each instead of the usual three. Who could say no to the “Trifle Tower”, the probably most majestic of all desserts?

There’s one more special feature about the Iron Tower: By assigning additional Tourist Customers to it, you can greatly increase the influence radius of its buff. When placed at a central location, it might even cover your whole city…

And let’s not forget that such an extravagant monument might indeed attract royal attention.

Last but not least…

As it is now tradition, “Tourist Season” will also come with a beautiful bunch of themed ornaments fitting to the setting. Build a Souvenir Shop, Lookout Point, Signposts, Flowerbeds, and more to turn your cities into authentic tourist hot spots.

 

And as usual, we will release a free Game Update alongside the “Tourist Season” DLC featuring several quality-of-life improvements as well as bug fixes. We’ll have the full Release Notes for you next week, so stay tuned for more details on that.

 

Finally, for your chance to get some first-hand info from the devs, you should not miss our live stream on the “Tourist Season” release day, May 25th, from 5 to 6 PM CEST (11 AM – 12 PM EDT). Mark it in your calendars!

DevBlog: “Tourist Season” – The Bus System

Hey Anno Community,

 

Today we want to give you some first insights into the upcoming DLC “Tourist Season”, specifically: the bus system.

When we presented Season 3 in February of this year, we already gave you a first overview as to what you can expect, we mentioned restaurants, recipes and the aforementioned buses. We want to dedicate a separate blog to this specific feature and give you some development insights since it’s the mechanic connecting all other parts of this DLC.

 

Buses are a new mechanic which is needed to connect your guests, the Tourists, with their Hotels and all amenities of the city: Restaurants, Bars, Variety Theatres, the Zoo and more.

“The Tourists should not feel like a new working class, they demand more services and need to be more pampered, they won’t walk to the Museum: they expect a transit in style.”

Specifically, you will need to free up some space to build Bus Stops, a 2 by 3 building, on various points of your city in addition to the other new buildings.
Each Bus Stop has a certain radius, displayed by a circle, indicating which public buildings are in reach of each bus stop. Only when a building like a Restaurant or a Zoo is inside this radius does the game consider it being part of your bus network. Your Tourists are not willing to walk too far from the Bus Stop to the Zoo, after all.

The second indicator to keep an eye on is the street range radius. It’s displayed via a green street-overlay, like you’re used to, from public buildings and indicates the reach of each bus stop making up your bus network. The street markings of two Bus Stops have to touch or overlap for the stops to be connected to the overall bus network.

Let’s just visualize this with a simple screenshot, showing the upgraded Public Mooring with a Bus Stop to the left and the Hotel with its dedicated Bus Stop on the right:

Connecting your Hotels on one end of the island to a Museum on the other, however, isn’t optimal, since your Tourists aren’t fans of long bus rides. So, if the distance is too long, the fulfilment of the “Museum need” (in this example) for the respective Hotel can be reduced. More on the topic of needs in the next DevBlog.

 

By clicking on a Bus Stop, you can see which public buildings are part of your island’s bus network and how good the connection is. Our UI Team made sure to provide you with the necessary information at first glance:  A new icon above buildings will inform you when they are missing a bus connection. Buildings that are frequented by Tourists (for example a restaurant or a theatre) received a little bus marker inside the construction bar.

For improvements like these, the feedback from the testers of the last Diary Study organized by the User Research Lab in Düsseldorf has been a great help.

Additionally, like for “Docklands”, we implemented a Tutorial Panel directly in the game that explains the underlying mechanics for all new “Tourist Season” mechanics – including the bus system. Just select one of the new buildings and click on the “?” icon in the building’s menu.

What made you choose buses over trams, you might ask. Well, as with so many things in game development, it comes down to prioritization.

Cause a first check made it clear for us that creating a second railway system would require a very high development effort combined with an increased risk for issues. Two separate railway systems but both using the same general rules are tricky and can lead to problems – take something as “simple” as crossings for example. Another approach, a street/railway hybrid, on the other hand, has also not been done by us before and would need a lot of initial effort.

So, in this case, the questions were: How many work hours would developing this new feature take? Is it worth spending several weeks on a completely new feature that will only make up a portion of the new DLC? Is there a different solution that provides a similar logistical challenge and fulfils the same gameplay requirements? All the while, of course, there’re still plenty of other features being designed and developed for “Tourist Season” to create the “complete package” that our team has in mind for the DLC.

The decision to not have buses use fuel, however, was an aesthetic one: While requiring you as players to supply your buses with fuel – like the tractors – would be a nice additional challenge, having polluting buildings inside your cities would not quite fit the tourist fantasy we want to present.

