Union Update: Islands and decorations

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

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

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

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

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

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

Community Q&A

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

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

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

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

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

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

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

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

DevBlog: Beauty Building Part 1 – City Attractiveness

Anno is a strategy series that asks its players to manage complex economies and to build vast cities. Since its the beginning, the franchise has always occupied a special place in the hearts of players who love spending hours creating stunning city dioramas from different eras, be It futuristic or historic.

While past Anno games have offered a variety of aesthetic buildings and ornaments to support that playstyle, the focus of the core gameplay always favored efficient city layouts and optimized production chains. With Anno 1800, we finally want to give those players with an eye for beauty the option to turn their beauty building into a valid and rewarding playstyle.

City Attractiveness – Power to the beauty builders
With Anno 1800, we are introducing a new system called “City Attractiveness”, which assigns every island its own attractiveness rating, which will affect various aspects of the gameplay.
Six different criteria will have a positive or negative effect on the overall attractiveness level of your island. Three positive aspects will raise your level when reaching a certain threshold of points, while the three opposing negative ones can cause a downgrade of your city rating.
This will elevate beauty building to an engaging endgame activity where reaching the highest attractiveness level becomes a challenge in itself. Reaping the harvest of your efforts will be quite rewarding, as it gives you access to special benefits such as unique visitors, among them specialist which can boost certain aspects of your city.
Let’s talk about the three different positive criteria first, as they give a good overview how you can actually influence the beauty of your island:

Culture: The cultural rating consist of all the cultural elements you have placed on your island, such as ornaments and cultural buildings. With that, you can not only boost your rating significantly with a well-planned park area, but can also benefit from transforming otherwise wasted spaces between production buildings with small ornaments and decals. Large projects like the world fair or special attractions like the zoo will not only be popular destinations for your own residents, but will as also attract generous visitors to your metropolis.

Nature: The industrial revolution changed not only our society, but also the surrounding environment significantly. With the expansion of modern industry, untouched and serene nature increasingly became a rarity. Every bit of natural landscape left on your island will benefit the nature rating which will naturally go down as your expanding city takes its toll. We will go more into detail about the nature feature at a future point, but we are planning that the player can have a direct impact on that rating by deciding to make room for Mother Nature by removing industry and other buildings.

Festivity: You remember how we emphasized that you are the writer of your own story and that your actions will decide if your people will see you as their progressive savior or as a robber baron? If you care about the happiness of your residents, supporting all their needs and providing them worthwhile distractions and attractions, your people will show their gratitude. Celebrations held by your happy citizen or from events such as the grand opening of the world fair will boost the attractiveness of your city greatly and impress tourists on your island. Similar to city incidents such as the Riot, celebrations will get a lavish visual representation.

The three positive criteria cover a variety of ways how maintaining a pleasant look-and-feel of your city will attract visitors. But rather than just adding attractiveness points in a linear manner, there are also three criteria which will have a negative influence and could even downgrade the attractiveness level of your island:

Inelegance: Certain buildings are simply not a good looker. A strolling pedestrian might not be very font of the scent of a pig farm and the remnants of ruined buildings will damage the scenic look of your city. The system calculates the amount of unpleasant, noise producing and even smelly buildings- the odor of a 19th century soap factory is something for the faint of heart, or stomach.

Pollution: Every production building has a certain pollution factor, indicated by a variety of visual feedback. While some smaller production and manufacturing buildings might only blow a small amount of white smoke out of their chimneys, the black clouds coming from full-blown industrial districts are not kind to the lungs of your residents.

Instability: City incidents such as groups of demonstrators rioting through the streets are a rather unsettling experience. From civil unrest to blazing fires, every kind of incident will have a negative impact on the attractiveness of your city, albeit a (hopefully!) temporary one.

