DevBlog: Treasures of the soil

From rags to riches – your industrial machine shall never rest when your soot-blackened empire rises into a glorious new era. Manufacturing the first goods is easy enough but soon, you will manage a complex logistical network to ensure a steady flow of resources for your hungry industry.


Today, our Game Designers Christian and Sebastian illuminate our lodes and fertility system, which are kicking off a series of posts focusing on the focal point of Anno 1800’s core gameplay: production chains.

In the first stages, Anno is dominated by simple production chains, such as establishing a basic food supply. Harvesting natural resources such as capturing fish at your coastline or chopping wood is enough to get things rolling. But soon enough, your small settlement will start to expand and production lines will become more complex. When your production will be evolving into a real industry, it will start to require harder to find resources.
Fishing and lumbering won’t be enough anymore, when advanced goods will require you to grow various crops or to tap into the mineral deposits on your island.
The growing complexity of the resource management is an important challenge when progressing through the game and soon, you might realize that the conditions on your main island are not enough to support your demanding society.

Reaping the harvest – Fertility
In the real world, every plant has certain requirements in order to grow properly. The right enrichment of minerals in the soil determines the fertility for certain crops and other plants. Additionally, there are other ground and weather conditions which might affect the fertility of the soil.
Agriculture makes up a big part of Anno’s production chains, but we simplified the complexity of Mother Nature and translated the concept into our fertility system.
In Anno 1800, not every plant will grow on any island and players have to seek out other isles with the right prerequisites. When progressing, you need to either settle on other islands or establish trading routes in order to improve your production. The scarcity of some resources drives the economic aspect of the game and fuels conflict between different factions that compete over the most interesting islands. Later in the game, we will give you options to have an impact on the fertility of your island. But that is bound to a different feature, which we will highlight in a future blog post.

Have a look on our hops production – the beer must flow!

Earth riches – lodes
In general, lodes work similarly to fertilities with a few additions. Lodes are mineral deposits on your island, with ores like iron found in mountain ranges, while some others, like clay, can be found in a pit rather than a mine. There is one major difference with the fertility system. While you can cultivate crops and other plants at any spot if the needed fertility is provided, you have to construct your mining buildings on fixed deposits, which will get randomly generated with each new game.
That means that you have to build your coal mine on an actual lode and cannot freely start mining anywhere. In difference with fertilities, you won’t be able to add or change existing lodes during a session. The location of the lodes on an island play a role in your strategy when designing your city, as they create a natural center for your production districts. Will you create your district effectively around your mining area or will you decide to make use of a clever supply line for your distant factories to avoid having your heavy industry close to the city center?
To account for the effort you put in to optimizing your city layout, lodes won’t deplete after time, unlike in Anno 2070. We don’t want to force the player to completely re-arrange an already complex supply line.

Coal for the thousand fires of the industrial revolution

Resource restrictions and their gameplay importance
The fertility and lodes system can have a major impact on the gameplay, as the players need to make important decisions based on the availability of the necessary resources:
When is the best moment to expand? Should I rush for other islands to dominate the fight for resources or choose a more laid back approach, where a small outpost or a trading network will do the job?

How you tackle on expansion, diplomacy, trade or even the size of your empire, depends on your approach, define your playstyle and let you set your own goals for a match.
We want to encourage different approaches and never take away your free will. You should not only decide how you want to play the game, we will also allow you to modify the difficulty of the game based on your preferences. Higher difficulty settings will make resources more rare while easy settings ensure that you don’t have to worry about fertility too much.

But that’s it for today, a good foundation for us to build upon in the upcoming weeks. Whether you are a veterans used to fertility and lodes systems or new to it, we are curious to read your feedback in the comments below.

DevBlog: QA Detectives

Hi guys, my name is Dorina and I am in charge of the Anno 1800 QA department. I have been working in games for 13 years by now, starting as a student assistant on Anno 1701. A few years later, I got a permanent development testing position and then worked on Anno 2070.
It is a great honor to lead the QA team for Anno 1800 and I hope that this blog will give you an interesting look on the diversified tasks of our Quality Assurance team.

When it comes to game testing and QA, most gamers out there already seem to have a set opinion about that matter, and often make their voice heard. If you are able to identify bugs in your favorite game, then it surely can’t be that hard for the developers to fix the issue, right?
Today, we want to shine a light on the Anno 1800 QA team and give you a look behind the scenes of our daily work, in order to paint a clearer picture of game testing and the complex nature of game development.

QA tropes – playing games, all day long
There is a common trope that working in QA means playing games all day long, and while getting your hands on the game is surely part of the deal, reality is quite different. In fact, spending the day playing the game to check its overall shape and functionalities happens only occasionally. Our day-to-day work consists of specific tasks, where we have to test a certain feature of the game to evaluate its quality or to investigate reported issues. A complex matter, as reproducing a situation can be a demanding task and the causes and effects might often seem totally unrelated at first glance. We get an extensive features list to test for every new development milestone. To reach our goals up to the next big milestone, cooperation in our team and with the feature stakeholders (such as a game designer responsible for said feature) is crucial.

Our QA team’s desks are located in the middle of the studio, as we are a central focal point of production, being the team with a broad overview on the entire game. That allows us to build a strong connection with the other teams; you can almost say that QA is the watching eye of the production. People also might get a bit nervous when we spawn at their desk, as that usually means that their features are partly broken in some way.