Dealing with this new logistical layer adds a new challenge for your city planning skills considering the already packed inner cities. Making sure your Tourists can reach all important spots in your city is a key component to “Tourist Season” next to satisfying your Tourists’ needs with extravagant new products.

“The logistical challenge would have been interesting, of course, but the resulting Fuel Stations next to the parks and Museums did not fit the theme of the DLC.”

Finally, we are happy to announce that “Tourist Season” is already releasing in a little bit more than two weeks – on May 25th at 6PM CEST (12PM EDT). Expect more news, a detailed DevBlog and the full Release Notes in the weeks leading up to the release.

Until then: Stay safe and keep an eye on our channels to not miss any news.

The Anno Team

Union Update: Voting winners and today’s live streams

Winners of the Cosmetic DLC Voting

Let’s start with the big news of the week:

The community vote has concluded and we got our winners! It ended up being a significantly clearer victory than what we had last year.

On first place with 35.87% of the votes we have the “Vibrant Cities Pack”, followed by the “Pedestrian Zone Pack” with 29,43%.

The “Big Top Pack”, for the 2nd time in a row, ended up in last place with only 6,67% of the votes.

 

So, as we said during the initial announcement, our team will now start working on the two winner topics and we’re planning to release them later this year. More info on the dates to follow.

We will, however, give you the occasional insights into what we’re working on for both Cosmetic DLC.

Annoversary multiplayer stream

We also want to remind you once more that later today, at 5PM CEST (11AM EDT) Oliver and Nele are hosting an Anno 1800 multiplayer stream with several members from the Anno community. So, grab a coffee and join us later today for belated birthday celebrations on twitch.tv/ubisoftbluebyte

And yet another stream

But that’s not all! For more streaming goodness, tune in right after the previous stream at 7PM CEST (1PM EDT) on twitch.tv/ubisoft/! Our Game Designer Andrea joins the Ubisoft News team to support them with some tips and share anecdotes from her time working on Anno 1800.

Finally… we shared this little GIF yesterday for Earth Day: A short glimpse at what you can expect to come to Anno 1800 with an upcoming Free Game Update.

 

Happy Birthday, Anno 1800!

Hello Anno Community,

it’s crazy how fast the time has passed already. For us, it feels like Anno 1800 was released just yesterday. In reality, it’s been two years since we first dove deep into the age of the Industrial Revolution together.

We love remembering how much fun Anno 1800 was already in development and then directly after its release. So, on the occasion of its second birthday we’d like to share a few stories with you! Grab a beverage of your choice, sit back and enjoy this glimpse into our team’s favorite moments that came about in the course of Anno 1800.

 

Johannes, Software Developer, would like to share a few moments from the development of the game with you:

In the course of developing the game, various scenarios had to be tested. A colleague had to test what happens when you start a multiplayer game and change the system time in the middle of it. Therefore, he had to work for two days with the wrong system time and never knew, what time it was in reality . As a reward for solving this rather strenuous task and so that he always knows what time it is in the future, we gave him a clock. The clock doesn’t just show the time, it tells you what time it is by computer voice when you press it. In the end, the whole office had something to gain from this.

In the course of development, we had first programmed groups of people and then later added animals. On the first day, when the graphic designers added the new chicken asset, there was no special code for it. This meant that the chickens behaved just like the humans. This, combined with the fact that we had set the number a bit too high, meant that in the Daily version, because of the family group system, the streets were suddenly crowded with chicken gangs. Of course, this was fixed in development, but it still contributed a lot to the general amusement of the team.

 

Jan Gihr, one of our Gameplay Programmers, also remembers it:

The animals also had the behavior of normal humans at that time. That means that they visited the zoo and the museum just like humans do, for example. We had a lot of fun with that.

Another nice moment was when we realized that the First Person Mode was well received by the players. We even added some fun interactions into the game especially for that. There was once a situation in a stream where a streamer was walking down the street in First Person Mode and turned around. He saw a man take out his fishing rod and start fishing in the fountain in the center of town. While this wasn’t an intentional feature, it was still very funny to watch.

 

Of course, Anno 1800 didn’t just provide fun moments during the development phase. Andrea Fricke, one of our Game Designers, has fond memories of the time when Anno 1800 was released:

When Anno 1800 came out in retail stores (which is really still a thing in Germany ?), some of us went to our electronic store to check out the physical copies of our game. We went to the correct floor, excitedly going down the escalators, and spotted a cardboard display, completely customized like the cover of Anno 1800. We screamed a little, still didn’t want to appear like lunatics to other customers in the store, and ran towards it. It wasn’t fully stocked yet, and since we all wore Anno 1800 t-shirts, an employee rather quickly realized that we are developers of that game. He brought more copies of the game, we helped fill up the display, were grinning and hugging each other happily, and took photos in front of it.

