DevBlog: Residential Tiers

In most games, progression usually means acquiring new skills for your persona, raising stats and expanding your arsenal. In Anno, your residents are at the heart of gameplay progression, as levelling up your population gives you access to a growing catalogue of new buildings and opens up new and more complex production chains. Your city will advance through an era of change and wonders, while you improve your own management skills to become a masterful city-builder.

With this series of DevBlogs, we put the residential tiers and their gameplay role for Anno 1800 into the spotlight. Making the start are Game Designer Christian Schneider and Lead Artist Manuel Reinher, introducing the fundamental ideas behind Anno’s residents.

Residential Tiers, our progression system – Christian
Anno’s core gameplay idea is the concept of “fulfillments of needs”, where you have to provide the infrastructure and amenities for your citizens in order to advance. Residential tiers also work as a threshold, which determines how far you have progressed in the game, similar to the character’s levels in other games.
Reaching the next tier is a rewarding milestone, giving you access to a variety of new buildings to construct advanced production chains. Similarly to your production, your society will advance with each level and their demands will become harder to fulfill – a natural difficulty curve.
Your population serves also as an indicator of your skill as an Anno player. If you just advance in a new tier, only a few basic buildings will be available to kick off your new production but as the amount of residents in a specific class rises, more and more buildings will become available.


In Anno, every single building has not only a distinctive visual character; it also has its own gameplay aspect and interface elements. Buildings of each tier become a tool for environmental storytelling: you click on a tier home and the farmer tells a story from his daily life, and public buildings like the market become a stage for visual feedback.
From a gameplay perspective, public buildings play an especially important role, as they are the center of your attention. Their influence on your city district is an important gameplay indicator, which leads players to have a close eye on your pub and other public buildings. Because of their influence, city districts are often built around a center of public buildings and other eye-catching constructions.

There is also an important change for Anno veterans out there: every citizen tier has its own workforce type, which is required to run the specific production buildings of that tier. If you think about it, it makes sense: farmers take care of rural production, while the working class was born out of the demand from factories for specialized workers. That means that you have to make sure that sufficient workforce of a specific tier is available to run the production of said tier. This change provides a new layer of complexity when designing and managing your city and results in a way more interesting and natural cityscape.

An era of change and our artistic vision – Manuel
When cities grew to metropoles and workshops became factories, our society changed drastically. While aristocrats still fought over colonies in the backrooms of glamourous palaces, the new working class would go on to become the foundation of our modern society. For Anno 1800, the depiction of the century and especially the evolution of classes and society as a whole are important aspects of our artistic vision.

Every new match in Anno 1800 will be a romantic journey through history, starting with the beginning of the industrial age all the way to the end of the 19th century.

Every house, public and even production building for each tier should convey a certain character, and their design should be our way of telling the story of the people of that era. Every single tier is a specific snapshot of a different class and with that, shows how society advanced during the industrial age. A lot of thought went into the different buildings and subsequent events to represent their residential tier properly. Farmers and agriculture where still important during that time but they stood as a remnant of an old age. Their houses are not streamlined by modern pragmatic architecture, allowing them to have a personal touch while you will also able be able to notice that progress is coming to a halt for their production buildings. To support the working class on the other hand, cities needed to make accommodations quickly available and the modern city life changed personality and habits.

At first, your lower tier settlement has a more natural but less structured look and over time, as order and structure will find their way in the metropolis you are aspiring for.
That is the special rewarding feeling of an Anno game, when watching how through your hard work, a small farming village becomes a large city with beautiful higher tier districts, impressive factories and stunning cultural buildings.

Not only the 3D models, the right palette of color and material also defines look and feeling of a tier.

The Anno Puzzle – Manuel and Christian

During the industrial revolution, cities grew larger and architecture adapted in order to accommodate the masses of citizens who needed to work in the growing factories. Modern technologies like assembly conveyors pushed mass production, while steel beams allowed factories and other buildings to expand, and that changed the urban environment drastically.
Residential buildings take up space on your island and with that, compete with your production lines over available space. This creates the classic Anno puzzle: how much space is available and how do I allocate it? To represent the setting properly, we realized that things have to get bigger for a proper representation of that era. In Anno 2205, residential buildings where mostly 3×3, 5×5 or 6×6 depending on your citizen tier and region. While the 6×6 fields in Anno 2205 made it easier for us to create organic cityscapes, it limited the amount of buildings a player could place.
In Anno 1800, islands will be bigger and can hold more assets compared to previous titles. With all residential buildings now consuming only 3×3 tiles, it allows you to not only ramp up the amount buildings you can create significantly, it also enables us to make use of bigger production buildings. To fit the style of that era, we wanted these factories to be clearly bigger in size than other buildings; your modern production districts should be impressive feats of city design and modern architecture.

The beginning of a series of blogs
The residential tiers are a substantial part of Anno’s atmosphere, artistic design and gameplay created with passion and love for the franchise and setting. But we won’t just close the book on that topic, stay tuned as we get even more into detail and showcase the different tiers with their historical background, design and their production chains.

How important is the depiction of that era and the detail work, which goes into the different tiers, for you? We are curious how our take on that setting resonates with you and if you like the changes to the classic Anno formula to add challenge and give your city a more natural and realistic look.

Union Update: Islands galore and community Q&A

It might be the coldest month of the year, but neither the development nor the Anno Union suffers from the winter blues. As announced, we will relentlessly bring you weekly DevBlog’s about fundamental core mechanics of the series. This week, you can look forward to the start of a whole series about Anno 1800’s residential tiers. We will highlight the artistic vision behind their design, their importance for the setting and their importance for Anno’s gameplay!

Talking about passionate topics: we want to say thanks for everyone participating in the island contest. We got flooded with a crazy amount of amazing entries and our team is currently going through every single one of them in order to present you the finalists as soon as possible. A big thumbs up from the team!

