DevBlog: The Role of QA

Hey Anno Community,

 

Today we want to shine some light on the work of the QA teams and give you some insights into our processes: Which roles do each team fulfill? Is there a difference between the work before and after the game release? What’s a Hotfix and when do we make use of it?

For this purpose, we sat down with Dorina, our QA Manager here in Mainz, as well as – for additional insights – Nadiia, Senior Development Tester here in Mainz (previously: QC Project Lead) and Artem, Live QA Specialist.

In two sentences: What does the QA team do?

One is already enough 😉 We’re ensuring the quality of the product as well as the production process as a whole.

So, we know you’re not just looking for potential issues all day. What other roles does your team fulfill?

There are quite a few, actually.

Generally, QA acts as an info-hub, where information from all teams comes together. We keep an overview of the status of issues and in-development features, keep an eye on the project planning and gather information about features and mechanics.

We’re also doing risk management, meaning we’re escalating problems in regard to both project and product to the production team or other departments. Examples could be stressing resource management planning (meaning too many tasks for too few people in too little time) or detecting workflow issues within the team, maybe processes are unnecessarily complicated or inconsistent between teams etc. Of course, risk management also includes prioritization of testing areas and fixing bugs.

Another would be providing feedback on features and systems during development and during the concept phase. The QA team consists of people with deep knowledge of the game and its systems, but also of people with very different play styles and general preferences when it comes to video games as a whole. This means we can provide feedback from different perspectives on such matters as: Do we think the proposed new features will be fun? Are there two systems that collide and don’t fit together? Is a feature redundant since there’s already something very similar in the game?

We’re also the admins for various internal tools, an important one being JIRA (a tool that can be used for various purposes, in this case, we use it to report and track bugs) alongside several others used for testing.

And finally, we’re also organizing the validations for each release, be it DLC or Game Update. More on that later.

For even more details on the work of our QA, have a look at this older blog.

How does your work change from pre-release to post-release?

One big difference for sure is that there is a loot more user feedback coming in now. This means of course more work on these live issues and requires a lot more prioritization work from us: How important, how severe is the feedback or bug report?

Additionally, we’re having significantly more releases, of course, which means new versions have to be finalized and validated every few months.

On the other hand: Much less features are getting cut now in post-launch, so if something is planned to be part of a DLC, we as QA can usually plan with this feature also releasing and a test is not invalidated by a certain mechanic suddenly not being in the game anymore.

You are located directly here in Mainz. Are you working with other QA teams? How is the work split between all of you?

We’re working with two other teams which aren’t located directly here in the studio: Quality Control (QC) and Live QA, each with a different focus.

 

Let’s get an overview from Live QA first:

They are a team of QA specialists wo provide post-launch support (i.e. they support the game after its release) for Ubisoft’s games and services. All of their tests happen in the Live Environment alongside the users, meaning they have no debug options or cheats to skip content or play with unlimited resources.

“We help the production team to have a more complete picture and to confidently take an informed decision about the aforementioned issues.”

By having – or by trying to have – the exact end user setup they are able to provide live information about the product, for both Production but also Business topics. They are also using JIRA (however, not the same one we use in the studio) for their daily work: For any issue that come in, it’s their job and responsibility to reproduce it and keep the JIRA ticket updated regarding any new information coming in.

Live QA is a highly transversal team, meaning they are collaborating with multiple teams, including of course the Production team on their day-to-day tasks, but there are other topics that require them to reach quite a few different job families.

Those include Customer Support or Community Management to reach out to the player and provide more information if possible, as well as Release Management (checking that all promised content and offers are working correctly, e.g. “Can players activate their pre-order bonus without issues?”), Quality Control, the Ubisoft Connect team, and all kinds of other Ubisoft services like the Store or the Ubisoft Plus teams.

The third team is QC – the Quality Control team – and true to its name it has a plentitude of different responsibilities.

It makes sure that the game meets all needed requirements that apply for the title: quality standards for the current milestone (i.e. upcoming Game Update/DLC), technical Ubisoft requirements and first party (for games which release on other stores than the Ubisoft Store, games releasing on consoles etc.) as well as partnership requirements (this can be related to partnerships with e.g. Amazon).

Therefore, QC consists of a variety of teams: functionality game testers team who test the game’s features and mechanics and a list of teams in the “technical standards” teams, for example PC requirements, Ubisoft online requirements, UX requirements, Online Performance and Networking (i.e. multiplayer related things), Tracking, Localization, etc.

All those teams are working in close collaboration with each other and with the production team in Mainz during the whole main production and post-launch time. Any game update which goes live first goes through validations made by all those teams, who then compile a detailed report of the results.

 

Overall, it’s worth stressing that all this is a big team effort, with all three teams working together to make sure we can release game updates and DLC on time, learn of potential problems early enough, take informed decisions and address issues when they appear and based on their priority..

I’ve reported a bug on the forums, how long does it take to fix it?

Generally, the time it takes to fix an issue depends on several different factors, from the severity over the complexity to our current project planning.

All issues reported to us are first categorized (e.g. severity and probability) and we’re attempting to reproduce it, which greatly helps the investigation. Looking for the exact cause without knowing where to look is extremely time-consuming. Changing something to fix an issue can additionally create a new issue elsewhere.

“Player reported issues are like a jigsaw puzzle, where we have to figure out the missing pieces and once we have the full picture, we send it to the Production team for a resolution. This process also involves finding viable workarounds for the players where possible.”

That’s why before the release of each Game Update, we have validation period during which each fix as well as the Game Update as a whole are tested. If problems are encountered, the validation fails and we first have to address them.