After Anno 1800 came out, my sister (living in a different town) told me: When she is in an electronic store and sees Anno 1800 on the shelves, all stacked in just one spot, she spreads out the multiple copies over several spots of the display, so that Anno 1800 takes up more space on the shelves!

When Anno 1800 won 4 out of 5 awards for which it was nominated at the “Deutscher Entwicklerpreis” in 2020, naturally only some of us could go to the award show. When we returned with the awards, we made a tour through the studio with the awards, looking into happy grinning faces that ran towards us and wanted to hold the awards in their hands and make group photos of each other. “I want to make a photo with this, and then with that, and with those colleagues, and now with the other ones!” We congratulated each other, everybody was smiling and grinning, we made big group photos as well, and celebrated the success.

As you can see, not everything that’s fun happens only in the game. The team also has a great time together in the studio. For example, UI designer Farah Mahadon told us about the day she came to the studio dressed as a T-Rex for Halloween. The costume was loved by her colleagues.

And, of course, you have also provided many great Anno 1800 moments. Level Artist Simon Wolf talks about one of the Level Art Team’s favorite moments, the Island Voting that took place on the Anno Union:

The community sent us a lot of great, self-made island concepts back then and we then made the winning concept an island in the game. It was very cool to work so directly with the Anno fans.

Mainz’ Communication Manager Bastian Thun also shares some great moments with you:

Folks told me over and over, even our own communities, that our Anno players are of a certain older, very specific demographic. Working with the Anno Union, it was amazing to see that, contrary to the preconceptions we had, our community meetups consisted of fans from any age group. Watching teenagers, who fell in love with the series with 2070, having nerdy discussions with folks like me or even older, who played 1602 in 1998, is to this day an incredibly connecting and heartwarming experience for me.

Finally, we, the Anno 1800 team, would like to thank you all once again! The success of the game, and thus many wonderful memories, would not have been possible without you. We will continue to work on making sure you have a great time with Anno 1800 and we always look forward to your constructive feedback. Without you, the game would not be what it is today.

 

Thank you for supporting us, stay healthy and take good care of yourselves!

Your Anno 1800 Team

Oh, right, we almost forgot: As a small “thank you” for the great cooperation, we want to give you a small glimpse into what’s to come as part of the new DLC „Tourist Season”: One of the new buildings, the Chemical Factory, will play a major role when it comes to addressing your tourists’ needs. How exactly? More to follow over the next weeks!

Union Update: Parking spots and Easter eggs

Stream announcement – Annoversary

Friday this week is, in fact, a very special day: Anno 1800 celebrates its second Annoversary!

While we do have a little something prepared for Friday, we, unfortunately, have to postpone the also planned livestream to next week. More details to follow early next week, but we can already say that’s it going to be a multiplayer stream – and we’re looking for you! Cause what’s more fun than a chaotic session of coop multiplayer with a dozen players?

Union Talk – Cosmetic DLC

And in case you missed it: On Monday we released a Union Talk video with Marcel and Oliver talking about Anno 1800’s Cosmetic DLC in general and the current voting in particular. Have a look!

Community Spotlight

Today’s Community Spotlight is very heavy on the video side – there are just so many entertaining and helpful videos out there you keep sharing with us. Don’t stop!

Let’s start with the entertaining ones:

 

Pablo1713 put together a great Anno 1800 Easteregg compilation in their video. In total 18 are listed for this Easter holiday special. Have you discovered any others?

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Let’s continue with something for the ears: Musician Der ANNOtist has already uploaded a few soundtrack covers in the past. The twist: He’s playing all of them on church organs! His newest one is the folk song “Scarborough Fair” which was also featured in Anno 1503. Absolutely worth checking out for that nostalgia-dose:

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The style and perspective of this screenshot by Augustus_Johnson is also mesmerizing, looking like a painting, with an approach for a more organic-looking city.

Broad highways, vast parking lots and a golf course? Doesn’t sound like Anno 1800, but “Cat4Cat” tried a completely different approach by recreating an Americanized Anno city. A quote from the creator themself: “i hate my creation”. Make sure to check out the other screenshots!

 

Ending it with some great tutorial videos which our community is still producing plenty of:

First, for newer players a one-minute explanation to “What are royal taxes?” by TrepTheSnake:

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Another great one for beginners is Takarazuka’s “8 super easy tips” video with advice on city planning, making money and production timers:

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Finally, a video for more advanced players by Itroo that answers the world’s most important question: How to produce the most chocolate?

