Union Update: GC2018 Community Dinner

While some of you hopefully enjoy the weather during this record summer, our team is taking on the road to gamescom 2018. While the preparations for gc2018 keep us busy for the upcoming weeks, we will still bring development insights and updates to the Union. Some other formats, such as our development streams are on hold for now but will come back after the event.
To give you a teaser for this week’s content: industrial revolution enthusiasts will find what their hearts desire, as we will highlight technology, which truly changed life in the 19th century.

Anno Union gc2018 community dinner
We are looking forward to Europe’s biggest gaming event and can tell that gamescom 2018 will be especially exciting for Anno 1800 fans. While we will share the exact details about our presence at the event in another update, we have a special announcement to make for Union members visiting Cologne in August.

With the upcoming one-year anniversary of the Anno Union in mind, we want to invite you to celebrate with us at our Union GC2018 community dinner on August 23rd.

During the meet and greet, we want to reminisce with you about the journey so far, chat about Anno 1800 and share development and community stories alike.

How can I register?
Just use our Anno Union “GC2018 community dinner” form.

When and where will the community dinner happen?
Thursday, 23. August 2018 at 9pm (MESZ)
Restaurant “Em Kölsche Boor”
Eigelstein 121, 50668 Cologne

General information about the event

  • Registration via the form is required – we will send out confirmation mails after the advanced registration period has ended on August 6th.
  • Receiving a confirmation mail is required in order to participate.
  • Keep in mind that we have limited seats available, register as fast as possible.
  • Only register if you are sure that you can participate.
  • Participants have to be 18 or older.
  • As the event will take place outside of the gamescom 2018 venue, receiving an invitation to the dinner will not grant you access to gamescom 2018. On the contrary, you will not need a gamescom 2018 ticket to join the event.
  • While we take care of full boarding during the event, we will not cover travel and accommodation expenses.

Union Update: Contest, Stream and details

With today’s Community Update, we want give you an overview on this week’s content and provide a few additional details regarding our last DevBlog about Influence.

As mentioned last week, we are about to start our next big Anno Union contest later this week. This time we will allow you to create your own ship variant and will provide some general guidelines and information needed for you to put your own unique spin on the Imperial Pride.
There were also many questions wondering if we could also allow to create a second variant for the Iron Dragon, as this flaming terror of the seas lost the vote by the smallest of margins. We love seeing your passion, implementing a second community-edited ship is sadly not possible. However, as previously mentioned, you will be able to get your hands on all of the unedited basic ships from the vote.

Next week, we will continue our feature showcase and show you how you can manage the satisfaction of your residents with another DevBlog. With the Happiness feature, you will have the freedom to exploit or to cultivate your residents without lowering one’s sights on advancing your empire to the highest tiers.

Next AnnoAfternoon on the horizon!
Rest is for the wicked – our community team O5ighter and Seraxia jump on deck once again to continue their journey through Anno 1404’s waters. These fellas does not seem to always have a clue what they are doing but at last, they seem to be unstoppable doing so! Give them some support and tune in this SATURDAY at 5pm CEST at twitch.tv/ubisoftbluebyte
UPDATE: Due to the World Cup Finale, we’re moving the Stream Day from Sunday to Saturday the 14th.

Some additional information to our DevBlog: Influence
Last week’s Devblog about the new Influence system sparked a lively discussions in our communities. As it is a currently worked on feature, our team were eagerly awaiting constructive community feedback and with over 200 comments in the Anno Union alone, we got a lot of material to work with. As our design team currently analyses sentiment from our blog as well as from our focus playtests, we want to share some further insights with your today.

Company Level – Naming conventions and general understanding
Many of you stated that you are not necessarily happy with the word “company”, as it does not feel right given the city-building nature of Anno’s gameplay. As we mentioned before, naming as well as translation is not final at this stage and for us, this kind of feedback can be of equal importance as discussing actual features. Therefore, we will consider using a different name instead of “company level”, which will fit better into the world of Anno 1800.
When it comes to the company level as a gameplay element, which generates your pool of Influence points, we want to provide some additional information on how the system works.

Some of you are concerned that the system hinders you in your ambitions to control and expand over the whole island world. The “company” level is bound to your global population and therefore only limited by size of your empire, which means there is no hard cap applied which will hinder you to conquer everything the way you want to. To put it simply, the more residents living in your empire, the more influence points you will accumulate.
With the progression curve we have in mind, we want you to have enough influence points at the start of a match to push for an agenda while in the late game, your Influence will continuously grow, allowing you to stretch your empire in any direction you want to.