To give you some detailed insights into which steps are taken from finding an issue to a fix being released, we’re currently working on a separate blog. Stay tuned!

As we just established, fixing an issue and releasing an update does take time. Are there possible exceptions to this process, e.g. the so-called Hotfix?

Hotfixes are possible, but only for single, very specific high priority fixes. These also need to go through validation, but we can speed up the process (e.g. certain validation teams are not needed if nothing is changed, that would be relevant for their specific team) since there’s significantly less to check. In total, assuming the issue can be reproduced and fixed quickly, we could release a Hotfix in 4 to 7 days, if necessary.

We have done various playtests in the past, from Technical Tests to Diary Studies. In which capacity is QA involved in preparing, monitoring, and follow-ups/summaries?

Just like with the versions that need to be prepared for each Game Update and DLC release, we also have to check the versions for all playtests. The requirements are less strict, of course, smaller bugs and placeholder assets are therefore not a deal-breaker. We still perform basic checks to make sure the version is stable and the mechanics work.

We’re also in contact with the other teams involved, e.g. the User Research Lab in Düsseldorf for Diary Studies or the team managing the registration and invite flow for the Technical Tests.

During the Technical Tests, at least some of us are also checking the forums, sometimes just to read, sometimes also to ask you for more details and we create JIRA tickets based on the reported bugs and requested improvements.

We hope this provided you with some useful insights into how our internal processes work and how much time some things can take, which we understand is not always visible from the outside.

If you have further questions for our QA teams that were not covered here or in the older blog, feel free to post them in the comments and we will try to get the answers for you.

DevBlog – How do Technical Tests work?

Hey Anno Community,

 

With the Technical Test (short: TT) for the “The High Life” DLC going on right now, we think it’s a good time to talk about Technical Tests for Anno in general: Why do we do them? How advanced is the version for these playtests? How are we working with the feedback we receive?

Read on to find out.

What exactly is a Technial Test?

What we call a “Technical Test” is a larger playtest in which people can play an early version of an upcoming update and/or DLC. They are bigger than focus tests or diary studies which only involve a small group of players. For Diary Studies, players are handpicked based on existing profiles (you can sign up here to become part of the list) and also have to fill out daily surveys with questions from the team. With these, we’re trying to get feedback on very specific points.

In comparison, during a Technical Test, players can discuss the new content amongst themselves and help each other thanks to a forum. Generally, everyone can sign up to these playtests (though we usually limit the number of participants) and the goal is to receive a broader feedback from the community.

Our Technical Test preparations

The preparations for a Technical Test involve several teams within Ubisoft. First, we internally plan and schedule a TT based on our production and release plans and then get in touch with these other teams.

Those include for example the Ubisoft teams which handle the sign-up process and website, the invite and confirmation e-mails and of course the forwarding of the final list of participants so they get access to the test version and the forums.

Talking about version: For us this means that we must prepare a stable version for the test, check it and document known issues. More on that below.

Finally, there’s communication that needs to be prepared, be it on the Anno Union or the dedicated forums.

All this means we’re going through a bunch of meetings before the TT can finally start.

How advanced is the version (as we call it: the build) for such a Technical Test?

Generally, we’re aiming to prepare a version that is mostly “feature complete”, i.e., the new content can already be played in its entirety, the systems are working and most of the art assets are also ready. For this, all teams have to work hard to produce such a stable version (it can have bugs and some technical issues, but no major problems) several weeks before the actual public release of the content.

While the new mechanics are basically in, there’re still plenty of other things missing or at least incomplete: The Technical Test version usually doesn’t include any localizations yet, meaning all new content is available in English only. Sound and music can also be partly missing, same as descriptions and tooltips for new buildings and mechanics. Art assets can still be partially unpolished, and the balance usually isn’t final either.

On the technical side, the version isn’t fully optimised yet, and there are plenty of bugs (known ones, which are still planned to be fixed, and new ones we haven’t found yet ourselves) including potential blockers that e.g., might prevent you from finishing a questline.

How do we use the feedback from such a playtest?

As explained at the beginning of the article, we’re using a forum to gather feedback and bug reports. Before the start of the Technical Test, we usually assemble a team consisting of members of QA, Game Design, Community and Support to keep an eye on the forum. QA and Support check and reproduce reported bugs (for which we usually ask for savegames, screenshots etc.) and transfer them into our internal system (we, like many others, are using JIRA for that) for further investigation.

Feedback regarding certain features, balance and more is gathered by Game Design and Community and subsequently discussed within the Design team.

Usually, members from other teams are also checking the forums from time to time, even if they’re not on “forum duty”, be it out of general curiosity or because they want to see if there’s feedback regarding a specific feature they were working on (e.g. Art wanting to know what our players think of the new Skyscrapers).

Following team-internal discussions (e.g. Game Design checking which impact a certain balance change would have) are discussions with other teams that are also needed to change something, e.g. UI or programming. Most requested improvements or features that we receive as feedback are topics, that require work from different teams.

Subsequently, our Production team has to estimate the efforts for changes and improvements the teams still want to do, keeping in mind the time remaining till the public release of the DLC. This can be tricky, since the playtest has to happen late enough that the majority of content is already ready, but early enough so that we still have time to react to feedback and bug reports until release.

Have you participated in any of Anno 1800’s previous playtests? Do you have any additional questions about our playtests? Let us know in the comments!

DevBlog: “Tourist Season”

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

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

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

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

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

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

Tourists and Hotels

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

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

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

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

Who is the Tourist?

