about 2 months ago - /u/Ubi-Thorlof - Direct link

Hello everyone,

We always knew our community loves asking questions and share their feedback and suggestions for the game and future content. With Season 3 starting and its first DLC already releasing tomorrow, the number of questions just kept increasing - so, this week seems like a perfect opportunity to host an AMA here on the Anno subreddit (Which fairly recently celebrated reaching 30.000 Annoholics! Congratulations once more!)

Who is “we”? Well, we’ve assembled a dream team from various departments of the Anno 1800 development team!

Ubi_Jonas Lead Programmer

Ubi_Natacha Narrative Designer

KrypticUbi_1800 Game Designer

Ubi-Moni Development Tester

Ubi-Farah UI Designer

Tim (Lead Artist) + Carsten (Senior Artist) (we'll forward any art questions to them ;) )

Ubi_Bjoern - Senior Level Artist

Com_Raven Brand Manager

Ubi-Thorlof Community Developer

From today till Friday we’ll be answering as many questions as we can, so keep em coming and we’ll get to them eventually :)

So, ask us anything! You can just post your questions below or, of course, direct them to a specific person or department.

Have a great week, we’re looking forward to your questions!

External link →
about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by 03_szust

What is the Dream Destination culture modifier and how does it work?

Hi!

The Dream Destination value corresponds to the attractiveness of your public mooring. It's 0 per default, but you can increase it with some specialists (like the legendary Thomasina Langton) or some edicts (like the Major Tourism Campaign).

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by thein2

Have you guys started working on the next Anno game yet?

We are focussed on the content for Season 3 right now ;)

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by 03_szust

A question for everyone, Devs and Players:

What other time periods would you like to explore in a maybe future Anno? Would you like to revisit one?

Hi again! For now, we are focused on Season 3. But in terms of potential Anno settings, I personally would love something set up in the Antiquity. Rome, Egypt, Greece... Anything with columns and tall monuments.

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by salty-gandalf

What evil person decided the palace would be uneven and not line up with the worlds fair resulting in a asymmetrical city?

I think that was u/com_raven, he's just not into palaces

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by jasperwillem

Also, why can you only copy the whole palace, while it is a unique placement item?

You should be able to copy wings, not the whole palace.

You will be pleased to hear that this will be addressed with tomorrow's update.

Full release notes later today :)

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by jmxd

Are you worried that a future Anno can never beat the amount of content in Anno 1800? ;)

Hi! I wouldn't say so, everything is possible ;) Whatever challenge the future holds for us, we'll make sure to provide the best experience possible, however high the bar is.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by ari0chAPFP

I have multiple questions:

  1. Is there a possibility that we can see more skins for ships(and maybe more shipmodels)?

  2. Is there still a possibility of a Season 4 or do you say that there is no way we will see that?(I grew up with anno and 1602 was my first videogame, 1800 is the best anno yet)

  3. Will we see more cosmetic DLCs throughout the year and how many?

  4. Will we be able to build skyscrapers for engineers with the 3rd DLC of this year?

  5. Can you make it possible that we can build the courthouse of the campaign as a monument which gives a buff for policestations? Will we See some new roads in the future?

  6. Did Anno 1800 met your expectations or did. the Sales surprise you a Little?

  7. In the Development you started early telling the community what you planned and what you are doing. Would you do it like this again and what would you do different for a future part of the series?

That's a lot of questions, let's see if we can answer some of them ;)

  1. There is absolutely a possibility that you will see more ship skins, yes.
  2. Right now we are focused on Season 3, and towards the end of that we will look at our data and player feedback to see if there is still demand for even more Anno 1800 content.
  3. You will see more Cosmetic DLCs (plural), yes.
  4. We will talk more about The High Life closer to its release :)
  5. We currently have no plans for using the Courthouse as a monument, sorry.
  6. It not only met our expectations, but surpassed them quite a bit! It is after all the fastest-selling game in the series, and the fact that we are doing Seasons 2 and 3 show that the game is still a hit with you, the community. Thanks for that <3
  7. We are all super happy with how the Anno union and the community in general helped to shape Anno 1800 into the great game it is today, and I would absolutely expect that we will try to incorporate our players' feedback into future plans as well. At the same time, there were some valid criticism of how we did things that we would try to improve for a future iteration of the Union, probably starting with setting clearer expectations (influencing game development does not mean that we will let players vote on the core design, which is what some players seemed to expect).

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by 03_szust

A question for everyone, Devs and Players:

What other time periods would you like to explore in a maybe future Anno? Would you like to revisit one?

Let me preface this by saying that we are all just stating our personal preferences, so please don't take any of this as a hint towards Anno's future!

Personally, I have always had a sweet spot for ancient history- Greek, Roman, but also Persian (being Half-Iranian myself), starting with some child-appropriate books when I was pretty young (“Was ist Was”, for the Germans among you), and I am always happy to see these cultures reflected in games, of which there are thankfully many great ones. In fact, Age of Empires was the first game I ever bought when I got my first PC!

The other historic culture I have a soft spot for are Vikings, which are also quite popular in entertainment these days. Come to think of it, I think my employer recently released an excellent Viking-themed game 😉

Best,

Marcel

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by jasperwillem

Why does the game not have a Legendary Distiller with workforce reduction?

He's probably very busy with products testing...
On a serious note, we do have a legendary specialist in the group of distillers reducing workforce by 50% on schnapps and beer factories. Have you met Brother Hilarius, Purveyor of Monastic Mixtures?

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by LaurensPP

Will warfare get an overhaul? If not will land-warfare ever return to the Anno series?

There are no plans for a major overhaul of warfare in Anno 1800, and definitely no plans to add land-based combat to it.

At the same time, it is important (because I have seen some misconceptions about this in the community) to stress that we have never ruled out land-based combat for potential future games. I think one of the great aspects of Anno as a series is that while the overall gameplay remains the same, the different entries can play quite differently, and have a different emphasis on features.

Best,

Marcel

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by zeon0

East Asia!

Second on my list ;)

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by LeMeSawyaz

What time will the addon be released?

That will be 6pm CET, as always :)

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by jol1nar

How much you guys think you will continue support for Anno 1800 through future DLC's as opposed to starting the development for a new game.

Or if I rephrase how many seasons passes can we expect? Because I'm exceedingly happy with everything released above the base game so far. And I expect much more from Anno 1800 in the future.

Since the question came up several times, allow me to copy my own answer:

Right now we are focused on Season 3, and towards the end of that we will look at our data and player feedback to see if there is still demand for even more Anno 1800 content.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Ubi-Thorlof

I think that was u/com_raven, he's just not into palaces

Bit of a bold statement to say that the guy posing in a golden Anno throne is not into palaces, Oli...

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by oddish_enthusiast

Thank you for creating Anno 1800, it's my favorite game of all time.

I know you can't say anything concrete, but is there a chance that we'll get a Season 4? Maybe even with another new Session? This game as a service model seems to be a perfect fit for a game like Anno and it seems to work well for similar games from Paradox for example

Since the question came up several times, allow me to copy my own answer:

Right now we are focused on Season 3, and towards the end of that we will look at our data and player feedback to see if there is still demand for even more Anno 1800 content.