Let’s talk about numbers
We deliberately avoided talking too much about the exact amounts of points and the distribution costs based on category. As a subject to constant balancing, we will continue to change and alter the ratios up until release, and if needed even beyond. For that, we take Anno Union feedback as well as our focus playtests result into consideration. Balancing does not only affect the accumulation your growing pool of influence points but also the amount of free units, the investment costs in each category and even the category gameplay elements as a whole.

Optimisation category and the public buildings confusion
This caused a lot of confusion in our community, as the description of the affected buildings was not clear enough in our blog. The optimization feature only affects the three previously revealed buildings able to slot items: the town hall, harbor office and guild hall. You will be able to construct a set number of each of them for “free” before investing influence points in more of these buildings to boost certain aspects of the game. It will not affect buildings like the church or school and therefore, has no negative impact on the needs of your residents whatsoever.

Work in progress and the expansion category
The idea that vast island expansion is tied to a progression system resulted in some heated discussions and our team is currently going through your feedback. As the feature is still a work in progress, we cannot say how it will affect the whole system, the expansion and other categories right now but we will make sure to give you an update on that topic in a future blog.

Union Update: PC Gaming Show, Community Roundtable and more

Welcome back to our regular Union Update, as the last week has been quite busy bringing Anno 1800 to the PC Gaming Show in Los Angeles. However, before we dive into the news, let us talk about upcoming Union content.

This week, we will reveal the last residential tier of Anno 1800. The 19th century was not only a time of progress; it was also the time of big business, from old aristocrats to soldier of fortune trying to build the next big company. New production chains will be challenging and exciting alike and as mentioned in our last Q&A, the last tier will unlock interesting end-game content. After that, it is time for the anniversary of one of the most influential Anno games of all times: Anno 1404. After the anniversary content, you can look forward to blogs that will tackle the technological marvels of the 19th century. On that note, we are still looking for any 1404 anecdotes from our community. If you have a special, funny or just awesome 1404 moment to share, let us know in the comments below!

Anno 1800 at PC Gaming Show 2018
Last week, Anno 1800’s Executive Producer Burkhard and Community Developer Bastian traveled to Los Angeles to present our game during the PC Gaming Show. To show the game to PC players and strategy fans out there, we revealed our new trailer, kicked off a new Anno Union vote as well as talked about the game, setting and why community feedback matters. However, the PC Gaming Show was only the beginning, as we are looking forward to see Anno Union members and Anno fans at this year’s gamescom 2018.

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Save the date: Community Roundtable
The next community roundtable is happening! Meet our community developer and members of our community team to chat about anything Anno 1800 and Anno Union related. Our Annoverse Fan-Discord will host the roundtable session, in which you can join, ask us questions, discuss or just listen to the ongoing conversation.

This time, we will run the two roundtables (one in German and one in English) on two different dates:
Second Anno Union community roundtable German: Monday, June 25th, at 7PM CEST
Second Anno Union community roundtable English: Monday July 2nd, at 7pm CEST

We use Voice Chat to communicate during the roundtable, but you can also ask questions in the chat if you don’t have or want to use a microphone. We will share some further details with the next Union Update.

You are hungry for more Anno or want to get in touch with other Union members and Anno fans out there? Check out our growing Anno fan Discord community: https://discord.gg/V4xhZ8Z

Current vote and availability of the AI ships
Many of you mentioned that they would love to get their hands on every ship and we heard you. We will make sure that you can get the hands of most, if not all, of the special ships via gameplay. While you will not be able to build them in your shipyard, there will be different ways to acquire the ships when playing, if it will be from third party NPC’s or via other features. Do not worry about the variety of ships you can construct, they will cover a lot from sail to steamships and we will share some details when we highlight the while Naval system in a future Union blog.

With the current vote, we want not only to get insights which ship is your favorite (and especially why from gathering your comments), it will decide for which ship we will create a second variant designed by the Anno Union itself. Do not worry about the missing details; we will share some examples and details when the contest starts.