Some time has passed and we will announce the winners of or previous writing contest soon. We made our choice already and had a cool idea how we could properly present the winning stories. This caused a slight delay but rest assured, we lift the curtain in an upcoming Union Update.

Another update about the next AnnoCast and the Community Roundtable is on the horizon. We got plenty of feedback about the first roundtable and we guess that many of you look forward to another evening chat between the Anno Union and the development team?

Before we head over to the community Q&A part of the update, we like to give you some general information about the focus playtest: We all know that you can’t wait to hear more about the tests, specifically their exact starting date. Please keep in mind that the tests are under a strict NDA, and therefore, we won’t provide full coverage on the tests. However, we will briefly talk about the focus-playtests in blog articles and let you all know when they invitations for the first group are out.

Community Q&A

Drake-1503
Resources are important for almost all strategic elements of the game, so please give us adaptable and varied settings when generating an endless-match. Why shouldn’t it be possible to just define the amount of resources? “Unlimited – high – low” would be sufficient to create a rich variety of scenarios and end the endless discussions about the pros and cons of unlimited lodes.
Sebastian: Limited lodes would make the flow of the game much more convoluted and interrupt the gameplay, especially in the already more complicated late game portion of a match. Furthermore, you will be able to claim a high amount of islands across different sessions in Anno 1800. Micro managing every single one of them could end up being quite a daunting task.
Let’s say we have limited lode capacity, that means we would need to create interesting systems to refill the resource lodes.  Just using “a bit of cash” to refill them would not be enough, because think about it: how wants to be frequently reminded that one of your dozen mines depleted just to press a simple button. That is neither challenging nor fun.
We would be able to create a nice system around it, but it would cost us time developing said feature. Even if it looks like a minor feature, we would need allocate time from other content to realize it. Up to this point, the feature just was not that important for us in order to push something else back. The plenty of feedback we got in the last DevBlog made us realize how important a complex lode system is for the community. For that reason, our team will start an internal discussion based on your feedback.

TheYSeaMeRoamin
It might be worth to think about making content, which is matter of controversy in the community, just an optional part of the game. That would allow everyone to create his or her individual game experience. In that case, you would also need to be careful to not make the customization options too complicated but still offer enough to allow for an exciting variety.
Basti: We always need to keep the overall scope of the development in mind. We want to give you a broad variety of game options, as replay-ability is for the community and for us an important aspect of an Anno game. As you mentioned it already, we need to be careful to not overwhelm players with too many options, as just “adding more” is not always beneficial for the quality of a game. Here comes the Anno Union into play, as the program allows us to present you features to get detailed feedback from our communities.

Mark-WilliamK

I hope that you will be able to see steam powered machines used in production buildings, as it was the time where steam became a part of agriculture and heavy industry alike.
Basti: As mentioned in the last stream, the technological advancements of that era will be represented in the game in various ways. Keep an eye on the blogs of the upcoming weeks, as we will walk you through the core elements of the game and through the advancements of the 19th century. With Anno 1800, progression should feel like a journey through the century.

Azrael5111
So far, blogs got always released on a Monday or Thursday and between these days, I check the website only on occasionally. How about the option to opt in for a newsletter, which informs you when a new blog is online?
Basti:
We usually aim for the same frequency of days to publish our blogs but sometimes, the amount of blogs or even the publishing date can varys. We got some good feedback about that during our community roundtable and we plan to bring you a chance to subscribe to the blog with the next web update. It probably will not be a classic newsletter though, as we want to reserve that for important events and topics.

ruuti0
I heard that people who work in Ubisoft usually have a Degree (University Degree), but what kind of education people who work in Quality Assurance team exactly have?
Dorina: There is no special “tester degree”. We have very different background in QA. Political scientists, Geographers, Sociologists, Media Designers and Computer Specialists. This is important, as these allows us to have a diversified expert view on the product. The different mindsets are incredibly valuable when identifying issues. Beside this, the company permits the testers to get their ISTQB-Certificate (specific software testing certificate).

Arandur87
I am curious how you can get into game development yourself, especially how you can land a job in QA or QC?
Dorina: Many colleagues in our QA department started in a temporary position and during their time here, they demonstrated their skills and passion for the project.  That leads to many QA tester starting as career jumper or newcomer to game development.

schwubbe1980, Squ4wk, Oldsmobile1963, DiruKamachi
About difficult issues and the amount of bugs during development….
Dorina: It really depends on the scope, size and the lifecycle of a project. During the various development stages of a game, you encounter a high amount of bugs, which also absolute normal state for every project. Think about it, before a game comes together during Alpha, it is a bare framework of features, which are not fully integrated into the game yet. Bugs are prioritized by the impact on the game and how long it will take to solve them. Based on that evaluation, every issue has an estimate of workhours it will cost to solve it. The real bug hunting becomes interesting in the later stages of the game, when many if of the features get implemented into the client as we come closer to the final release version of the game.

DevBlog: Treasures of the soil

From rags to riches – your industrial machine shall never rest when your soot-blackened empire rises into a glorious new era. Manufacturing the first goods is easy enough but soon, you will manage a complex logistical network to ensure a steady flow of resources for your hungry industry.


Today, our Game Designers Christian and Sebastian illuminate our lodes and fertility system, which are kicking off a series of posts focusing on the focal point of Anno 1800’s core gameplay: production chains.

In the first stages, Anno is dominated by simple production chains, such as establishing a basic food supply. Harvesting natural resources such as capturing fish at your coastline or chopping wood is enough to get things rolling. But soon enough, your small settlement will start to expand and production lines will become more complex. When your production will be evolving into a real industry, it will start to require harder to find resources.
Fishing and lumbering won’t be enough anymore, when advanced goods will require you to grow various crops or to tap into the mineral deposits on your island.
The growing complexity of the resource management is an important challenge when progressing through the game and soon, you might realize that the conditions on your main island are not enough to support your demanding society.