The detective and his handbook
When we start investigating, our analytic skills, experience and knowledge about various development disciplines are our main weapons. While being on a case, the detailed design document (also referred to as DDD) is the QA detective’s handbook. While testing the game or analyzing issues, we always check back with the DDD if the game elements work as intended. As the DDD defines the function of every  element in the game, it allows us to create both kinds of test cases: the ones where we check if the game behaves as intended and those where we try to break the system on purpose. We will then compile all data in feedback reports and deliver those to the responsible developer and to the other stakeholders.

You all remember how we talked about the trade routes feature in last week’s DevBlog? The DDD describes that feature and all underlying rules of the system in detail, such as how the ships are being added to the routes, but also how menus should work and look, related audio elements, text display, button functionality and much more. When testing that feature, we have to work with the feature checklist to ensure that every single point is properly working. After a bug is fixed, we have to perform further checks to see if the fix breaks any other element of the game.

But it is not only about testing if every element works or if there are hidden bugs, we also help to test the balance of the game, from the production chains to the assessment of the difficulty of the battles. We always have to ask ourselves: is it working as intended and is the feature complex enough (or sometimes even too complex)?
A task rarely finished in one day, as it involves feedback reporting and ongoing discussions with the responsible developers. When the feature owner then applies changes based on that feedback, it means back to the testing process again.
But that is not all- another difference between the QA and QC’s (quality control) work is that we also check the projects globally. If we find out that a tool is not working properly or if there might possibly be a blocker in the production process, we will provide a report to the production team.

Bug hunting!

If we find a bug during the testing process, we will track it down in our bug-tracking tool and forward that report to the responsible game designer. As described before, that kicks off the testing and feedback loop until the issue is resolved.

Are you familiar with the saying that goes “No battle plan survives contact with the enemy”?
When testing and resolving bugs, there is always a probability that the fix breaks something else in the game. Most of the time, we do not know where a blocker is rooted so we have to find out what’s actually causing the issue first. Games are incredibly complex and there is one general rule: if we fix one bug, it might cause another.
When explaining that, I like to refer to the “butterfly effect”, where every flap of a wing can cause something unexpected and kick off a whole series of events. Therefore, before we release an update, we have to test the whole game again to verify that the fix is not breaking something different, which might not seem to be related to the initial issue at first.

This is a case-by-case process and the complex nature of a game, where bugs appear often during the development and we have to ensure that this doesn’t block anything in production process, as bug fixing can require hours of work from our coding team.

Make the game better
But there is another layer of our work which is not necessarily related to bug testing and fixing. When going through the DDD and observing the game, we might notice that something is missing or might cause gameplay issues based on our experience. If that occurs, we will provide a report including improvement suggestions of what might be missing or what could be changed, in order to improve or to balance the game’s content. The knowledge in our team is hereby of a deciding factor, as we are all different types of players and experience levels. That exact level of variety is important to be able to observe things from as many perspectives as possible.

How about you?
I hope that this blog gave you a good overview of the complex nature of game testing, as it affects every aspect of a game’s production across every development discipline.
Working in QA requires enthusiasm, passion and a deep understanding of the games in general, as well as the title you work on.

What your takeaway on the role of a professional game tester? Was the topic all too familiar, or did you get new information? I would also love to know if you have ever tested bugs in the past for games or other projects, maybe just as member of a community or even on a semi- or professional level?
It requires a passionate and dedicated team of experts to tackle the daily QA challenges of a complex strategy title like Anno 1800.

Union Update: Quality Assurance and Q&A

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

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

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

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

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

Community Q&A

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

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

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

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

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

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

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

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

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

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

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

DevBlog: Your own trading empire

Hi, my name is Sebastian and I am one of the Game Designers for Anno 1800. I have been part of the Anno Team since about two and a half years now and today I want to share some information with you on something we have been working on for a while now, the trade routes!

More than just a city builder, Anno 1800 is also a game about growing a small settlement to a real economic empire. Over the course of the game, the needs of your capital island will raise and you are in charge to fuel your hungry industry and fulfill the demands of your citizens.
Your main island can be a demanding beast and at some point, you have to expand to other islands to support your advancing metropole or to buy needed goods from other characters.
With trade routes, you can connect your islands with a transport network to ensure a steady flow of resources.

Here an example familiar to most Anno veterans:
“These pesky citizens! It seems whatever you do, they always ask for more and not exactly in a polite manner.” To fulfill their demand for beer, we could rely on trading but we decide to get our own production going. Unfortunately, the needed hops does not want to grow on our island so we have to establish our beer production line on our outpost, which is located on a nearby island. Of course, you do not want to order your ships back and forth manually, so you setup a trade route to ship the harvested hop or even the brewed beer over automatically. The beer will flow and hopefully make them happy for at least a while.

As you know, we want to bring back more complex features to the next title in the series. Instead of the more recent and simpler iteration of the trade routes, you will be able to make use of two different systems this time. One for the players who like to modify, tinker and optimize their routes for maximum efficiency and another one for simpler and faster but potentially less efficient routes.

Trade Routes
Let’s start with the more complex system. As this one is much closer to the ones from 1701, 1404 and 2070 you could call it the “classic trade route system”.
It allows you to transport goods between your islands or to trade with other parties automatically.