Find your own playstyle
Influencing criteria creates a balancing act, in which every positive aspect has its own counterpart. You can imagine them as three axis: culture against inelegance, nature against pollution and festivity against instability. Here are a few example how this can encourage a certain playstyle:

Culture versus Inelegance: Will you spend time to beautify your city with ornaments and cultural buildings or do you not care about that, leaving ruins or dirty buildings on your island. The fundamental question: are you a beauty builder at heart or someone who does not care about the aesthetic look of your city?

Natural Landscape versus Pollution: While humankind was always interfering with Mother Nature for its own needs, it was the industrial age where exploitation began at a previously unimaginable scale. Do you want to be the magnate, repressing nature for your steaming industrial machine, or an idealist who wants to preserve the slowly dwindling natural landscape as much as possible?

Festivity versus Instability: Are you a progressive thinker, who roots with his residents like a father who takes care of his children or the robber baron who dominates everyone for power and profit. It’s up to you how your residents will remember you.

While every positive criteria has its own counterpart, it does not mean that you have to strictly counter one element with another. Your city can be a true sanctum for culture and architectural wonders while an ocean of industrial chimneys belches black clouds into the sunny sky. As the attractiveness level is an accumulated value, you don’t have to reduce the amount of factories to benefit your cultural buildings; your marvelous parks can also be supported by the natural habitat of a nearby mountain range or by happy citizen celebration their benevolent governor.

You tell your own story – you create your own playstyle in Anno 1800
With our new feature, classic endgame activities such as controlling the worlds economy or military domination get additional company and with that, expand Anno’s gameplay quite significantly. 
We want to create a meaningful gameplay feature for every Anno player, where keeping your city at a high attractiveness level is a challenge with different rewarding outcomes. Moreover, as we always like to emphasize how the world of Anno shall remember your actions, the attractiveness level will affect your reputation and standing with other second party characters.
We briefly mentioned visitors and large-scale projects like the zoo. Only two of the many features, which are not only new to the world of Anno, but are also intricately connected to the city attractiveness of your island. With our next DevBlog, we want to talk about another fundamental, albeit more familiar feature in Anno 1800 but we will come back to you with the second part of the beauty-building highlight in the very near future.

While you probably picture visitors strolling around your parks, leaving a small fortune in your cities treasury, we are curious about your comments on the new feature. As you might see, it is a significant addition to the gameplay and such your comments can become a valuable pool of ideas and feedback for our team. We are looking forward to your comments!

DevBlog: An update on military in Anno 1800

Today, we want to give you an update on the status of military gameplay and land-based combat in Anno 1800.

Last Fall, we kicked off the topic of military gameplay in Anno 1800 with two blogs here on the Union (The Art of War Part One and Two), where we examined the history of combat and its various incarnations in the series over the years. We also announced that we had decided to focus on a great city-building and economic experience, as well as on expanded and more in-depth naval combat, while not adding land-based combat to Anno 1800. However, as a result of the passionate community feedback to this announcement on the Anno Union, we promised that we would revisit this decision and to explore possible ways to add land-based combat.

Since then, we spent a lot of time discussing your reactions while also inviting Anno veterans from the Union to the studio to discuss the military aspects of the Anno series. Based on the extensive feedback from our communities, we worked on possible game design approaches that would allow us to add land-based combat that would meet the expectations of our fans, while not having a negative impact on the quality and scope of our other planned content and features.

Given the community feedback to Anno 2205, our main priority for 1800 is to deliver a great city-building game that offers fans all the gameplay depth and replayability that they have come to expect from the Anno brand over the past 20 years. At the same time, we also need to ensure that everything that is added to the game meets the high quality standards that we as a development team pride ourselves on. Sadly, none of the possible scenarios and game designs we have worked on over the past months would meet the quality bar we are aiming for without negatively affecting other features. At the same time, cutting back on the gameplay depth of the core economic aspects of Anno in favor of a military system that we know many of our players do not use would be a disservice to our mission to deliver a stand-out city-building game. Therefore, as a team we have decided to stick to our initial plan of focusing on improved naval combat, and will not add land-based combat to Anno 1800 for its launch.

