DevBlog: All roads lead to Anno

“The Road goes ever on and on,
Down from the door where it began.”

Bilbo Baggins, The Lord of the Rings by J.R.R. Tolkien

Very few things in an Anno game would function without roads: they connect all the player’s buildings on an island, starting at the harbour and connecting lonely woodcutters, houses in the towns and every other little production outpost.

They enable the transportation of goods and visualize the delivery time and distance of said goods via transportation feedback units with carts or wagons. They play a key role in the city planning for players and help organize the different parts of an island.

And, lastly, all kinds of other feedback units (i.e. pedestrians, animals, etc.) spawn on them as well and make the world look livelier and more believable.

 

Importantly: They are sticking to the grid like everything else in the game. But… what if we expanded your options in the grid for Anno 117: Pax Romana?

In our two-part series on the Anno grid and roads, we first give you an overview of what changed and what that means for your gameplay experience. In the second blog we’ll dive deeper into the “how” and “why”, the technical details and challenges we faced in making this happen.

Roads in Anno 117: Pax Romana

To be perfectly honest with you, this was not the first time we thought about breaking up the usual 90° angle grid for Anno. Each time we ran into issues, felt that the solution would not quite live up to what we thought was important to Anno and/or decided that our time was better spent on other features, adding more value to the game and for our players. After all, one does not simply rework the Anno grid system.

Until now!

In Anno 117: Pax Romana the grid is reworked with additional functionality to allow for 45° angles of roads and buildings. This does help making both streets and anything connected to them look significantly more organic, and can certainly change up the look and feel of both building your cities and setting up your production chains.

 

We have also put work in making corners and street connections look smoother, creating automatically smooth curves instead of sharp corners. The streets also automatically adjust and straighten when buildings are placed near them (e.g. when players place a house directly in the corner in order to waste as little space as possible space) for a more appealing look.

As Anno 1800 veterans, you can otherwise expect similar behaviour as you’re used to: roads are adjusting to the terrain elevation, they’re creating bridges when you draw them over a river and change to a pier-style version when built on the coast. You can also expect different road types, with better versions costing more but providing some benefits.

A look under the hood

That was a VERY quick overview but how are roads working now, from a design point of view? Let’s get into the technical details with the support from Nicolas from Game Design, Christian and Johannes from Gameplay Programming, Tim from 3D Programming and David from Art.

The grid in Anno 117: Pax Romana is made of single tiles which are further divided into 4 sub-tiles, while Anno 1800 only had single tiles. This was a necessary change to allow for diagonal building, since we can now make any objects you place also correctly fit into the grid diagonally, see below:

Isn’t this now just much better looking than the zigzag from before? See below for a direct comparison when building a road from A to B:

Another change to support both diagonal roads and the improved visuals in terms of smooth curves: streets are now graphs, instead of being rendered tile by tile. This essentially allows us to render the entire section from one node to the next (see image below) which does make it look more coherent and takes any intersections into consideration.

One downside of this change is that it’s not possible anymore to build a road that covers exactly one grid tile. A road will always have to be at least two grid tiles long.

As a result of these changes and the increased number of ways roads can intersect, we couldn’t use the same way we handled road tiles on Art and rendering side in Anno 1800 where each possibility had its own complete version created by the Art team. Back then, we worked with sets of road tiles like this:

In 45° the number of possible intersections is drastically increased. Calculating that number is actually not trivial, because street intersections are not limited to one tile so they can overlap with other intersections creating something that can lovingly be described as a huge mess.

You remember the sub-tiles of each main tile? Based on them, we decided that Art would create a smaller subset of pieces which then would be assigned to the correct position (according to context) to form roads based on the code created by the 3D Programming team.

That doesn’t mean that this process is easy – this picture shows quite nicely what’s possible when building multiple pieces, curves and intersections close together – and all of that has to work and look pretty:

Building smoothly

Important for us was that players can switch between the “good old” 4 directions that served the Anno series so well over the last 25 years or all 8 directions we offer you now on the fly: you can enable and disable the option at any time.

This also meant that intuitiveness played an important role when we designed the update to the grid and road system: Despite these new options, our focus was to still make building roads as straightforward and simple as before, where a few clicks connect two points on the island no matter how they are orientated in the grid.

Accordingly, all buildings also automatically align themselves to the placed roads next to them, no matter if they are built in 45° or 90°. You can still manually rotate them to your liking, of course

On that note we’re sure you’ll appreciate another quality-of-life feature that made its way into Anno 117: Pax Romana from Anno 1800’s console version. Hovering with a road in build mode over any building allows you to build a road that surrounds the whole building with just a single click. This way you can quickly have a block of residences surrounded by a road – or a warehouse, like in the example below. Have a look!