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

– Matt, Lead Narrative Designer

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

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

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

 

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

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

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

Restaurants, Cafés and Bars

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

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

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

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

– Dominik, Game Designer

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

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

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

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

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

In-Game Tutorial

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

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

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

– Jan, Lead UI Designer

 

Orchards and Chemical Plant

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

 

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

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

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

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

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

Bus System

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

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

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

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

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

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

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

– Volker, Lead Game Designer

The Iron Tower

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

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

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

Last but not least…

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

 

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

 

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

DevBlog: “Tourist Season” – The Bus System

Hey Anno Community,

 

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

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

 

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

The Anno Team

Happy Birthday, Anno 1800!

Hello Anno Community,

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

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

 

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

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

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

 

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

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

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

 

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

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

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

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

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

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

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

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

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

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

 

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

Your Anno 1800 Team

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

DevBlog: Docklands

The “Speicherstadt” of Hamburg, a UNESCO world heritage site, translates merely as “city of warehouses”—  a near-unbroken chain of upright red brick structures, standing proud and composed on the waterfront, behind whose facade lie carpets, cocoa, tea, spices— you name it!
It is often captured at dusk in photographs, under mellow orange lamplight, when the day’s tumult has subsided, its alleys and avenues of water lying smooth and still, its wares securely under lock and key.
There is a particular pragmatism and confidence to Speicherstadt’s arrangement, with its neat canals and lifting bridges, that speaks to an era of Hanseatic free trade— commercial agreements brokered with efficacy between Hamburg and ports along the chilly Baltic coast. Such places evolve only by necessity, when there is really nowhere else for the vast and collected goods of the globe to go! Such a place can surely be justified in dubbing itself the heart of maritime trade.

What are the Docklands?

With the “Docklands” DLC we’re focussing on one of the central points of every Anno empire: the harbour area and trade. To help you turn your ports into massive trade hubs, Season 3’s first DLC gives your access to the modular Docklands.

As with so many things in Anno, the Docklands’ art design is a happy medium between real-world buildings and those of the Anno world: In order for the player to visually distinguish the different parts and functions, certain features of the buildings had to be exaggerated in a way you wouldn’t find if you were to visit Hamburg.

Considering the historical success and distinctive architecture of these Docklands, it’s a perfect fit for the world of Anno 1800. Especially since we know how many fans the historic warehouse monument in Anno 1404 still has.

 

In Anno 1800, however, the Docklands are not a single monument but a modular one, like the palace. After constructing the “Main Wharf” (unlocked with 250 Artisans) you can add a variety of modules via its menu, each with their distinctive own functions. Some of the modules are alternatives to already existing buildings like the Harbourmaster, the Depot or the Repair Crane – they are, however, more space-efficient than the regular versions. Others are new, like the Loading Wharf (reduces load times) or the Exports Office (increases number of Export/Import Contracts you can have).

You can increase the limit of how many of each module you can build by successfully exporting vast quantities of goods – but more on that later.

The Docklands Main Wharf and the modules have to be placed in your harbour area but differ in one key aspect from the palace: modules do not have to be placed next to each other but can stand separate! If you prefer to combine all modules to one big district, you will be rewarded with a bonus to your island’s attractiveness.

You can therefore design your Docklands district in any way you want, and we have already seen a lot of creative designs in previous tests.

An ever-growing Anno empire is made of a multitude of islands and trade routes, with hundreds of tons of resources being transported and unloaded at all times. To support all your trading needs, the Docklands can be built once on every island in both the Old World and Cape Trelawney.

Captain Tobias

No worries, though, we have made sure to provide you with an experienced guide to lead you through all the new mechanics in the game. Through a short series of quests, Captain Tobias will provide you with an overview over the construction of the Docklands and the aforementioned Export/Import Contracts.

There are few waters Captain Tobias hasn’t plumbed, and fewer ports he hasn’t berthed in. Armed with an amiable disposition and an insatiable curiosity, this grizzled old seafarer is something of a legendary figure among the close-knit world of global trade, and it just so happens he’s taken an interest in helping you bring your company to new, boundless lands of opportunity and profit.

He will, however, also request your aid in a matter of personal importance to him when you have convinced him of your skills as a trader.  Without wishing to spoil anything, let’s just say that as a reward, the Captain has a rare blueprint for your shipyard which you may certainly find interesting…

Export/Import Contracts

Now, we have mentioned these “Contracts” often enough, time to explain one of the core new features of the “Docklands” DLC.

Captain Tobias not only serves as your guide, but primarily is a traveling merchant by trade. Via the Docklands you can make use of a new trade mechanic that lets you exchange one good for another. Instead of selling or purchasing goods using money, you can create Export/Import Contracts by selecting one good to export and one good to import.

The exchange ratio partly depends on the “value” of the good (calculated via the complexity of the production chain and the amount of building space it requires), meaning, for example, that a single ton of sewing machines is worth several tons of raw fish. This opens up completely new strategies and, for example, allows you to specialise in certain goods based on local fertilities or deposits and trade them in for other goods you don’t produce enough of. Or even substitute whole production chains with imports – the choice is yours.

If you own “The Passage” or “Land of Lions”, you can also set up contracts with goods from those DLC.

By building Exports Office modules, you can increase the number of  Export/Import Contracts you can have active at the same time and the Captain will do his best to fulfill them all – based on how many goods (or how much free storage) you have left.

Tobias will enter your region at regular intervals and fulfill current contracts at each of your Docklands. His ship is a massive vessel and its stocks basically unlimited.