I agree that there are several examples of other games in the strategy sector doing an excellent job keeping their games alive over many years, and that is great to see!

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by 2VetOP

Will we get new music tracks along with the new DLC season?

The soundtrack was always one of my highlights - The new Artic and Enbesa music was really awesome!

There is some new music, yes- keep your ears open when Docklands is out tomorrow :)

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Dulcamarra_

Hello team, I absolutely love the Anno 1800 aesthetics, the art (THE ART!! THE AAAART) the cities, the possibilities, it's my first building game and I love it to bits, thank you ✨💕

Signed: the one and only member of the Willy Wibblesock fan club

I have been asked to pass this on by an anonymous benefactor:

"it's Wibble Soc. (The Willy Wibblesock society) and normally we wouldn't accept new members unless by invitation, but since there aren't any m... wait, since you are clearly such a renowned and celebrated personage, Mr Willy cordially sends you the badge, and promises a membership pack to follow shortly in the post."

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by palpatin0

Will there be a season in 2022?

Since the question came up several times, allow me to copy my own answer:

Right now we are focused on Season 3, and towards the end of that we will look at our data and player feedback to see if there is still demand for even more Anno 1800 content.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by TheHadMatter15

Do you guys plan on expanding the combat features either now or in future games? It is the only thing missing from making Anno the most complete game in its genre imo.

New ships, perhaps strategic naval warfare, having the flagship able to equip items that boost the stats of all nearby ships (while having your flagship destroyed gives you negative stats), perhaps better AI so as to actually mobilise an armada when they're sieging you or getting sieged by you instead of sending 3-4 ships at once only to have them instantly destroyed. Currently, it's very easy to mass produce ships and just takeover every island in the game.

We don't have any plans to rework or expand combat in Anno 1800, no. As for the future, we always love to hear what our players think, and you can be sure that we keep track of your feedback about what you would all love to perhaps see one day.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by EmanresuNekatnu

Why does the Great Eastern look so much "different" in game compared to the one on the game cover?

Short story: Different artists and teams working on both, and we never feel beholden to slavishly copy historic elements 1:1 into our games. On the contrary, we encourage different artists to put their own touch in things.

Longer story: The cover artwork, alongside some other key artworks you may have seen, were actually created by an external agency, Karakter Studio in Berlin. Their founder, Tobias Mannewitz, has a long history, and has created many artworks for the series over the years, going back to Anno 1404. The main artist for the cover artwork was a hugely talented gentleman called Greg Rutkowski from Poland, who has also done a lot of art for Magic the Gathering. If you enjoy great fantasy art, I encourage you to check out Greg’s art station, as well as Karakter’s work for other projects like the Game of Thrones series.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by LaurensPP

Dankjewel! The thing is that Anno hasn't seen land warfare since 1404. That's why it seems to be a bit off the table.

That's a fair point, but this would probably be a feature that we would evaluate for each respective game, rather than saying "Never again!".

about 2 months ago - /u/Ubi_Jonas - Direct link

Originally posted by Outstanding_Move

Will there be Mod support coming in Season 3 or did we need to rely on third party Mod manager for ever?

Hey Outstanding_Move,

Personally I'm really impressed by all the cool mods created by the community! It's amazing to see the love and effort you guys put into expanding our game!

To come to your question: We do have a close eye on our modding community and already did minor tweaks to support the modders (e.g. providing a free guid range). That said we are currently not working on an official mod support.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by ari0chAPFP

Thank you very much for answering my questions and the great game! Now I know that I have to make people want Asia and more stuff for the new world. :p

Greetings from Wiesbaden

Gruß aus dem Hessischen Home Office :)

about 2 months ago - /u/Ubi-Farah - Direct link

Originally posted by Lord__Keynes

Hey guys. Thanks for answering our questions!

Simple one: if you do a season 4, would you be open to adding some Jules Verne-like content? Like Nautilus, for example?

Hi u/Lord__Keynes,

We are open to all kinds of ideas and suggestions, but right now the focus is on Season 3

Personally, I'm a big fan of Jules Verne's work.
Especially 20 000 leagues under the sea ;)

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by RoastKrill

I know you've said you're not working on the next game yet, but do you have any plans for it yet?

We are definitely also thinking about the future of the Anno brand, but it is way too soon to talk about that today. Especially when we have some very cool DLCs that we are happy to talk about coming out this year!

Best,

Marcel

about 2 months ago - /u/KrypticUbi_1800 - Direct link

Originally posted by Seleven147

Will there be addiitional items coming with SP3?

Yes, new items related to the new needs and goods

about 2 months ago - /u/KrypticUbi_1800 - Direct link

Originally posted by jasperwillem

Why is a Telephone Manufacturer not considered a Carpentry Work?

Its more about the electricity science stuff inside it, than the wooden box around it.

Overall are decisions like this made on the balancing and implementation level. It is less about how much of a production process would be similar to carpentry, or can a item that cuts planks also to cut this,...despite that being more fun to think about.

about 2 months ago - /u/KrypticUbi_1800 - Direct link

Originally posted by MrHakisak

will the "Tourist season" and "The high life" DLC's bring in any new gameplay elements to early-mid game stages? or is it targeted to more mid-late game?

The tourist season content will start with the visitor pier and the high life will come after all Investor needs are fulfilled.

about 2 months ago - /u/KrypticUbi_1800 - Direct link

Originally posted by abiescas

We need to save some space in our cities for skyscrapers or will be an upgrade for investors residences?

Thx!

After you fill up your investor residence you can start upgrading them into skyscrapers.

However, we are still early in the development (note that the skyscrapers shown in the trailer were also very early footage) and will reveal more details about the gameplay closer to the launch.

about 2 months ago - /u/Ubi_Bjoern - Direct link

Originally posted by Mallaky

What made you chose individually designed islands vs randomly generated ones? In hindsight, are you happy with your choice?

Hi u/Mallaky,

We chose to handcraft islands because we felt that this way we can achieve the best graphical and gameplay quality and have the most control over it. We can easily maintain all gameplay requirements while combining them with a specific visual direction and an attention to detail, which would have been hard to do with completely generated islands. Of course this comes with drawbacks in production time, variety and modding but ultimately visual quality and gameplay sanity were our top priorities so in the end we were happy with the choice.
We are always eager to improve our workflow quality and efficiency so in the future we might rely more heavily on generated or partially generated content.

about 2 months ago - /u/Ubi_Jonas - Direct link

Originally posted by Hindrik1997

Hello Ubi Jonas,

I'm currently writing my Master Thesis about combining Entity Component Systems with SIMD, and I'm wondering how Anno manages to simulate the various sessions simultaneously, especially with all of the tradingcarts and such also being simulated, while still keeping a decent level of performance? Do you guys use an Entity-Component-System for this? Do you utilize SIMD instructions?