And finally, the important question: How does the team prefer to build their cities in Anno 117: Pax Romana? And which approach would they recommend players as default option – using all 8 directions or only the “traditional” 4?

 

Nicolas: “I personally like having different neighbourhoods (different cluster of residences, production) and each one can have different orientation.

I also like to orientate element based on the shape of mountains, coasts and rivers. It creates very dense and optimal clusters and still feel very organic.

One of my favourite aspects is have farm field with various shape. Bye-bye angular farm fields!”

 

Johannes: “I usually play in a manner, where I want to reach my next goal as efficiently as possible – and for me that works best when fully sticking to a 90° angle.

However, it’s a totally different thing when playing multiplayer. My focus then switches away from building efficiently towards building more interestingly looking districts. This takes more time and space but also feels rewarding when I can delight / surprise my multiplayer-partner with the more organic look.

Outro

As you see: While Anno 117: Pax Romana stays true to the grid (that has become central to the series and makes everyone happy who loves building as efficiently as possible) we did introduce more flexibility on top of what you’re used to. Those came with their own set of challenges during design and development but also new opportunities to change up the visual style of your cities and islands, more freedom to build your islands the way you want. Despite the added complexity through the diagonal option, building roads in this expanded grid feels as intuitive as before.

Other features in the game use a similar functionality to the roads… more on that later. Completely unrelated: Did you know that the historical Romans built a ton of aqueducts?

 

We did mention “challenges” a few times throughout this blog, as well as implications for other parts of the game – more on this in the second part of this DevBlog in the coming weeks.

So, for today: We hope you got a good first idea of what to expect in Anno 117: Pax Romana. If you have any questions on the grid or the topic of roads, don’t hesitate to share them with us!

Union Update: Vote for your favourite Island Design

Hey Anno Community,

It’s time for the last phase of our third and final Community Contest dedicated to Anno 117: Pax Romana – voting for your favourite island design!

Back in January, we challenged you to design your very own Latium island and submit your creation for a chance of your design becoming an actual island in Anno 117: Pax Romana. Well, you clearly understood the assignment and sent us SO MANY amazing designs!

We would like to take this moment to thank each and one of you who submitted an entry for the contest, your creativity and attention to details always amazes us. We had an incredibly hard time to only select a handful of them for the voting, there were so many fun designs!

So, after diligently going through all your submissions, the Level Art team has chosen 5 finalists for this contest.

PLEASE NOTE: Entries have been annonymised for the voting. The content has not yet been adjusted to fit the exact realities of the game. That means that any landscape elements, features, buildings etc. mentioned in these designs that have not been confirmed by us are pure speculation by these authors. The winning entry will be adjusted afterwards if necessary.

Click on any of these images to open them in a separate tab if you want to take a closer look.

We know – it’s hard to choose! Once you feel ready, cast your vote by clicking on the button below! Your vote is completely annonymous.

You will have time to vote until March 2nd end-of-day. We cannot wait to see the results of the voting and celebrate the winner.

Thank you all once again for participating in this contest, it’s been amazing to see your engagement and excitement for the game, throughout this.

Anno 117: Pax Romana at the IGN Fan Fest

And, at the very end of this blog, we want to direct attention to Thursday: As part of the IGN Fan Fest, our Creative Director Manuel will also talk about Anno 117 and reveal a new feature.

Tune in on Thursday at 7PM CET/10AM PT for the IGN Fan Fest. The Anno 117: Pax Romana segment will likely start around 8:30PM CET/11:30 AM PT.

Union Update: Beta Registration & Collector’s Edition

Hey Anno Community,

let us quickly update you on two recent pieces of news!

Register now for beta tests

You can now officially sign up for upcoming beta tests later this year via this website!

We’ll have more information on the exact dates of these tests in the coming months. From all registered players we will randomly draw a certain number of people based on the goals of the tests.

These tests serve to both collect your feedback on the game and its features as well as test performance and stability on all platforms and different kinds of hardware configuration.

The Anno 117: Pax Romana Collectors Edition

Just last week we confirmed with a teaser a question that many of you have already been asking: yes, Anno 117: Pax Romana will receive a Collectors Edition: the “Governor Edition”!

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You can register now via this link to not miss any future news on the Governor Edition. We’ll reveal more on the content of the edition later this year…

 

… but wait, we actually have a little sneak-peak already! In fact, we even need your input!