Next focus test has already started!
The next round of our Anno Union focus tests is currently live. We invited a new group with over a dozen Anno Union members to test Anno 1800 inside out while providing daily reports to the development team. If you did not make it into this round, do not worry, we will continue the focus test program throughout the year and will invite bigger groups of players later on.

We heard your feedback that you want more details on what and how focus tests affected the development of Anno 1800. When the current focus test round concludes, we will provide you with a more detailed update about our insights and findings from this session. As always, our “player stories” are a combination between Anno Union blog feedback, discussions in our forum and fan groups as well as detailed feedback from our focus groups.

Union Update: Next vote ahead!

For the first Union Update for the month of June, we want to share some details about upcoming Union content.
During the last episode of our AnnoCast, we were able to present you Anno 1800’s UI design. From design to functionality, many of you shared their feedback and questions and our UI Design team would like to invite you this week to give you exclusive insights into their design and thought process.

Next week will be a little bit different, as we won’t have a classic DevBlog or Union Update. However, we have something exciting up our sleeves: the first stage of our next Union vote!
We don’t want to leave you fully in the dark, of course, so we can tease that it has something to do with ships and will give you some interesting insights about another third party character in Anno 1800.

Beyond that, you can also expect some new anniversary content for one of the most beloved Anno games in June. Can you believe that it has been 9 years already since 1404 set sail for the first time? Let us see what kind of fond memories and old anecdotes we can gather from our team. And as always we want to hear from you!
What are your personal best Anno 1404 moments, anecdotes or funny stories you remember?

With the engineer’s blog, we moved from the early years of the industrial era to the second wave of the revolution. Naturally, we want to highlight some of the wonders of that time, when the old age passed the torch to a new era. Finally, you can expect the reveal of the fifth and last residential tier as well.

Before we head over to today’s community Q&A, we have one more update for you. We plan to bring you the second community roundtable at the end of this month, this time with two different sessions for our International and German community. The roundtable is an event where we invite everyone from our community to an Anno Union voice chat session to talk about the Union, the game and its fans.
We will share the exact details and dates with you soon!

Community Q&A

Nox29
Will you be scattering little easter eggs across 1800 like you did in previous games?
Answer: Some of you folks have a keen eye and were able to spot some easter eggs already.
Our developers love to sneak smaller and bigger details and easter eggs into the game. Fun fact: We do not even know how many of them will be in the game, as our developers themselves keep it secret.

T1MR
Will street networks be realistically simulated, so that pedestrians and carts can cause congestions?
Answer: The distance travelled on your street network will play a role in the transport of goods in Anno 1800. Production buildings will calculate the most effective way to get goods either from another production building or from the warehouse. As goods are physically represented in the game world, transporting carts will need to queue up in front of your warehouse in order to load or unload the materials. This can, if your street and warehouse network is not optimized, lead to traffic jams in front of the loading/unloading areas.
We had our own development blog dedicated to the logistic system, which you can check out here: LINK

Henning00
Will the attractiveness of a city affect the productivity of some buildings like in Anno 2070?
Answer: Attractiveness itself will not affect the productivity of your industry. The new feature will support beauty builders with meaningful gameplay while also adding a new economic layer to the game. However, we do not want to force players, who want to concentrate on their industry, to use the city attractiveness if they don’t want to.

schwubbe1980
Will it be possible to fast forward time like in 1404, so that the visuals and gameplay will run noticeably faster? (Anno 2205’s fast forward was too slow).
Answer: You will be able to fast-forward the gameplay but the exact parameters are not final yet. With Anno, we always have to find a balance between comfort and usability. Especially with all the different gameplay loops of an Anno game, combined in a large game world and economic simulation, forwarding gameplay too fast would lead to issues. Think about all the things you need to keep track such as complex production chains, economic balance, AI behaviour of your opponents or potential city incidents.

Gert8517
What I would love to see in an upcoming blog are some insights about the soundtrack of the game, if this kind of blog isn’t already in the works or even ready to go. The music in Anno games was for me, especially in the older titles, one of the important factors, which pushed the game experience.
Answer: We are aware that you folks love the Anno music and are curious how we design and create sounds for an Anno game. We are currently working on DevBlogs related to audio design and soundtrack but these blogs take some preparation time.