To give you an idea about the complexity of the system, here is an overview over most of the available options: You can freely set stations and define which goods should be loaded and unloaded by your ships. You will again be able to assign multiple ships to a route and each of them will be able to transport multiple goods. There is no limitation to the amount of routes you can create. Of course, you can name your routes for better overview and for those who do not like to come up with route names themselves we implemented an automatic naming system that should give you an idea of what this route is doing. The routes overview will also display the most common goods transported by a route.

Here a design study, or so called mockup of the trading route feature. Not representative of the final version in the game.

With several ships following one route, you might encounter the situation that one first ship is fully loaded with goods at a harbor but there is not enough left to load the second one. Instead of leaving with an almost empty storage, you can order the ship to wait until the full amount of goods is loaded. Additionally if a ship arrives at the destination and wants to unload its cargo, but the harbor has no space to load up your ships delivery, you can command your vessel to throw stuff over board in order to make space for the goods you would like to load. These two options called “Wait until full” and “Throw overboard” – very creative, I know – can be configured for every station separately.

Waypoints

When creating your trade route, you trust your ships’ captains to find their way across the sea on their own. With no further instructions, your ships will naturally take the shortest route, which might be problematic as this does not factor in hostile areas or wind direction.
It might be an option to guard your ships against loot hungry pirates but maybe avoiding their territory might be the wiser strategy in the first place.
To account for this we will also bring back waypoints for routes. When two consecutive stations are assigned, the route automatically draws a line between them and the player can add and move a waypoint to change the path of the ships.

Visibility and complexity go hand in hand. The UI elements shown are not final.

None of this is limited to islands on your current session; you will be able to expand your trade routes to other sessions as well.
What we are aiming for is a complex system, which favors the freedom of the player. It can also be seen as a challenge for seasoned Anno and strategy player, as it brings room for error and mismanagement back into the game. However, sometimes even the most seasoned logistics expert needs a fast and easy solution to get things done to take care of other, more pressing matters.

For that, we added a second system to the game.

Charter Routes
If you know the routes system from 2205, the charter routes will sound familiar.
They are a much lighter system that allows you to rent ships in order to transport goods between your own islands. Easier to handle but also more limited than their big brother, they can only transport one type of good in one direction between two of your islands. This is one ship per route. The chartered trading ship cannot be controlled manually but can be attacked by opponents or other AI characters. Chartered ships also have higher upkeep costs than your own trading vessels – in the end the captains need to pay their crew and want to make some profit too. As a result, players who spend time creating their own routes save money and players who are in a rush or don’t care so much about the money can save time.

Here an early version of the charter route menu. Amount of items and general loading capacities in this blog are also not representative.

It’s your time to share!
Supporting your ever-growing cities is part of the fun and with these two systems, we want to give you the tools to create an impressive and world-spanning economic empire.

And with this matter at hand, I would love to know what kind of player you are. Are you a transport tycoon who builds a highly efficient transport network with trade routes? Are you willing to invest a bit more in charter routes in order to concentrate fully on your city planning? Or will you mix and match the systems as you like?

DevBlog: Island creation

Hi, my Name is Simon Wolf and I am a Level Artist on Anno 1800. I joined the team here in Mainz roughly a year ago and today, I would like to give you some insights into my job- both what motivates me and how us Level Artists shape the world of Anno, one island at a time.

At its heart, Anno is about vast cityscapes, ships on high waters or citizens roaming through narrow streets. But at one point in any discussion about the series, you will be able to hear players talking about another really important element of the game: the islands themselves.

Islands are both the playground to let your creative energy loose and the challenge which stands between your goals, such as expanding your city’s population by just a few thousands citizens.

The importance of your game world
Playing a game is more than progressing in the campaign or advancing your city. Becoming an explorer of the game worlds around me, always on the hunt for hidden secrets and stories, fueled my passion and creative investment in videogames since I was a kid. Questions like, “is there something hidden behind that mountain?” or “look at that landslide, is there a story why it collapsed?” was probably even the driving factor for me to become a level artist.

That enthusiasm allowed me to experience games beyond gaming. I started to play around with level editors to create my own levels and with that, to become the writer of my own environmental stories.

Anno 1800 is in fact the first strategy game I’ve worked on. In the game, islands are more than just a blank space, islands have personality, add to the feeling of the game and even create gameplay challenges, as players have to work within the given space.

It’s a creative puzzle you need to solve as you alter and shape the game world surround you.

Islands in Anno come in various shapes and sizes, some of them making it easy to expand and to grow your city while others have a higher difficulty, challenging the player to optimize and deal with the situation at hand. The specific features and difficulty level of an island has a strong impact on the gameplay. We call that “Creative Constraints”, where limitations result in solutions and interesting designs in order to overcome that challenge. Overcoming that limitations feels rewarding and often results in a more organic and beautiful city layout.

The creation of an island
Okay, let us see how our level team actually creates and shapes that playground for you.

It all starts with a shape!