Right now, until February 21st, you can vote on your favourite design for the Governor Edition’s box, as well as the artbook that’s going to be included in the edition. Follow this link to the poll!

We’re very curious which designs you prefer!

Community Contest – Design an island for Latium

Hello Anno Community,

It is time for the third and final Community quest dedicated to Anno 117: Pax Romana – where we ask you to use your creativity and imagination to create something that will make its way into the game.

Your third and final quest

From statue designing to quest writing, you have had quite some fun in the past few months! And we have loved seeing your creativity and imagination being applied to Anno 117: Pax Romana. This time, we challenge you to design an island for Latium, one of the twin provinces under your stewardship. Latium is close to the heart of the empire, a place of luxury and tranquility, covered in wheat and lavender fields. Cypress trees adorn paths and provide much-needed shade during the warm summers. With its beaches, open fields and breathtaking views, this province makes the perfect retreat for the wealthy.

  • General rules:
    • You have time until 9th February to submit your entry
    • Only 1 entry per person is allowed
    • Entries must be submitted to this e-mail address: anno-community@ubisoft.com using the subject “Community Contest: Island
    • Entries must be digital, i.e. if you did a paper drawing, you will need to scan or photograph it and attach it to your email
    • Entries must not infringe on any copyrights of third parties
    • Entries that have been created using AI tools will be excluded from the contest
    • Two or more people can work together on a single submission

 

  • Island-creation rules:
    • Design a single island for Latium, the Roman-inspired province
    • You can design your island on any medium you prefer (paper drawing, MS Paint scribble, 3D model, etc.,) and anything from a quick sketch to a detailed model is fine
    • Your island should be clearly visible, and its shape must be clearly defined in top-down view
    • The shape of the island should strike a balance between being interesting to plan and build a city in while looking visually appealing. A balance of a central, cohesive space together with more fractured or narrow spaces. Try to use natural elements like the coastline shape, rivers or cliff lines as your tools to define the space.
    • The island should feature at least one large, cohesive space that is suitable to start building a city in. That space should have a connection to a beach.
    • It should feature at least 3 mountainous elements that could believably host mines.
    • The island should have at least 1 river and up to 3 in total. Rivers may branch.
    • The island should use elevation in large, smooth gradients rather than a high frequency of hills. Mountains should believably support this elevation.
    • Forests should be well distributed across the island – in both smaller and larger formations.
    • Clearly mark all these terrain elements such as mountains, hills, as well as beaches and rivers; keep in mind that if something is not marked as a beach, it will be counted as a cliff-side

If you feel the need to add notes, descriptions, gameplay ideas behind your concept – feel free to do so.  

Here is an example of how such an island design could look like, created by one of our Level Artists back in the days for Anno 1800: 

Once the submission time is over, we will review your entries and select our favourite island designs with the help of the Level Art team. The finalists will then be published in the Anno Union, and it will be your turn to decide the winner of the contest by voting for the island that will make its way into the game. Voting will start in late February.

We hope you are as excited as we are for the last Anno 117: Pax Romana contest! Have fun designing your own Anno island – we cannot wait to see what you create this time! In the meantime, for any question feel free to comment or reach out on our social channels listed below.

*We reserve the right to make adjustments to the winning island design for it to fit the Anno 117: Pax Romana level design and balancing.

Union Update: The Anno 1800 Saga

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.

What a ride it has been!

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 series 25th, as well as Anno 1800th 5th birthday with you all.

Sure, there were, no doubt, some hick-ups along the way:

Veterans might remember an incident with an armada of ghost ships in Season 1 or issues around the release of the “Eden Burning” scenario, which left the game in a rough state for the holidays.
For quite a while, the Influence mechanic remained a hotly debated topic – as were items and their balancing. Some of these topics even make a return now in discussions about Anno 117: Pax Romana.

However, ultimately, this didn’t overshadow the fantastic success that Anno 1800 had become or the incredibly appreciation we have seen from all of you, motivating us to continue working on the game throughout all these years.

Certainly, we did not plan for Anno 1800 to have such a long post-launch life, or to see so many smaller and bigger expansions. Looking back, we’re incredibly proud of our work over the last years – even while we are at the same time also happy to close this chapter of our history and start writing a new one. Now in ancient Rome instead of in the time of the Industrial Revolution.

We’re also incredibly proud of having had YOU all with us on this journey! We couldn’t be luckier with this awesome community we have – that is (even when something goes wrong) polite and patient, welcoming to new players, incredibly inventive and has created some of the best memories of our careers as devs.