SirKju
Will tourists just come out of nothing or arriving from different islands? Will it be possible to make use of a sea blockade to cut your opponent off from tourist ships?
Answer: Tourist ships will enter the map and then travel around the session, stopping at any visitor harbour on the map and drop visitors based on the specific attractiveness level of a city. There will be ways to affect the tourism of an opponent’s island, keep an eye on the Union for future details.

drizzle64
I would like to raise something based on the previous gameplay tours through the cityscape of the game. The small people, which run around the various places, are comically huge in the farthest zoom level. I mean sure, you want to be able to identify them but it would make more sense and help the atmosphere if the residents would be small.
Answer: The not realistic proportions in Anno are a deliberate choice, as visual feedback units are not only an important part of the atmosphere; they play an important part in the readability of the game. On one side, you want that the game gives you the feeling of creating a lively city, on the other side need players to be able to get important basic game information when observing feedback units.
However, the current ratios are not final yet and we got a lot of feedback from the community. Rest assured that we will modify the proportions to be more in line with the classic Anno appearance you are familiar with.

Union Update: Stream Summary May

In today’s update, we will give you a summary of our last AnnoCast developer stream with Game Designer Natacha and UI Designer Jack. Grab a seat and see our completely overhauled UI, the City Attractiveness feature and the Zoo in action!

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Thanks to everyone who joined our last AnnoCast , it is awesome to see how engaged Union members discuss and chat with us during our livestream. Our game developer streams provide a great opportunity to show you gameplay from the development version of Anno 1800 and this time, we put our big UI overhaul and the City Attractiveness feature in the limelight. A perfect moment for Game Designer Natacha to give us a tour through the zoo and to demonstrate how the new attractiveness feather offers a major gameplay addition to the Anno series.

Here is a quick overview:

Streaming Room and Community Creations
Even before our first episode of the AnnoCast, we asked you for screenshots and other community creations in order to decorate the streaming room. With the new streaming room, which was literally finished one day before we went live with AnnoCast 04, we can finally use your great screenshots and fan arts to decorate our wall.

Community Island
Speaking of community creations: as some very perceptive viewers accurately noticed, the island which we used for our stream is indeed the Community Island from GMExpresso! You can find out more details about the island here.

UI overhaul and traderoute menu
Since our last episode, Anno 1800’s UI went through a major overhaul. Our UI Designer Khajag “Jack” Jabaghchourian not only demonstrated the new UI, he also talked about the relevance of a good UI design and why it is so important in a strategy game like Anno 1800.
Being a major topic of AnnoCast 03, the traderoute menu was the perfect candidate to show you the visual improvements we added to the latest iteration of the UI. What do you think about the new UI overhaul and our artistic direction? Is Anno 1800’s UI and UX design something where you would like to share feedback or to learn more about in general?

If you want to compare the new and old UI for yourself, you can check out AnnoCast 03 HERE.

City Attractiveness
The Zoo is one of the huge construction projects for Anno 1800’s new City Attractiveness feature. Natacha Hentzien gave us not only a tour through her beautifully crafted tourist paradise, she also went with us to the zoo, showing of some of the common wildlife but also exotic species from far away. While you can sink hours in the highly customizable buildings, we also talked about ornaments, city hotspots and the new visitor harbour. Serving as the drop off point for tourists who want to explore your city, we also had to take care of a special visitor who decided to take root in our city.
But there is a flipside to the industrial revolution, the soot blackened factories are not really something you would call a marvellous vista for tourists. Did you like the smoke effect of our factories? Are you a fan of the tourist visual feedback and the zoo project?

Community Q&A

mmateos19
Rivers and small lakes in the island would be awesome!
Answer: We are currently working on it and hope to share some impressions pretty soon!

Netorak2
Is the purple colour on the menu a players choice or is it always the same?
Answer: There are currently no plans for a customizable UI colour scheme. However, the state of the UI shown during the stream still includes some older elements. The game UI is an ongoing project and with that, still subject to change for the next couple of month. We are really curious about any feedback regarding the UI so keep your questions and feedback coming!

martin1
Is it possible to move buildings?
Answer: Shouldn’t be that hard, right? We give you an update on that matter soon 🙂

eric_spielerheim
The zoo is still missing a fence, are there any plans to add a fence to it?
Answer: While there is currently no fence, we got a lot of feedback from the community and see what we can do!

TwitchChat
What does the Currency in the Public Moorings Interface mean?
Answer: That is the current income earned by tourists visiting your city.