Reaping the harvest – Fertility
In the real world, every plant has certain requirements in order to grow properly. The right enrichment of minerals in the soil determines the fertility for certain crops and other plants. Additionally, there are other ground and weather conditions which might affect the fertility of the soil.
Agriculture makes up a big part of Anno’s production chains, but we simplified the complexity of Mother Nature and translated the concept into our fertility system.
In Anno 1800, not every plant will grow on any island and players have to seek out other isles with the right prerequisites. When progressing, you need to either settle on other islands or establish trading routes in order to improve your production. The scarcity of some resources drives the economic aspect of the game and fuels conflict between different factions that compete over the most interesting islands. Later in the game, we will give you options to have an impact on the fertility of your island. But that is bound to a different feature, which we will highlight in a future blog post.

Have a look on our hops production – the beer must flow!

Earth riches – lodes
In general, lodes work similarly to fertilities with a few additions. Lodes are mineral deposits on your island, with ores like iron found in mountain ranges, while some others, like clay, can be found in a pit rather than a mine. There is one major difference with the fertility system. While you can cultivate crops and other plants at any spot if the needed fertility is provided, you have to construct your mining buildings on fixed deposits, which will get randomly generated with each new game.
That means that you have to build your coal mine on an actual lode and cannot freely start mining anywhere. In difference with fertilities, you won’t be able to add or change existing lodes during a session. The location of the lodes on an island play a role in your strategy when designing your city, as they create a natural center for your production districts. Will you create your district effectively around your mining area or will you decide to make use of a clever supply line for your distant factories to avoid having your heavy industry close to the city center?
To account for the effort you put in to optimizing your city layout, lodes won’t deplete after time, unlike in Anno 2070. We don’t want to force the player to completely re-arrange an already complex supply line.

Coal for the thousand fires of the industrial revolution

Resource restrictions and their gameplay importance
The fertility and lodes system can have a major impact on the gameplay, as the players need to make important decisions based on the availability of the necessary resources:
When is the best moment to expand? Should I rush for other islands to dominate the fight for resources or choose a more laid back approach, where a small outpost or a trading network will do the job?

How you tackle on expansion, diplomacy, trade or even the size of your empire, depends on your approach, define your playstyle and let you set your own goals for a match.
We want to encourage different approaches and never take away your free will. You should not only decide how you want to play the game, we will also allow you to modify the difficulty of the game based on your preferences. Higher difficulty settings will make resources more rare while easy settings ensure that you don’t have to worry about fertility too much.

But that’s it for today, a good foundation for us to build upon in the upcoming weeks. Whether you are a veterans used to fertility and lodes systems or new to it, we are curious to read your feedback in the comments below.

DevBlog: Your own trading empire

Hi, my name is Sebastian and I am one of the Game Designers for Anno 1800. I have been part of the Anno Team since about two and a half years now and today I want to share some information with you on something we have been working on for a while now, the trade routes!

More than just a city builder, Anno 1800 is also a game about growing a small settlement to a real economic empire. Over the course of the game, the needs of your capital island will raise and you are in charge to fuel your hungry industry and fulfill the demands of your citizens.
Your main island can be a demanding beast and at some point, you have to expand to other islands to support your advancing metropole or to buy needed goods from other characters.
With trade routes, you can connect your islands with a transport network to ensure a steady flow of resources.

Here an example familiar to most Anno veterans:
“These pesky citizens! It seems whatever you do, they always ask for more and not exactly in a polite manner.” To fulfill their demand for beer, we could rely on trading but we decide to get our own production going. Unfortunately, the needed hops does not want to grow on our island so we have to establish our beer production line on our outpost, which is located on a nearby island. Of course, you do not want to order your ships back and forth manually, so you setup a trade route to ship the harvested hop or even the brewed beer over automatically. The beer will flow and hopefully make them happy for at least a while.

As you know, we want to bring back more complex features to the next title in the series. Instead of the more recent and simpler iteration of the trade routes, you will be able to make use of two different systems this time. One for the players who like to modify, tinker and optimize their routes for maximum efficiency and another one for simpler and faster but potentially less efficient routes.

Trade Routes
Let’s start with the more complex system. As this one is much closer to the ones from 1701, 1404 and 2070 you could call it the “classic trade route system”.
It allows you to transport goods between your islands or to trade with other parties automatically.

To give you an idea about the complexity of the system, here is an overview over most of the available options: You can freely set stations and define which goods should be loaded and unloaded by your ships. You will again be able to assign multiple ships to a route and each of them will be able to transport multiple goods. There is no limitation to the amount of routes you can create. Of course, you can name your routes for better overview and for those who do not like to come up with route names themselves we implemented an automatic naming system that should give you an idea of what this route is doing. The routes overview will also display the most common goods transported by a route.

Here a design study, or so called mockup of the trading route feature. Not representative of the final version in the game.

With several ships following one route, you might encounter the situation that one first ship is fully loaded with goods at a harbor but there is not enough left to load the second one. Instead of leaving with an almost empty storage, you can order the ship to wait until the full amount of goods is loaded. Additionally if a ship arrives at the destination and wants to unload its cargo, but the harbor has no space to load up your ships delivery, you can command your vessel to throw stuff over board in order to make space for the goods you would like to load. These two options called “Wait until full” and “Throw overboard” – very creative, I know – can be configured for every station separately.