Basically, I'm curious how the Anno game engine works and is structured internally :)

Hey Hindrik1997,

first off let me whish you all the best for your Master Thesis! I hope you are on track!

As Daxten and Renzolol already guessed the economy calculation and visualization of the carts are separated. Internally the economy calculation works with the duration between the factory and the target building (taking the street distance & street speed into account). The visual representation is only created if the cart is within the camera frustum and tries to drive to the desired destination within the time constraints (and according to the road traffic regulations).

Simulating multiple sessions simultaneously is a big challenge. Even though we only need to simulate feedback the player can see - we still have to simulate the whole economy including the state of all carts as even small delays can create chain reactions for the player (which you might have experienced yourself when a riot resulted in a workforce shortage resulting in a coffee problem resulting in Bente declaring war on you :P). In order to keep a decent performance we heavily rely on processing sessions and islands in parallel.

We do have an Entity-Component-System in place for our Gameobjects, currently this is not paired with SIMD but maybe your thesis will inspire us ...

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by Cr4ckshooter

With regards to that, let's assume season 3 is a repeat of season 2, that is, great sales and we get a season4. Would that then delay a new anno by a year?

While we are a small team, the early development of a new title (design vision, prototyping etc etc) does not require the full team so to a certain degree it's always possible to do these kind of "2 projects" at the same time. In fact, that's part of most studios' project planning, cause you don't want anyone to be bored without anything to do but at the same time don't want to overburden your team with work.

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by TheGoalkeeper

how much did Anno1800 and the amount of fans/response of the community exceed your own expectations?

While we as a team of course always hope for the most praising reception, we've been especially happy when it comes to your reactions to both the approach we took when it came to community interaction (Anno Union) as well post-launch support which we've never done in this manner with previous titles.

We're also especially happy about a growing international community for which, I think, this subreddit serves as a great example.

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by mrnfox22

More of a feature request, but would be nice to stack items to be researched.. Similar to how we can choose to build multiple boats at a ship yard.

This request has come up a few times, yeah, and we'll have a look if it's feasible from a technical and time/resources point of view.

about 2 months ago - /u/Ubi_Bjoern - Direct link

Originally posted by Ovidestus

Will there be added more island variants in the future?

Currently there are no new islands planned for season 3. As u/Com_Raven already stated we will see what the future holds for Anno 1800 :)

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by xXNightDriverXx

He didnt change much in 400 years.... Except He is now wearing white instead of Red. Nice Easter Egg, I never spotted it before. Please include more such easter eggs in the future :D

Sir, yes sir ;)

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by 03_szust

Now, this might be a spoiler question, but is there a way to fix the Temple of Elam in Enbesa? Or will it remain a ruin an a memory forever

Lord Ketema was always eyeing on that monument. I think I heard rumors that he had plans for this ancient temple for the summer. Or is it just a rumor?
Keep watching the news about Enbesa. Maybe restoration will be announced?

about 2 months ago - /u/Ubi-Farah - Direct link

Originally posted by oddish_enthusiast

Yeah, it probably would be best to stop before WWII. I was looking at the roaring 20s, which could be a nice time period, but way to short.

I completely agree on the roaring '20s. It's one of my favorite settings. I once had a Halloween murder mystery party set in that era. Complete with mugshots photo wall :)

Personally, I would also love Feudal japan, Ancient China, Yukon Gold Rush ( Cowboy theme ), Islander, or Underwater Civilization settings.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Radulno

I assume DLC are not requiring the whole team whereas the early parts of the next game dev also don't. So it's very possible they're just split and work on both things (well even three, they have The Settlers in dev)

Small correction- we don't have anything to do with Settlers, which is being developed in another studio in Düsseldorf.

Best,

Marcel

about 2 months ago - /u/Ubi_Jonas - Direct link

Originally posted by blodo_

I personally think the answer is reducing the granularity of the simulation in the other sessions. So say if you ever played factorio you will be familiar with UPS = Updates Per Second, and what is probably done in Anno is that while the session you are currently in has high updates per second to match the visual feedback, the other sessions probably have very low updates per second so they can be calculated much less often and have a lot lower impact on the CPU while still simulating in the background. A player won't notice if there is a discrepancy of half a second between goods reaching a warehouse if he is not actively looking at it, as long as the goods don't stall across sessions.

I wonder if this is the case, looking forward to an official answer

Hey blodo_,

we don't alter the simulation speed for background sessions. While the concept is tempting as it can reduce the workload significantly it comes at the cost of precision. Which is not feasible for our simulation as even small inaccuracies can quickly have a big impact.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by TheUnbrokenCircle

Hi guys, thanks for taking the time to answer our questions!

How much of the additional content (season passes and ornamental packs) are planned in advance, and how does the creative process work for those? Is it a big brainstorm where the best ideas are used or are there some major theme guidelines in place?

Also, how much time does it take to develop a new ship type, from concept to the final ship in the game? And are you planning on adding more ships and ship skins during season 3?

It really depends. For the Season Passes, we of course need to have a good idea of what we want to do for each of the DLCs- topic, main features, scope, pricing, name. These high-level concepts and ideas are usually the product of a group of people getting together for a few hours to throw ideas around and at each other. All of this is part of the internal pitch when we want to work on a new project. Once that is done, we then get into what we call the “DDDs”, the Detailed Design Documents, where the fine and granular details of the new features are laid down by our Game Designers. We also test our DLCs with some members of the community in playtests, which can of course also affect the final product that gets released out into the wild.

For the Cosmetic DLCs, things are a bit different. As you know we had you, the community, vote on the topics of the last two CDLCs. What we do there is that we start scribbling to see if a topic actually has enough meat to it to create 15-20 ornaments around it, and is not just a cool idea on paper. We then select a few of them with one piece of representative art each and let you all vote on it via the Anno Union. We are again planning to release several Cosmetic DLCs this year, and while the topic of the first one has already been decided by us, you will get to vote on another one later his year. I don’t want to spoil anything, but I think the voting topics for this year are even cooler, and I expect that it will be a head-to-head race.

For your final question- yes, we plan to have some nice ship skins for you this year 😊

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Paineauchocolate

1800 is my 1st Anno game and you guys have created Art, i absolutely love the game. Will there be more focus towards 'Analytics' in the game to help optimize production and trade routes, by maybe expanding statistics screen and adding more Drill down options?

Thanks!

That's great to hear, welcome to the Anno community! We do not have any plans for major additions to the statistics overview, but smaller improvements are always possible.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Lord_Momentum

Why did you decide to add another season of DLCs to the game? How did you decide what content those DLCs should have?

There’s a few factors going into that decision- we still have a lot of cool ideas and things we could make even better about the game, and you in the community were very clear about wanting to see even more Anno 1800 beyond Season 2 😊

When we first started discussing a potential Season 3 last year, we quickly agreed that we do not want to add another session, as we had been receiving more and more feedback that some players were starting to feel overwhelmed. We also wanted to add a bit more density to the existing Old World session(s). Another goal was to have more systemic DLCs that become a permanent of the game’s sandbox (like the “Bright Harvest” systems from Season 2), rather than story-heavy content that players experience once and are then done with. Those absolutely have their place as well, but for Season 3 we wanted to focus more on the systemic aspects of Anno.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Tummerd

Hi anno team!