You’re playing a huge role in what we’re doing, in many decisions we take and in why we can work in jobs that bring us joy.

Thank you!

Team Anecdotes & Messages

Therefore, to round things off, we think it’s only appropriate to finish today’s blog with some messages and memories from the team:

Let’s start with two easter eggs that we think haven’t been found yet!

We’re not going to reveal the full details but… let’s imagine there’s a first-person mode that lets you use one of the swan boats from the “Pedestrian Zone” pack. Now, let’s assume there’s a button that lets you… do some acrobatics with the boat. Wouldn’t that be fun?

Johannes, Senior Gameplay Programmer

If you’ve really messed up the water quality in the “Eden Burning” scenario, nature is protesting. Vehemently. At the beach.

Nico, Lead Programmer

 

Then there are of course some development stories…

 

Did you know we, for a while, seriously considered a scenario involving aliens in Season 4? It was supposed to draw on some 19th century science-fiction works and involve a defense against non-human invaders.

Dominik, Game Designer

 

Did you know that when the team first introduced cats and dogs to the game, they assigned them the regular “pedestrian kid” behaviour since we didn’t have a specific “pedestrian animal” behaviour yet? The result was… interesting, with gangs of cats and dogs heading to the zoo to watch the other animals there.

Jan, Gameplay Programmer

The time we forgot to remove the “strange idol” item from a cancelled questline in DLC 12. We hoped you wouldn’t notice but… of course you all did. And not just that, this even resulted in some elaborate conspiracy theories about secret messages and teasers (and we never do teasers, as you know).

Jannika, Game Writer

Wow, End of an Era is here, and my memories from working on 1800 are flowing in, everything from starting my first job for a big game publisher on Anno 1800 in 2021 till my last work on 1800 – the Eldritch pack.
 Anno 1800 has given me so much joy and experience in working with game development, people and crafting great content for you, the player.

A couple of highlights are:

  • Introducing New World Rising in our Season 4 Trailer.
  • Being in charge of the Seasonal Decorations pack on the QA side (still annoyed it got released with the wrong icon, the placeholder was just that good hahah).
  • Working on the creative mode with Dominik, coming up with a lot of suggestions of what to add, like that every resident tier can be built directly, that every zoo and museum module could be built as an ornament – and just so so many ornaments!
  • And then, close to the end, when we added the mod support to Anno 1800, the great collaboration between the few of us that were still working on 1800 back then.

All in all, I want to say thank you to all of you – the fans – for supporting the game and our team these years. It’s been amazing and I can’t wait for you to see what Anno 117: Pax Romana has to offer!

Sic Parvis Magna
Jan, Development Tester

 

Thank you so much for every minute you played at Anno. Your support, your having fun while creating your own little world is the biggest joy and gratification a designer could ask for <3
Thank you for being the most wholesome community I ever joined! Nothing warms my heart like joining the twitch lives and reading your comments on Reddit.

The end of 1800 is just the beginning of a new chapter and the beginning of your new empire!
See you in Rome!

Elisabetta, UI Designer

 

There’s no doubt that we have one of the most wholesome communities in gaming. Both in the interactions with each other as well in interactions with us from the dev team, the calm, friendly and constructive manner in which you engaged with others made the lives of players and devs (especially mine <3) of Anno 1800 just so much better.

Never change, please, and we’ll all continue to have a great time with Anno.

Oliver, Community Developer

 

Union Update: It’s the “End of an Era” Pack Release Day

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 with Laura and Jannika.

You can also get a detailed look at all the new skins and ornaments and learn about the inspirations for this cosmetic pack in our DevBlog.

 

The “End of an Era” Pack Cosmetic DLC is now available on all platforms for 4,99€ or your regional equivalent.

Creative Festival

Finally, let’s not forget the “Creative Festival” is still ongoing until December 8th! Join other Anno 1800 fans in sharing your best, favourite or simply wildest screenshots of the game using the DLC and CDLC that were released since 2019.

Which ones are your favourites? Share them on any platform (Twitter, Reddit, Discord, Instagram, …) – we’re looking forward to seeing your creations!

Anno 117: Pax Romana Updates

We’ve also published a few updates and news on Anno 117: Pax Romana very recently!

Check out this blog for news on Steam as well as some first screenshots of the regions Latium and Albion! In addition, in the same blog we’re also sharing a more general development update for the game including some of the topics we have been and currently are working on.

Community Spotlight – Advent Calendar

A very short Community Spotlight for today: On Reddit, user announced their video advent calendar for Anno 1800. Every day, you can expect a chill video with some Anno 1800 beauty building footage on their YouTube channel.