Waypoints

When creating your trade route, you trust your ships’ captains to find their way across the sea on their own. With no further instructions, your ships will naturally take the shortest route, which might be problematic as this does not factor in hostile areas or wind direction.
It might be an option to guard your ships against loot hungry pirates but maybe avoiding their territory might be the wiser strategy in the first place.
To account for this we will also bring back waypoints for routes. When two consecutive stations are assigned, the route automatically draws a line between them and the player can add and move a waypoint to change the path of the ships.

Visibility and complexity go hand in hand. The UI elements shown are not final.

None of this is limited to islands on your current session; you will be able to expand your trade routes to other sessions as well.
What we are aiming for is a complex system, which favors the freedom of the player. It can also be seen as a challenge for seasoned Anno and strategy player, as it brings room for error and mismanagement back into the game. However, sometimes even the most seasoned logistics expert needs a fast and easy solution to get things done to take care of other, more pressing matters.

For that, we added a second system to the game.

Charter Routes
If you know the routes system from 2205, the charter routes will sound familiar.
They are a much lighter system that allows you to rent ships in order to transport goods between your own islands. Easier to handle but also more limited than their big brother, they can only transport one type of good in one direction between two of your islands. This is one ship per route. The chartered trading ship cannot be controlled manually but can be attacked by opponents or other AI characters. Chartered ships also have higher upkeep costs than your own trading vessels – in the end the captains need to pay their crew and want to make some profit too. As a result, players who spend time creating their own routes save money and players who are in a rush or don’t care so much about the money can save time.

Here an early version of the charter route menu. Amount of items and general loading capacities in this blog are also not representative.

It’s your time to share!
Supporting your ever-growing cities is part of the fun and with these two systems, we want to give you the tools to create an impressive and world-spanning economic empire.

And with this matter at hand, I would love to know what kind of player you are. Are you a transport tycoon who builds a highly efficient transport network with trade routes? Are you willing to invest a bit more in charter routes in order to concentrate fully on your city planning? Or will you mix and match the systems as you like?

Union Update: Island creation contest

What an exciting week it has been thanks to the big announcement of the upcoming Union focus-playtests and a passionate look inside in the work of our level art team.
This week, it is time for the next DevBlog in our logistic series, where we will demonstrate how we bring back both complexity and freedom of choice with Anno 1800’s trading routes.

While you will hear back about the story contest winners soon, today we want to fuel your creativity once more:

The Union Island creation contest
Islands design has been a matter of passionate community discussions for a long time now and you shared plenty of interesting ideas and suggestions in last week’s DevBlog.
While we love to take inspiration from your ideas, there is also a creative power in the Anno Union, and we want to use that energy to its fullest potential- so we decided to give our Union the chance to bring a true community created map into the game.

We kick off our official Union island creation contest today and we are looking for your interesting takes on the Anno island formula. The best entries get the chance to become something truly special, as we will put the best maps up for a vote on the Anno Union and the winning island shape will get implemented into the game.

Here are the details:
– The deadline for the contest is Thursday, February 15th and you can post your entry here: Island Creation Contest
– You design your own island shape, you can either do it digitally or send us a scan of your drawn image. – Your island should be a clearly visible island shape shown in top down view.
– Your shape should include terrain elements such as mountains and hills as well as marked spaces for beaches. Keep in mind: if something is not marked as a beach, it is counted as a cliff-side.
– Finally , but very importantly, add interesting details and obstacles. We are curious about your interesting ideas but make sure that things do not get too crazy.
– A picture of your island is mandatory but you can post a short description and the gameplay ideas behind your concept in the forum as well.


Here is an example of shape and drawn areas. 

Focus Playtest requirements and questions

We got plenty of detailed and well thought out applications but we also know that there are some burning questions regarding the focus playtests. Instead of answering every single question in the QnA part separately, we decided to provide some extended details on the playtest and will overhaul the FAQ on the playtest page this week.

Deadlines and do I need to apply again for future playtests?
The application process has no deadline attached and you won’t need to apply for each test separately. Several test sessions will run over the course of the year and we will pick testers always from an aggregated list of applicants, which we will frequently update over time.

If I am invited once, will I be able to play on every future focus test?
You won’t – while we might invite people more than once, we want a variety feedback from different players and for that reason, we will change testers for every focus group. Later tests might require data from bigger groups, so just keep an eye on the Union for future information on that matter.

What are the exact system requirements?
Many of you were curious about the time requirements of the first test. While we aim to provide many options to customize your experience for the final game, our early development version is not optimized yet. That means that performance is subject to change and that the hardware requirements are not representative. It is hard for us to tell right now, but you will most likely need a PC which runs 2205 with at least recommended specs.

Why do I need to be 18+?
We are aware that there are many younger Anno fans out there. The minimum age is a legal requirement as the playtest will be subject of a strict NDA. Remember that we give players access to the in-development version of the game. The NDA requirements might change in a later stage of development and we will keep you updated in future Union Updates.

I can’t play one hour every day, why is it not possible to play just 14 hours over the weekend?
We are aware that at least one hour a day over the course of two weeks is a lot of commitment and not feasible for everyone. Future playtests can vary in length, but for the moment we need detailed feedback on a daily basis from testers.
The one hour is a minimum requirement and as mentioned, you can play as long as you have time during the focus test. We will monitor bugs, might perform changes and fixes to the client as well as ask for specific feedback about certain game elements on a daily basis. Because of that, playing the minimum daily time altogether on a weekend is unfortunately not possible.

Will Uplay be required to test the game?
Yes, Uplay will be a requirement for the focus tests.

I am disappointed that activity in the Union was not taking into account for the application process!
As mentioned on the playtest page, constructive behavior is a requirement to be eligible for playtesting. It makes no sense for us to ask you how active you are in the Anno Union or the Ubisoft forum, as we can gather these data on our own. Activity as well as other community engagement is an absolute plus.