The second factor to impact the exchange ratio is your export volume. When you produce and export large numbers of a specific good, you will establish yourself as a serious business partner in this product and see it gain an “exporter level”. That means that this good becomes one of your export “specialties” and its exchange ratio against other goods improves— you will now receive more tons of other goods in exchange! Take a look at these specialty goods in the pyramid below— the higher the total export volume of a certain good, the higher the good will rise in the pyramid, and the better its exchange ratio will become. You can move and even remove goods from this pyramid to fill the limited bonus slots to your preference.

Even if all slots are filled, you can still export other kinds of goods of course, but you won’t profit from an improvement to the exchange ratio.

Better ratios are not the only advantages of mass-exports, though:

The more your reputation as a respectable trader grows, either via the number of active trade contracts or your exporter level, the more goods will unlock for you to import. You can see the requirements you need to meet to unlock a good in the overview on the right of the Export/Import screen.

Furthermore, you will also increase the building limit of each module by unlocking more “specialty” slots in the pyramid, allowing you to add more and more modules to your Docklands and create a massive trading district.

It’s worth keeping in mind that you can build a complete Docklands on every single island, allowing for potentially vast amounts of imports and exports of goods that you can then still transport within your empire via normal trade routes.

 

Don’t want to produce soap but prefer to have a clean population? Then Import soap in exchange for that beer you’re producing and make your citizens (and most likely Tobias’ crew) very happy!

Since we know this new feature might need some getting used to, we’ve developed a completely new type of in-game help. Clicking on the “question mark” icon at the top of the Export/Import Menu will open a tutorial screen with explanations of all steps involved in setting up Export/Import Contracts.

Ornaments

Now, we all know how much you all love ornaments and we may have seen one or two comments about having a lighthouse in your own city – maybe…

The “Docklands” DLC is a great opportunity to combine both, so we’re happy to announce that you can look forward to not just one, but two types of lighthouse and a sea of additional ornaments for your harbour – both in the Old as well as in the New World!

We’re excited to see your new harbour layouts with Docklands and its new ornaments!

As announced in our Season 3 live stream as well as the Season 3 Pass trailer (you should re-watch them, just in case), all DLC releases will be accompanied by a Free Game Update. Game Update 10, which is going to release alongside “Docklands”, will for example make changes to your trade route menu and allow you to build streets onto the water in your harbour area.

We’ll go into detail on all these topics later this week.

 

This leaves only two questions, right, “when” and “how much”?

Well, the “Docklands” DLC will release on February 23rd at 6PM CET / 12 PM EST in the Ubisoft Store, the Epic Store and Steam for 6,99€ and is also included in the Season 3 Pass which is available for 19,99€.

Make sure to check out our blog with an overview to the Season 3 Pass and last week’s live stream where you can already see some gameplay from the DLC.

 

Stay safe, take care – and keep an eye on the Anno Union for the latest news.

 

 

*Please be aware all screenshots of the Export/Import UI are taken from a development-in-progress version of the game and may contain unfinished elements and placeholders.

DevBlog: “City Lights” Pack Cosmetic DLC

Hey Anno Community!

In this blog we want to give you some insights into the development of the “City Lights Pack” Cosmetic DLC, how it got its final name and what kind of ornaments you’ll soon be able to build in your city.

“City Lights” is the third Cosmetic DLC for Anno 1800 and focuses on giving you plenty of smaller ornaments to beautify your cities with markets, plazas and other recreational opportunities. Coming in close second after the “Amusements Pack” in the community vote in spring, your feedback as well as the success of the previous Cosmetic DLCs lead to the decision to also work on the back then still called “City Life” pack.

As we are aware of the big number of min-maxers and record builders who would rather cram a few more houses in the last corner of the island than “waste space” by building parks, Christmas markets or rollercoasters, the Cosmetic DLC can be purchased separately – à la carte, as we called it in the past. We think this flexibility allows every type of player to focus on the kind of content they want to see in their game.

Let’s now talk a bit about the development of the “City Lights Pack” Cosmetic DLC. The focus this time was on providing a variety of smaller ornaments to enable you to beautify spots all over your city, create markets and bring more variety to inner-city parks – instead of using the ornaments to create one or two big areas filled with ornaments, like the “Amusements Pack” often tempted players to do.

This meant that it was clear for the team that for example market stands needed to be part of this pack, together with food stores, tables and other objects that you will find all over any city, to improve the “City Life” feeling (hence the original name).

This brought with it its own challenges, since even seemingly unimportant objects like fences or a phone booth had to be designed in a way that enables players to give their city its own special character. The regular presence of phone booths, for example, will give a city a more modern, technologically advanced feeling – even if the object itself is merely decorative.

 

As you’ve noticed, during development we renamed the Cosmetic DLC, with “City Life” being replaced by “City Lights”. This happened rather organically, since it was during development, that one of our artists decided to attach lanterns to the new fence elements. After playing around with it, we quickly realized that adding additional light sources to the city was too cool to not implement – especially considering the awesome day and night system!

With these fence elements as well as stand-alone lanterns you can now bring some beautiful light sources to your cities’ parks and public spaces – and light up darker areas, to make sure your citizens do not get lost on their way home from the Pub.

Even though the “City Lights Pack” primarily consists of many smaller ornaments which can be placed in bigger numbers across your city, we knew we had to also create a big showpiece, an ornament that can be the centre piece of a vast park – or just stand on its own in a busy city centre, to help the residents relax from the busy world around it.