It usually starts with a shape: Ideas for the look and form of an island come often from different sources, sometimes just creative brainstorming in the team full of crazy ideas but we also spend time researching satellite data or photos from real islands as an inspiration.
We are always on the hunt for the right middle ground between interesting shapes, a good challenge and gameplay freedom.It also depends on the type of island currently needed for the game. Do we need a few larger but easier islands or are we talking about a design which should test the skills of our veteran players? Beginner islands should not have overly complex structures, mountains or other obstructing details as these terrain elements can determine the difficulty level.

The first concepts for island shapes often include color-coding, where we block out construction areas, mountains and other obstacles. When defining these areas, we usually check back with the Game Design team for their requirements such as the size of a beach or mining resources, but how we implement that is usually up to us. We always have to keep one thing in mind: from the beaches to mountainsides, the layout will have an impact on your future city layout, such as having the choice of two beaches allows you to decide where to build your harbor and start your city.

Tools of an level artist
When our shape got a thumbs up from game design or other stakeholders, we can start to work on the actual 3D model. In our daily work, we make use of various tools fitting the needs of the different steps we are working on. While we spend a lot of time in our actual engine, handy tools such as World Machine, allow us to create a basic preset terrain based on various parameters (ground land mass, cliffs, plateaus, mountains, beaches, erosion etc.). The resulting model is a perfect foundation for the next steps.

When we are happy with the three dimensional form of the asset, we implement the island in our engine. In this first iteration of our future island, we will bring it to a playable state. That means basic texturing, defining construction and harbor areas, placing obstacles, mining slots, basic vegetation and more. The next step is a feedback process where we will decide if everyone is cool with the design or if we have to change something.
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And here the final work piece, you can see blocked out areas and basic level of terrain.

Environmental Storytelling and future steps
And now it’s time to bring some individual character to our island in the so-called “visual stage.”
In this stage, we take our time to make it look natural yet interesting by texturing, placing decorative objects, vegetation and sculpting. While our engine does offers some neat sculpting tools, we often take a piece of terrain to a sculpting tool called Mudbox to work on the fine details.

With the visual stage completed the island is about 80% done, with further polishing work to be done for the release version of the game.

On average, a large island takes roughly 80 working hours to complete. In the polishing phase, which usually comes a bit later in development, we will add the smallest visual details and include even some environmental stories, such as landslides or other unique things to discover. Keep that in mind when examining screenshots or discussing the footage seen during a stream, as the polishing phase will have an impact on the final visual fidelity of the islands.

It is all about ideas, inspiration and handicraft
I hope this blog about the daily work of a level artist on Anno 1800 gave you some interesting insights. The next time you play an Anno game, you may want to hunt down all the handcrafted details and secrets we love to hide in a level.

I know that you started many discussions about your favorite islands types already. To shake things up a bit, I would like to hear your ideas about small visual elements, remembered from previous titles that could make up for great environmental stories in Anno 1800. You can share your inspiring ideas with the level art team in the comments below.

DevBlog: Visual Feedback

Hi, my name is Carsten Eckhardt and I am a senior 3D artist at Ubisoft Blue Byte Mainz. I am a part of the company for almost 15 years now and as a result, worked on almost all Anno titles in the past. My main responsibilities are 3D environment art (houses, terrain elements etc.).

Going from the initial idea and the first concept art up to the final version of a 3D asset can be a long and winding road. Developers across many disciplines are involved in that process in order to bring the brimming era of the industrial revolution to life in Anno 1800.

The last time, we invited you to watch and learn how our 3D designers work as digital architects, so this time we will add visual feedback and animations to breathe life into our future 19th century buildings.

Visual feedback
Do you remember the final version of the brick factory from the last 3D Art DevBlog? Well, sadly I have to break it to you that there are even further steps to take until it reaches the level of quality and the appropriate Anno feeling we want for our game.
Before we start to get things (literally!) moving, our building needs to get implemented into our game engine. This will add our object to the asset library, which enables us to place it in the game, block out clipping areas and add visual feedback such as actors, effects and much more. As soon as the building has been imported into the library, we can start adding visual feedback.

“Hold on”, you may say, “what exactly is visual feedback, and why do you keep talking about it?”
Visual feedback helps the player to have a better understanding what is currently going on in their metropolis while also making the game world more believable. While you can inform players about nearly every aspect of the game with contextual menus, actually seeing what is going on makes everything easier and faster to grasp, not to mention way more enjoyable to watch.
For Anno, it is not surprising that we make use of a lot of general and event based animations for the variety of buildings, such as moving steel kettles, smoking chimneys or special effects work like sparkling fire.

But it is not only for the sake of the atmosphere. As mentioned, visual feedback also gives you an indicator whether a building is currently productive, idling or affected by events like a blazing fire spreading through your residential district. For that, some buildings have different animation states. A factory as an example needs a state which defines if it is currently producing (workers being productive, machines working) and one where the factory is currently in idle state (effects like smoke and fire toned down or removed).


T
he BoB and Feedback editor
To create and modify the visual feedback elements, we developed our own tools internally, one with the thrilling name BoB (Bombastic Object Builder) and the other one rather pragmatically titled “Feedback Editor”. Originally developed for Anno 1701, the BoB’s main purpose is to block movable areas; it defines the space where units and actors (such as unloading carts or the workers of the building) can move as well as construction areas to ensure that buildings do not clip into each other (the size the unit needs on the construction grid). Furthermore, BoB allows us to place ornamental objects on existing assets in order to bring a bit more variation and life to them.