We understand that this is not what some of you in the community were hoping for, but with the Anno Union, we are big believers in transparency and being upfront with our players, even when delivering news that we know some of you will find disappointing. We look forward to sharing much more information about all aspects of Anno 1800, including the improved naval combat and how island take-overs will work, with you all in the coming months, as we get closer to the game’s release.

The Anno 1800 Team

DevBlog: Artisans, the beautiful minds

Head into your local coffee shop, the one with the vapers and twee chalkboards outside, and you might see a stressed-looking fellow dancing between customers, trying not to let his meticulously-managed coiffure and beard slip a pixel. Ask him for “just-any-tea”, and you may expect a look of disbelief, for this fellow is an Artisan, a perfectionist, and a romantic.

So indeed are Anno 1800’s Artisans. Flitting between on-the-knees despair and giddy delirium in the blink of an eye, they are the embodiment of romanticism in the 19th Century. It is distant dream-like idylls, wood nymphs, cherubs and the livid demons of purgatory from which they take their inspiration. Their work is art. More than the product of an education and practiced technique. So bound are they to their craft, they feel there is no choice but to pursue it, even if it means living in abject poverty.

And yet they have, for the moment, escaped that net. They have crawled up from the abyss – the world of cramped factories and back-breaking labour – and found some sense of dignity and freedom of expression. As a consequence, they are living out a contradiction – being eternally grateful while maintaining unreasonably high standards (for themselves as much as anything).

They are the middle class, the in-betweeners, those tugged in two directions. Mistreat them and they shall throw themselves into spiny thickets, please them, and they shall celebrate you like the god of a classical pantheon.

And for goodness` sake don’t let them recite any of their dreadful poetry…

A design for the beautiful minds of the 19th century
Adept Craftsmen. Swinging middle-class. That sweet glimpse of prosperity for a commonality driven by their creativity. Artisans are aesthetes, their mind enabled by all the new possibilities at the dawn of a new age. But they are also aware that their success is built upon hard developed skills and techniques, not to forget their often underestimated capabilities of running a smart business. Their crafted goods are a marvel of modern techniques and materials, paired with their love for art and an incredible eye for detail. And as the new good middle-class, they build a bridge between the simple country-folk, working people and the aloof elite in their marble towers.

While the look on their face might appear presumptuous, their lifestyle does not come from an aristocratic legacy and their self-esteem surely not just from lucky inheritance. We wanted that the artful folk transmit that feeling of hard-earned skill and prestige, while still being rooted in the common folk rather than an elite build on aristocracy.

Their various crafts was on high demand in the modernizing society, and observing their portrait and other concepts of their character designs should tell that they are aware of that demand.
They demonstrate confidence but have also that skeptical look, wearing an apron during the day and a sassy jacket in the long nights, exploring exotic specialties or being on their quest for inspiration in the newly opened cabaret.

Artisans are expressive, playful and interested in anything exotic and new. They are intellectual and eccentric, but share a grounded nature – this all should show in their residential buildings. If you so will, their houses full of excitement for everything new in this century of wonder. After you spent the last tier creating your industrial backbone, reaching the third tier should feel like a reward for your eyes and represent all the new things awaiting the player.

Gameplay, a bouquet of possibilities
You can say that the first two tiers are still the early game portion of Anno 1800, as you establish the core infrastructure for your city. Unlocking the Artisans as the third residential tier starts the venture through the mid-game, where growing your city to a true metropolis will put your previously developed skills to the test and give you access to new features, which add complexity but also further strategic options.
The Artisans are an educated middle-class with a hunger for the wide world which results in more sophisticated and harder to fulfil needs. Goods become modern and exotic and we want to challenge the skill of the player with more intricate production chains.

The invention of steel beams allowed modern architecture to develop and strive but it was use of mass fabricated glass and ornate windows, which resulted in modern and visionary cityscapes. When reaching the third tier, glass windows get introduced as the new construction material and producing them will be a joint effort of all your workforce types.

