DevBlog: Animating animals – models, rigs and animations

How do you bring an Anno world to life? – Not too long ago we’ve talked about the work of the Level Art team but islands just wouldn’t feel quite right without animals roaming around (wild horses, deer, wolves, …) and being tended to by farmers (sheep, pigs, …).

Today we’re having a look at the job of an Animator and specifically the process of creating and animating animals in Anno 117: Pax Romana.

The job of an Animator

For today’s blog, we’re getting the support of our colleague Marion – and as mentioned, we’ll focus on animals specifically. Don’t worry, though, we will probably tackle human units in the future, especially since we used motion capture this time around, which is an exciting topic to talk about.

Let’s start with the basics: What does an Animator do?

A 3D object can’t move without someone taking care of the animation first. That’s the job of an animator. When you see something moving in a video game, be it a character waving at you, people running across the screen, cows grazing on a meadow or a car driving down a road: an animator has likely been working on that.

With that settled: What’s the job of an animator – on Anno?

All the feedback units in the game! “Feedback Unit” is the term we use for people walking, working, eating – and more! – on the streets and in buildings in the game. It’s also referring to all the animals you can spot in the environment and production buildings (deer, pigs, sheep etc.).

Also animated are, of course, the portraits of NPC and residents that are talking to you during quests or when you engage in diplomacy.

Bringing a Wolf to Life

Now that we have established the different tasks of an animator, let’s use the example of a wolf from Anno 117: Pax Romana to illustrate the process of creating an animated animal.

It all starts with a 2D concept art for the animal in question done either by Marion or by one of our Concept Artists. This drawing is already very close to how the final unit is supposed to look – and we knew that we would go for far more detailed feedback units than in the past: it’s much easier to start with the highest quality and reduce it later to optimize.

Based on this concept, a 3D mesh model is created and refined. We start with a low-poly (i.e. a mesh model with a low number of polygons) variant, that is used as the base for the high-poly sculpting (based on which a high-poly version is built). We’re not quite done yet, though, as in our quest for more detail, a so-called “normal map” is created from the high-poly and added. This “normal map” helps give the object depth and allows the addition of details – in this case the “waves” in the fur are thanks to the normal map – without adding more polygons (which would have a higher impact on game performance).

For now, the animal still misses its texture. That happens in the next step, where we decide that we want black and grey fur for our fluffy friend. We have a few variants for animals, so that not all wolves (and horses, pigs, …) look the same.

For this, our Animator does research in the same way that we’re doing research for buildings, for example, to assure a certain level of historical authenticity. While wolves today look very similar to their ancestors from 2000 years ago, the situation for pigs is different. Due to domestication, Roman pigs looked rather different to how we usually portray pigs today: smaller, thinner, spotty and certainly with more hair and bristles.

Now we have a finished 3D model, but our wolf can’t move. Time to change that: rigging and skinning makes the wolf “animatable” by the animator.

Rigging means, simply put, creating a skeleton with joints for the model (the “rig”), that allows the animator later to create movements. In the next step, skinning, the 3D mesh model that was created in the first steps is then connected to the rig (“skeleton”) and allows our wolf to move.

The bone structure is based on actual skeletons but is of course reduced in complexity since we’re still working on a builder game – not on a first-person adventure game where you are constantly close to your horse, your dog companion or other types of animals (dragons?).

Our wolf here also can’t move its eyes but can move its ears.

To make our life easier, our Animator Marion is using a “control rig” to animate the wolf. With that, moving a paw automatically moves parts of the leg as well – otherwise we would have to animate every single bone individually.

Depending on the feedback unit, a certain number of animation cycles are created. Our wolf here has 3 in total: walking, running and simply idling (i.e. standing around).

Our human feedback units have many more, since they do not just walk from A to B, but also carry objects, work on a farm, in a factory, etc.

The movement is largely random, but there are certain pre-defined situations for behavioral change, e.g. when you start placing buildings near a group of animals, they will run away.

In order to create as authentic animations as possible, the team is doing some research on that as well: A wolf moves decidedly differently than a horse, for example, and both should look authentic. You have similar situations with how men and women move, and how different body-types impact animation.

Animals also act in herds or packs, with their numbers depending on the type of animal: horses roam in larger groups, while wolf packs are much smaller.

As mentioned not too long ago in a livestream, while Anno 1800 still used several “old” animals, we created completely new ones this time around.

For performance reasons, there are some limits to how detailed they can be since there are so many feedback units (humans and animals) in the world of Anno 117: Pax Romana. However, we’re also using a “trick” to help with performance: different stages of LOD. LOD stands for “level of detail”, and essentially means that the quality of the object is reduced the further you zoom out (and in some cases the object even completely disappears). Less details mean lower impact in performance, as there’s no need to display all the details of an animal, ship or building when fully zoomed out – you’re too far away to see them anyway.

Q&A

We’re closing this blog with some questions for our Animator on some aspects of her work.

Q: Of course, we also had feedback units and animated objects in Anno 1800. Are we doing things differently in Anno 117: Pax Romana? Are there aspects we improved upon?