SardaHDD
A
re we forced to make a pretty city and get tourists if we want the best modules/people?
Answer: We will provide many different options to get new items. Attractiveness is only one way to get them and some are specific to the way you can acquire items. So don’t worry, you don’t have to aim for a high City Attractiveness rating to get your hands on the precious specialists.

Sauerbraten95
What happens when I suddenly tear down my zoo? Will people protest?
Answer: The number of tourists visiting your city is determined by the attractiveness rating of your city. If it drops (because you reduce the modules in your zoo, swap out interesting for boring animals or create a new industrial district), a part of them will go back to the harbour and wait for the ferry to leave your island. They might change their mind if you provide new attractions, though.

Jalioss 
What is the max capacity for animals at the zoo? Or can I make the zoo as big as I want?
Answer: With the zoo, customizability and creative freedom are of highest importance. You will be able to freely build and place as many modules as you like, display a variety of different animals and biomes and make use of city ornaments between the animal enclosures.

Lord_Desert
How does it work with the rating for festivities and celebrations? I can’t see any points in that category on your island?
Answer: If the overall happiness of your residence raises, they might return you the favour with celebrations. Furthermore, there are other events which can push your happiness greatly for a short amount of time, which also might result in your residence organizing festivities in your city.

DieHun
W
ill we be able to place every ornament, tree, etc individually (like in 1404) or is it random like in 2205(hope not) where u just draw a rectangle and the game places everything for u?
Answer: You will have full control over what kind of ornament you want to place in your city.

Anno Afternoon #1

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On Sunday, the 20th of May, we also had the premiere of our new Anno community stream:  AnnoAfternoon! Anno community team member Seraxia and O5ighter decided to challenge their skills with an old classic and fan favourite: Anno 1404. They even managed to reach a sizeable population of patricians in their town Wolfshafen, as it was named by our community.
In honour of most important trading partner, our first oriental settlement now bears the name “Al’s Summer Home” (since “Al Zahirs Summer Mansion” is a bit too long). A lot of questionable decisions – aside from naming conventions – were made, like placing a church in the oriental settlement instead of a mosque, as there was the hope that the Nomads would be happy with the choice.

We were having a lot of fun with you guys and we plan to continue where we have left in the next episode of AnnoAfternoon, coming next month from our re-decorated streaming room in Newcastle! (Probably not needing months in the process like our dear developers in Mainz :D)
Have you watched the community stream? Feel free to discuss our new community show, share your thoughts and don’t forget to let us know if you would like to see more formats like this in the future.

That was it for today’s community update, there is still a lot of work to do before some of our team members will find some well deserved rest during the upcoming bank holiday weekend in Germany. We will be back next week with a new DevBlog and further Union updates.

Union Update: Web update, island contest and more

This week in the Anno Union, we have some teases for upcoming content coming in April, an update to our website backend and the final winner of the island contest.
Reaching the third residential tier allows players to advance to the mid-game of Anno 1800 and with that, the gameplay opens up significantly. After last week’s DevBlog, we are now able to talk about some of these features, which add several layers of gameplay options and complexity to Anno’s gameplay formula. During Spring and the season to come, many DevBlogs will cover these features in detail, demonstrating our teams focus on versatile gameplay and quality.

As we speak about residential tiers, the detailed feedback regarding the public building for our farmers was incredibly valuable for us. It was not just the different suggestions from the Anno Union, but also the detailed discussions which gave us some great ideas what you expect and see fit for the first residential tier. We will give you an update about that soon and are eager to invite the Anno Union for future content discussions.

Changes to our web backend
We will perform a web update on our Anno Union backend tomorrow. The update will roll out

Tuesday 10th of April at 9 AM CEST/ 3AM EST/ 12AM PST

This process should not take longer than one day. During the update process, the Anno Union website and its content will not be accessible.

While the update will not add new content or functionalities to the website, it is an important preparation step for the upcoming second Anno Union web content update, which will bring some significant improvements and changes to the website. We are looking forward to sharing more details about the upcoming new content, visuals and functionalities of the Anno Union community hub in upcoming Union Updates.

Our Island Contest has a winner!
It was probably as hard for you all to decide which of the finalist you would vote for as it was for us to pick the final list out from the almost 100 submissions. While we usually give a week’s time before we close a contest, GMExpresso’s island has a strong lead with 41 % of all votes, followed by MW.TRIBUNS Island with 26%.