With three different workforce tiers, which intertwine on complex production chains, you can now start to use the workforce system to its full potential. Boosting the output of specific productions can make the difference between an optimized industry and spacious production districts. Especially players who want to focus on trading can boost their workforce on specific parts of their production, in order to trade overhead while still giving your city the needed room to grow.  
As more Artisans settle in your city, you will get access to more modern production and public buildings. That added complexity comes with new features and options, new tools to develop and support your own playstyle. Special buildings, items and other technical marvels will be able to boost your production, influencing your residence or raising the attractiveness of your city.

As the third tier is called Artisans for a reason, it surely cannot all revolve around industry and economy. It is the third tier where you can start to make a profit from the attractiveness of your city.
The beautiful minds among your residents will gladly share their craft to making your metropole more appealing and as a result, attracting visitors who gladly spend their dime on the attractions you provide. From ornamental decals or tackling impressive projects like the zoo, you start to have a significant impact on the look and feel of your city.

Plenty of new features on the horizon
Items to customize your playstyle or attracting visitors with big projects like the zoo is only a small teaser on many new features, which will have a significant impact on the gameplay. From planning, construction, modifying and acquiring the needed items, every one of them provides enough material for its own dedicated Devblog. With the introduction of the artisans, we opened the door to the wonders of a new and changing world and with upcoming articles; we will open more and more showrooms to cover the features in detail.
From all the mentioned new gameplay elements, what tickles you fancy? Do you want to know more about how beauty building and attractions create empower new playstyles, or how the modernization of your society provide new technology and ways to customize and boost your economy?

Union Update: A toast to Anno 1602

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

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

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

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

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

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

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

Buy your missing Anno games on Uplay

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

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

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

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

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

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

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

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

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

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

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

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

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

AnnoCast 03: Watch LIVE from 4.30pm CET/ 11.30am EST/ 8.30am PST

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DevBlog: Working Conditions

Across the long rows, your employees are a picture of focus. They are shuddering, and their breath condenses against the metal, for it is February and the pipes have frozen. The shed is so vast that they may as well be outside.

Then a whisper develops – they say you are visiting in person. Will this be the much-hoped-for closure?

The warehouse door is swung open for you. Tentatively you poke the long silver-tip of your cane over the threshold, then your white spats follow. You take your position on the prescribed rostrum.

“Fifteen percent, production has dropped. Fifteen!” you rap your cane sharply against the thin tin wall. “It is cold every winter, that’s the season! Get used to it. You will work night-after-night until the work is done, or I will tear this worthless shack down!”

With a crack of the whip, your black cab is gone again. Yes. You are a scumbag.

Workforce in detail
We briefly talked about it before in our residential introduction and this time, we want to share some more details about our workforce feature. As you already know, every residential tier in Anno 1800 provides its own workforce type. However, workforce tiers are not just allocated to production lines of said tier; instead, labor of your different residential tiers will be used for specific types of production buildings.
Agricultural buildings as an example will always require farmers to get their production going but you will unlock more of that type of production buildings in later tiers. As every workforce tier is dedicated to a specific type of production, you won’t be able to use your higher tier workforce, such as workers, in a lower tier agricultural buildings.

Every workforce tier supports a specific type of production building, which are not limited to the residential tier of your workforce.

With our new system, lower tier workforce never becomes obsolete and that increases the challenge and complexity when advancing through the tiers.
Your workforce is calculated for each isle separately, which leaves you with the option to either build small settlements to support your production, or to transfer workforce from one isle to another.
If you don’t have sufficient workforce of a given type available to keep your factories going, productivity will get partially reduced based on the percentage of workers missing.
Getting rid of the old way of progressing linearly through the tiers adds complexity and believability while it also provides more strategic freedom for the player.
But there is more to it than just providing the required amount of workforce- we also give you the option to impact the working conditions of your residents in order to influence your productivity.

Here an example for a level two production chain, including not only two types of workforce as also two types of production buildings from two tiers.