First of all I want to thank you for your work you have done, this is one of my favorite games and I enjoy every second of it.

My questions is, will we get the feature to replant the trees that originally grow on the island? They are so much more dense and bigger that I so wish we could replant them

Kind regards !

You will this year ;)

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by calibru99

Hi! Thanks for answering all our questions. Will there be any possibility of diagonal roads in the future?

It's not something we currently plan to do, sorry.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Caenen_

Anno 1800 has no scenarios, only Sandbox games. Are there any plans to create something to let the community develop scenario games of their own after direct development on this entry to the series stops?

While this would indeed be cool, we currently have no plans for any such tools, sorry. And while there are no plans to add scenarios in Season 3, we know that this something that many players would love to see again in the future (and something that also has a lot of fans on the dev team itself).

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by HolyHerbert

Hey guys, thanks for creating my favorite series of all time! (Been playing since 1602) I've got two questions concerning the setting.

Have you ever considered a land-based Anno without island and ships, where cities are connected by roads or railways instead?

Have you ever considered an era-spanning Anno in which the player advanced through the centuries? Like age of empires?

Awesome to hear that Anno is your favorite gaming series! One of the awesome things about working in game development is that you are constantly surrounded by a lot of extremely creative and smart people, so there are probably very few ideas that haven’t come up at one point or another 😊

We did indeed have the discussion if you could replicate the feeling of Anno’s islands without an actual ocean around them, and to create the insular feeling otherwise. While there are some interesting ideas here, it would be a huge departure from the classic Anno feeling, and would probably be very controversial with fans, as islands, ships and the sea have always been core pillars of the Anno brand (starting with being on the cover of every single game).

And while we do not have any plans to go full-on Age of Empires (which I absolutely love, personally), you can see some pretty clear advancement (or “aging up”, if you want to) between the Farmers in Anno 1800 with their rural houses, and the Airships and Battlecruisers in later stages of the game.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by DeHub94

Are you planning on adding some sort of land based combat? Currently I find it really easy to just buy out the competition, especially in the late game. For some AI characters it makes sense that they don't see anything wrong with that. But I don't get how the Anarchist just accepts that I buy his islands instead of organizing some sort of resistance.

Great game btw, love what you are doing.

Thank you, awesome to hear that you enjoy the game! I hope you still do so even after I tell you that there are no plans for land-based combat :)

Best,

Marcel

about 2 months ago - /u/Ubi_Bjoern - Direct link

Originally posted by Naenis

Anno 1800 is great and Season 3 Pass is a nice surprise (although I still dream of an asian session!)

Personaly i would just like to know which feature, building, design, item, character anyone of you is most proud of/cant get enough of?

And as an extra what parts of the game you would like to enhance the most with the 2 DLC left in Season 3?

Hi u/Naenis,

as level artists of course we love all our islands because you spend quite some time working on them, you get to know them in and out and they become a very integral part of your daily life. But there are some islands that are more special than others. I am especially fond of the npc islands and quest islands. I was responsible for Angereb and Kidusi Anitoni ("Fortress" and "Oasis" island for the Land of Lions dlc) and they posed a special visual but also gameplay challenge which was a lot of work and a lot of fun to create and I am proud of the outcome.

about 2 months ago - /u/Ubi_Bjoern - Direct link

Originally posted by YameroReddit

  1. Any chance we'll see a Map Editor in Anno in the future?

  2. Can the engine handle bigger maps with bigger islands in future games, as you have tried out in 1800? It would be cool if more zones had a big mainland like Crown Falls or the Arctic.

  3. For the artists: Engineer residences look like Haussmann Apartment buildings from Paris, and the World Fair seems to be based on the Crystal Palace in London. How do you usually go about gathering references and inspirations for designing structure models? How do you balance real life influence and the imagination of the artist to create a building that looks real and fits the timeframe, but isn't just a straight copy of a real world building?

Hi u/YameroReddit,

Regarding 1. and 2.:

We definitely have user generated content and modding tools on our radar and of course we never say never, so let's see what the future holds :)

Crown falls is the biggest Anno Island we have ever created and this was already quite the challenge. In theory we might be able to get bigger but we always have to find the right balance between performance, gameplay and doability. We know many players love huge islands so surely we will always consider this.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Radulno

Oh okay, thanks for the information. It's right that Blue Byte is used for all the German Ubisoft studios now

It is true that we still sometimes use the name Blue Byte to describe the overall network of German Ubisoft studios, but otherwise we all have our separate names:

Ubisoft Berlin - doing co-development on Far Cry 6, among other things Ubisoft Düsseldorf - working on Settlers, and doing co-development on Avatar and Rainbow Six Siege, among other things Ubisoft Mainz - working on the Anno series, and doing co-development on Beyond Good & Evil 2 and Rainbow Six Siege

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Rolex_Richard

Hi I just want to ask on what time season 3 starts today, I am sitting in front of my PC and cant wait a minute longer. :D

As with all our DLCs, 6pm CET.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Scotsmann

Any chance of land combat returning?

Certainly no plans to add it to Anno 1800, sorry.

Best,

Marcel

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by Isleif2102

Question for dev and players :

- Would you like to see a fantasy based Anno ? / Do you think it could work ?

If yes in which fantasy world ?

(Question inspired by the sucess of total war Warhammer, and the antiquity period evoked here)

Btw Anno 1800 is a fantastic game !

Personally, as both a fan of Tolkien's universe as well as Warhammer (40k, though, not fantasy) I'm always happy when either of the two brands gets a great new title.

Would it work for Anno, though? Tricky, especially Warhammer really isn't known for its city-building and economic details but more for destroying said cities and waging war in grand scale.

And while war and destruction has always been in Anno to varying degrees, it has never been at the core of it. Would you play a game that has "Warhammer" in the title but only offers a little bit of war? Unlikely ;)

General fantasy, though, outside of any brand: I think that could work for Anno and I think there's even a city-builder of sorts in development right now with such a premise, even though I can't remember the name.

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by zzpaul--

Can we expect some skins for investor and engineer building roofs?

The idea of adding skins not only for ships but also houses was something we also discussed internally, basically to further spice up your cities in addition to ornaments. By popular demand we're planning to develop additional Cosmetic DLC this year and if we test it and think it works, building skins might happen.

Expect more news on the Cosmetic DLC topic in spring, we thought letting you vote on their themes would be a good idea ;)

about 2 months ago - /u/Ubi-Farah - Direct link

Originally posted by Isleif2102

Question for dev and players :

- Would you like to see a fantasy based Anno ? / Do you think it could work ?

If yes in which fantasy world ?

(Question inspired by the sucess of total war Warhammer, and the antiquity period evoked here)

Btw Anno 1800 is a fantastic game !

I wouldn't rule out a fantasy-based Anno.
Personally, I think settings like Lord of the Ring, Game of Throne, or Harry Potter could work.