How do feedback and bug reports work, will I have someone to talk to if I encounter problems during the focus test?
We will offer support from a dedicated testing team to all testers. We will provide the exact details if you get invited to a test but rest assured that we have a process and the needed tools for feedback collections and reports.

Community QnA

SnakeHunter84
Do all islands have only a small amount of beaches? Is it the rule that mountains surround islands rather than rising from the middle?
Simon: The beaches are the only spots allowing access to your island. However, you will usually have several beach slots available, depending on the size of an island.
Mountains are not limited to the borders of the playing area, and there will be islands in the game where hills and mountains ascend from the center. We want a variety gameplay challenges and scenarios, and the placement of a mountains and other terrain has a strong influence on the difficulty.

DiruKamachi
We are curious how many tiles the island shown in the blog has? When you work on the surface details, it seems that you work on one big object, and that before you structure the sectors of the island. How are you doing that? Additionally, I would like to know what kind of textures you use? And how do you ensure that your textures don’t look like repeating tiles? 80 hours of work for one island, I guess that more than one person works on one island?
Simon: Our islands are one big 3D element, which we are able to completely modify and edit as a whole. It is not segmented by separate elements. Our tools allow us to define the construction space while we work on the object. There are several methods and ways of handling textures, such as “Seamless Textures” or “Tint Maps”, which can prevent unwanted tiling effects. But that is a complex topic in itself and like always, often a combination of different techniques. The 80 hours for an island are the average time spent but we share the workload with several team members.

ruuti0
I have one question, did this thing that it can take 80 hours map time become in 1800, 2205 or was it already in early games like 2070?
Simon: In fact, we optimized our workflow a bit since then, which means we need slightly less time than we needed for an average island in 2205.

Johnnymac34
How many islands would be created for the entire game? Are any of them created via a scripting tool or is it all done manually?
Simon: We don’t want to reveal the final amount of islands for the game as of yet. We use the tool World Machine to create a basic layout for the map which we than alter and polish by hand.

AmpeImann
One question, as a Level Artist, are there performance constraints that go into what you can do with the design of an island? Is there a limit to the number of “features” on each island for the sake of engine performance?
Simon: Level artists usually care about making a level visually stunning but we also have to keep performance in mind especially when it comes to placeable objects or complex vegetation, as these can take up a lot of performance if you aren’t careful.

DevBlog: Island creation

Hi, my Name is Simon Wolf and I am a Level Artist on Anno 1800. I joined the team here in Mainz roughly a year ago and today, I would like to give you some insights into my job- both what motivates me and how us Level Artists shape the world of Anno, one island at a time.

At its heart, Anno is about vast cityscapes, ships on high waters or citizens roaming through narrow streets. But at one point in any discussion about the series, you will be able to hear players talking about another really important element of the game: the islands themselves.

Islands are both the playground to let your creative energy loose and the challenge which stands between your goals, such as expanding your city’s population by just a few thousands citizens.

The importance of your game world
Playing a game is more than progressing in the campaign or advancing your city. Becoming an explorer of the game worlds around me, always on the hunt for hidden secrets and stories, fueled my passion and creative investment in videogames since I was a kid. Questions like, “is there something hidden behind that mountain?” or “look at that landslide, is there a story why it collapsed?” was probably even the driving factor for me to become a level artist.

That enthusiasm allowed me to experience games beyond gaming. I started to play around with level editors to create my own levels and with that, to become the writer of my own environmental stories.

Anno 1800 is in fact the first strategy game I’ve worked on. In the game, islands are more than just a blank space, islands have personality, add to the feeling of the game and even create gameplay challenges, as players have to work within the given space.

It’s a creative puzzle you need to solve as you alter and shape the game world surround you.

Islands in Anno come in various shapes and sizes, some of them making it easy to expand and to grow your city while others have a higher difficulty, challenging the player to optimize and deal with the situation at hand. The specific features and difficulty level of an island has a strong impact on the gameplay. We call that “Creative Constraints”, where limitations result in solutions and interesting designs in order to overcome that challenge. Overcoming that limitations feels rewarding and often results in a more organic and beautiful city layout.

The creation of an island
Okay, let us see how our level team actually creates and shapes that playground for you.

It all starts with a shape!

It usually starts with a shape: Ideas for the look and form of an island come often from different sources, sometimes just creative brainstorming in the team full of crazy ideas but we also spend time researching satellite data or photos from real islands as an inspiration.
We are always on the hunt for the right middle ground between interesting shapes, a good challenge and gameplay freedom.It also depends on the type of island currently needed for the game. Do we need a few larger but easier islands or are we talking about a design which should test the skills of our veteran players? Beginner islands should not have overly complex structures, mountains or other obstructing details as these terrain elements can determine the difficulty level.

The first concepts for island shapes often include color-coding, where we block out construction areas, mountains and other obstacles. When defining these areas, we usually check back with the Game Design team for their requirements such as the size of a beach or mining resources, but how we implement that is usually up to us. We always have to keep one thing in mind: from the beaches to mountainsides, the layout will have an impact on your future city layout, such as having the choice of two beaches allows you to decide where to build your harbor and start your city.

Tools of an level artist
When our shape got a thumbs up from game design or other stakeholders, we can start to work on the actual 3D model. In our daily work, we make use of various tools fitting the needs of the different steps we are working on. While we spend a lot of time in our actual engine, handy tools such as World Machine, allow us to create a basic preset terrain based on various parameters (ground land mass, cliffs, plateaus, mountains, beaches, erosion etc.). The resulting model is a perfect foundation for the next steps.

When we are happy with the three dimensional form of the asset, we implement the island in our engine. In this first iteration of our future island, we will bring it to a playable state. That means basic texturing, defining construction and harbor areas, placing obstacles, mining slots, basic vegetation and more. The next step is a feedback process where we will decide if everyone is cool with the design or if we have to change something.
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And here the final work piece, you can see blocked out areas and basic level of terrain.