The feedback editor on the other hand allows us to give buildings feedback trigger to coordinate the movement sequences of units on the previously in BoB defined movable area.
If that sounds a little bit abstract for you, how about a small example: We all love the small stories we encounter when watching our city up close. If you observe your bakery, you can watch the baker going around minding his business, maybe even slacking off from work once a while. Or how about animals enjoying the day on a green meadow of a farm or even cat and dog chasing scene on the market place. Flying animals or other wildlife are an exception as they are not part of the eventful story we create for a specific building and more part of the actual game world.

Enough explanation, let’s see the system in action
Okay, I bet you have a pretty good understanding what we are talking about right now, so let’s start working. The first step is a straightforward process: in BoB, we define movable and inaccessible areas of the building, as we need to tell the engine on what area of the building units are allowed to move. Imagine that we paint the different parts and areas of a brick factory in different colors. The courtyard should be a movable area while we do not want that the workers clip through the walls or take a stroll on the rooftop.
The next step is to use the BoB to place effects, such as smoke for chimneys (hey we are in the industrial revolution; smoke galore!) and to place props like streetlights, crates and various kinds of vegetation.
Once done with that step, we have to define so called 3D selection areas, which ensures that players can actually target a building with a mouse click. A small, but important detail to keep in mind.

Here we define movable areas and use hitboxes as a blocker on our Pub asset.

But enough of BoB for now, it is time for the Feedback Editor to shine. Here, we first have to think about what kind of movement behavior for units would make sense for this specific building. There is for example a lot of lively stuff going on with the pub or the market place, such as a marching band, guests etc.
In case of a steel beam factory, it is more about bustling workers operating industrial machines.
That is the magic trick and crucial part of creating the crowded and lively feeling which Anno games are beloved and known for.
To catch your attention and keep you excited when you observe your industrial district, we want there to always be something exciting going on or that you can take a break while enjoying special eye catchers like the zoo or the crowded market place.
Quite some work can go into that process, and a building with many and complex units, such as the market place, can take a whole work day to finish. As we also we like to hide small details for the explorers out there, I strongly recommend to keep a keen eye on your city life.

Okay we are nice here and provide these fellas a path because they seem a bit lost right now 🙂

Let’s make that a bit more random
As you all are familiar with Anno, you know that there is way more than one thing going on at a time and that there is a surprising variety of visual feedback. Our animations will not play out the same any time, due to the good portion of randomization parameter we add to a building. The Feedback editor also ensures that we have randomization in the movement areas going on, as we do not want the units doing the same stuff on the same spot repeatedly.
From the baker, the farmhands on the field or the innkeeper of a pub, the so called actors use a building as a stage to perform a show for the player. We can set variables how often an actor shows up, duration of their performance before they leaves, usually using a variation of a set path. An actor on the market place could enter the scene from the entrance of the market before leaving through a door or as a variation, entering the market hall. The movement of a unit or in this case an actor is usually defined by dummies or splines; imagine a variation of rails, which it can use to move through the scenery.

Okay you might get the idea what we mean when we say “there is a ton of work and detail hidden in every asset”

Final thoughts
As you can see, a lot of handiwork goes into that one building, from the previous steps from game design, concept art up to our 3D art team. We are now ready to let our asset lose on the world, the last final bits, like defining hit points and other game parameters is usually a job for our programming and game design team. While not every building you might see on the stream or clips has all its animation or even detail right now, all buildings get the same treatment for the release version of the game.

I hope that you enjoyed seeing the journey an Anno 1800 3D asset takes during its creation and I am curious about your most favorite visual feedback, from small stories going to animation from previous Anno titles.

The comment section is right below and shoot if you have any questions, as we might have the chance to answer some of them in an upcoming community QNA.

AnnoCast 02: Anno 1800 LIVE at 4.30 PM

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DevBlog: Pushing carts

Anno is about building an empire, starting with just a handful of coins in your pocket and a few buildings in your newly founded settlement. It is a long road with many challenges to overcome but with skillful management, you will soon grow your city into an impressive metropolis. Seasoned Anno players might already know this of course, but efficient logistics is the key to a successful economy.
Today, our Senior Game Designer Christian opens his ledgers and gives you an exclusive look at the logistics system in Anno 1800, including interesting insights for both experienced economists and new players taking their first steps into the world of Anno alike.

Hi my name is Christian and I am Game Designer for Anno 1800. I joined the team for the production of Anno 2070 and have since then worked on all following Anno titles. My job is to work on the core economical parts of Anno 1800 and I am excited to give you a little glimpse into our logistics system!

Your economy’s pounding heart
If you break it down to a very basic level, logistics is the system of transportation of goods. In Anno, it is a complex system of interacting cogs in a wheel, powering your economy in order to build, maintain, and expand your city.

Whether you are the min-maxing perfectionist or a beauty builder who wants to create the most picturesque cities, meeting your citizens’ ever-increasing demands for goods and resources is at the very heart of the Anno gameplay formula.

Of course, many of our players want to go beyond simply meeting those demands and instead take pride in perfecting their logistics to build massive empires with huge production lines and dozens of trade routes. That just shows what a massive and complex topic logistics is in an Anno game, so we will focus on the transportation of goods on your main island for today’s DevBlog. Of course, trade routes will play an important role in Anno 1800 as well, but we will save that topic for another day.