You hold the whip, working conditions
Steel beams, mass fabricated glass and modern manufacturing progresses such as the conveyer belt allowed cities to massively expand in size and height. However, while modern factories pushed productions to a level never seen before, the era became also known for its working conditions: days often longer than 12 hours under (for our modern understanding) harshest conditions.
We want to give you the freedom of choice regarding the working conditions in your company, if it is a temporary boost of your steel factories to keep up in an arms race, becoming a modern socialist rewarding your residents with short working days or even pushing your industry and your workforce to its absolute limit. Just like your manufactured modern steel, everything has its own breaking point.
We give you the tools to affect the working conditions on each of your islands. Simply speaking, you can decide to let your residents work longer and harder to compensate workforce shortage by increasing productivity or boosting your economy in general. We do not only enable you to change the working conditions for each type of workforce, you will also be able to change the conditions for each type of production building. You have a shortage of iron ore, which slows down your weapon manufacturing? Just push the working conditions of your iron miners, which will only increase the productivity of all your iron mines on that island.

Workers became a prideful new class of citizen, welded together by hard labor and a sense of community.
Pushing your working conditions at the cost of your residents has consequences, as it affects the happiness of your people negatively. It has a negative impact on the morale of the affected workforce type, while the system will also take into account if you change the conditions only for a specific production building. In the case of the boosted iron mines, it will have an impact on the happiness of all your workers based on the percentage of your workforce working in your mineshafts.
Always keep an eye on your people and interpret the signs of times early enough if you want to take appropriate actions. Your working folks will bend only that much and if you pass that mark, they might put down their tools and mobilize for a strike.

On the contrary, if you are a modernist implementing good working conditions in your factories or on your farms, your residents will show you their gratitude.
The working conditions are only one factor which impacts the happiness of your residents. The happier your residents, the better the mood in the city. A clever economist can find the right balance between bending your working conditions while pleasing your residents with other concessions while a ruthless or desperate ruler can rely on their police forces to keep things in order.

Happiness and player freedom
There are many ways how you can have an impact on the happiness of your residents and how their mood affects the gameplay. While a topic on it’s own for a future blog, we are curious to know how you see the new possibilities playing around with the working conditions. Are you already thinking about all the ways to micromanage your power economy? Are you an altruist who likes to give something back and keep your folk happy or do you just love the freedom of choice and all the small stories, which the system might tell?

DevBlog: The Rise of the Working Class

The 19th century worker. Downtrodden, disillusioned and outspoken. Each a dormant volcano ready to spout its hot lava of protest, to unite a single luminous trickle with the molten flow – a flow of discontent that threatens to devour all in its path until it becomes the nigh-unstoppable fire-tide of revolution!

However, thankfully in ANNO 1800, it doesn’t always have to be like that.

The industrial revolution brought horrific working conditions – endless days (and nights), clogged lungs and limb-inhaling machines – woes enough to make anyone violent. But perhaps you happen to be the one employer enlightened enough to lift the burden, to be the humanitarian, the progressive.

Or perhaps, preferring to play the role of an unscrupulous taskmaster, you will indulge the worker’s proclivity for vice. Feed their demon, and they’re likely to forget any complaint right there and then. A greasy bit of grub unwrapped, a bottle unstoppered – anything to numb them to the miseries of the working day. Your reward for conferring such iniquitous mercies? The kind of loyalty not easily come by, your name celebrated by market hawkers and urchins alike.

Depiction of the working class
Previous historical Anno games had their distinctive art style but it was the advent of the working class which changed the urban life drastically. While the hard work in modern factories was demanding and exhausting, it also enabled families a safe income.
There was also a need to accommodate the thousands of new workers in your city and so new suburbs were born. On the one hand, you had small and crowded flats in large apartment buildings as a reality of that time. On the other hand, suburban worker districts attracted country folk to the city, giving the second residential tier a distinctive look and feel.

As you can see in the picture, the housing plots allow us to add many small details to tell their inhabitants stories, from various objects, textures up to animations and visual feedback. Compared to the romantic cottages of the countryside, these buildings are full of pep and fighting spirit, much like the workers themselves.