Environmental Storytelling and future steps
And now it’s time to bring some individual character to our island in the so-called “visual stage.”
In this stage, we take our time to make it look natural yet interesting by texturing, placing decorative objects, vegetation and sculpting. While our engine does offers some neat sculpting tools, we often take a piece of terrain to a sculpting tool called Mudbox to work on the fine details.

With the visual stage completed the island is about 80% done, with further polishing work to be done for the release version of the game.

On average, a large island takes roughly 80 working hours to complete. In the polishing phase, which usually comes a bit later in development, we will add the smallest visual details and include even some environmental stories, such as landslides or other unique things to discover. Keep that in mind when examining screenshots or discussing the footage seen during a stream, as the polishing phase will have an impact on the final visual fidelity of the islands.

It is all about ideas, inspiration and handicraft
I hope this blog about the daily work of a level artist on Anno 1800 gave you some interesting insights. The next time you play an Anno game, you may want to hunt down all the handcrafted details and secrets we love to hide in a level.

I know that you started many discussions about your favorite islands types already. To shake things up a bit, I would like to hear your ideas about small visual elements, remembered from previous titles that could make up for great environmental stories in Anno 1800. You can share your inspiring ideas with the level art team in the comments below.

Union Update: Playtest coming soon!

This week on the Anno Union, we continue our behind the scenes insights and demonstrate how we create islands from scratch, share our verdict on the first community roundtable and provide details about the upcoming Anno 1800 focus playtests.

Islands are as much part of Anno’s feeling and personality as the design and animations of our buildings. Since almost 20 years, players begin their journey with a small settlement on newly conquered islands, before they expand their empire and claim new land across the sea. This week, we will show you how we create your future island paradise and as usual, expect many interesting insights about the daily work of a level artist.
While not the conclusion of the behind the scenes series, we will take a short break in order to focus on gameplay features and content in the next couple of weeks. Anno 1800 is quite a feature rich game and there are many important core mechanics to talk about, before we can cover the more advanced features of the game. That means that the Union can look forward to a big push of feature DevBlogs in the next couple of weeks.

Our first community roundtable
Our first community roundtable was a blast! Over 150 fans joined our community team to talk about all things Anno Union last week Wednesday. We had as much fun as you guys and the chance to have a real dialogue with the community gave us a lot of insightful feedback and pushed the Union to the next level.

Here a rough overview over the topics we discussed during the roundtable:
We started the roundtable with a feedback discussion around the Anno Union, where we talked about how we perceived the journey from reveal to the end of 2017 while sharing thoughts and ideas for the future. There was especially one thing you liked and would love to continue in future: transparent development and communication.
We will continue to bring you DevBlogs, insights and news about Anno 1800 while leveraging your feedback for the development, streams and events such as the roundtable should further improve interaction between the Anno Union and us.
We also talked about how much commitment from the team it takes to bring you weekly insights about the development and to discuss features with you in such an early state of the game.

Not surprising that we also got many curious questions about certain features and content of the game. As you might imagine, Union blogs and streams are the right place for us to show content but where able to provide some insights why we might not want or be able to talk about a specific topics right now. First off, we have to get many core features out of the way before diving into the more extended content. The logistics blog was a good example for that, as some core functionalities will allow you to give us spot-on feedback when we talk about the content built around these features. Of course, 2017 was also a test run for ourselves and you can expect a heavy emphasize on feature blogs, streams and playtests this year.

Another topic was general community support and if you think that programs like the Anno Union have an impact on Anno communities out there. We want to push that further by providing a dedicated community space for fansites, content creations and any other efforts from our communities out there. Asking you questions was as important as provide answers, we would like to know from you how we all can grow and support Anno communities out there in the comments below.

The first Anno 1800 focus-playtests
It is happening: our Anno 1800 Union playtests will start as early as this February. Throughout the year, we will give more and more Annoholics in the Union the chance to help us improve the game, as we need as much valuable feedback as possible. For the first tests, we call on Anno experts who are willing to provide us detailed daily feedback in a two-week long test session.

Application process
The idea for an application process was actually brought up by the Union itself and we think it is a good way to get useful information about our potential testers. “So how do I apply?”, you may shout at your screen.
We created a dedicated Union Playtest page, where you can find all details needed about the playtesting and application process.

Just head over to the Anno Union playtest page for further information how you can apply for a seat in one of our focus playtest: Playtest Page

Keep in mind that the application process has no deadline, as we will run several focus playtest this year and will choose players from the pool we continue to build up with the application process.

We bet that there are many questions and we will make sure that we answer as many as possible in the comments or next community QnA, which will come with the next community update.

DevBlog: Visual Feedback

Hi, my name is Carsten Eckhardt and I am a senior 3D artist at Ubisoft Blue Byte Mainz. I am a part of the company for almost 15 years now and as a result, worked on almost all Anno titles in the past. My main responsibilities are 3D environment art (houses, terrain elements etc.).

Going from the initial idea and the first concept art up to the final version of a 3D asset can be a long and winding road. Developers across many disciplines are involved in that process in order to bring the brimming era of the industrial revolution to life in Anno 1800.

The last time, we invited you to watch and learn how our 3D designers work as digital architects, so this time we will add visual feedback and animations to breathe life into our future 19th century buildings.

Visual feedback
Do you remember the final version of the brick factory from the last 3D Art DevBlog? Well, sadly I have to break it to you that there are even further steps to take until it reaches the level of quality and the appropriate Anno feeling we want for our game.
Before we start to get things (literally!) moving, our building needs to get implemented into our game engine. This will add our object to the asset library, which enables us to place it in the game, block out clipping areas and add visual feedback such as actors, effects and much more. As soon as the building has been imported into the library, we can start adding visual feedback.