In contrast to for example the “Amusements Pack”, where it was clear pretty much from the start that a Ferris Wheel simply had to be part of the DLC, the “City Lights” showpiece idea (the large pond with swan paddleboats) only developed over time. In the end it combined several elements: decorative parts like statues and fountains, paths for your citizens to stroll along, a pond to not only bring a feeling of nature into your cities but also open up densely packed city environments and the paddleboats as a recreational activity for your residents.

Both the idea of an inner-city pond as well as the swan boats are not new, but inspired by real developments of the 19th century.

Now that they developed three different Cosmetic DLC, we had to ask our art team: What’s your favourite of the three, which did you enjoy the most creating? The answer came quickly: The “Amusements Pack”. Not only did they like the theme itself, we also have amusement park enthusiasts in the team, who enjoyed creating an Anno 1800 counterpart to the modern ones they’re usually visiting. Additionally, this DLC gave them more creative opportunities concerning the design of the individual buildings – while for example the look of a Christmas market is much more set in stone in comparison.

Now that you learned about the development of “City Lights”, you might want to have a full list of all ornaments of this DLC? We can help with that:

  1. Farmer’s Stall
  2. Florist’s Stall
  3. Grocer’s Stall
  4. Fishmonger’s Stall
  5. Cheesemonger’s Stall
  6. Pizzeria
  7. Bread Confectionary
  8. Drinks Shack
  9. Sandwich Shack
  10. Couples’ Table
  11. Solitary Table
  12. Family Table
  13. Steelwork Fence (5 different elements)
  14. Sandpit and Slide
  15. Children’s Playground
  16. Water Trough
  17. Public Timepiece
  18. Steel Clockhouse
  19. City Light
  20. Telephone Box
  21. Clearwater Pool

 

The last thing to cover in this blog is the exact release… and we’re happy to announce that our third Cosmetic DLC will release next Thursday, November 12th, at 6PM CET/12PM ET for a price of 4,99€.

As we tend to do it, alongside the DLC we will release Game Update 9.1, addressing several issues you reported since the release of “Land of Lions”. More on that early next week.

Stay safe,

The Anno Team

DevBlog: Land of Lions – Scholars and Research

To the hallowed motto of the Old World’s greatest university, « Ardua Veritatem » many a young, aspiring Scholar has amended their own witty epigraph, one of which remains, etched in pale strokes, to this day: « Ex sapientia immodus ». Through hardships, truth; from wisdom, immoderation.


Though these ambitions have never failed to leave a trail of flustered supervisors and browknitted deans in their wake, there is no arguing the spirited genius of the countless young prodigies whose tireless labour and many sleepless nights consistently push against the frontiers of human knowledge and understanding for the greater glory of Science – and a modicum of personal glory, naturally.


Scholars are infused with the passions and trailblazing fire of youth. To live, to dream, perchance to inspire or set a trend, whether in the quest for knowledge or that for a fashionably dandified wardrobe – these are the waters within which a Scholar’s heart blooms. To these fascinations and wild ambitions, they have sacrificed much, leaving families, friends and lovers behind, in their distant homelands, to heed the call of that Magna Mater – Science!


Easily smitten with novelty and extravagance, Scholars are nonetheless remarkably hard workers, readily expending much of their time and energy to the pursuit of the tantalizingly obscure minutia of wisdom and progress, working together towards a brighter, better and sharper-dressed future.

Hello once more, dear Anno Community!

In this last DevBlog for Land of Lions we will focus on the influence of Enbesa on the Old World.

If you have missed any of our previous blogs, have a look at the dedicated ones for:

  1. The Shepherd population tier and the irrigation system
  1. The Elder population tier and the story of “Land of Lions”

Already in our overview blog we mentioned that besides creating a new world for you to explore and a new story for you to discover, we also wanted to incorporate a specific point of feedback we received from you after the release of “The Passage”: Having closer connections between the different sessions to offer more than just a one-region-specific challenge.

With “Land of Lions”, this comes in the form of the Scholars.

When you’ve upgraded your first Shepherd Residences and the initial Elders are moving in, you unlock the last new feature of the “Land of Lions” DLC: With an influx of students from Enbesa and the rest of the globe to the Old World, first the construction of the Research Institute (requires 300 Elders) and later housing for the new Scholar population tier (requires 1500 Elders) is unlocked.

The Research Institute is a new, 3 stage monument that can be constructed once per player in either the Old World or Cape Trelawney. It is a place of study and research, a place where your eager scholars analyze artefacts and plants – and where they come up with technological breakthroughs known as Major Discoveries.

Aside from requiring plenty of workforce for the construction, you will need large amounts of building material – but will be rewarded in turn with a beautiful new landmark for your city which in addition unlocks the new research feature, allowing your brightest minds to engage in what they like doing most: science!

Before we jump into the details of the research system, let’s first take a look at the Scholars.

Being a separate population tier, they will require their own appropriate housing. Scholar Residences have a size of 4×4 fields and – due to their love for academic research – require immediate access to a university. Due to their larger size, these residences also house significantly more people (120 eager students of science) than, for example, an Investor residence does.

It takes time and effort to build up a reputation as a Research Institution. Scholar Residences are tied to permits: Only by acquiring more permits via research in the Institute will you be able to build more of them and be able to invite more Scholars. This will also open up further research options, and unlock additional needs for Scholars.