A big “thank you” to all the participation in the Island contest, from everyone sharing their submissions to every single vote given.

Our team is eager to work on the community island based on GMExpresso’s design. To be able to put as much love into that project as possible, we decided to close the vote today.
As always, we will provide updates on the status of the island and already working on the next community vote.

Anno 1602 20th Annoversary
If you missed our Anno 1602 20th Annoversary stream, we got you covered! Join us on our trip down to memory lane, when veteran gamedev and new talents came together to celebrate two decades of Anno. Watch the recorded broadcast here, in full 4:3 pixel precise definition:

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Union Update: A postcard from the world fair

Welcome to our latest Community Update! Before we move over to this week’s content, do not forget to vote for the community island in the voting box to the right. Many of you are curious about the size difference between each island but do not worry, we saved a spot among the larger island no matter which one makes first place.

This weeks DevBlog: Residential Tier II – workers
With our next DevBlog, we will leave our charming farming village and take a cab to the brick stone city suburbs, where the working folks find some rest after a long day in our smouldering factories. More and more pieces coming together and the second residential tier is the big first step into the industrial revolution.

Anno Cast 03 will air next Thursday, 22nd of March at 4.30pm CET on: twitch.tv/ubisoftbluebyte
Due to sickness, we sadly have to postpone the third episode of our AnnoCast livestream by a week. It will be a great chance for us to show you a few of the previously tackled topics in detail and to answer questions from our community. If you won’t be able to make it to the live-stream, feel free to drop questions in the comment section below or in the live-stream blog, which will go up shortly before the stream starts next Thursday.

But before we end todays update, we want to share something with you. Inspired by your great entries to the story contest and previous Union votes, here comes a letter from a visitor of the monumental world fair and admirer of the “Architectural Wonders” exhibition:

Dear, beloved committee,

It is no exaggeration to say your exhibition “Architectural Wonders” was for my friends and I, not merely a great exhibition, but a life-altering one!
Upon hearing a World’s Fair was come to Bright Sands, we booked our cruises, and jammed our portmanteaus to the gills with the finest hats and dresses. A long and expensive trip it was sure to be, but as we would discover, one thoroughly worthwhile.
As our ship puffed into the bay, there was considerable excitement – we tourists are not altogether so hard to please – for the city that unfolded before us was mesmerising! A beautiful bustling skyline that would grace any postal card. Already in high spirits, we wondered what scintillations must await us at the World’s Fair itself.

“A miscellany of modern farming equipment?” someone suggested. “Oh what a dreary thought!” we all laughed. “I heard it might be ship fixings…” said another, “…and I think we have seen quite enough of those!” This of course, tickled us so greatly, it all became rather embarrassing!
But when we saw the city turned out in their best clothes, chests bursting with pride, we soon struck the crinkles from our crinoline. After all, we were the honoured guests, participants in a global celebration of the age. This was something we may never chance to see again in our lifetimes.

 As we stepped into the hall, great gasps rose to the glass-iron canopy. Never in our lives had we seen such innovation, such bewildering and copious inspiration. Ornaments of modern form and style, hitherto inconceivable, bedecked the galleries and walkways. Master masons and sculptors chiselled expertly in pure white stone. From a soapbox, the esteemed Mr Burnett declaimed his genius, demonstrating precisely how the modern bridge might be engineered and erected. Vast books of plans and patterns fascinated with their particulars.

Before long we were quite spent, and so were our purses! We all spent more than ever we had planned, but such an unforgettable visit merited every shiny penny. We all agreed to return at the drop of a hat, should another such exhibition ever take place in Bright Sands, which I’m certain you, as the organisers, will be most delighted to hear.

Ever yours,

Your glowing admirers.

Union Update: Workforce and production isles?

A turbulent month is coming to its end, as quite a few new features were introduced, and we are currently busy tying up a few loose strands from before.
We will send out the focus test invitations for the first group of testers pretty soon, so keep an eye on your mailbox. For the playtest, we had to do some additional polishing on our development version of the game, which lead to a slight delay to early March.

We plan to bring you the long awaited update regarding the writing contest next week; in addition, we will present you the finalists for the upcoming island voting. It was not an easy task for us to select the finalists from over 100 amazing entries!
After our big introduction to Anno’s residential tier system, this week’s DevBlog will bring the stars of the first tier to the stage: enter the farmers of Anno 1800.
To see that the blog resonated with so many of you made us happy and we are looking forward to showing you some of the features in action in the next AnnoCast.