Let’s get visual, the returning of physical goods
In the last Anno game, the position of the goods on the map or their distance to the next production building was largely irrelevant. This will drastically change with Anno 1800, as physical goods celebrate their comeback to the series, and in doing so bumping up the complexity of gameplay that many of you have asked for.

To make that possible, the game needs to be able to measure the distance to a building and other targets, while taking the current location of the goods into account. This is once again all visually represented in the game world, allowing you to follow your wares’ cart journey from production to warehouse; this helps to immerse players in the world, but also to make logistics easier to grasp through visualization. And of course, it really adds to that crowded and lively feeling that you expect from a flourishing Anno city!

Cart pushers, carriages and smart decisions
In order to optimize your economy, you have to keep a keen eye on your production chain to ensure that all goods find their way through your thoughtfully created street layout. We all know that this can be a rather demanding task; building a complex production chain, ensuring that all goods find their destination and identifying blockers when there is a sudden shortcoming of resources.

To explain some of these concepts better, let us look at a typical production chain in Anno 1800: steel production.
Our newly built smelter is ready for production but in order to fuel our steel industry, we need to ensure that it gets a steady supply of coal and iron ore. Luckily, a charcoal burner is close by and cart pushers ensure that the coal finds its way directly to the smelter.

If the smelter is sufficiently stocked with coal, or if there is a general overhead production of coal, it will instead direct the goods to the warehouse for storage (unless there is some other immediate demand for it in the vicinity). This is where horse-drawn carriages come into play. While it is the job of a cart pusher to deliver resources from one production building to another, the carriages loads up excess production to bring it to a warehouse for storage.

As mentioned before, our logistics system checks the shortest way between a supplier and your production buildings. The basic rule for efficient delivery is that – in order to reduce bottlenecks – emptying your storage has the highest priority. In our given example, the charcoal burner detects that there is a demand for coal nearby and sends a cart pusher to the smelter instead to the nearest warehouse. The game will also decide if it sends out goods before the cart is fully loaded to fulfill demands or if it would be more efficient to wait until it has loaded more before sending the delivery.

So what are these decisions based on? Deliveries are prioritized by the necessary travel distance on streets. To help with planning, you can see a building’s “reach” on the map. Upgrading your streets from a muddy path to proper cobblestone will increase speed, which furthermore means that a production building might be capable of reaching facilities in corners that may have been too far away to reach previously.

Wonders of the industrial revolution (pre-alpha)

Warehouse and queue management
Our goal is to give you more options when designing your city, from optimized street layouts to the decisions on where to put your manufacturing districts.

We added a new layer to the warehouse itself, which now has a loading and delivery bay. As more transporters try to access the warehouse, it will get crowded outside, which can lead to a delay of the loading process. When too many carriages try to store resources and goods in the same warehouse, you will be able to see how they queue up in front of the loading bay. However, don’t worry about traffic jams on your streets, as this will only affect the warehouse gates.
Transporters also check the nearby warehouses and might prioritize a warehouse with less traffic, if it would result in an overall shorter delivery time.

This will all be represented in the warehouse menu, where you can see detailed information about delivery and loading processes, as well as the actual goods in storage. As your progress through the game, you will also be able to upgrade your warehouse to increase the number of loading bays, allowing more carts to be serviced, simultaneously.

Depots will further increase the islands storage limit but will not have an effect on loading and delivery. These will come in handy when you expand your empire and establish trade routes. Warehouses themselves share one island bound storage, where all stored resources on your island will be accessible from any of your warehouses. This is still an experimental new feature we are working on, but we are so far quite happy with it and hope the additional visual feedback not only makes it easier to understand, but also adds some additional entertainment.

With Anno 1800, we want to create a complex logistics system while enhancing the visibility and readability. Added options will be a welcome addition for Anno veterans while making it stays comprehensible even for new players.

Somebody should tell them how to queue up properly (pre-alpha)

What’s the deal with trains?
We also know that there is one specific topic where you are thirsty for details: the trains, relentless steel horses of the industrial revolution. The train feature is not 100% set in stone yet, and we are currently evaluating some possible design scenarios for how trains could work in Anno 1800.

We have many ideas on how we could implement trains into the game and we want trains to reflect the advancement of the industrial age. Trains presented a reliable new way to transport tons of goods over long distances, overcoming one of the major hurdles that threatened the progress of the industrial revolution.
It is a complex topic and of course, we want feedback from you, the Anno Union. With this logistics DevBlog, it was also our intention to explain some of our underlying systems in order to give you the knowledge to give feedback on potential train gameplay designs.

We are looking forward to reading your comments and are curious to see what you think of the logistics in Anno 1800.

Interview with the illustrious Artur Gasparov

It was an exciting election, with the crème de la crème of Anno’s aspiring governors coming together to fight for your vote during the big Anno Union NPC election. Without a doubt, it was the visionary Artur Gasparov who took your collective hearts by storm, but not without some controversy. Several months have passed since then and we finally managed to get Mr. Gasparov agreeing to an exclusive Anno Union interview.