 

The scholars represent a typical international student: hailing from distant Enbesa and other parts of the world, but living in the Old World. The duality is reflected in the Scholar’s needs: They will ask for fancy Old World clothes, requiring you to build new production chains for Leather Boots and Tailored Suits, as well as increasing your output of Bombin Hats. And while as students they enjoy a social Rum and the convenience of Canned Food, nothing tastes better than a memory of home. Their loved ones in Enbesa will only be too glad to ship Seafood Stew and Hibiscus Tea over to the Old World to assuage any feelings of homesickness.

The Scholars’ keen interest in new technologies and inventions means they also desire gramophones, the newly developed telephones and a cutting-edge new public building: The Radio Tower.

With their needs fulfilled and the construction of the Research Institute finished, your scholars will get to work and generate a constant stream of research points. The more Scholars you have attracted, the faster they accumulate research points and the more research points you can “store”. More advanced research requires points in large quantities, a feat, small research groups simply won’t be able to accomplish.

Another way of acquiring research points is by donating items – for science! The amount of points received depends on the rarity of the respective item.

Researching items and especially Major Discoveries takes time, even for such a talented bunch as your Scholars. To speed things up, you can assign parts of your Engineer workforce – the Scholars’ tutors. Just make sure they’re not needed elsewhere.

 

Now, a variety of exciting research options are opened up to you, providing plenty of advantages for your empire. Let’s go over what kind of options the bright minds in the Institute came up with.

First, the item research. A recurring feedback since the release of Anno 1800 has been the wish for more direct ways to get items for specific purposes. Item crafting with Old Nate in Cape Trelawney and the Artic provide one alternative to purchasing and questing, while the item overview with details about the sources gives you a clearer idea where you need to look for that last missing zoo animal. Game Update 9 will change the number of items offered by AI parties from 8 to 12, which means less re-rolling to get the one you want. Owners of “Land of Lions” will have to live with a small restriction here, though, to balance the option of donating items for research points: Only 20 items can be purchased from a single NPC trader in a 30-min window.

With the Research Institute you can now develop almost any item in the game and this way specifically focus on the ones that make the most sense for your islands and for your overall strategy.  The items have to be discovered and analysed by your researchers first, requiring research points, and you can choose between Cultural Science (Animals, Cultural Items and Plants), Technological Advancements (all kinds of machines and tools) and Talent Development (Specialists).

Secondly, there are the Major Discoveries. These present you with more ways to specialise aspects of your economy, but they also address existing community feedback.

For example, the appropriate research allows you to move Oil Springs and Clay Deposits to another place on the island, change the fertilities to grow hops instead of paprika or change the ore of a mineral deposit to one you need more of. This will help you to further specialise existing islands and e.g. move that one oil spring just in range of the refinery, while also helping with layout creation and city beautification.

Furthermore, via a Research Kit you can directly identify items you already own and then develop them in the Research Institute, while additional Great Eastern Permits allow you to… well, build more of these magnificent ships!

Pier Upgrade Permits let you upgrade existing piers to Advanced Piers, increasing their loading speed and allowing you to specialise them: You can now dedicate these piers to a single type of good which helps you with directing your trading ships to specific places on your coast.

And don’t worry: If you, for example, create a dedicated coffee pier, all other goods on trade routes transporting coffee to your island will of course also be handled by the Advanced Pier.

 

Finally, to continue with the coffee topic from above, there’s something for all coffee lovers on your islands: Modern technology will enable you to produce New World goods in the Old World, by using replacement products. Specifically: You can unlock Advanced Coffee Roasters, Rum Distilleries and Cotton Mills to help you with any shortages.

Running out of space for high quality coffee beans in the New World? Don’t worry, just mix in some locally produced malt coffee – your investors won’t notice!

 

To round off, Land of Lions will of course also bring new item sets for your cultural buildings, for example a Lion (quelle surprise) or a Giant Snail for your zoo. On top of that, there will of course be some region-specific items for Enbesa, to for example boost local production, like the Tea Selector for your Tea production or Flood Gates to increase your pump’s irrigation capacity.

 

All of this will be open for you to explore as part of the “Land of Lions” DLC on October 22nd, available via the Ubisoft Store, Epic Store and Steam.

As usual, we will release a free update alongside the DLC including a bunch of quality of life improvements alongside plenty of bug fixes and tweaks. The full release notes will be posted next week, but if you haven’t done so, you should definitely check out our DevBlog detailing all the improvements of Game Update 9 which we posted a few weeks ago.

DevBlog: Land of Lions – Elders and Story

“He is the shepherd of the flock, Who gives life and age. Tell me now: Yes, His laws are boundless.” To these tenets of the spiritual poem Al-Muthallathu none are more faithful than the Elders of Enbesa. Shaped in the crucible of indomitable belief, wrought by the creeds of a culture older than the time of legends, they know much and ordain more.

The Irenya, as they are referred to in Enbesa, are the ever-vigilant guardians of their land’s storied traditions and history. Stalwart in their faith and their conviction that the fundamental truths of Life can only be sought across the span of ancient laws and a millenial religion, they care little for the bustle and blare of progress. Why seek to change that which has seen generations past live a devoted and orderly life?

The Irenya command great respect from the people of Enbesa, though there are those who would resent the harshness with which they hold to tradition, toiling away fervently at the crafting arts while the ‘lower’ Shepherds work the land and more menial charges. Few complaints ever reach the keftanya moots – the city-ruling, Elder-held councils – however, as Elders seldom fail to show compassion and care to the people of Enbesa under duress – so long as they respect the Ancient Ways.

Hey Anno Community,

and welcome back to the third installment in our series of DevBlogs about “Land of Lions”. This time, we want to focus on Enbesa’s Elders, and the strong narrative elements of our final Season 2 DLC.