A: Generally, as mentioned above, we’ve drastically increased the quality and detail of feedback units and their animations. They look much better (and fluffier, in the case of our wolf) up close and move smoother. For humans, as mentioned, we even did motion-capture – more on that at a later date.

Q: What would you consider to be the most difficult aspects of your job? Are specific types of animation or specific animals more difficult than others?

A: No part is specifically difficult; I enjoy them all! But humans are a bit more boring since there are so many of them… I greatly prefer animating animals, they’re more fun to create and animate.

Q: What’s the most fun you have/had while animating?

A: Animating the fox and wolf certainly was my favourite part of working on Anno 117: Pax Romana.

Q: Many of Anno’s buildings and other objects are also animated: parts of ships, machines of production buildings and more. Are they also all hand-animated by you?

A: They’re not handled by me (on animation side) but my coworkers animate the cranes or use physics to move sails in ships.

Q: Which tools are you using for your work?

A: I’m using Blender for sculpting the model and creating the rig and animation – and then Substance Painter and Photoshop for textures. I know that’s a bit unusual, often ZBrush is used for sculpting (and Substance Painter for textures) – but I just really got used to my workflow and much prefer this way now.

That’s the end of today’s blog on the topic of animal animation in Anno 117: Pax Romana!

Do you have any additional questions on our animal feedback units or the work of an animator? And what do you want to know about our human feedback units? Leave your questions in the comments below or get in touch via any of our social channels!

DevBlog: Planning Anno – the Production Department

Hey Anno Community,

After introducing you to the setting and world of Anno 117: Pax Romana as well as several of its features, today we’re diving into the topic of HOW we make games – and look at the work of the Production department.

That’s the team planning and organising the entire development process from the beginning and making sure we stay on track over the course of the multiple years that an Anno game takes until release.

For all this, we’re talking with our Production Director Nadin, and Senior Producer Christoph. Both are Anno veterans and assuring a smooth development process for Anno games for many years already.

Let’s first start with their roles specifically, since while both belong to the “Production Department”, we have a split in terms of responsibility: Producing and Project Management. As with all roles in our team, the Production department is deeply embedded into the rest of the development team here in Mainz.

The Production Department

Project Management

We start with Nadin and Project Management.

Project Management is about the management of hard facts: task planning, milestone planning (more on that later), budget & resource planning. It also means defining, and then always keeping an eye on the scope of the project – and adjusting it when necessary.

Nadin and her team are planning the whole project with its individual phases (pre-production, production, post-launch) by transforming the Creative Vision (see this DevBlog on the responsibilities of Creative Director Manuel and Game Director Jan) into tasks. This always happens hand-in-hand with the different departments, as they – for example – need to provide time estimates for their tasks which then make their way into the production plan.

As early as possible, a first plan is set-up to see how much time realizing this original vision would take – followed by discussions on how to make it fit within the given restrictions. Since the team’s health is very important, making sure the plan works with the capacities we have is central.

Should we already identify issues at this early stage, the team tries to address this by:

  • Adding more team members to the development (meaning, hiring additional people or outsourcing certain tasks)
  • Reducing the scope (meaning, removing certain features or designs) or postponing features (e.g. moving a feature into the postlaunch period, like the co-op mode for Anno 1800).

The management of those external partners is also a responsibility of the Project Management team: contract negotiations, onboarding and the monitoring of their progress.

During production, the team is also regularly cross-checking the development progress with the plans, to make sure the project runs smoothly and avoids crunch – while also assuring we stay on track for the planned release date.

Producing

Now, we take a look at Christoph’s team and “Producing”.

Christoph himself describes the role of his team as one with both internal (dev team) and external (stakeholders) responsibilities. That includes the creation and management of workflows for the dev team, the checking of milestone results and goals as well as the organisation of meetings and syncs to facilitate communication within the departments (i.e. anything related to the project status).

Part of that is also “risk management”, i.e. the anticipation of risks to the development. Those can be all kinds of topics and are coming from the whole team: worries about the timeline, problems with a certain tool which could cost more time, designs that may be difficult to implement or topics that could be tricky to communicate to our players. Anticipating (and subsequently addressing) takes a high priority throughout the whole development.

On top of that, “externally” the Producing team also communicates with other stakeholders within the company. These are, for example, our production contacts at HQ-level, Editorial or Age Rating managers.

Here exists, of course, a big overlap with Nadin’s responsibilities since both are working hand-in-hand when it comes to e.g. updating stakeholders or defining workflows. Meaning: for many tasks the distinction between Nadin and Christoph and their teams is not that clear-cut and requires close collaboration and steady communication on a daily basis.

Just as some production chains require two input goods (Garum needing Mackerels and Salt), a good production department needs close collaboration between both its teams.

Alright, their roles and scope of work established, let’s go in a bit more detail on the Production planning: Which phases does a game go through from first idea to release?

Similar to the blog on creating the Creative Vision, it’s important to mention that while there are many similarities between how different dev teams approach creating their games, each tries to do things in a way that works best for their team and project. Accordingly, the length of the following phases is defined by each team individually. From experience, our Production Team roughly knows how long the Production of an Anno game will take – and taking this into consideration together with the targeted release date, and the defined length of a milestone (see further below), the Production Team can calculate the length of the phases and number of milestones.