Before we have a chance to sit down and talk, Mr. Gasparov gets the obligatory tour of the studio. Disappointed by the lack of notable architectural features, he shows me his chin. As I pass Mr. Gasparov a mug of machine coffee in the hope it soothes him, I begin to get a sense of the person behind the opulent facade.
Basti: Mr. Gasparov, you’ve been elected by the Anno Union to join the ranks of AI characters. It was a tough competition, was it not?
Artur Gasparov: Not at all – I was streets ahead from the start. You would call it a landslide victory, but to me, it is altogether more dignified. To be honest, I am a little piqued not to have been among the original cast of characters – I am after all, the embodiment of originality. But…vox populi, and now I am their god elect!

BT: What should players expect from you?
AG: Demolition! Hoping to compete with the finest architect and city-planner in the entire Empire? They must be completely cuckoo! I will create the grandest, most sumptuous metropolis ever beheld by human eyes! My people will share my intense dedication to this vision, or else be made to! I will level any mountain that blocks my path! And if some interfering human player tries the same, rest assured, I shall make a great exhibition of them!

BT: Sounds like you have an aggressive, even militant outlook?
AG: No, no! I am a friend to all who treat me with due deference. Those who respect me, who fulfil my wishes, shall be rewarded appropriately! ‘Though of course, a chance to assist me is itself, the highest of rewards.

BT: Wow, that’s great. So do you know yet if there will be another member of the Jorgensen family in ANNO 1800?
AG: What?! I am here to talk about me – my divine draughtsmanship! What is this obsession with the numbskull Jorgensens? The Gasparov family tree goes back aeons – generation after generation of the Empire’s most enigmatic and impressive personages. Why does nobody inquire after my noble bloodline?

BT: Moving on swiftly-
AG: -do not sweep my heritage under your cheap rug!

BT: We don’t have rugs at Bluebyte.
AG: So I see, and no drapes, no plaster of Paris, no fluting, nor filigree.

BT: It’s great to meet someone who can open our eyes to art.

AG: Art cannot be seen, if it has not been lived! It is not enough to have a vision – one must be a vision!

BT: And what does this vision mean for the ordinary people?
AG: Ordinary people? Oh yes of course. The more ordinary the better! They will have an impossible amount of work to complete, in a ridiculously short amount of time, if we are to capture the spirit of the age.

BT: And what to you is the spirit of the age?
AG: Architectural Eclecticism.

BT: Care to elaborate?
AG: Always.

BT: Ok…that’s great. What about industrialization in the era, isn’t that a problem for an aesthete like you?
AG: A great problem! I need industry, furnaces to cast my elegy in fire. But such monstrous eyesores must be hidden in the hills! Why, oh why, must chimneys belch and fug my life?! Or warehouses weather me away like a church gargoyle? Why do mistuned orchestras of manufacture drown out their diva? This is the oily slick that smears my reflection in the pond, leaving my love for myself to go unrequited.

BT: Oh I think I hear the horse and carriage drawing up outside, how unfortunate. Thank you so much for your time Mr. Gasparov.
AG: Time is a precious commodity, even for the immortal.

We hoped you liked our interview- but entertainment was not our only intention! Anno is about more than just building cities; our goal is to immerse you in the industrial age with Interesting characters and a well-crafted narrative. Now, we want to hand the torch over to you in order light your creative minds in our first Anno Union story contest!

We want your take on the big Anno Union NPC vote, written in the role of the governor of your own island paradise. Whether it is a personal role-play style letter, your own newspaper article or even a whole story about how you perceived and react to the results of the election, we leave it to your imagination and creativity!

The contest begins today and will end January 15th. At the end of the vote, we will pick the best three entries by early February. The form, length and whether you want to support it with some visual assets is entirely up to you. You can create your story either in English or German.

You can enter your stories in our Writing Contest thread in the Ubisoft forum: https://forums.ubi.com/showthread.php/1801690

The best three stories win a spotlight on the Anno Union and one of the following prices:
Place One: Signed Collector’s Edition of a previous Anno game
Place Two: Anno Goodie Bag, including some signed swag
Place Three: Game signed by the development team

DevBlog: Of 3D Architects and Construction Workers

Take a second, close your eyes and think about Anno. What is the first image that comes to your mind? Probably hundreds of detailed buildings, swarmed by citizens following their daily life and a majestic view over a formerly untouched island paradise. But how do we create all of this, and how does it come together as a detailed panorama of a model city? In today’s Devblog, our 3D Artist Rolf Bertz will show you how we create the detailed world of Anno, starting with nothing but many ideas and a few simple shapes.

Hi, my name is Rolf, and I am a 3D artist working on Anno 1800, after having joined the team almost five years ago. My first job was as a Concept Artist on Might and Magic Heroes: Online for half a year, before a personal dream came true and I moved over to the Anno side of things. During my work on Anno 2205 I slowly transitioned over to 3D art and becoming a character artist. These days, I enjoy creating lots of buildings for Anno 1800.

First Steps / General understanding 3D Assets
You probably remember our first behind the scenes art blog about the work of our concept artists, which already gave you a first glimpse at the first 3D work, which we create for new assets. But before I start exploring the whole process of 3D asset creation, we need to explain an important thing: what is the job of a 3D artist, and is it all just about buildings?