If you missed them, you can catch up on our previous blogs here:

DevBlog 1: A “Land of Lions” overview

DevBlog 2: Shepherds and Irrigation

Always respect your Elders

The Elders are the second of Enbesa’s new residential tiers and represent a completely different aspect of life in their region from the Shepherds. Whereas the latter enjoy their time in nature and work the land with the freedom of youth, the Elders’ experiences in life have given them an altogether dourer outlook on things. This is especially true for their representative, an elderly widow who has seen her fair share of grief in life. While she can be harsh and judgmental (especially towards outsiders like yourself), her poignance belies a caring nature towards those who manage to earn her respect.

A long life of working hard has taught the Elders many useful skills which they apply to seven new production chains such as Ceramics (a basic need), Tapestries (a luxury good contributing to their happiness) or Seafood Stew. Unlike the self-sufficient Shepherds, some of the Elder’s production chains also require goods from other sessions, requiring you to expand your network of trade routes to supply them. The Elders also produce the Mud Bricks needed for more advanced construction in Enbesa, alongside the Shepherd’s traditional Wanza Timber.

In total, the Elder tier will introduce 17 new buildings, including of course some public buildings like the Monastery, which contributes to their Happiness.

Let me tell you a story…

While last week’s DevBlog and this one have so far focused on the new gameplay Elements that Enbesa will introduce to Anno 1800, there is a lot more for you to experience. So, let us talk about story and narrative elements. This is one aspect of the game we have steadily been honing and improving throughout the development of Anno, starting with the original campaign, across the “Sunken Treasures” story and up to the icy world of “The Passage”. This DLC specifically received a lot of praise for creating an atmosphere that was quite unlike the usually bright and cheerful Anno world, taking on a more somber and tense tone. Basing the story on the infamously tragic events of Franklin’s ill-fated expedition to find the Northwest passage (albeit with a slightly happier ending, and less cannibalism) and the introduction of heat as a quintessential replacement for the happiness of other sessions helped to create an atmosphere unlike anything else in Anno, replacing the usual cheerfulness with a grim fight for survival. Seeing player reactions to the Arctic emboldened us to try to go one step further when it comes to creating a believable, breathing “Land of Lions”.

To put it simply: The story of Enbesa presents one of the biggest narrative efforts the Anno Team has ever undertaken (and we are not just talking about 1800, either)! We expect that first-time players will take a good 10-15 hours of playtime to experience all the story threads introducing the cultures and people of Enbesa. These story elements come I two distinct flavors: the main story, and story islands.

 

For the Emperor!

The concept of the main story should be a familiar one to Anno 1800 players, as it follows the same structure as previous DLCs like “Sunken Treasures”, slowly introducing you to all the major new characters, as well as gameplay elements like residential tiers, irrigation and the Research Institute. As with these other new sessions, your journey to Enbesa begins with an Expedition that becomes available at the Artisan tier.

It is during this expedition that you will meet one of the key characters, Biniam. A gifted young academic, Biniam serves as a diplomat to the ruler of Enbesa, Emperor Ketema. Through his service, he hopes to one day bring abut his dream of a research institute in which the brightest young scholars from around the world can work. It is Biniam who introduces you to Emperor Ketema, based on your proven credentials as a skilled city-builder.

Ketema is a warm-hearted yet ambitious ruler, who dreams of Enbesa entering a long-lasting era of peace and unity through diplomacy and trade, earning the recognition of other powers.  As a symbol of these efforts, he asks the player to enter his service as the architect of Enbesa’s new capital city, Taborime. This leads to a unique setup among the islands of Anno 1800: while we normally separate player and Ai islands, you will actually be building Taborime for Ketema on his island, surrounding his already existing magnificent palace (which will also visually evolve throughout the story). Of course, it would not be an Anno story if things ended there, and you can expect a few plot twists. We will leave it at that, as we don’t want to spoil any surprises for you…

Unity, but at what cost?

As mentioned earlier, this classic story structure is only one part of “Land of Lions”’ storytelling, with the other being our three “story islands”. These are essentially lovingly crafted, visually unique islands that each offer an additional optional storyline, all of which are entwined with the larger history of Enbesa (for example, one of them is the birthplace and home of Biniam). These islands will not only offer new quests for you to undertake to help their residents, but will also call upon you to make some tough decisions, which can have some dramatic consequence (including, but not limited to, these islands looking very different from how they started out…).

With that said, let us introduce you to these three locations and their people:

Angereb is a mighty fortress rock on a rocky island, inhabited by a fiercely independent people who see no reason to join forces with Emperor Ketema.

Kidusi Anitoni is an ancient monastery and library, home to a group of religious scholars who are doing archaeological work to uncover Enbesa’s past.

Waha Desher was once a flourishing Oasis and center of commerce that has since fallen on harder times but may yet be reawakened.

The quest structure of these islands is much looser and non-linear than the main story, leaving it up to you how and when you want to meet the residents of these three islands. We will leave it up to you to find out much more about them come October 22. Between DevBlog 2 and this one, you should now have a good idea of all the new content awaiting you in Enbesa. But, as you know, that is not all, so make sure to tune in next time for a deeper look at our new Old World goodness: The Scholars and their Research institute!

In the meantime, why not let us know your thoughts in the comments?

Stay safe,

The Anno Team

DevBlog: Land of Lions – Shepherds & Irrigation System

“Be a lamp, or a lifeboat, or a ladder. Help someone’s soul heal. Walk out of your house like a shepherd.”
None are more faithul to this creed, laid down in contemplation by philosopher Mawlānā Rumi than the selfsame Shepherds of Enbesa. The Meniga, as they are known by other populations in Enbesa, revel best in the open heartlands, the bountiful beauty of Enbesa, stretching across valleys and dells, with boundless horizons across the water.