For example, I can imagine having a wood production to make wand and broomstick. but this is just my personal opinion : )

about 2 months ago - /u/Ubi-Farah - Direct link

Originally posted by ExaltedLordOfChaos

With unlimited time and resources, what period would Ya'll like the next Anno to be set in?

Personally in no particular order. I would love to have Feudal japan, Ancient China, Yukon Gold Rush ( Cowboy theme ), Roaring 20's, Islander or Underwater Civilization.

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by SoggyTowelette

There is a massive performance problem with Anno and the latest nvidia drivers. Is this something you can fix/will fix/have fixed, or is it up to Nvidia?

We have seen reports but haven't always been successful in reproducing the issue. Might in the end be a thing that has to be fixed by Nvidia directly via a driver update, but we're working with them on this matter.

So, we're aware of the issue and are investigating it, but I can't give you any ETA.

about 2 months ago - /u/Ubi-Farah - Direct link

Originally posted by The_Wkwied

Roughly how many man hours did you put into the season 1 and 2 packs, each? How do you anticipate this will stack up to what you are going to put into the third season?

Season 3 wasn't initially going to be created... what was the tipping point that successfully swayed the higher-ups to greenlight it? Surely, season 2 didn't sell 100k copies?

How long did it take for you to entirely conceptualize what content will be in season 3? From the moment it was greenlit (or before?) to when it was finalized and you were good to release what the content was going to be

Hi u/The_Wkwied ,

I can answer this from a UI point of view.
After The season is approved, we usually have a rough road map as a guide. Then we will work step by step based on the Design Document that written by the Game designer.

Regarding the time.
The hours vary depending on the size of the content. DLC can take roughly 3-5 months to complete. From conceptualization to final implementation. Land of Lion for example took the longest.

This includes kickoff meetings, prototyping, mock-up, implementation, user testing, and bug fixing.

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by 03_szust

I have a lore related Question: How do you keep track of it? Expansive spreadsheets? Because especially with 1800 and it's many easter eggs and recalls to previous titles as well as interlinked stories I think that's probably an important job

Hello !
So that’s a pretty wide topic. I would first categorize the elements you mention as follows:

- Easter eggs (like references to previous titles):

Most of them are based on our general knowledge of the brand. It comes from our own playing sessions of the old games (I personally really liked the character of Al-Zahir), from little stories shared by veterans devs, or from what the players like to share because they find it fun, compelling, etc (Jorgensen family that NEEDS to be present in every game, and references to their forefathers). We still have some documentation of the old games that we can have a look at in case we want to be precise and not rely only on memories.

- Intertwined stories of the game

The easiest way to answer your question on that point is to take one example. Here I’ll talk about the creation of the Enbesan region and the many storylines that develop in the same world and through multiple islands (I think you mentioned in another question having played Land of Lions right? 😉 )

To keep track of everything, we used different types of documents.

1/ Timeline document

To make sure that all the narrative will fit together (storylines, characters, but also visuals on the islands), we need to build a strong world for the region and document it. This acts as a guideline for all the content created.

To do it, we first sum up all elements that come from game design (importance of water through irrigation, science development with the scholars…) but also our narrative wishes (conflict modernity / tradition, “what is an empire?”…) and find also historical references that could spice up the world building, based on the real region we chose as inspiration.

Out of it, we build a timeline. It contains all kind of stories we could think of: ancient myths, religion switches, important characters, constructions and destructions.

This timeline is one of the documents that will make sure no anachronism will appear later in our quest development.

2/ Islands design document

As we wanted to have quests islands, we first had a brainstorm with the level art department about what could look cool.

Based on the setting (desert/savannah), fantasies (old ruins), the main themes of the DLC (water, research), we came up with multiple ideas and merged them into 3 big ideas to make the 3 quests islands of the DLC. By having already some keywords, some visual and historical references, we had a good idea of what those islands would look like and what kind of stories would happen there.

Then we updated the timeline, adding what happened to each island at each era, what role it played in Enbesan history, what got constructed and destructed, for what reasons, what characters lived there… We also created separate islands documents mentioning what ruins and buildings lay there, what’s their position, when was it built, architecture style, what vegetation…

This island document is the core document used to develop each questline. I used it a lot when looking for a character to add to the questline, when looking for a ruin or any building that could help telling the story I had in mind. It’s not only a way to ensure all narrative elements will fit each other, but it also acts as a library of ideas to bring the quests forward. It is also a great way to communicate with the Level Artists the direction, look and feel and important landmarks of each island.

3/…. Expansive Spreadsheets !

And yes, for the quest design and their implementation, as they’re interacting with each other and update the islands visuals, we have to establish strong documentation. The hardest part was to keep the little speech bubbles (those that appear upon clicking a game element) on line with the quest development (so that they don’t contradict each other), make sure buildings appear and disappear on time, etc.

For that, I built a huge spreadsheet tracking the state of each game element for each quest state, and their corresponding speech bubble content. It was then easy to keep track of all of it, as it was like a chronological map of all game content based on quest progression.

Spreadsheets also helped a lot to communicate with Level Art, as they had to build each game element in the engine and give them a unique number for me to assign triggers to them.

Sorry for the long block of text 😊 I hope that answered your question!

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by 03_szust

Are there any plans for content specifically for the new world? Because of all sessions it's the one that least profited from DLCs

It's not something that we are planning to do with Season 3, sorry.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Andur22

Hi thank you for the AMA!

Would it be possible to restore the Kings Bluff castle on top of Crown Falls (or build an entirely new modular one) ? Maybe as a cosmetic dlc. Always bothers me having this ruined castle up there while building a beautiful mega city.

That is indeed a cool idea, but not something we have any plans for, sorry. In general, we want to avoid DLCs that require another DLC to work, as we want to give players maximum flexibility with their purchasing decisions.

And as others pointed out, here in Europe it is not an uncommon sight to have some older castle ruins near modern cities as well- they can even work as tourist attractions :)

Best,

Marcel

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by 03_szust

That and or other cultures that are usually left rather unexplored. Now that I think about it: Aren't polynesians a very seafaring culture? I don't know how many buildings they built though...

Yes indeed!

There are a couple of locations that are very interesting. There are the people of Funan, it's not much known but there are interesting legends about their ancestry (they used to pretend that their first king married a Naga if I recall?) and they were master traders on the sea. After them, in the same area evolved the Khmers, with their very famous temple of Angkor Vat. They had an immense city around the temple filled with canals, and they were again sea traders. They were also the largest pre industrial urban center in the world and they had massive hydraulic systems!

More in the south east, we know that the Polynesians were producing unique spices and goods (cloves, nutmegs..) and traded them early on with the Chinese and the Indians. On the island of Sumatra, there is a thalassocracy that developed around year 1000, called Srivijaya (it was a confederation of port cities), they built also Borobudur.