Planning an Anno production

Concept Phase & Pre-production – First Playable

It all starts with a vision – and then the concept phase. Here only a small team is involved in getting a feel for the game, outlining general game design, core features and innovations. The small team is not working in a vacuum, of course: Already in this stage the Production Team is involved assessing the potential scope and working on a first plan and estimates. This includes project goals, project size & cost as well as the overall timeline. Those points are further impacted by input and requirements from other stakeholders at the company. The project planning for a game like Anno 117: Pax Romana is rather comprehensive and it’s the Production Team’s duty to bring all stakeholders together.

It’s also important to note that during these phases, the dev team is working on not only a high concept for each feature and mechanic, but also the detailed design documents (DDDs) for them. We’ll get to them in a future blog, but in short: These documents define the scope, as well as “must have” and “nice to have” elements of each feature before they’re being worked on and implemented into the game.

Over time, more people are added to the new project and a first version slowly takes shape, a proof-of-concept basically: the “first playable prototype” (FPP). This version is an important check for us and our stakeholders if the concept works, or if we have taken a wrong turn somewhere and need to go back to the drawing board.

Pre-production is the time where we build the foundation for main production. It’s a time to de-risk the project, a time where we can also test new or difficult features (that’s a topic we will also be addressing in our future DevBlog on Game Design) but also a time to get all the internal tools ready so that the team can start creating content efficiently.

Pre-Alpha & Alpha – Feature Complete and fully playable

This is also called the Main Production Phase. This phase has the goal to finish the implementation of all features, including a vertical slice of their content.

Example: If the game has quests, the feature of quests should be implemented and come with 2-5 quests, so one can assess the feature, but the Narrative team does not have to finish ALL the quests.

Accordingly, this phase is usually NOT about quality, so loads of things will be (visually & in terms of UX/gameplay) in an unpolished state. One could also say: This phase is about quantity NOT quality.

Beta – Feature & Content Complete and Polished

Contrary to the Main Production, in Beta the team will swap priority and try to apply quality to all the implemented features and content. In addition to that, “missing” content (see Alpha Phase above) will be added, e.g. remaining quests, remaining NPCs and so on.

Master – “Refined”

The last phase of production before the release: This one is mainly about bug fixing, performance and memory optimization but also leaves us room for e.g. adjustments to the balancing and similar feedback that we might still get from our players.

It’s also in this phase where our game is submitted to first parties (e.g. Sony and Microsoft) for them to check and approve the version.

When we reached this this point, we would be seeing the finish line, and the release of Anno 117: Pax Romana would be within reach (hello, November 13th!).

Building huge Roman cities in Latium is just a few months away.

Milestones

As discussed above, the Production team creates a roadmap in order to reach certain production levels at certain times. For those, we use milestones.

To quote from our internal documentation: “A Milestone separates the Production into smaller, manageable chunks.” This helps us structure the overall development process, which means we have regular checks on the progress of the project. Accordingly, all milestones have the same length, as they all follow the same workflows.

The team itself agrees on and commits to specific goals that need to be reached by the end of a Milestone. This usually means getting a specific feature or aspect of the game to a certain quality level. Both these quality levels as well as the Milestone goals are defined by the team itself in accordance with the overall production plan originally laid out, and some general Ubisoft guidelines.

For example, while Level of Quality 0 (“L0”) means there has to be a detailed design of the feature that has been reviewed and approved, L1 means that the feature (even though in a very early state with placeholders and work-in-progress elements) is playable for the first time.

Our “Levels of Quality”, visualized via the World’s Fair from Anno 1800.

And what happens when we reach a milestone? Well, we celebrate, of course! We regularly have “Show & Tell” meetings where individual departments present their achievements of the last milestones to the rest of the team – and then enjoy some food and drink after.

Additionally, we also regularly take Milestones as an opportunity to do playtests. Both external ones but also internal ones, when all of us can take some dedicated time to just focus on playing the game. And like our external playtesters, we also fill out lengthy surveys to judge and give feedback on our own game.

However, as you can guess, not every milestone works like a charm. Estimated tasks might take longer, people might become sick and thus aren’t able to finish their work or we find out that a certain implementation sounded good on paper, but actually isn’t that fun when playing.

All these learnings will need to be assessed, and the plan for the upcoming milestones needs to be adjusted.

That means working in Producing and Project Management is not about creating that ONE plan: it’s about creating a plan and adjusting it over and over again to match the production reality – while keeping the project’s goals in mind.

We don’t have THAT MUCH cake every time, that’s reserved for the big milestones.

Feature Teams

To achieve said Milestone goals, we assemble “Feature Teams”.

These are smaller teams focused on a specific feature or feature group and made up of people from different departments that are all working on this specific feature (for example: roads or diplomacy). People usually are in multiple Features Teams (there are maaaaany different features) and together decide on the goals and are responsible for ensuring that the feature reaches said Milestone goals.

