Anno 1800

Anno 1800 Dev Tracker




23 Feb

Comment

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

Comment

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

Comment

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 ;)

Comment

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

Comment

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

Comment

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-...

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Comment

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.

Comment

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

Comment

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.

Comment

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?

Comment

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 ;)

Comment

Indeed, you will get The Docklands (out today), Tourist Season (Spring) and High Life (Summer) DLCs once they are out as part of your Season 3 Pass.


22 Feb

Comment

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 :)

Comment

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.

Comment

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.

Comment

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.

Comment

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 r...

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Comment

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.

Comment

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.