Overall this area is much interesting, because between India, China and the South East, it was like a little Mediterranean sea, with a lot of trade going on, that led to the development of very unique civilization with a focus on maritime trade.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by blodo_

they can even work as tourist attractions :)

Is that a hint that the castle might gain a function with the upcoming tourism dlc?

it is not, no.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Verm02

Any plans for adding a "default skin" setting to the game? Or a way to select a skin to apply to all your vessels from the statistics menu?

I love some of the ship skins but I usually give up on using them because you have to manually set it for -every- -single- -ship- and that is a lot of micro for (too small) a change for me usually.

That is not planned, no. We think that most players really enjoy the freedom to use different skins for their fleet, and to be able to change them at any time over the duration of the game. Especially once we add more ship skins later this year!

Best,

Marcel

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by TheGoalkeeper

Was it you who implemented the Jules Verne Mash-up literature quests we get once completing the zoo set of extinct species? Cause they really made me laugh :D

Glad you liked them :D The litterature hadn't such a storefront in the game, so... they had to be somewhere ;)

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by YeOldeOle

Any chance to integrate the story portions of the DLC a bit clearer into the campaign? I only play irregularly and hunting for those new story snippets is fun but tiresome after a while

Hi! When we design the DLC content, we don't plan them based on the campaign progression (story mode) as we want the players to be able to enjoy them also in sandbox mode.
That being said, I am not sure to have fully understood your question. Could you give me a concrete example of a story snippet that felt hidden?

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Apokalypse2707

In Ubisoft Connect we can enable the current FPS as an overlay at the top left. Is it possible to implement such a feature in Anno 1800 or generally in Ubisoft Connect with the current time? In some other games it is possible to enable a clock. In Anno 1800 the time is passing by fast and in Fullscreen there is no clock from the OS.

There is no plans for that, but here's a pro tip- check out the clocks on the buildings in your city ;)

Best,

Marcel

about 2 months ago - /u/Ubi_Natacha - Direct link

Originally posted by SN0WL30P4RD

Will the Land Of Lions story line be playable in Multiplayer in the Future? It doesn’t seem to difficult for me to implement that - the story line could be started from any island really... but i definitely can oversee something!

Awesome Game by the way. I own all the DLC

Hi! Sadly my answer is negative. There is no plan at the moment to make Enbesa's storylines accessible in multiplayer.

As much as it may seem easy to do, technically it's another story. What happens when a player already restored Waha Desher and another player didn't interact with it yet? How should the island look? What happens to the quests? We also would have other conflicts related to game objects in general, as we need to link interactable objects to the player's instance to avoid mixing up quests from different players (such issues already happened on other quests we released).

Overall, this is not impossible, but it requires a lot of efforts, so we prefer not to plan on it for the moment.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by chiggles

We are again planning to release several Cosmetic DLCs this year, and while the topic of the first one has already been decided by us, you will get to vote on another one later his year.

Can I ask what you mean by "several Cosmetic DLCs this year"?

Is a "Cosmetic DLC" something like an individual ornament, a skin for a ship or a character and the like, or more akin to another City Lights, Amusements, or Botanica?

Essentially we have two types of DLC in Anno 1800:

Season Pass DLCs: The big DLCs that introduce you gameplay content and features, and which are part of one of our Season Passes.

Cosmetic DLCs: Purely cosmetic content like new ornaments, as seen with the Holiday, Amusements and City Lights Packs.

So when we say there will be more Cosmetic DLCs this year, we mean something like those packs.

We do not, and have no plan to start, sell individual ornaments or skins for Anno 1800.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Prof_Koehler

Do you have any new info about the free week(end) teased in the reveal stream?

We do- it starts this Thursday and runs for three days :)

Best, Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by amstwic

Is it true that part of the dev team from Settlers has been transfered to work on Anno cuz Anno was such a success?

And another question, you always say that you're such a small team, how much developers are actually working on the game. It amazes me that such a masterpiece has been made by a small team.

The internet says the darndest things- no, that is not true, and I have no idea where that rumour would come from. Anno and Settlers are being developed by completely separate teams in two separate studios in different cities.

In total we had around 100 people work on Anno, including some partners outside the studio who helped on art and audio. Right now, the Anno team is between 50-60 people.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by __--_---_-

Which game do modern designers draw their inspiration from? Is Anno 1602 considered to be the baseline that is expanded upon or did you look at another Anno title to determine the "essence" of Anno?

Which parts of older games were deliberately left out? Were there any older features that were planned for 1800, but were canceled later during development?

How were the building dimensions and effect ranges decided on? Was the size chosen that just "looked right" or did you create hypothetical layouts and tried to fit everything of relevance in?

Personally, do you build roads on islands based on a square layout or do you let the spaghetti flow freely in all directions?

I can only answer the first part of the question- with Anno 1800, we decided early on that we want to take a bit of a "best of" approach that would look at popular elements from many Anno games to combine them with some new features into the (hopefully) ultimate Anno experience.

1602 is of course the initial base line for any Anno game, as it has put down the core gameplay loop of Anno that almost all the games follow, but the single game we looked to the most is probably Anno 1404. It was not only the last historically inspired Anno game, before taking the step into the future, but is also widely considered the best and most popular game in the series (at least prior to Anno 1800 ;)

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Prof_Koehler

Dope. Thanks for the late night reply.

Did I miss this piece of information elsewhere?

Here you go: https://freeweekend.ubisoft.com/anno1800/

Best, Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by VersusJr

Thanks to the Anno Union, Anno 1800 has become an extremely good game. In my opinion even the best Anno, although I slightly prefer the future.

Are you developing future Anno games together with the community through the Anno Union?

I think we would definitely love to have the brave members Anno Union accompany us on any potential future adventures!

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by laxkid7

I know u talked about not adding anything to attack airships. But i really hope yall rethink that and do add a defense turret. They seem a little op with how fast they travel and could use something to counter them. I hope yall do add something in the future.

That is still not something we plan on doing, sorry!

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by The_Pastmaster

I hope the corporate overlords are happy as well.

It's probably fair to say that we would not be doing a second and third season of DLCs if Ubisoft did not think it was worthwhile :) So yes, everyone is very happy with Anno 1800's ongoing success!

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Kselli

Thank you all for Anno 1800, one of my absolute favorites of all time.

Will there be new types of Warships in S3?

That is not planned, no.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Extra_Parsnip_8121

What's been the most fun part of the game to work on? (either current or upcoming content)

Not quite part of the game itself, but as the person ultimately responsible for our trailers, I am very happy with those, because it is always fun to work with our talented team of marketing artists! I like to think that from the game's announcement, across Season 2 until now, you can see a steady progression in our trailers getting a little bit better and more polished with every new DLC we put out :)

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by [deleted]

Anno 1800 feels very complex, and while that is good ( I think), for me, dealing with the many items and trying to find the best combinations can be quite annoying at times. The research institute has helped a bit with that.

What's the internal discussion like on terms of general complexity, for example for the next game? And specifically with regard to the vast variety of items, as it exists in the current installment of Anno?

This is a great question, thanks for asking it! A lot of players tend to naturally gravitate towards “make it as complex as possible”, but as you point out, there are a lot of factors and different player experiences and types to consider here.