Strictly speaking, a 3D artist creates three-dimensional assets, but things are a bit more complex when creating a big strategic city-builder like Anno. While there are 2D graphics such as UI elements, the majority of them are made out of polygons. To be able to manage such a big library of 3D objects, many of our artists are specialized in certain types of 3D asset or production processes. We still talk about an Anno game, so many of our 3D artists are of course mainly busy creating buildings as they make up a huge part of our total asset library, but there are also artists responsible for vegetation, islands, wildlife or special effects. Creating all these other elements might be an interesting topic for the future, but with this first 3D blog, we want to focus on what takes up the majority of our time. Without further ado, let us see how we build an Anno building from scratch.

Step 1: Where do we start?
Let us talk about that 3D mockup from the concept art DevBlog for a second. The first 3D step in a creation process plays an important role in the decision process and helps to shape the final concept art, which will later serves us well when creating the final building in 3D.
Building that 3D mockup starts when we get the scribble from our concept art team. Based on that concept, we will start to block out the shape and overall look of the asset. While the process is simple at this point, as we are not wasting time with too many details, the mockup helps to get a feeling for the overall look and proportions of the building and with that, see if the concept fits with the overall art-style or blends well in to our cityscape. Our goal: the building needs to blend in while the player still needs to be able to identify its purpose in the blink of an eye.

Step 2: Now the real fun begins
The next step starts when the design receives its final approval and we get the finished concept art to start creating a high polygon asset of the building. There is a common saying between 3D artists that at this point, you become architect and construction worker at the same time. At the beginning, you have to decide which basic shape seems to be the most prominent in the concept. For buildings, that is mostly likely going to be a cube. With our newly spawned cube, we start to alter its shape systematically. During that alteration process, you add more details and other shapes, which you then merge into the object, until it resembles the basic form and shape of the building you want to create.

When your structural work is done (including walls, rooftop and all the other necessary parts), it’s time for the detail work. With a high polygon asset, that means a ton of details: from the smallest bits like shingles on the roof up to every crack in the wall and from brickwork up to grain on wooden beams. At this point, our assets consist of sometimes over a million polygons (as mentioned, ALL the bricks, cracks and so on). Imagine you build your city out of hundreds of these highly detailed buildings, consisting of millions of polygons each. Sounds like a rough ride for your PC hardware.

Luckily, there is help on the horizon, which ensures that we will have nice looking details in the game while not tanking the performance of your PC into the ground.
So what we do now is to take the high polygon model and create a low polygon version of it, where we reconstruct the high detailed shape in a simpler version. To get an idea, one grid in Anno has a limitation of 250 polygons and a texture resolution of 256 pixels. That also means that we have a bit more leeway with bigger buildings, which have more grid space available.
With our newly created low polygon asset, it is time to quite literally skin the high polygon version of the building in a process called UV unwrapping.
To keep it simple, the surface of a 3D model is actually a flat 2D plane. In order to create that “skin”, we cut the 3D object at the edges, open it like a cardboard house and put everything flat on the ground. As a result, we get kind of a skin or blueprint map of your 3D asset, which we will need in the next step.

An example what a typical Anno building looks like as a Blueprint Map

Step 3: Baking, anyone?
The next step is called baking and has, unfortunately, nothing to do with cake. In order to get our “skin” with the high poly details on the low polygon building, we have to “bake” the high definition shape on it. Imagine putting a highly detailed skin on a low detailed model underneath, where we keep the simple polygon groundwork but the surface will gain depth and detail. The result of that baking procedure is called a “normal map” where all detail and even lighting to a degree is embossed into the skin to create the illusion of depth. It is like staring at a wall and seeing all its holes, bumps and unevenness while in reality, it is a completely flat surface.

Step by step, a high poly model is turned into a textured Anno building

Step 4: Let’s bring in the textures
We are getting closer to the final asset and now it is time for some shader work. With the use of shaders, we can define the various materials, which our building consists of. As an example, we define what is wood or metal and even how the surface reacts, like if it is shiny or worn down surface. After we defined the substance of each part of the asset, it is time to paint it. For that, we have to do some research in advance, as we need to know how materials like burned brick look up close or what would be a fitting color for a rooftop in that age. Metal can be especially tricky, as we have to consider reflections. The best way to explain that is probably gold, as its natural color is actually a yellow tone and the reflections gives it the metal shiny look we are so familiar with.

As with concept art, we use inspirations of that time while our assets still need to convey that special Anno feeling and look. We also have to check how the colors and texture look when you watch your city zoomed out. Keep in mind that an Anno player spends most of the time watching his city from a bird’s eye view and we have to ensure that they look great and harmonize at a larger scale while still looking good when you watch your city up close.

Examples of the different texture maps, which affect things like the perceived depth or shadows

And this is what we do
Our asset is now a detailed, textured and nice looking building, but we are not quite done yet. There is still a lot of work to do, from alterations based on feedback, fixing smaller and even bigger issues and – not to forget – bringing the asset to life with animation work. Nevertheless, we now have a nicely detailed and optimized asset and that might be enough for today, especially as the next steps are a job for one of my colleagues. So how about a second part where 3D Artist Carsten explains how he breathes that crowded living feeling into the world of Anno?

So what do you think? Do you like zooming in on your cities to see all the little details we put into our buildings’ textures, animations and of course the citizens, or do you spend most of your playtime zoomed out as far as possible to keep an eye on your entire city? Let us know in a comment, and until next time,

Rolf