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If you yourself are producing cool video content or came across helpful guides or tutorials, be it as a video or otherwise, feel free to let us know!

Union Talk – Cosmetic DLC and current Voting

Marcel and Oliver used one of those rare occasions they’re at the office at the same time to sit down and talk about Anno 1800’s Cosmetic DLC and their personal favourites of the current voting in this new Union Talk.

 

But hey, what are Union Talks again?

Since it has been over a year since the last episode, during which a lot of new players have joined the Anno community, it is worth reintroducing our Union Talk videos to you all.

Unlike our tightly scripted and focused trailers, Union Talks are not intended to deliver breaking news about upcoming content, but instead, take a longer format to take you behind the scenes of Anno development and to explain how and why we do things we way we do.

Do you have any questions about the topic of Cosmetic DLC or are there any topics you’d like us to cover in a Union Talk? If there’s something you have always been curious about regarding the development of the Anno games or the inner workings of our team, let us know in the comments, and maybe we can cover it in a future episode!

 

And now: Grab a coffee or some hibiscus tea and watch the two ramble on.

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(Also: Who watched the full 27min?)

Vote for this year’s Cosmetic DLC!

Hey Anno Community,

One lesson we learned over the last years is that there’s no such thing as “too many ornaments” for our beauty-builder community. We can see this being reflected in both the reception of, for example, the new harbour ornaments added with “Docklands” as well as the success of the three Cosmetic DLC we havereleased up until now.

For 2021, we’d love to expand on this and work on two more Cosmetic Packs for you. And as announced last week, we are planning to once more put the decision on the topics into the hands of you, our Anno Union community!

In total, we’re presenting you five possible Cosmetic DLC topics, of which we’re planning to develop and release the top two. More precisely, we plan to release both packs later this year in the same way we have done in 2020. As you will see, several of the topics are inspired by your feedback and suggestions while others are the result of internal brainstorming.

The exact content and scope depend on the theme of the pack, especially since we also have another Skin Pack for you to vote on. As before, the packs will be standalone purchases for a price of 4,99€ and will not be part of the Season 3 Pass to give our players maximum flexibility over their Anno 1800 experience.

And now enough of the introduction, here are the 5 themes you can vote on!

 

“Vibrant Cities Pack”: Change the look of your city with new skins for various buildings.

“New World Pack”: Enhance your New World session with dedicated ornaments and decorations.

“Pedestrian Zone Pack”: Make your pedestrian’s life more comfortable with over- and underpasses, statues, wells, and more.

“Eldritch Pack”: Introduce fantastical and gothic horror elements to your city with some spooky ornaments.

“Big Top Pack”: Have the circus come to town whenever you feel like it!

 

Of course, all of us on the Anno 1800 team have our own favourites that we are crossing fingers for, and we can’t wait to see which theme will emerge as the community’s favourite!

The voting will run for two weeks and end on Thursday, April 22nd at 11:59pm CEST / 5:59 EDT. You can click on any of the images to view them in full size. Happy voting, and stay safe!

[totalpoll id=”12713″]

*Please note that as before, all content will be cosmetic and will not change Anno 1800’s gameplay. The names of the packs are “working titles” and might change later on.

Union Update: Vehicle Liveries Pack release

Hey Anno Community,

 

last week we talked about our Cosmetic DLC plans for 2021 and the upcoming “Vehicle Liveries Pack”. The latter is now available via Prime Gaming and can be claimed by following the instructions at the end of this article.

 

The following pictures give you an overview of all available skins, just click on an image to see it in full size.

As mentioned last week, the “Vehicle Liveries Pack” will later this year become available via the Ubisoft Store, Epic Store and Steam (for owners of the Steam version) for the price of 4,99€.

Make sure to also check last week’s post for more details on our Cosmetic DLC plans.

 

You can already look forward to Thursday, when we will launch the vote for the remaining two Cosmetic DLC for this year. We’re already curious, which topics will end up being your favorites 😉

How to claim your “Vehicle Liveries Pack” with Prime Gaming:

  • Subscribe to Prime Gaming (https://gaming.amazon.com/)
  • Visit the Prime Gaming rewards page (https://gaming.amazon.com/anno1800)
  • Log in to your Amazon account
  • Link your Ubisoft account with your Amazon account
  • If you accidentally linked the wrong Ubisoft account to your Amazon account and you haven’t yet claimed the “Vehicle Liveries Pack”, go to https://primegaming.ubisoft.com to unlink your accounts
  • Visit https://support.ubi.com/ to troubleshoot any issues with your Ubisoft account
  • Visit the Prime Gaming FAQ for any questions about Prime Gaming

 

You will receive your “Vehicle Liveries Pack” automatically in-game. Keep in mind it can take up to 48 hours for the content to be delivered in-game!