They are supported by the Production team to assure proper workflows and scope: as discussed at the beginning, the development has to be thoroughly planned to account for the available time and staff; to assure we’re delivering a quality game on time and without crunch.

Additionally, the Team Leads and the Core Group (made up of the Directors and Senior Leads) are guiding the process and are approving as well as checking the progress and the Milestone goals.

Closing words & learnings

We’re coming to the end of today’s DevBlog, time for some last questions to Nadin and Christoph:

Are you really planning the whole development at the beginning? How flexible is it should something unforeseen happen?

Yes, you need a first full plan at the beginning. This is important to keep control over the project’s parameters (Time, Budget, Quality). As soon as one of the parameters is in danger, we need to take counter measures to make sure the project stays on track. As said earlier, adjusting the plan to fit the production reality is a big part of our work.

 

Both you and the team have worked on multiple Anno games over the years. Did that result in some “golden rules” for Production planning?

If the plan is not fitting in the beginning it will NOT fit in the end => you have to adjust it right there to minimize the risks.

Be realistic when estimating tasks => tasks that are estimated too optimistically will later-on result in the plan becoming skewed.

Be open and honest: be it good or bad => only with transparency can you build trust within the team and towards our fans.

 

Did you encounter situations of “let’s do it differently next time” and generally changes to how we produce games over the years?

Production is about managing change. The best workflow is worthless, if it doesn’t fit the team’s needs. So yes: It is a constant evolution of reviewing what went well and what didn’t.

This is especially true regarding planning: how to set up a plan (backlog) how to monitor, how to adjust the plan to be more flexible are key components of our work.

 

 

We hope you found this different but extensive insight into our development processes, and specifically the work of the Production department interesting.

Do you have more questions that we did not answer in this blog? Want to know more about the work of specific other departments? Let us know in the comments!

DevBlog: The Art of War in Anno 117: Pax Romana

Hey Anno Community!

It’s not a secret anymore: land combat makes its return in Anno 117: Pax Romana. Naval combat doesn’t go anywhere, of course, and warfare in general is just one of many aspects of the game.

Today, however, we want to put it in the focus and take a look at the military means at your disposal, should you decide to – or be forced to – exchange your plough for a sword.

Anno and Warfare

Historically, Anno games always had a warfare component; and while it – like other features as well – changed in scope and design from game to game, we very much believe it to be an important feature for the game.

At the same time, Anno games are builder games: the main fascination (and therefore also the focus we put in terms of development) is coming from discovering the world, settling new islands, building ever-growing cities and all the logistics and productions required to support it.

We also know we have a playerbase with sometimes strongly differing views on the topic: how important is warfare in Anno, should it be mandatory, how is it implemented, should there be land combat, etc.

In short: it’s a discussion that’s been happening both in our team as well as in our community for many years already.

In fact, back in the Anno 1800 days, our (back then) Creative Director Dirk wrote a great blog on the tradition of military in Anno games – we very much recommend you check it out: https://www.anno-union.com/devblog-the-art-of-war-i/

Now we’ve set the scene, time to take a look at how warfare looks like in Anno 117: Pax Romana and what this might mean for your cities and economy.

Naval Units

Let’s start on the ocean before we make our way to the land: Naval Combat!

Just a few weeks ago we talked about ship construction in detail: how you’re able to build your own ship setups via modules like additional sails, rowers and – of course – offensive modules like archer towers or catapults.

Have a look at the dedicated DevBlog here.

Different modules and other improvements can be researched via the Discovery Tree, to constantly increase the strength of your fleet.

The three different offensive modules (archer towers, scorpions, catapults) differ in range, accuracy, rate of fire and damage, making them useful in rather different situations. Catapults are slow and inaccurate, but archers are limited in range and can’t destroy fortifications.

Land Combat

Let’s invade someone! If you have a neighbour you really don’t like (in the game!) or if they have an island that should be yours (in the game!), sending an army is a valid solution.

 

Broadly, we separate land units into four types – infantry, ranged units, cavalry, artillery – with their own recruitment buildings.

As you might have guessed, you will also need to produce certain resources in order to train units in the first place: A group of Auxilia (medium infantry with spears), for example, requires weapons – for which you’ll first need to set up a production chain with a furnace, smith, and of course iron and coal production. Legionaries, on the other hand, also require expensive to produce armour.

 

While you start with a smaller selection of unit types, like the aforementioned Auxilia, as well as Archers, more unit types can be researched via the Discovery Tree. This allows you to later field the highly disciplined legionaries or heavy cavalry, as well as other specialised units.

The Discovery Tree also features a variety of upgrades, boosting aspects like unit morale, attack against fortification or accuracy.

A healthy mix of different unit types is one of the keys to victory: Auxilia with their spears are effective against cavalry, while Slingers or Archers are great to keep enemies at a distance. Cavalry is especially useful to flank opposing units or attack unprotected ranged units of your enemy. In short: we are using the good old stone-paper-scissors system here.

And then there’s artillery: the accuracy of Scorpios makes them great against individual units, while Onagers excel at the destruction of fortification.