But before we tease too much about the upcoming month, let’s move over to this week’s community C&A:

Community QnA

Community Many of you are curious how exactly the trade routes work between sessions.
Sebastian: As many of you assumed correctly, it will take some time until a ship reaches another session. Here an example:
We have an island in session A, which produces a good currently needed in Session B. We start with creating a route to send the ship to pick up the goods in session A. When loaded, it will travel to the border of the map in order to leave session A. It will now take some travel time until it finally at the map border of session B. I cannot give you more specific details about the exact length of the travel time as of yet, as we are still working on the right mixture between realism and good gameplay flow. Ships should need some time to travel across the ocean but it should not take too long to affect the gameplay negatively.

fabian_eiter Will I need to create residential buildings on every isle separately in order to generate the needed workforce for my production?
Dirk: 
The short answer: No. The more detailed explanation: Generally speaking, you will always need residential buildings to generate workforce, like farmers taking care of the crops. However, it will be the case that some of your islands do not need your entire workforce. You will be able to transfer such workforce overhead to your production isles.
It is up to you whether you want to generate your workforce on your production islands or to transfer them within your empire. We will provide more in depth details about the workforce system in a future blog.

Annorevolution The high tier residential buildings from early screenshots seem to be 3×6 in size. Does that mean that these kinds of buildings will not be in the release version of the game? How do you plan to create an organic looking cityscape?
Basti: Higher tier residential buildings will connect to create dense house facades, similar to the system from Anno 1404. That allows us to create the look of connected big housing complexes based on several smaller units. The screenshots, which show a modern metropolis in the 19th century, are representative of the look we aim for with the release version of the game.

Gxy12 Will the new workforce system require that you use lower tier residents in higher tier production buildings, or even buildings which rely only from workers from lower tiers?
Basti:
Workforce will not be limited to their specific tier, so you will be able to utilize your lower tier workforce for some production buildings from a higher tier. For more details about the workforce system, keep an eye on future DevBlogs on the Union, as this topic will get some more coverage in near future.

otacon2002: What is going on with the trains? Do you have any information how trains will work?
Basti: We are working on it to tackle some of the most burning topics in near future. We wouldn’t do the bigger features a favour if we would just drop some details in a community Q&A. We hope that we will soon be ready to give you some insights on Anno 1800s trains, a topic where the team is really curious about feedback from the Anno Union.

Union Update: Quality Assurance and Q&A

Welcome back to our newest Union Update, today with a short teaser about what’s to come before we move over to answer some of your burning questions.

Many of you answered our call for player created islands and your creative submissions have been in the center of internal discussions already. Some of you wondered if the map needs to be a digital drawing and if the use of a specific program is required. To clarify, you can submit a hand drawn map in form of a scan or uploaded photo. When it comes to format, we prefer .JPG or .PNG and the shape/color comparison is not mandatory, it just makes it easier for us to get a quicker idea of the design of your island.

You can find more information about the island creation contest here: https://www.anno-union.com/en/union-update-island-creation-contest/

We bet that most of you encountered various bugs in your gaming life, is a topic often discussed with passion in communities. For that reason, our QA team invites you to learn one or two things about quality assurance for Anno 1800. If you ever wondered how a QA team operates or how complex the game development really is, we will provide answers in our next DevBlog.
With the QA blog, the Behind the Scenes content will take a short break, as we want to highlight a few important game elements in the upcoming weeks. The look behind the scenes will return at a later stage and we can already tell that the Union gave us some cool ideas for future topics.

While we take about a short break, there is something called “Rosenmontag” in Germany, basically German carnival. As it seems that the folks around Mainz are really into it (and it is a bank holiday in our county), the usual Union Update will return February 19th.

Community Q&A

Craftingfan
Hi, I would like to know if the game will have a diplomacy feature like the one in 1404. Itt was sad that you were not be able to form an alliance in 2070, as I am a fan of both titles.
Basti: Diplomacy will play a role in Anno 1800, an important feature that deserves its own dedicated Devblog, as interactions with NPC’s are a great tool to benefit the games complexity. Diplomacy ads not only another gameplay layer, it also encourages different playstyles and gives the cast of Anno 1800s AI depths to each’s unique character and quirks.