We love the idea! Why not head over to their channel and check it out?

DevBlog: Anno 117 Project Update November 2024

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 state of the development today.

What happened in the last months

Over the last months, we have made very good progress on the game and recently reached an important milestone which, of course, demanded to be properly celebrated with cake.

Having implemented the vast majority of features, with more content being added each milestone, we wanted to put the game in the hands of players once again and organised our largest playtest yet (a one-week diary study) in September.

We very much appreciated the input from all participants who – in this very much still in-progress version with certainly not final balancing – provided us valuable insights into topics like the progression, various UI elements (e.g. trade route setup or the location of the game speed options) and the age-old question of island size.

 

So, what are some of the most recent additions and improvements for Anno 117: Pax Romana?

  • We have made large steps in regard to the islands and terrain, having recently overhauled many of the island designs as well as trees and rock textures and – going by the feedback from the last internal presentation – reached “I want to go there on vacation” territory.
  • Since a few months, there now also are work-in-progress versions of NPCs and the diplomacy system to deal with – no more “I can grab any island I want” situations in the playtests. Time to build more Triremes and protect those trade routes!
  • The life of your citizens has always been an important aspect of Anno, and Anno 117: Pax Romana is no different. Reason enough for our animator to add a completely new set of feedback units (people and animals) to the game. Plus, we went and did some motion-capture! More on this in a future DevBlog.
  • We’ve also made great strides on the topic of controller support, building on the learnings of Anno 1800’s console version. Providing the best experience for each platform without negatively impacting another remains one of our key principles.

Let’s take a look at some islands!

We have just mentioned that we made significant progress on the islands in the past months. So, as a little (early) Christmas present, we’re excited to give you a first small look at the world of Anno 117: Pax Romana with some early screenshots of the two provinces: Latium and Albion!

Keep in mind these screenshots have been taken from a work-in-progress version of the game and do not reflect the final quality of the game.

This is the province of Latium, close to the heart of the Empire: wide open areas, sandy beaches, lavender fields and cliffs to stand on and watch the sunset from.

“We took strong inspirations from the beautiful Amalfi coast and the bay of Naples. Our goal was to create the typical warm and welcoming Anno feeling. A place that delivers on the fantasy of a game set in this era. It’s sunny, you feel a mild breeze – it’s a place where even the rich Romans in ancient times liked to spend their vacations.”Manuel Reinher, Creative Director

The province of Albion, much further in the north, has its own visual design: rocky landscapes with high cliffs and mountains, marshy areas, fog and rain – a significant change in scenery.

“We wanted to create a striking contrast between the provinces and the mystic Celtic Albion is perfect for that. It’s the most alien place within the Empire. It’s wet, misty, full of marshland – a place far from home where no civilized Roman wants to be. You will face new challenges in this province, but also new exciting opportunities that these wetlands and the local people unlock in your adventure as a governor.”Manuel Reinher, Creative Director.

 

These are the lands our dear Towncrier wandered through back in June in our reveal trailer (Build it!), as you might remember. We’re sure he would also really, really enjoy wandering through these lands in-game…

Anno 117: Pax Romana on Steam

In further news: We’re pleased to confirm that Anno 117: Pax Romana will be available on Steam from Day 1 when it releases in 2025 together with all other platforms: Ubisoft Connect, the Epic Store, Xbox Series and PlayStation.

Wishlist Anno 117: Pax Romana on Steam now by following this link: Steam Wishlist.

We can’t wait for you to get your hands on the game next year on the platform of your choice!

A look into the future

For the next months we have plenty on our hands, including – of course – the feedback points from the latest playtest, all the while planning our communication for 2025.

There’s work to be done on the character portraits and the quests, but also on the music side of things: it wouldn’t be an Anno game without a fantastic soundtrack!

As mentioned above already, we’re also busy working on the UI elements for the many menus that help you with your tasks , as well as the general user experience, the look and feel for Anno 117: Pax Romana.

And there’s the topic of incidents: it wouldn’t be an Anno game without the occasional fire, for example. How often and in which way these appear and how players can act against them, however, are topics the team is still exploring further.

This topic of course also plays into the general topic of “difficulty”, which we touched on above when we talked about the recent playtest.

We will continue to give you the occasional more general development updates like this in the future and – next year – will be able to show you gameplay and impressions of these topics as well.

Until next time!

Union Update: Results of Narrative Vote & end-of-year stream

Hello Anno Community,

It’s November, going outside is becoming increasingly uncomfortable and 2024 is slooowly nearing its end. Before that, however, here are some updates and announcements from us for the end of the year: Let’s talk about the two previous Community Contests and the upcoming livestream.

