Completely unbiased opinion: It's absolutely worth picking up the game for 15€!
But: I think that money is better spent on non-gaming expenses... DM me and I can send you a key for the game instead.
Completely unbiased opinion: It's absolutely worth picking up the game for 15€!
But: I think that money is better spent on non-gaming expenses... DM me and I can send you a key for the game instead.
And most shocking, it was from the same studio as Anno
No, completely different studio, completely different team. There are 3 German studios under the "Blue Byte" umbrella: Ubisoft Berlin, Ubisoft Düsseldorf (originally Blue Byte) and Ubisoft Mainz (originally Related Designs). And a team at Ubisoft Düsseldorf works on The Settlers, while Anno has always been a project at Ubisoft Mainz.
Thank you.
Can we expect some DevBlogs on military specifically in the upcoming Anno?
And can you give us any hint as to whether there will be a form of passive / grand strategy military style? I know you may not be ready to share that info but maybe as a Christmas present? Haha
Of course. Like many other featuresof Anno 117: Pax Romana, we'll also go into detail on the combat side of things and how & why we're doing what we're doing in dedicated DevBlogs.
Alright, the topic always results in heated discussions, as we know very well. I'd still appreciate if you'd all keep it a bit more civil - and don't make up claims if you have nothing to back that up.
If you personally want war in Anno or not is very much an opinion, and everyone can decide for themselves if they want to engage with that mechanic: disable opponents or pick easy ones for a "no war" approach, or pick the harder NPCs for a challenge.
However, I feel there are a few points that I can add from an official perspective:
- Anno is not a city builder, correct. Anno really is much more than that and includes logistic and economy management, as well as diplomacy and - accordingly - war. None of these elements will be removed from the game as they are essential to what we perceive makes Anno, Anno.
- However: The picture (we have data, after all) is far more diverse than both sides of the front here make it look. The vast majority of our playe...
Read moreNice thanks. Can we now take into account the other anno games and make a timeline that's a little more complete. Maybe also include a rough map of the world while we're at it?
I think that would be a good idea and definately not something any of us would hyperobsess about.
Personally, I can't wait for the theories on why the game's entire world is changing over the centuries.
Hey Anno Community!
Last week we released the “End of an Era” Pack, and we didn’t choose the name as a joke: With this Cosmetic DLC ends the postlaunch phase for Anno 1800 – about five and a half years after the initial release in April 2019.
Announced in August 2017, Anno 1800 was at the center of everything we were doing for many years: from the big exciting announcement and the launch of the Anno Union over many, many DevBlogs, fan meetings at gamescom, playtests and livestreams to the release, over four seasons of postlaunch gameplay DLC and then two more years of support with Cosmetic DLC and updates. It’s certainly been quite a journey!
We were also happy to ultimately add mod support to the game (and see the modding community flourish), successfully launch Anno 1800 on consoles and celebrate both the Anno s...
Read moreGreat catch! There are multiple scenes with the detective, actually.
If you want to read a bit more on it, we covered this (and the work of our Game Writing team) in a blog post back then :)
https://www.anno-union.com/devblog-game-writing-and-detective-stories/
Well, colour me intrigued.
It’s the End of an Era! – The release day of the “End of an Era” Pack that is. Our newest Cosmetic DLC is available now!
As the name very subtly hints at: This is the very last Cosmetic DLC for Anno 1800, and the very last piece of content we have planned for the game.
Accordingly, the “End of an Era” Pack is all about celebrating Anno 1800, its citizens and you and your achievements: decorate houses with colourful lights, hold festivals of light on your public plazas and invite your people to a show they have never seen before.
Oh, and don’t forget the fireworks!
If you want to have a closer look at the contents of this final Cosmetic DLC, check out last week’s Twitch livestream...
Read moreThank you. Should I make a reddit post everday or is that considered as spam?
Sorry for the late reply: not for me to say, maybe a mod has some input on this.
If you do a post every week, for example, that should be totally fine, though
That's a great initiative, looking forward to the rest of the advent calendar!
That is super impressive and must have taken a WHILE. Mad respect for this project.
Looks gorgeous but show me some buildings, dammit!
No buildings this time in Anno, sorry. It's mostly about landscapes and long hikes through the hills and along the beaches.
(we will, next year!)
Looks like Assassin's Creed Odyssey.
Then we're in good company, that's a gorgeous game.
Single player only? Please tell me that’s not right.
The store page is very much an early version and will be expanded with more information next year.
Hey Anno Community,
Not too long ago we’ve released a DevBlog on the first months of our work on Anno 117: Pax Romana, how we tackled starting a new Anno project and creating the vision. If you missed it, you can find the blog here.
But how are things looking like on Anno 117: Pax Romana right now, development-wise?
While – as communicated before – you will have to be a little bit more patient until we show you our “baby” in action, we nevertheless want to give you an update on the current stat...
Read moreJumping back into 1800 after a good long while, I can't quite recall:
Do higher tiers of citizens still require the goods and buildings for lower tiers if it's not directly listed in their needs window? I'm fairly certain that was the case in older titles, but I'm not sure about 1800 anymore.
Thanks!
Nope, they only need the goods + service buildings listed in their respective interface. The need usually just carries over to the next tier but not further.
(I believe there's a mod that changes that, however, if you prefer the extra challenge)
Correction: Blue Byte IS part of ubisoft and not an indipend studio. It's even called "Ubisoft Blue Byte". 🤓
Even more specific: we're Ubisoft Mainz. "Ubisoft Blue Byte" is the combination of all three German studios (Berlin, Düsseldorf, Mainz).
Read moreSo does that mean with will get so alternativ skins?! 😀 I would also be quite disappointed, if it would just contain, flags, arches, gates, pavement and fences.
*just read your latest comment Where you answered my question But what would you say is the philosophy of these "Cosmetic-DLCs"? Some of them contain ornamental buildings.
Well... it's quite a colourful pack, that could also include skins, of course...
It's not about ornamental buildings as such, but about the huge ones that Seilofo was asking about. Sure, the rollercoaster, swan pond or the ice rink are larger structures (that's why there's also just always only one of them in a CDLC, if any) but I believe not quite what the original comment was about.
The philosophy is to provide additional, purely ornamental content with no gameplay impact. It's to provide players with more options to bring their cities to life and/or create themed areas (a Christmas market, an old town, etc.) in their cities.
Visual clarity is also important in Anno, i.e. players should see on first glance and without UI help what they're dealing with (that's a factory doing smelting, this place is cooking something, that's a residence, that's a public building, and so on). That also applies to the CDLC, where even larger structures should be clearly ide...
Read moreOf course, that's why I'm not surprised. You decide the scope, and you've got bigger fish/garum to fry right now. But it's something to keep in mind for the future.
Oh, it's not Anno 117 that's the reason here. Our design-approach for Cosmetic DLC was that we want it to be smaller objects that fit well into cities (or landscapes) to fill up any "empty" tiles and are as flexible as possible.
Most cosmetic packs have a larger structure included (e.g. the bath in the Steampunk pack, the large swan pond in the City Lights pack, etc.) but the rest of the pack focuses on smaller to medium-sized structures.
Large structures (the big ornamental building you mention) are very expensive in terms of workhours; that would mean that (considering the 5€ price tag for CDLCs) there would be VERY few of those in one cosmetic pack. Additionally, from our perspective, putting all this effort into such a huge building (let's use the Cathedral example) and then not having it have any gameplay impact would feel like a waste. There's also a good chance of it not matching player expectations: us adding/selling a huge Cathedral but not giving it any ...
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