In addition to the units’ health, you also have to keep an eye on their morale. If the morale becomes too low during combat, units might flee – and fleeing units can affect their nearby comrades, potentially leading to a larger rout. There is a chance for routed units to reform, otherwise they will ultimately vanish.

The Connections

Synergies

Both naval and land units will be needed to bring down your opponents: if your enemy has built a villa on their island, taking it is your main objective – simply destroying the trading post is not enough in that case.

Your ships will play a key role in not only shipping your troops to your opponent’s island, but also in clearing the landing by destroying defensive structures. Generally, as long as they are in reach, naval units can attack units and buildings on land, and land units can shoot back at naval units.

That also means that you can stop an enemy’s invasion by destroying their transports before they reach your shores.

Defences

Defensive structures you say? Oh yes! We’re giving you some options to defend your precious islands from rival governors.

Surround your island (or at least the important parts where the important people live) with a wooden palisade – or go the extra mile and research stone walls which require some proper artillery to take down.

Additionally, you can place defensive towers that fire back at any invaders and further slow their advance until you have gathered your own forces.

Economy

Every unit (naval and land) does cost:

  • Resources and money to be built/recruited
  • Money in maintenance
  • Workforce in maintenance

This means, your land and naval forces are deeply tied into your population and economy: you will need a large population and stable economy to support a big army. War is costly and must be considered carefully. The workforce you’re spending on troops and ships might also be needed to assure stable production of food or clothing – or in manning trade ships to supply the various islands under your governorship. Different unit types also require different types of workforce, meaning more advanced units require you to first have enough population of one of the higher tiers.

Units are therefore always tied to a “home island” in terms of workforce. Should you lose such an island, the game will automatically reassign units to another island with free workforce. If you do not have enough free workforce anywhere, then the units will slowly “desert”, i.e. lose health over time.

It’s also worth keeping in mind that time doesn’t stop when there’s a fight on land or sea: both attackers and defenders of course still have their empire to manage.

Production of goods and recruiting times also mean that quickly setting up a massive force or fleet is no small task either.

You want to see all this and more in action? Then check out our livestream on land combat from last week:

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Outro

War, of course, is only one way of solving conflicts: you can always opt for the diplomatic route, forging trade treaties and alliances with other governors and live in harmony with your neighbours. For some of them, this is indeed their favoured course of action, while others might prefer drawing their sword instead of engaging in negotiations. Well, and then there are pirates who will likely only keep their feet still if you pay them enough money.

There is also the option to only focus on the logistics layer (producing weapons and recruiting troops) while leaving any potential attacks or defences of your armies to the AI (auto-combat). For peaceful players, playing with easier, friendlier rivals or simply disabling them and pirates is always an option, making war and combat very much a choice.

 

All this of course was just a rough overview of the military system in Anno 117: Pax Romana. Do you want to learn more about how we developed unit behaviour, how the calculations work behind-the-scenes – and also get some tips from the devs? Let us know and we’ll look into tackling these questions in a future deep-dive devblog!

In the future, we’ll of course also dive deeper into the topic of diplomacy and introduce you to your rivals!

DevBlog: Knowledge and Discoveries

You wouldn’t be doing your job as a Roman governor correctly if you didn’t try to become ever more efficient at your job and find the best ways to tackle the challenges your population, rivals and the emperor himself are throwing at you.

So, let us today take a look at the Discovery Tree feature!

What’s the Discovery Tree?

The Discovery Tree in Anno 117: Pax Romana allows for the research of technologies (discoveries!), which offer additional options as well as improvements to many aspects of your governorship.

As you can see below, the Discovery Tree is split into three categories: Economy, Civic and Military – the names being rather self-explanatory as to what kind of discoveries await you in each.

Researching any technology requires Knowledge (more on that further below), with technologies further down in the tree costing you more knowledge.

Why a Discovery Tree?

Here we also come back to the topic of “choice” we have mentioned at various points before.

With the three different categories, you can set the focus that’s currently (or in general) important to you and invest time and resources into what fits best to your playstyle. The unlocks also expand your toolkit and allow you to tackle challenges in a different or more efficient way.

 

It also helps us to better highlight features and mechanics to players and make sure they’re not getting lost amongst tons of other unlocks. For example, the repair crane in Anno 1800 simply unlocked through progression at some point amongst various other new buildings – but was never explained to players. With the Discovery Tree, unlocking the repair crane is a conscious choice and assures that players will know that they unlocked it and can now use it to repair their ships.

Finally, similar to the Optional Needs the Discovery Tree also allows us to expand your options later on in postlaunch, potentially adding new discoveries and therefore more options and choice for you.

Knowledge is Power

How to research (knowledge)

Okay, now we’ve given you an overview – but how do you discover new technologies?

First, you require Knowledge. Knowledge is one of the eight attributes we talked about in a previous blog, and is gathered in the same way: needs and building buffs let building generate knowledge points.

Your first way of doing this will be by building the Grammaticus, a public service need for the Plebeians, which let’s all buildings in its vicinity (even the pig farmer!) generate +3 knowledge points. As with other buff buildings, the more houses and other structures are within the radius, the more knowledge you generate.