My personal feeling is that Anno 1800 is not too complex per se, but that we could have done a better job introducing new players to the game’s concept, and to ease them into it. And while we try to spread out the introduction of new elements across the game so players don’t get overwhelmed too much, there are certain points (especially at the Artisan tier if you use a lot of DLCs) where a lot of different new elements are introduced in quick succession, which can swamp newer players.

While we won’t be talking about a new game for a while, the balancing act of making it easy to learn and to play Anno while retaining all the gameplay complexity and depth will definitely be a big focus for us. I know it is a tired cliché, but it is also true- we ideally want an Anno game to be easy to learn (and to play, in terms of controls and quality of life), but to be hard to master.

We definitely learned a lot about this with 1800, and items are a good example. While they are a great system and offer players lots of cool opportunities, there are also several aspects to them that we probably would not do the same way again in the future (starting with the sheer number, which has gone overboard with time).

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by nufonia

I just wanted to say i have ayed 1404, 2070, 2205, and 1800. And you know what I absolutely adored 2205. And I really hope there's a futuristic anno game again sometime. It was incredibly and having the stock market be the end game was absolutely brilliant

Thank you, that's great to hear. There are also quite a few fans of futuristic settings on the team, so rest assured you are not alone in this :)

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by mspommelhorse

Firstly thank you and congratulations on producing the greatness that is Anno1800!!

My question: is season 3 likely the last for this Anno era? Are there any tentative plans for even a season 4 in the future...? There’s still so much that could be added and the game is so successful, I don’t see why not?

For example, another region (Far East, Middle East, Northern America), technology expansion (military weapon development for land combat, combustion engines and petrol for motorcycles/motorcars, chemical/medicine discoveries from other worlds to vaccinate/prescribe medicines to avoid populations getting sick) or simply a DLC to add “events” to the current session such as natural disasters or one-off invaders late game.

Since the question came up several times, allow me to copy my own answer:

Right now we are focused on Season 3, and towards the end of that we will look at our data and player feedback to see if there is still demand for even more Anno 1800 content.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by _DrZ

Hi, i would LOVE to see more combat options. Will you expand naval combat in the future? Land combat would be awesome, i really liked it in anno 1404.

Any plans to add scenarios? While sandbox is cool, i really liked scenarios in 1404...

We have neither plans to add land combat nor scenarios at the moment but we have heard the feedback that players love to have scenarios in Anno loud and clear!

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by binnenhei

Com_Raven is it posible we get some Displates from Anno 1800?

It is not something we have really considered to be honest. But we are certainly open to having more Anno merchandise in the future, assuming it fits our brand and meets our quality standards. The Anno 1800 board game with Kosmos and the soundtrack vinyl with Blackscreen records are great examples of such merch that we are happy to do.

Best,

Marcel

about 2 months ago - /u/Ubi_Bjoern - Direct link

Originally posted by Extra_Parsnip_8121

What's been the most fun part of the game to work on? (either current or upcoming content)

For level art it's the islands of course ;) but specifically the npcs and quest islands because there we can design the landscape and architecture a little more freely because we have less restrictions. We design everything from the tallest cliff to the smallest pebble and can express many ideas in the storytelling of those islands which is always lots of fun so I highly encourage you to take your time, zoom in and check out all the little details we created there.Also the ingame cutscenes which were all done by level art are always fun (and stressful) to work on. :)

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by 03_szust

Art Question: Where do you get inspiration from? What is the process you went through?

Coming back to you with a reply from our two Art guys :)

"We always look at historical references for inspiration and adapt ideas before we start creating new content. But the final assets in the game are not just a copy of these historical references, they are our own interpretation fitting the Anno World.

A good example is the World Fair Monument World Fair which is inspired by the historical Crystal Palace in London."

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by __--_---_-

Which game do modern designers draw their inspiration from? Is Anno 1602 considered to be the baseline that is expanded upon or did you look at another Anno title to determine the "essence" of Anno?

Which parts of older games were deliberately left out? Were there any older features that were planned for 1800, but were canceled later during development?

How were the building dimensions and effect ranges decided on? Was the size chosen that just "looked right" or did you create hypothetical layouts and tried to fit everything of relevance in?

Personally, do you build roads on islands based on a square layout or do you let the spaghetti flow freely in all directions?

I'll leave the first 2 points for Game Design but can give you an answer for point 3 from Art:
"Defining the dimensions and the effects ranges is always a team decision where art and gameplay comes together. On art side it is important the create believability within the dimensions of building and support the building’s function."

And regarding the personal point: I'm a block person :D

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by Rockefeller957

Oh, by the the way, could I interest you in our fine range of asphalt and other "top of the modernity™" road liners, if they were by any chance added to that wonderful game?

I would understand you'd not be interested in those, so instead, have you considered our vast range of bridges? Bricks, stone, marble, gold, steel, you've named it, we've got it !*

* : sous réserve d'ajout. La compagnie se dégage de toute responsabilité concernant l'état, l'apparence, l'utilité ou le fonctionnement des produits susmentionnés.

Coming back to you with a reply from our two Art guys :)

"That is a very good input. At the moment, we are focusing on creating the content for Season 3. But maybe this is something we can take into account for the future 😊"

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by 03_szust

Can you please confirm that the coming Empire Building will not just be a copy of the Empire State Building. Which is about the only big and probably unwarranted worry I have for that DLC

Coming back to you with a reply from our two Art guys :)

"We always look at historical references for inspiration and adapt ideas before we start creating new content. But the final assets in the game are not just a copy of these historical references, they are our own interpretation fitting the Anno World."

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by Ovidestus

Questions for the visual designers:

  • When creating concepts for buildings and objects, do you guys start out with tiny designs before "zooming in" and fleshing out?

  • I would assume the focus is on tiny but clear silhouettes, but how do you work? How do you present ideas when the buildings are so tiny in the gameplay? What kind of perspective do you work with?

  • What do you guys use for texture work? Somehow related to the previous question: are there any challenges in creating textures meant to be seen from far far away?

Also how does one get a position on your team? ;)

Coming back to you with a reply from our two Art guys :)

"We start with blocking out rough, interesting shapes and we then go focus on the following steps of defining the details. The attached GIF can explain the different steps quicker than I can do 😊 (https://anno-union.com/content/uploads/2017/10/ConceptArtFrameAnimation-1.gif

)

We use modern PBR Tools like Substance Designer and Substance Painter where we also have our own material libraries. For the very final touches and adjustments, we also use Photoshop.

I do not know which position exactly you are interested in, but we are always looking for new, talented artists. Please feel free to check our current job offers. Perhaps there is a job position that perfectly matches you (https://mainz.ubisoft.com/en/jobs)"

about 2 months ago - /u/Ubi-Thorlof - Direct link

Originally posted by Extra_Parsnip_8121

What's been the most fun part of the game to work on? (either current or upcoming content)

From Carsten, Senior Artist:

"Carsten: The new African animals (giraffe, hippo and rhino) were a lot of fun. You can even ride the elephants, when you click on them in first-person mode 😉 And if this is new to you check some other vehicles."