And hard labour it was, working long days in steel factories while being exposed to the heat from glowing smelters, we should not forget that it was their commitment and dedication which would form our modern society. While their fuliginous clothes are functional, the workers should still transmit that sense of solidarity and pride. Workers have a chirpy and fun-loving nature – they are an outgoing and outspoken bunch, with a sense of solidarity, pride and dignity that is truly remarkable given the circumstances.

A future forged out of thousand fires
With the first workers moving into your settlement, you will get access to numerous new production chains. Ring the bell of the industrial revolution, when you dig deep into the earth to excavate needed resources to build your first factories. Reaching residential tier II will feel like the push into a new century, as the first rather simple productions unfold more and more to complex chains. This groundwork, such as from molten iron manufactured steel-beams, will be an important material for many other future production chains from higher residential tiers. That way, no matter how much you advance, workers will stay as important to supply your industry as farmers providing food and other rural goods.

While factories forge modern marvels, their size and smoking chimneys might not be the beautiful vista for visitors and residents who want to enjoy the beauty of your city. It marks also the turning point of your first city expansion when you have to decide where to construct your production districts and where you want to place your worker suburbs. Just placing a few factories for your basic needs won’t be enough anymore, when you thrive for a bigger city and start to engage other factions in trade contracts or conquer new territory.

Here the Anno 1800 gameplay will open up: alongside factories, further production chains and expanding demands will add complexity and the shipyard will allow you to explore, expand and engage the world around you. Naturally fitting with growing needs and the capability to expand your territory, fertilities will start to have an impact on your overall strategy. Workers will always play an important part during that expansion and it will be up to you to decide how your world will remember you: are you willing to exploit your people to leave the competition behind or do you refuse to build an empire on the back of your workers?

You decide how your society evolves
However you decide to run your empire, we want that you have all strategic options at hand while the world should react to your actions. Changing your working conditions selfishly or even to your residents favour will have different benefits and drawbacks. As an important part in the history of the working class, we will explore the working conditions in the next part of this DevBlog series, when we show you how your decisions can elevate your empire or push your people to the limit.

Are you looking forward to build huge industrial districts in the outskirts or do you see smelting furnaces and factories as a part of your cityscape which grows together with your living quarters and economy?

Union Update: A message to our community

In this week’s Community Update, we want to appreciate the driving force behind the Anno Union: You, our Fans and Union members who give us valuable feedback, support us and – not to forget – share your creative energy with us.

We were blown away by not only the amount of entries, but also by the many different creative takes on the contest such as letters, newspapers, stage plays and many more.
You might imagine that it was not easy for us to pick our three favorites out of so many great entries. And for that reason, we decided to honor five entries for the third and two entries for the second place. Our big “thanks” to everyone who participated and we hope that you enjoyed writing these entries as much as we enjoyed reading them.

Without further ado, congratulation to all the winners:

1st Place – Velerios1 1701 Collector’s Edition signed by the team
2nd Place – Aleera_Gorvan, Sermo2010 – Not exactly a surprise 1701 Goodiebag J
3nd Place– DiruKamachi, alleria.sb, Chris.666, Bellasinya, RayoOyar – A signed copy of a previous Anno game (we let you know between which games you can choose)
As mentioned, we will get in contact with you to sort out all the details.

And there is more to come this week: the next stage of our island contest, plus some mail from a visitor of our world fair exhibition.

Focus Test:
The first group of testers have been invited, so you can expect small updates about the playtests in the weeks to come. If you did not make it into the first test, no worries: we will have several tests throughout the year and will let the Union know when we are about to open new focus groups.

Anno Cast is returning March 15th
Our stream will finally return in 2018 with its first episode airing March 15th 4:30pm. As ongoing construction work in our studio forced us to move the streaming room temporarily, the scenery might look a little bit different. We will share more details about the show next week Monday!

DevBlog: A farmers life

We have been farmers for more than 10,000 years. We think of rice terraces, cereals and livestock, of Nile irrigation, cabbages and beekeeping. If we are here in 10,000 years, there will still be farmers. After all, they endured the century that arguably saw most change.