“Hold on”, you may say, “what exactly is visual feedback, and why do you keep talking about it?”
Visual feedback helps the player to have a better understanding what is currently going on in their metropolis while also making the game world more believable. While you can inform players about nearly every aspect of the game with contextual menus, actually seeing what is going on makes everything easier and faster to grasp, not to mention way more enjoyable to watch.
For Anno, it is not surprising that we make use of a lot of general and event based animations for the variety of buildings, such as moving steel kettles, smoking chimneys or special effects work like sparkling fire.

But it is not only for the sake of the atmosphere. As mentioned, visual feedback also gives you an indicator whether a building is currently productive, idling or affected by events like a blazing fire spreading through your residential district. For that, some buildings have different animation states. A factory as an example needs a state which defines if it is currently producing (workers being productive, machines working) and one where the factory is currently in idle state (effects like smoke and fire toned down or removed).


T
he BoB and Feedback editor
To create and modify the visual feedback elements, we developed our own tools internally, one with the thrilling name BoB (Bombastic Object Builder) and the other one rather pragmatically titled “Feedback Editor”. Originally developed for Anno 1701, the BoB’s main purpose is to block movable areas; it defines the space where units and actors (such as unloading carts or the workers of the building) can move as well as construction areas to ensure that buildings do not clip into each other (the size the unit needs on the construction grid). Furthermore, BoB allows us to place ornamental objects on existing assets in order to bring a bit more variation and life to them.

The feedback editor on the other hand allows us to give buildings feedback trigger to coordinate the movement sequences of units on the previously in BoB defined movable area.
If that sounds a little bit abstract for you, how about a small example: We all love the small stories we encounter when watching our city up close. If you observe your bakery, you can watch the baker going around minding his business, maybe even slacking off from work once a while. Or how about animals enjoying the day on a green meadow of a farm or even cat and dog chasing scene on the market place. Flying animals or other wildlife are an exception as they are not part of the eventful story we create for a specific building and more part of the actual game world.

Enough explanation, let’s see the system in action
Okay, I bet you have a pretty good understanding what we are talking about right now, so let’s start working. The first step is a straightforward process: in BoB, we define movable and inaccessible areas of the building, as we need to tell the engine on what area of the building units are allowed to move. Imagine that we paint the different parts and areas of a brick factory in different colors. The courtyard should be a movable area while we do not want that the workers clip through the walls or take a stroll on the rooftop.
The next step is to use the BoB to place effects, such as smoke for chimneys (hey we are in the industrial revolution; smoke galore!) and to place props like streetlights, crates and various kinds of vegetation.
Once done with that step, we have to define so called 3D selection areas, which ensures that players can actually target a building with a mouse click. A small, but important detail to keep in mind.

Here we define movable areas and use hitboxes as a blocker on our Pub asset.

But enough of BoB for now, it is time for the Feedback Editor to shine. Here, we first have to think about what kind of movement behavior for units would make sense for this specific building. There is for example a lot of lively stuff going on with the pub or the market place, such as a marching band, guests etc.
In case of a steel beam factory, it is more about bustling workers operating industrial machines.
That is the magic trick and crucial part of creating the crowded and lively feeling which Anno games are beloved and known for.
To catch your attention and keep you excited when you observe your industrial district, we want there to always be something exciting going on or that you can take a break while enjoying special eye catchers like the zoo or the crowded market place.
Quite some work can go into that process, and a building with many and complex units, such as the market place, can take a whole work day to finish. As we also we like to hide small details for the explorers out there, I strongly recommend to keep a keen eye on your city life.

Okay we are nice here and provide these fellas a path because they seem a bit lost right now 🙂

Let’s make that a bit more random
As you all are familiar with Anno, you know that there is way more than one thing going on at a time and that there is a surprising variety of visual feedback. Our animations will not play out the same any time, due to the good portion of randomization parameter we add to a building. The Feedback editor also ensures that we have randomization in the movement areas going on, as we do not want the units doing the same stuff on the same spot repeatedly.
From the baker, the farmhands on the field or the innkeeper of a pub, the so called actors use a building as a stage to perform a show for the player. We can set variables how often an actor shows up, duration of their performance before they leaves, usually using a variation of a set path. An actor on the market place could enter the scene from the entrance of the market before leaving through a door or as a variation, entering the market hall. The movement of a unit or in this case an actor is usually defined by dummies or splines; imagine a variation of rails, which it can use to move through the scenery.

Okay you might get the idea what we mean when we say “there is a ton of work and detail hidden in every asset”

Final thoughts
As you can see, a lot of handiwork goes into that one building, from the previous steps from game design, concept art up to our 3D art team. We are now ready to let our asset lose on the world, the last final bits, like defining hit points and other game parameters is usually a job for our programming and game design team. While not every building you might see on the stream or clips has all its animation or even detail right now, all buildings get the same treatment for the release version of the game.

I hope that you enjoyed seeing the journey an Anno 1800 3D asset takes during its creation and I am curious about your most favorite visual feedback, from small stories going to animation from previous Anno titles.

The comment section is right below and shoot if you have any questions, as we might have the chance to answer some of them in an upcoming community QNA.

AnnoCast 02: Anno 1800 LIVE at 4.30 PM

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DevBlog: Pushing carts

Anno is about building an empire, starting with just a handful of coins in your pocket and a few buildings in your newly founded settlement. It is a long road with many challenges to overcome but with skillful management, you will soon grow your city into an impressive metropolis. Seasoned Anno players might already know this of course, but efficient logistics is the key to a successful economy.
Today, our Senior Game Designer Christian opens his ledgers and gives you an exclusive look at the logistics system in Anno 1800, including interesting insights for both experienced economists and new players taking their first steps into the world of Anno alike.