MattMcCorman
In 1602 and 1503, coastlines on islands were extremely long, you could place contors nearly anywhere – even several on one island in 1503.
With 1701, beaches became way shorter (okay, the oriental islands in 1404 had fairly long beach segments) and the new islands shown for 1800 had all short beach segments. Is there a reason for the limitation, such as technical restrains caused by the trade route system or gameplay reasons (challenges, landing military, island protection etc.)?

Basti: There are different factors that play a major role in our island design. Beaches play an important role in the actual gameplay. Limiting the amount of beaches for an island forces the player to think strategically, as the position of a harbor encourages establishing production districts to ensure an effective transport of goods. The amount of beach segments varies from isle to isle and as variety is important for us, many islands will haven even more than two of them. We have not shown many islands as of yet but we are confident that players will like the handcrafted set of distinctive islands Anno 1800 will have to offer. By the way, 1404’s biggest beach segments were roughly 50 grids in size, while Anno 1800 will have beaches with way over 100 grids and with that, allow you to build big and extensive harbors.
When it comes to level design, it allows us more visual variety for the coastlines similar to the uneven terrain on the island. If you look back on the islands in 1404, you will notice that the flat islands had only two design elements: mountains and beaches. With the use of cliffs, valleys, plateaus and other elements, we can create more natural looking limitations for Anno 1800.

DiruKamachi
How many faces, surfaces and polygons are used for an average map?
Are you allowed to tell us what kind of hardware you use? I am especially interested if you use several CPUs at once, what kind of video card and how much RAM you use.

Simon: That is actually hard to put in numbers. We make use of different techniques such as GPU-tessellation, which sends only rough squares (patches) to the GPU, which can further be broken down to triangles when viewed from a distance. That allows us to show every tiny detail from the 3D geometry close up while it uses the simpler triangles when zoomed out.
Regarding the hardware, we have workstations with different setups depending on the workspace. We make use of high performance CPUs with several cores, a lot of RAM (usually 64gig) and usually use high end gaming video cards rather than rendering cards.

Sabdrian
Is Ubisoft open for the idea to release a smaller, trimmed down version of anno 1800 for home consoles, such as the Nintendo Switch?
Basti: We want to concentrate on the PC version of Anno 1800, as it is the platform where Anno’s gameplay and complex features shine. We cannot say if there will other versions of the game in future as of yet. We want to invest all of our development energy in a great PC release version of the game.

Der3ine
Will it be possible to customize your player profile, as it was the case with Anno 2070 and other Anno games before? I am talking about player color, title, maybe starting ship or skins for different things in game?
Basti: Customization of your player profile hereby confirmed 😀
What kind of options and to what extend is something we could probably demonstrate best in a future stream.

Vernandes
How complex will the production chains be? I liked the complexity in Anno 1404, as it was hard to progress far into the game without getting bankrupt. Everything was expensive and the income was not exactly high. Taking the time to produce everything was the main driver for me. The difficulty level and complexity is something I would love to see in Anno 1800.
Achtarm124
How about a blog where you describe your approach to consumption of production chains which require at least two resources?
Basti: We do not want to spoil too much but after we talked about the many aspects of Anno 1800’s logistic system, we will tackle the civilization tiers and their production chains soon. With the next Anno, we want to provide challenges for experienced players while also offer the gameplay freedom to overcome them in various ways. Complexity plays an important role here and the production chains are a core gameplay element of the game. We don’t want to have a too difficult start for new players, especially as veterans usually rush through the early portion of the game with ease. In the spirit of the industrial revolution, we want to raise the complexity when advancing through the tiers.

Enterprise737
Will there be a visible difference between the citizen tiers? Like a distinctive working class district which is separated from the other classes.
Basti: Civilization tiers are more than a game mechanic as they play a leading role to bring the 19th century to life. Keep an eye on the Union, as we will highlight that topic soon.

AmpeImann
Quick question, do we actually need to register to participate in a focus session, or will active Anno Union members be invited to participate without having first to apply to participate?
I haven’t seen anywhere to apply yet, am I missing something or have applications not started?

Basti: Applying for the focus-tests is mandatory for everyone. Rest assured that we keep track of the Union activity of players who apply for a test. Here the link to the application page: https://www.anno-union.com/en/playtests/

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.