Our Cosmetic DLC plans for 2021

Hey Anno Community,

with Season 3 well underway, we today want to give you on update on our plans for Cosmetic DLCs in 2021.

 

Vehicle Liveries Pack – available starting April 6 from Prime Gaming

First off is something many of you have been asking for- more vehicle skins! The “Vehicle Liveries Pack” adds more than 30 new looks to your airships, ships, and trains, including both skins and new model variations.

As part of Ubisoft’s partnership with Prime Gaming, this pack will be exclusively available to Prime members for a limited time, at no additional cost. From April 6 onwards, any Amazon Prime members can redeem the Pack here to start outfitting their fleets.  If you are not an Amazon Prime member yet, you can sign up for a free trial, which also allows you to redeem the “Vehicle Liveries Pack”.

Later this year, the Cosmetic DLC will become available for purchase on Ubisoft Connect, the Epic Games Store and Steam (for owners of Anno 1800).

Here’s a complete overview of everything included in the “Vehicle Liveries Pack”:

Ships:

  • 2 Battlecruiser skins
  • 2 Clipper skins
  • 2 Cargo Ship skins
  • 2 Command Ship skins
  • 2 skins for the Imperial Command Ship (available to all players since the game’s first anniversary)
  • 1 Command Ship model variation
  • 2 skins for the Command Ship model variation
  • 2 Frigate skins
  • 2 Gunboat skins
  • 2 Ship-of-the-Line skins
  • 2 Monitor skins
  • 2 Schooner skins

Trains:

  • 3 skins for the train
  • 3 skins for the Imperial Train (available to all players since the game’s first anniversary)
  • 1 train model variation

Airships (only available to owners of “The Passage” DLC):

  • 3 airship skins
  • 1 airship model variation

Now comes the best part – to give you maximal flexibility in how you want to customize your fleet’s look, you can change the skin on every single vehicle at any time. Want to have your Battlecruisers operating in the new world to sport a unified “Conqueror” paint job? Go for it! Want to make sure that all your sail ships look their best for the next time a monument finishes construction on your main island? Dress them up for the occasion in the “Parade” livery!

 

Get ready to cast your ballot

Last Spring, we asked you, the community, to cast a vote to decide what Cosmetic DLC you would like to see next, giving you the choice between amusement park, circus, and city themes. And while we could not anticipate that you would essentially vote for both the “Amusements Pack” and the “City Lights Pack” (with a difference of less than 1% between them), we happily obliged by releasing them both in August and November of last year, respectively.

Starting next week on April 8 and running for two weeks, you will once again be called upon to vote for our next Cosmetic DLCs. Yes, that is DLCs as in plural – we will offer the choice between 5 new topics, and the two most voted for candidates will be realized as new Cosmetic DLCs for Anno 1800 later this year.

Many of us on the team have already picked their personal favorites that they will be crossing their fingers for, and we can’t wait to see how they will fare in your voting. We’ll see you next week to find out!

Stay safe,

The Anno Team

How to claim your “Vehicle Liveries Pack” with Prime Gaming:

  • Subscribe to Prime Gaming (https://gaming.amazon.com/)
  • Visit the Prime Gaming rewards page (https://gaming.amazon.com/anno1800)
  • Log in to your Amazon account
  • Link your Ubisoft account with your Amazon account
  • If you accidentally linked the wrong Ubisoft account to your Amazon account and you haven’t yet claimed the “Vehicle Liveries Pack”, go to https://primegaming.ubisoft.com to unlink your accounts
  • Visit https://support.ubi.com/ to troubleshoot any issues with your Ubisoft account

 

You will receive your “Vehicle Liveries Pack” automatically in-game! Content to be delivered in-game within 48 hours of redemption.

 

Frequently asked questions

Q: Do I have to have Prime Gaming?
A: Yes, a Prime Gaming membership is required to receive Prime Gaming rewards – Prime Gaming is included free with Amazon Prime, and free trials are available for new users.

Q: Is this for all platforms?
A: It can be redeemed on PC only.

Q: I don’t see my rewards.
A: If you’re having trouble redeeming your Vehicle Liveries Pack, please contact support (support.ubi.com).
For more information about Prime Gaming, visit the Prime Gaming FAQ.