A typical farmer in 1800 had similar tools at their disposal, as two-hundred years previous. But the new century brought iron ploughs, fertiliser, seed drills, and threshing machines. Though the new yields were huge, life and work were no less hard.
In Anno 1800, farmers epitomise rustic life. The simple things. To work the soil, tend the animals, and breathe fresh air away from the burgeoning smog. After a long day in the fields, a farmer wants to sit by the fire with family, and speak of their strange neighbours in hushed tones.
They don’t have a lot – or need a lot – and quick as hare, they’ll tell you so. Speaking their mind comes ‘natural’, and honesty is important, when you need to gauge feeling.
Yet they are also sympathetic. This business of yours, vast and sprawling as it is, goes far beyond their powers of cognition. Problems are to be expected – heaven forbids a farmer telling you how things ought to be run. And yet, while they are just the foundation on which the vainer elements of your society stack, you will achieve nothing without their love.

Depiction of a rural lifestyle
When you draw a picture of the industrial revolution, the rural population is probably not the first thing that comes to your mind. As the first residential tier, farmers serve as a throwback to old times, you could even say to the other historical titles of the series.
While the tier should depict a lifestyle that defined our society for thousands of years, the life of the farming people changed with the dawning age of technical marvels and urban life.
As workforce is now a factor in Anno 1800, they should have a distinguishable charm and character but also need to fit in a cityscape dominated by other residential tiers, especially in the later stages of the game. When setting the art direction for a residential tier, you always have to think about how their design will work together with all the other elements of the game.


A recent Concept-Art for the farmer residential buildings. During production, many buildings going to several reworks until we find the right look and feel.

Farmers are self-supported, used to their independence from most of the modern amenities. From their clothing, portraits up to their buildings, they are proud and hard-working residents, often overlooked by the evolving society. While architects plan modern housing space, farmer’s property should feel self-build rather than a product of a construction company. Their residential buildings resemble country houses, with wooden boards and small individual decals.
If you watch their buildings closely, they should feel like a postcard from a more calm time, where people minded their own business but also enjoyed a hard but probably simpler life. Naturally, that style should also fit their production buildings.

Backbone of your future empire
If you do some research on the history of any influential city in the 19th century, you notice that there is a significant spike in population. Nevertheless, the rural population had still an important role in society and economy, as farm products supported the growing needs for foods and basic goods for the rising world population.
Most players tend to construct their first buildings near the coastline in order to establish the basic food supply and lay the groundwork for future production. This also creates almost its own small village to support your expansion, as you probably plan the city centre of your future metropolis more land inwards of your island.

The main gameplay purpose of the farmer tier is to produce two kinds of wares: the first goods to fulfil the demands of your residence in order to advance and secondly, the foundation for some of the future production chains in higher tiers. So you not only have to account for the current state of your small settlement, it makes sense to account for the later growth and size of your city. While advancing through the first tier should be easy to achieve, farmers will stay an important part of your population.

You decide if you either go for a big farm village to support your whole island, let the modern city grow around your cottages or if you just create a new tier one residential and production buildings when they are needed. Imagine the picturesque scene when landing at the harbour and taking a ride through beautiful rural outskirts, while your eyes slowly focus on the impressive skyline covered in smoking chimneys on the horizon.
While Schnaps is an early and more simple production chain, the potato farms take part in refining the rural look of your outskirts.

Help us to fill the blanks!
With the next DevBlog in our big residential tier series, we will take you on a trip to the sooth-blackened worker districts, a new class of citizens, which should change our society forever. But before we end today’s blog, we have a special request to all Anno Union members.

We are currently missing a public building, which fits the rural lifestyle of our farmer tier. While we have some interesting ideas, we are curious what ideas the Union could bring to the table.
What do farmers actually do after a hard day working on the field and what would help them to advance to the next level? Maybe there is a specific infrastructure, which every farming village should have? We are looking forward to your suggestions for the missing tier 1 public building!