Quest Design Contest

We’re excited to announce the winner of the second Community Contest.

You have spoken, and with a small but decisive lead, the “Weapons from the Stars” quest concept (link) took first place! (30% of the votes, followed by In Vino, Veritas with 24%) Clearly, the hunt for special metals to forge something unique for the people of Albion grabbed your attention.

A round of applause to its creator, Nathanael, and a big thank you once more to everyone who sent in their stories for the contest.

 

So, what’s next? – Our colleagues in the Narrative Team will take the winning concept and might start making some adjustments to make it fit the constraints of the game. We’ll also reach out to Nathanael in case of questions or before we would make any bigger changes to the quest structure.

The quest will then be implemented in the coming months to be ready for Anno 117: Pax Romana’s release in 2025.

Statue Contest Update

We also want to use this opportunity to give an update on the first content we held back in summer.

You might remember, “Annocius” by HiddenMoon79 won the community voting. Since then, our Art Team has been working first on a concept and then the 3D model for the in-game statue. The 3D model actually is finalized already, but misses some polishing. We’ll have a screenshot for you in the next Union Update.

End-of-year Livestream

As mentioned in the intro: we are planning one last livestream for the year – both as a way to recap what happened in 2024 as well as to showcase Anno 1800’s final Cosmetic DLC.

Community Developer Oliver is joined by two returning guests for this adventure: Artist Laura and Game Writer Jannika, who both poured their creativity into this last cosmetic pack.

Join us on Thursday, November 28th, at 5PM CET / 8AM PT / 11AM ET over on the Annogame Twitch Channel.

Union Update: Vote for your favourite Quest

Hello Anno Community,

Here we are, at the end of October, ready to launch the final phase of our second Community Contest: the voting!

Back in September, we challenged you to write a little in-game quest for Anno 117: Pax Romana – tied to the region of Albion and featuring buildings, people and themes of this region.

 

We ended up receiving so many entries that we had to adjust our internal timeline for the start of the voting. It took us longer than planned to settle on our five favourites from the far over one hundred quests that we received.

A huge THANK YOU to everyone who submitted their story, we could clearly see that you all added what you wanted to see in Anno 117: Pax Romana into those stories: from references to Anno 1800, pop culture or ancient mythology to stories with dramatic turns and humour-filled episodes.

 

To ultimately settle on the five finalists our main criteria were: originality, feasibility within the game features and narrative tools at our disposal and if the quest/story fits within our world.

So, after going through your submissions, we chose our favourite entries. Find below a short summary for each quest and a link to a PDF with the full quest.

IMPORTANT: Entries have been annonymized for the voting and translated into English if needed. Otherwise, the content has not yet been adjusted to fit the exact realities of the game. That means that any characters, features, buildings etc. mentioned in said quests that have not yet been confirmed by us are pure speculation by these authors The winning entry will be adjusted afterwards if necessary.

  1. In Vino, Veritas

A teacher at the local Grammaticus requires the assistance of the governor to prepare a meeting with scholars, including the delivery of suspiciously large quantities of wine.

Link to full quest

 

  1. Weapons from the Stars

A local smith argues the metal from a fallen star could be used for some very special weapons – assuming you can assist him finding and retrieving a piece of the fallen star in the first place.

Link to full quest

 

  1. Traditional Beer in Danger

Do Romans not also deserve beer? Balance the worries and needs of the local population with those of traditionalists and your requirements as a governor when it comes to the age-old tradition of brewing beer.

Link to full quest

 

  1. Spatha, no, Spathae!

New weapons for the Romans sound like a lucrative business – but the smith will need the support from the governor to start their ambitious project.

Link to full quest

 

  1. Intercultural Exchange

Find the right balance on the topic of Romanization by intervening in the education in Albion and providing the Grammaticus building with the means to teach the young and old.

Link to full quest

Had a thorough look and picked a favourite? Well, then it’s time to vote and have the concept of your choice turned into an actual in-game quest!

The voting is open until November 5th, end of day – you have one vote and your vote is completely annonymous.

 

Once again, a big shout out and thank you to everyone who participated, from all of us – and the Narrative Team specifically.

Have a fantastic week!

DevBlog: Defining a Creative Vision

How are we creating the vision for a new Anno game? Which challenges do we need to face when working on the concept of a new game? Let’s dive into the topic of designing an Anno game together with our Game Director Jan Dungel!