Another way to generate those points can be, for example, to supply your Eques (Tier 3 residents) with Writing Tablets (also +3 knowledge), a household need. Regular practise with those makes them smarter, of course, and helps you research faster. Wine on the other hand buffs your belief but counteracts your education efforts to a certain degree.

You see, we very much try to tie all the different systems in Anno 117: Pax Romana together.

Alright, now you have gathered some knowledge points, let’s discover a new technology!

Each technology has a certain knowledge point cost, and the more points you produce, the faster the technology will be discovered. The time is displayed directly in the Discovery Tree.

To progress through the tree, some technologies have to discovered in a certain order – and, you will occasionally have to fulfill certain conditions to unlock certain “gates” we call “Inspirations”.

For example, setting up trade routes, building a certain number of aqueducts or reaching a specific city status. Focusing on what’s important for your current situation and your general playstyle therefore becomes even more important – even if you ultimately, with enough time, are able to discover everything. We didn’t want to lock you out of certain technologies entirely, so, there are no “it’s either path A or path B” decisions.

Some technologies, and “gates” also are province specific. For example, only if you expand from Latium to Albion will you be able to research a discovery that allows your woodcutter to plant trees in those wide meadows, instead of relying on forest-areas.

 

Examples

Give us examples! What kind of discoveries have you hidden in the Discovery Tree?

Alright, alright, let us walk you through three examples in a bit more details.

  • A) Paved Roads: Not only do they look much nicer than dirt roads, they also let your transports travel faster, which extends the street range of buildings. A classic.
  • B) Blood of Terra: If you just dig deep enough, you’ll find iron everywhere! This allows mining of iron ore even on islands without a deposit – albeit at a greatly reduced rate.
  • C) Protective Entourage: A personal guard never hurts. This discovery increases the morale and toughness of your Auxilia troops.

As you might imagine, the feature underwent multiple iterations over the course of the development. Both visually – improving the structure and readability, making it easier to see in which direction you need to progress – as well as regarding its content: which discoveries make sense, where do we want to put a focus on (see the “why” section at the beginning), etc.

Summary

All in all, there are over 150 discoveries waiting for you. While you can queue the research of several of them, it’s always worth checking back to see if there’s a new Discovery that would help you now that you made some progress – or which requirements the next gates have, so you can work towards unlocking them.

While discovering new technologies is optional, they do provide you with a wider range of possibilities to build and supply your cities, optimise your production and get an advantage over your rivals.

Any questions on the Discovery Tree left? Do you want us to tackle a specific part of this feature in more detail in the future, for example in a livestream? Let us know!

DevBlog: Religion – Belief and Worship

Hey Anno Community,

Not too long ago we told you about Attributes and Needs in Anno 117: Pax Romana, and how fulfilling them will grant you bonuses for your island. In that DevBlog we hinted at 8 different attributes, but didn’t reveal the full list to enjoy the suspense for a little bit longer.

Well, it’s now time to reveal one of those previously hidden attributes: Belief! What does Belief do and what is it connected to? Well, as the word suggests, it is connected to Religion: this is a brand-new feature added for the first time to an Anno game.

The Background

There are different reasons why Religion and Belief have been added to Anno 117: Pax Romana. Firstly, this will allow an additional level of customisation for our players, who will have the chance to strengthen their island identity by choosing which deity to worship on their islands. Secondly, it was important for us to portray the polytheism and cultural diversity of the ancient world which Anno 117 is inspired by.

As you might already know, Roman religion was primarily polytheistic, involving the worship of numerous deities who were believed to influence all aspects of life, by playing an important role in daily events. Among these deities, for example, we can find Jupiter – also known as Jove – god of the sky and thunder, who was worshipped in Rome itself. Or if we think of the “home” of Anno, Ubisoft Mainz: did you know that our office is built above a Roman Sanctuary of Isis and Magna Mater?

How is this been translated in Anno 117: Pax Romana? Let’s now take a closer look at this new feature and its impact on your settlements.

How does it work?

You’ll be able to unlock the Religion feature as soon as you have settled a few Plebeians on one of your islands: this will allow you to place a small temple in your city – the sanctuary.

Once you’ve built your sanctuary, it will be time for you to choose the patron deity of this very island, aka the primary deity you want your residents to worship on that island. You’ll be able to do so from accessing the Religion menu from any religious public building. Every island you have settled can have its own patron that its population worships.

At first, you will only have the option to choose among four deities, but you will unlock more by reaching specific conditions in the game and discovering them via the Discovery Tree. More on that feature in the next DevBlog.

Your starting deities will be Ceres, Neptune, Minerva and Mars; based on your playstyle and what you would like to achieve, it’s important for you to pick the right one: each deity will have its own unique effects for your cities, production and units.

Buff effects

These Patron god effects are unlocked by gathering Devotion over time – with Devotion being tied to the Belief (more on that in a second) in the chosen island Patron. To unlock a buff effect, you will need to reach a specific threshold of Devotion on the progress bar in the dedicated menu. Whenever the Devotion passes a marked threshold, you unlock an improvement to the primary or secondary Patron effect.