Hi my name is Christian and I am Game Designer for Anno 1800. I joined the team for the production of Anno 2070 and have since then worked on all following Anno titles. My job is to work on the core economical parts of Anno 1800 and I am excited to give you a little glimpse into our logistics system!

Your economy’s pounding heart
If you break it down to a very basic level, logistics is the system of transportation of goods. In Anno, it is a complex system of interacting cogs in a wheel, powering your economy in order to build, maintain, and expand your city.

Whether you are the min-maxing perfectionist or a beauty builder who wants to create the most picturesque cities, meeting your citizens’ ever-increasing demands for goods and resources is at the very heart of the Anno gameplay formula.

Of course, many of our players want to go beyond simply meeting those demands and instead take pride in perfecting their logistics to build massive empires with huge production lines and dozens of trade routes. That just shows what a massive and complex topic logistics is in an Anno game, so we will focus on the transportation of goods on your main island for today’s DevBlog. Of course, trade routes will play an important role in Anno 1800 as well, but we will save that topic for another day.

Let’s get visual, the returning of physical goods
In the last Anno game, the position of the goods on the map or their distance to the next production building was largely irrelevant. This will drastically change with Anno 1800, as physical goods celebrate their comeback to the series, and in doing so bumping up the complexity of gameplay that many of you have asked for.

To make that possible, the game needs to be able to measure the distance to a building and other targets, while taking the current location of the goods into account. This is once again all visually represented in the game world, allowing you to follow your wares’ cart journey from production to warehouse; this helps to immerse players in the world, but also to make logistics easier to grasp through visualization. And of course, it really adds to that crowded and lively feeling that you expect from a flourishing Anno city!

Cart pushers, carriages and smart decisions
In order to optimize your economy, you have to keep a keen eye on your production chain to ensure that all goods find their way through your thoughtfully created street layout. We all know that this can be a rather demanding task; building a complex production chain, ensuring that all goods find their destination and identifying blockers when there is a sudden shortcoming of resources.

To explain some of these concepts better, let us look at a typical production chain in Anno 1800: steel production.
Our newly built smelter is ready for production but in order to fuel our steel industry, we need to ensure that it gets a steady supply of coal and iron ore. Luckily, a charcoal burner is close by and cart pushers ensure that the coal finds its way directly to the smelter.

If the smelter is sufficiently stocked with coal, or if there is a general overhead production of coal, it will instead direct the goods to the warehouse for storage (unless there is some other immediate demand for it in the vicinity). This is where horse-drawn carriages come into play. While it is the job of a cart pusher to deliver resources from one production building to another, the carriages loads up excess production to bring it to a warehouse for storage.

As mentioned before, our logistics system checks the shortest way between a supplier and your production buildings. The basic rule for efficient delivery is that – in order to reduce bottlenecks – emptying your storage has the highest priority. In our given example, the charcoal burner detects that there is a demand for coal nearby and sends a cart pusher to the smelter instead to the nearest warehouse. The game will also decide if it sends out goods before the cart is fully loaded to fulfill demands or if it would be more efficient to wait until it has loaded more before sending the delivery.

So what are these decisions based on? Deliveries are prioritized by the necessary travel distance on streets. To help with planning, you can see a building’s “reach” on the map. Upgrading your streets from a muddy path to proper cobblestone will increase speed, which furthermore means that a production building might be capable of reaching facilities in corners that may have been too far away to reach previously.

Wonders of the industrial revolution (pre-alpha)

Warehouse and queue management
Our goal is to give you more options when designing your city, from optimized street layouts to the decisions on where to put your manufacturing districts.

We added a new layer to the warehouse itself, which now has a loading and delivery bay. As more transporters try to access the warehouse, it will get crowded outside, which can lead to a delay of the loading process. When too many carriages try to store resources and goods in the same warehouse, you will be able to see how they queue up in front of the loading bay. However, don’t worry about traffic jams on your streets, as this will only affect the warehouse gates.
Transporters also check the nearby warehouses and might prioritize a warehouse with less traffic, if it would result in an overall shorter delivery time.

This will all be represented in the warehouse menu, where you can see detailed information about delivery and loading processes, as well as the actual goods in storage. As your progress through the game, you will also be able to upgrade your warehouse to increase the number of loading bays, allowing more carts to be serviced, simultaneously.

Depots will further increase the islands storage limit but will not have an effect on loading and delivery. These will come in handy when you expand your empire and establish trade routes. Warehouses themselves share one island bound storage, where all stored resources on your island will be accessible from any of your warehouses. This is still an experimental new feature we are working on, but we are so far quite happy with it and hope the additional visual feedback not only makes it easier to understand, but also adds some additional entertainment.

With Anno 1800, we want to create a complex logistics system while enhancing the visibility and readability. Added options will be a welcome addition for Anno veterans while making it stays comprehensible even for new players.

Somebody should tell them how to queue up properly (pre-alpha)

What’s the deal with trains?
We also know that there is one specific topic where you are thirsty for details: the trains, relentless steel horses of the industrial revolution. The train feature is not 100% set in stone yet, and we are currently evaluating some possible design scenarios for how trains could work in Anno 1800.

We have many ideas on how we could implement trains into the game and we want trains to reflect the advancement of the industrial age. Trains presented a reliable new way to transport tons of goods over long distances, overcoming one of the major hurdles that threatened the progress of the industrial revolution.
It is a complex topic and of course, we want feedback from you, the Anno Union. With this logistics DevBlog, it was also our intention to explain some of our underlying systems in order to give you the knowledge to give feedback on potential train gameplay designs.

We are looking forward to reading your comments and are curious to see what you think of the logistics in Anno 1800.