A people of the land, respectful of all that came before them but ever intrigued by new opportunities, new prospects of peace and betterment for their peers. Kind-hearted and hard-working, Shepherds look to those who rule to guide Enbesa to a united future, one of justice and consideration for all. Long centuries of unhindered pastoral life draw to a tantalizing close as the Emperor raises his mighty capital from the ground, drawing all in Enbesa to him, birthing a new culture and a novel way of life.

Though they relish the deceptively simple arts of landwork and animal care, Shepherds are well aware that a new age is dawning upon Enbesa, one which they hope will see mirth and tenderness and friendship be held high in the hearts of the mighty –manifold lights to guide and heal the people of Enbesa.

Earlier this week we gave you an overview of what you can expect regarding Anno Union content up until the release of Land of Lions. It shouldn’t come as a big surprise therefore that this week we’ll be talking about the beginnings of your Enbesan settlement: The Shepherds and the irrigation system!

Shepherds are the first of two residential tiers in the Enbesa session (the second being the Elders). Similar to the farmers in the Old World, they live in smaller houses, usually a main dwelling with a stable, outbuilding, storage hut or small workplace attached. Together these houses form small communal places where the Shepherd population can, for example, gather around a fireplace.

The Shepherds loves nature and stories by the campfire. City life and politics seems to tire them, much as it does the game’s Farmers and Artisans in the Old World.

Instead they prefer to spend time out in nature with their animals, because the Shepherds’ skills lie in agriculture and animal husbandry; for example, herding goats and sanga cows for milk and meat or growing linseed to darn clothes and hibiscus flowers for hibiscus tea. The Shepherds rely solely on the goods they produce locally, and do not require any imports from the other sessions. Though they have many talents and much wisdom, they are always quick to play these things down, being modest and humble.

To satisfy their needs for community and culture outside of the company of family and friends, they will, however, ask you to build a musicians’ court to enjoy some music together with their fellow Enbesans.

At the heart of all construction and expansion in Enbesa is the new building material Wanza Timber. The Wanza trees do not require fertile soil but their wood is needed for most buildings in the new session. This means you cannot rely on old-world timber imports but must plan for sufficient local production to fuel your construction needs. Later on, will you also need to produce mud bricks for advanced buildings… but the Elders and their production chains will get their own DevBlog.

And while the use of these local goods and the Enbesan architectural traditions influence the construction and style of all buildings, you will see and easily recognize familiar buildings like the Trade Union, various harbor buildings or the Fire Station, which are buildable at the first residential tier. The last building already does provide us with a good segue to the next topic, since the Fire Station now has a special requirement: it needs a water connection!

So, let’s talk about Land of Lions new irrigation system.

Veterans will remember the irrigation system of Anno 1404 in which norias were responsible for pumping water up from below ground and watering the desert or savannah in a certain radius around them. This created fertile green spots in otherwise dry land that allowed for the cultivation of e.g. dates, indigo and almonds. Some might also remember that these norias had to be refilled manually, creating a lot of busywork.

Therefore, when approaching the design for Land of Lions, we knew that a) we wanted to include an irrigation system as a regional challenge due to its popularity with our community and b) we wanted to improve on Anno 1404’s system, reducing unnecessary micromanagement, while on the other hand providing another kind of challenge.

In Enbesa this challenge comes in the form of water canals, using the various rivers crossing the islands as a source for irrigation. Under their Emperor Ketema, the Enbesans use self-developed water pumps that are placed on dedicated river slots. The water taken from the rivers is then distributed via the canals, which fertilize the soil within a certain radius. The lush green areas that have been watered can then be used to grow Hibiscus or Indigo flowers, among other things.

This of course brings with it the challenge of creating an efficient canal system, squeezing in your farms and fields, and making the most of what little fertile ground you have, in addition to the usual limitations of building space on the islands. We’re sure min-maxer will have a great time working out the best layouts.

Each water pump can only pump its water so far, so there’s a limit to how many canal tiles you can place. However, combining two pumps also combines their irrigation capacity, allowing you to build a much longer canal than a single pump would’ve been able to support.

 

While most Enbesan farms require fertilized ground to function, animals can also graze on the dry savannah – though they prefer fresh green grass, which will directly improve the productivity of the relevant building.

Given the importance of water for agriculture, make sure to check for the number of available river slots on each island: it’s worth keeping in mind that aside from the irrigation pumps, these slots can also be occupied by clay collectors, and later, paper mills – prioritization of the valuable river slots is another water-related challenge you will face in Enbesa – just to ensure you won’t get bored!

 

Finally, when talking agriculture: Owners of the Bright Harvest DLC will also be able to bring the knowledge and advantages of modern farming to the lands of Enbesa by constructing silos and using tractors. However, this does require the import of oil.

Next week we’re going to look at the second residential tier, the Elders, and present you a bit more about the setting and story of Enbesa which sets it apart from previous DLC.

 

Land of Lions livestream

But wait, don’t leave quite yet. We still have one more announcement!

Next Thursday, October 15th, we will be holding a Land of Lions livestream, showing you the beginnings of an Enbesan settlement and talking about what’s currently happening in the world of Anno.

Join Ubi-Volty and Ubi-Thorlof at 5PM CET over on twitch.tv/ubisoftbluebyte

We’re looking forward to chatting with you!