 

For this blog, we’ll first go a bit back in time to the beginnings of Anno 117: Pax Romana. Then we talk about the roles of Game Director and Creative Director in our team and about our overall approach to Game Design.

This is the first of two blogs on this subject: the second blog will go a bit more into the day-to-day work of the Game Design team on Anno 117.

First Steps

So, a little while ago, Anno 1800’s postlaunch was still ongoing and we started working on the console version, a small group of the team here in Mainz started brainstorming on the next project. Clearly, we wanted (and needed) a new project to follow after Anno 1800 – but what kind of project? In those discussions, several key points needed to be decided upon.

For example: What type of game do we want to create? – Well, that one was answered rather quickly: after the massive success of Anno 1800, of course we wanted to build on that with a new Anno title.

Part of this decision obviously had to be: What then should the setting for the next Anno game be? Now you know: it’s inspired by Ancient Rome!

Tied deeply into these discussions also was: What are our strategic goals for the new Anno game? For example, for Anno 1800 one huge goal was to go back to the roots – with the game being an answer to the feedback to Anno 2205.

Additionally, we checked if and how we achieved our goals for our last game(s) and evaluate past strategies and successes.

Questions like these set the baseline for all future discussions, therefore, let’s elaborate on the last two points a bit more.

Agreeing on strategic goals

One goal for Anno 117: Pax Romana, for example, is to provide once again a strong Anno for our fans and hardcore players after the massive success of Anno 1800; BUT we also have several points we want to improve on – a key being the experience for new players. That means tackling the topic of onboarding, for example. We are quite aware that saying things like this occasionally results in some worried faced within our core audience – but we consider it achievable, albeit challenging.

Game Designs job then ultimately is finding ways to achieve the goals we set ourselves for the new game.

Agreeing on the setting

Indeed, the setting for any Anno is one of the earliest things we decide on. That’s cause the setting itself can already answer strategic questions.

If we, for example, wanted to grow our Scandinavian audience (to use a VERY random example), maybe Vikings or the time of the Great Northern War would be well-suited.

It also immediately determines the narrative approach, as well as feature set. Anno 1800 could distinguish between sailing and steam ships, Anno 2070 could add aircrafts – and both examples impact logistics, warfare and more in these games and therefore have large impacts on many layers of the overall design.

And – as you know, we decided to set Anno 117: Pax Romana in an Ancient Roman setting. There were several reasons (and therefore also answers to strategic questions) for this, starting with the fact that (as we also know from previous surveys) Rome simply is a fan-favourite setting – something we know would go very well with our existing audience.

Rome, as a setting, also simply is an obvious choice for a builder game like Anno. Rome stands for a big empire, many different cultures, a network of trade (with plenty of trade by ship), centralised but also spread across many provinces (not unimportant when thinking about postlaunch opportunities) and the Romans themselves as builders – from towns to infrastructure to large public buildings.

The setting, also, has mass-appeal, and people know Rome and the Romans (to the point where parts of this knowledge might be considered stereotypes). That – to an extend – also provides a certain risk: we needed our own take, the Anno take, to the setting we have chosen.

There are so many aspects that appear in people’s minds when thinking about “the Romans”. The typical imperial legionnaires, political intrigue and Caesar’s murder, gladiators and all the ruins still visible today.

Self-identification

Another obvious question we had to ask ourselves, was: What type of game is Anno? And what makes Anno, Anno, from a Game Design perspective?

The first question is not that easy to answer, actually. And we see that often when following discussions between our fans as well.

Anno is a premiere builder game within the strategy genre – you’re doing far more than just building cities, though!

No, Anno goes beyond that and includes city building, deep economy simulation, 4X strategy elements and an immersive world with a narrative layer to hold it together and dive deeper into the setting. These systems interact with each other to a degree that Jan suggests Anno turns almost into a puzzle game.

It’s a unique mix and this is our specialization in the genre: we are Anno. And we call ourselves a builder game since these puzzle pieces, this complexity, is due to all the things players build in our games: cities, relationships, trading networks, fleets and strategies.

 

In fact, self-identification is key (we have talked about the approach by our Brand team previously), and we’re looking in detail at the evolution of our own games: Which new mechanics were introduced in past games? Which new features? Which features were tried and then never returned? Which features did we love and which ones did we not like?

That also includes putting ourselves into the place of the player, and asking the question: What are my expectations to an Anno game from this perspective? What are my needs and wishes when playing an Anno game? What excites me? What bores me? Accordingly, playing our own games, including older titles, also plays an important role for our Game Design team (and the onboarding of new Designers) in understanding what makes Anno, Anno.