What if you would like to change your Island Patron, switching from a peaceful farming community to a war economy? Don’t worry, you can still do that. However, changing the Patron resets the Devotion to zero.

Let’s look together at an example: Neptune, protector of freshwater and the sea. If you choose Neptune as your island Patron, your fishers will feel significantly more courageous: you will notice an increase in productivity of all sea food. Additionally, you’ll attract master craftsmen who not only construct ships faster but also make them more durable.

Ceres blesses your agriculture and population! Her worshippers can increase the yields of farms and the production and storage of farming goods.

And Mars… well, he’s not so much a deity of growth and construction but your troops will have higher morale and fight better when global devotion to Mars is high enough.

Local vs Global effect

Not only do Patrons have a local effect on your islands, but they also have a global effect on all provinces, affecting all islands under your control. This is the effect of your dominant Patron. A Patron becomes “dominant” when its global devotion is larger than a certain threshold: the Patron that has the most added-up devotion on all islands you control becomes the dominant Patron.

Let’s go back to the Neptune example: his global bonus will affect your ships speed, making them faster when sailing the high seas across the map.

The Belief Attribute

Alright, let’s take one step back and talk about HOW you increase Devotion – and Belief.

As we mentioned at the beginning of this blog, Belief is one of the new attributes introduced in Anno 117: Pax Romana. The two main ways of increasing the Belief attribute are:

  • Public buildings (like the Sanctuary we showed earlier) which affect building in their radius, resulting in them each providing Belief
  • Goods which you provide via the Needs categories (like for example Wine)

There may be some other way (e.g. via items), but let’s keep it at that for now. In short: the more buildings are affected by various effects like these, the higher your Belief.

Devotion in turn comes from your island’s Belief. Over time, Devotion will rise to the same value as the island’s Belief. Therefore, the more Belief you have, the more Devotion will result from it, unlocking the higher buffs mentioned above.

Where do gods live?

As you probably have gathered from the paragraphs above, Anno 117: Pax Romana doesn’t feature “physical” deities which roam your cities or throw lightning bolts at people who offend them.

What we wanted to represent in our game is rather the psychological effect: your people are worshipping certain deities, and find courage and motivation in doing so. They believe that this worship has an effect and work harder (e.g. farmers worshipping Ceres) or fight better (when worshipping Mars).

The sanctuary we showed you earlier is a rather humble place of worship. Later, you will be able to construct mighty temples to dedicate to your Patron of choice. Not only do they influence a much larger area of your island, but they also provide much higher Belief buffs to the surrounding buildings.

No matter which Patron you choose for your respective island: the sanctuaries and temples, as well as the priests they spawn will visually change to fit the worshipped deity.

The ancient time we were inspired by was a polytheistic one, and while each island can only dedicate itself to one dominant Patron god, you can still construct shrines to other deities. These shrines will buff buildings in their vicinity and increase your attributes like fire safety, happiness or income further. It pays off to be a devoted governor.

“What about Albion?”, we hear you ask. Well, let’s say the Celts have their own deities and places of worship. More on that later this year.

In the world of Anno 117: Pax Romana, gods are very present in the minds of your citizens. Increase your population’s Belief and unlock powerful bonuses to strengthen your economy or navy by worshipping Patron gods on your islands.  

Are you worshipping Mars to wage wars on your rivals or prefer to see your cities grow and thrive by promoting the worship of Ceres, Minerva or Neptune? The choice is yours!  

 

Stay tuned to next week when we talk about the Discovery Tree – and yet another new attribute: Knowledge! 

Until then, leave any feedback or questions below in the comments! 

DevBlog: Attributes & Building Buffs

Your population is always demanding something new: food, clothes, public buildings, … what do you get from it? Why fulfil all these demands?

Well, alright, because it’s part of the core gameplay-loop of course; but also cause each need you fulfil gives you something in return: citizens pay more taxes, have a lower chance of setting their own houses on fire or are simply happier and less prone to rebel against your glorious governorship.

These bonuses of needs and – as you’ll soon see – also buildings we call “Attributes”.

In today’s DevBlog we will take a look at how we handle these attributes in Anno 117: Pax Romana and how we spice it up with a new little puzzle system.

If you haven’t watched our livestream on the topic, we also recommend to check it out here.

Attributes General

Anno veterans know: attributes are nothing entirely new, things like income, happiness or population have already been a part of past Anno’s and picking which needs to fulfil first and which additional happiness needs (Anno 1800) to fulfil for bonuses are a part of progression strategy.

 

In Anno 117: Pax Romana, attributes are values provided by different buildings, but to large parts by residences and are primarily increased by fulfilling their needs. Let’s use an example and reference the topic of “Optional Needs” which we have discussed in the previous DevBlog.

Providing your Tier 1 residents with Fish (+1 Population, +1 Income), Tunics (+2 Income) and access to a Market (+1 Population, +1 Income) means all residences supplied this way give you +2 Population and +4 income total (and the residence is now upgradeable).