I have to add I have absolutely no idea what Carsten is talking about with the "first-person mode".

about 2 months ago - /u/Ubi_Bjoern - Direct link

Originally posted by Nikee5000

Are you planning on adding new islands? (you handcraft those right?)

If your adding new islands. Will something like the NPCs from 1404, like brother hilarius, come back (maybe s4, or new title)? I really liked that kind of extra NPCs.

Allow me to copy my answer:

Currently there are no new islands planned for season 3. As u/Com_Raven already stated we will see what the future holds for Anno 1800 :)

about 2 months ago - /u/Ubi_Bjoern - Direct link

Originally posted by Tonton_Ip

Hello Anno Team !

First thanks again for Anno 1800 and all the love and care you put into it. My question would be about map creation : since there is a limited number of islands in the game (they are not randomly generated), would it be possible to make a map creator ? If not, is there a particular technical limitation behind this ?

At the moment this is not planned for season 3 but we hear you and have it on our radar, let's see what the future holds :)

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Propes8

I just bought Anno 1800 Complete Season 3 while cracked version are there because I love this game series and appreciate your effort to make this game great. Well, I'm from Asia and I would like to see a DLC for Asia which reflex our culture such as cuisine, festival and some new goods like rice, silk, pepper, honey, jade, diamond .... Also, I feel 2 tier residents is not enough and is it possible to have one more? Much love from Vietnam!!!

Thank you for your support :) We do not have any plans for adding an Asian session to Anno 1800, but we agree that it is a fascinating continent with many interesting cultures that have a lot of potential for Anno gameplay.

Best,

Marcel

about 2 months ago - /u/Ubi_Bjoern - Direct link

Originally posted by xenonisbad

  1. Are you playing Anno 1800 outside work? I see so many QOL improvements with each bigger patch that it always makes me wonder if you collect that much of feedback from community, or if you find all those things to be improved by yourself. Or both.
  2. Any regrets? Like content that you really wanted to see but in the end you had to give it up for some reason, or things that didn't go as well as planned.
  3. Favorite Anno game?

Hi u/xenonisbad

  1. I can only speak for myself but I play Anno also at home, not because I am obligated to but because I just love Anno :) Of course it's a very different experience playing it through the lens of a developer actually working on the project. But there are many processes in place that make sure we find all the nooks and crannies and get enough feedback. Some examples would be our Quality Assurance and Quality Control deparments, internal playtests, diary studies and of course our awesome community :)
  2. As for level art we wanted to have an even crazier level of uneven terrain and organic topology but of course we had to make sure that you guys can build your incredible cities so we had to tone it back down a little more so the islands look a little less natural but serve the game better. Maybe we can find a way to stike a better balance in the future.
  3. 1404, 2070 and 1800
about 2 months ago - /u/Ubi-Farah - Direct link

Originally posted by trollkorv

So going by these numbers, and the fact the team is around 50 people, the entire second season would have taken something in the order of 100'000 man hours, assuming a 40 hour work week and everyone being fully engaged.

DLC teams are usually smaller. It depends on the size of DLC, Docklands for example are less than 50 people.

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by LassieInd

Hello Anno 1800 dev team,

I read a lot of the questions, and I don't think I've seen the one I came up with yet, so here it goes, How long were the ideas for the previous dlc's around?

Were the first few dlc's already thought out and were some ideas shelved in favour of different ones?

When did the plans for the season 3 dlc's come up?

Thanks in advance!

This is to be honest a pretty hard question to answer! Game development is a very iterative process, so it can be very hard to pinpoint the exact time when an idea first came up. We have after all more than 50 people on the Anno team, and everyone is welcome to contribute ideas and suggestions, so it is probably safe to assume that most DLC ideas where first suggested long before they were put into an actual game design for an Anno 1800 DLC- be it during a brainstorming meeting, or maybe just a coffee break (remember when people worked together in offices?).

Take our latest DLC, “Docklands”, as an example. We started working on the ideas for the design you can play since yesterday in late Summer of last year. But there have been players in the community asking for such a building for a long time- because it was in Anno 1404, which came out over a decade ago. And of course, in Anno 1404, it was inspired by the actual Speicherstadt district in Hamburg, Germany, which is a century old. So, you can see that the ideation in this case would be pretty trick to trace 😊

Another truth of game development is also that you will always have more ideas than your budget and time will allow for, so there are always a lot of coo, ideas that get earmarked for “maybe after release/ the next game”. So, while it is rare for a concept to be fully fleshed out and then abandoned, there is never a shortage of ideas on the cutting room floor by the time a game ships.

For the first season, all ideas were of course thought up alongside the development of the main game (we announced the Season 1 Pass on Anno 1800’s release date), where as Seasons 2 were a mix of previous ideas we didn’t get around to yet, and of course also feedback from players who asked us about bringing back things they missed from previous Anno (like the palace), or things they felt would fit right in with Anno 1800 (like a session inspired by African culture).

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by FissileCore

Are there any plans to make pavement ornaments usable instead of roads?

It is something we have discussed, but there are no plans to do so, sorry.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by UncleAndrew93

Why are you not going to add like a cathedral or something which would fit in quite nice with the farmers workers and artisans? Many mods are adding them, so with the third seasons 3 dlc that would give a nice touch to the first three populations.

It’s not so much that we decide against doing a basilica or cathedral, and more that we decide in favor of doing other things instead. As with all game development, we have limited resources that we have to use in the best way possible, and while churches can always make for some very impressive buildings, we feel that there are other monumental buildings that are more representative of the industrial revolution, such as the Crystal Palace or Eifel Tower.

Best,

Marcel

about 2 months ago - /u/Com_Raven - Direct link

Originally posted by Acinoyx

Hi, at the beginning thank you for the game. It's absolutely awesome. I spend so many hours in it :)

My questions are: 1) Have you ever planned active pause in the game? I see many questions about it from players (especcially beginners). Personally, I hope not. Without active pause game is much harder and it's Anno 1800 mark to don't have active pause.

2) Are you planning to add more ornaments? More cosmetic packs? I'd love to more improving my city in beauty and I don't like community mods just. More different trees, plants, sculptures, maybe new ornate roads (that would be awesome), especcially maybe some big sculptures or fountains. They don't need to be tematic. I am asking ofc about packs for the money or Ubisoft points (I collect them a lot, special for Anno 1800 ;) )

Thanks in advance! And see you tomorrow in the Docklands!

EDIT: And 3) question! What about new animals, plants and exhibitions to the zoo, botanical garden and museum? Or even maybe new cultural place with panels? Have you plans about it?

We do not plan to add active pause, for technical reasons- a lot of the game’s logic is currently dependent, so introducing a pause where nothing else happens but you can still build or change things would require a lot of work that is beyond the scope of our post-launch plans. What would be more realistic would be adding another, very slow game speed preset that could allow players to take their time, which is something we would have to look into.

And yes, we are planning to release several Cosmetic DLCs packs this year and will also give the community an opportunity to vote on this.

Best,

Marcel






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