In short: we need to become Anno players and remove ourselves from seat the of the developer for a bit. After all, ultimately, we’re (also) building the game for ourselves.

Let’s use one prominent example for this “Anno DNA” topic: Islands!

Islands are another unique selling point of Anno, a key ingredient since the very first game – and, phew, a much-discussed subject within our community as well. For us, islands – or at least the principle of islands: space limited areas with a logistics area between them – are core to the Anno experience. They would not need to be literal islands, but the limitation of space (through island size, number and design) and the challenges (see: puzzle!) that arise based on that are key – they create a purpose for the player and influence many other aspects of the game’s design.

Additionally, islands naturally communicate space: there’s no doubt where players can build and where they can’t. The separation between building area and logistics area is clear and doesn’t require and UI help or artificial map borders.

As many of you also pointed out in the past: islands are also a key aspect that makes us historically inspired but not historically accurate. Our real world does consist of many larger land masses, which are not present in an Anno game.

From Anno 1602 over Anno 1404 to Anno 1800 – the world is always made up of a multitude of islands with unique designs and terrain features. Easily visible by a quick glance at the minimap.

Finally, it’s important to note that we’re not working in a bubble: we’re performing quite a bit of research into what other games are doing. What are current industry standards for strategy games? (for UI/UX design, game design, narrative design etc.) And then there are of course playtests with members of our community – we’ll tackle that topic in a future blog.

Creative Directors and Game Directors – what’s the difference?

This is maybe a good time to stop for a second and ask: What does a Game Director do? And a Creative Director?

For us, both jobs’ responsibilities naturally overlap in many areas, since both are shaping the creative vision of the game.

Our Game Director Jan’s main task is translating the creative vision for Anno 117: Pax Romana into how the game is supposed to be. That includes narrative layers, Level Art (e.g. available building space) and Art (e.g. size of buildings) but also long-term plans (postlaunch) and all its implications.

He is directing the game and the team, with an emphasis on making sure the game is fun and that people are aligned on the vision and are not working in silos. For example, building size and island size need to work together for proper balancing, so, Game Design, Level Art and Art are in regular communication.

His tasks can go from high-level topics to low-level details like balancing.

The split in responsibilities is expressed in so far as that Jan is basically purely focused on the Anno team itself and on building the game.

Our Creative Director Manuel’s main mission is to come up with a strong creative vision for the project, communicate this vision to the team and stakeholders and to make sure that we stay on course over time. He is aligning, inspiring and challenging the team, mainly by providing direction on high-level topics. Off course he does this not alone, he is working closely with all disciplines of the Anno leadership team, most of the time with other Directors like Jan, to make sure that we achieve our goals and deliver a game that our fans and potential new audiences will love.

A big part of his work is also to represent the game and team outside of our studio. This can be within Ubisoft, or as a spokesman to our fans and press.  He is also working closely with Haye (Brand Director) and her team to make sure that the way we present Anno 117: Pax Romana is in line with the creative vision of the game.

 

It’s important to note that – as with many other aspects that we talk about in our blogs with game development insights – job descriptions are specific to Anno. Other projects and other developers might give roles with the same names different tasks and responsibilities.

Same goes for our approach to conceptualising a new game, the way our Production team (topic of a future DevBlog) works etc. Each project and team has different needs and priorities, there rarely is a “one-size-fits-all” solution to game development that can be just used for everything.

Outro

What followed these initial questions were weeks of research into the setting and potential features. Our Senior Writer Matt started outlining the world and exploring story angles, while all of them together also had to answer questions like:

  • Is the setting done too often already?
  • What will put us apart from other games?
  • And: Do we like it and actually want to work on it?

On the topic of features, we did some first decisions on which “old” features to keep, which to change and which are mandatory – for example, because of the setting chosen.

 

However: now we’re already entering the development territory and leaving the original “creating a vision” space. Therefore, we’ll cover this in a future DevBlog.

To briefly summarize: We’re always starting with asking some very fundamental questions (Type of game? Goals? Setting?) while identifying and reaffirming the series’ DNA and main pillars. Only after that we start exploring narrative and feature questions to create the basis for the game and slowly onboard the rest of the team. This is when the team starts creating high concepts and later detailed design documents.

Stay tuned for our follow-up blog when we talk about the day-to-day work of the Game Design team and how we document features and mechanics.

Did we leave anything unanswered? What do you see as absolutely core to the Anno DNA? And are there any questions you have for our Game Design team that we should answer in our next blog?

Leave us a comment below or share your questions with us on Discord!