If you provide them with Porridge (+2 Population), Pileus (hats) (+1 Income, +1 Happiness) and access to a Tavern (+1 Population, +1 Happiness) on top, each residence will provide you with the total following attribute values: +5 Population, +5 Income, +2 Happiness.

(Please note: as we are still very much in development, these and any other balancing values mentioned throughout this blog might still change.)

You can check which kind of attributes each residence is currently providing for you and each respective island directly via the object menu of the building.

Let's look at a slightly more advanced example. It wouldn't be an Anno game inspired by ancient Rome if there was no wine! Alternatively, however, you could also fulfill the food need with cheese... but cheese is produced in Albion, requiring expansion to a new province and a trade route to import the sought-after product to Latium. Provide one? Provide both? The choice is yours. And what could those yet unannounced attributes be...?

It’s not just happiness, income and population, though: we also include fire safety, health and some others (that are related to features we haven’t talked about yet) in this attribute group. Having such a wide range of different attributes and linking them to the needs system means, that we have more options to work with for the needs – and you get a larger number of choices to fulfil the needs that make the most sense for your playstyle or the island’s current situation.

We also want to provide more overall visibility on your islands’ “values” , and therefore now list all these attributes and the source of e.g. the -100 fire safety points in detail in a dedicated bar at the top of the screen. This will make it much clearer to you what’s contributing to the positive or negative value and will help you address e.g. the low fire safety by moving buildings or adding new ones.

Let’s take a closer look at what has an impact on said attributes.

Attributes Details

Of course, needs are something we have already touched on in far more detail in our DevBlog on “Optional Needs”. We highly recommend checking out how needs are handled now in Anno 117: Pax Romana and how we increase your flexibility in regard to with which types of production chains you want to engage with, how fast and where you want to expand to and how this helps you setting your own level of game complexity.

Fulfilling needs plays the main role in how you make money and increase your population: all attribute values a residence provides are dependent on the needs they are supplied with. Higher-level needs also provide higher attribute values, both for fulfilled needs and as buffs (if they’re buildings – see the “Building Buffs” section below).

We always try to link the attributes of a need narratively to the object in question, so that soap – besides increasing your income – also increases the health attributes of the residences supplied.

 

We also differentiate between two major different layers for the attributes: island values and global values.

An island value impacts island-related features like incidents (fire safety, health, happiness) or workforce, while global values (like province-wide population) unlock new buildings and needs. Income of course also is a global value that can be accessed from any province or island.

 

Finally, on the topic of calculation, attributes are calculated with decimals and then summed up over the island (e.g. 10 houses with 10% fulfilment provide 10×0,1=1 income), so you’re not losing out on partial values. We’re only rounding numbers for displaying it in the UI, meaning, an income of 1,1 provides 66 money per hour, not 60.

While workforce is linked to your population (or rather: the population attribute of a residence), it’s calculated via a workforce factor that’s also displayed in-game: not every citizen is a worker.

There'll be 8 attributes in Anno 117: Pax Romana. Income, population, happiness, fire safety, health, and... three others which we'll talk about in the not-so-distant future.

Building Buffs

But wait, we basically only talked about the impact of needs on the attributes of your residences. However, those aren’t the only things that have an impact on your attributes. Let’s talk about “building buffs”.

At the core, this also isn’t something entirely new, since e.g. a fire station already existed in Anno 1800. It increases the fire safety in its vicinity and helps should any fires break out after all. This principle exists the same way in Anno 117: Pax Romana, but we’re now providing more visibility on the fire chance in your city: In the aforementioned attributes bar at the top, you can see how high the fire safety of your island is, which buildings have a positive and which have a negative impact.

The fire station (or Vigiles in Anno 117: Pax Romana), therefore is a buff building.

Similarly, a public service building essentially also provides a buff to residences within its area: if it’s a residence need, it counts towards its fulfilment and gives attributes. If it’s not a need, it still provides additional attributes to the affected residence (and other buildings in its radius)  in the form of a status effect.

What’s new in Anno 117: Pax Romana, however, is that production buildings now also provide buffs (and debuffs) to buildings in their vicinity.

Let’s use the bakery for this example: Within a certain radius around it, the bakery provides a buff of +2 income and a debuff of -2 fire safety to all buildings. This leaves you with the interesting choice of where you want to want to place it: somewhere outside where the reduced fire safety may only impact a few other production buildings? Or in the city to make the most of its income buff?

Other production buildings similarly come with a range of buffs and debuffs which can greatly impact your island attributes. The intention here is to give you something else to puzzle with within your cities and to further home in on the attributes that you need most.

This buff is always applied to all buildings within its radius, which you can already see while constructing the building in question:

Need more money? Well, you'll have to accept lowering the fire safety attribute as well.

As mentioned earlier already, we try to tie the attributes narratively to the object they’re originating from, and anything with an open fire naturally is a risk for any city. Please be careful.

These buffs are non-stackable, meaning that the hat maker, for example,  will only give residences +1 income, multiple hatmakers in the vicinity do not provide the income buffs multiple times

It’s also important to note that the building in questions needs to be functional (e.g. neither damaged/destroyed nor paused) to apply the buff – and production buildings have a productivity threshold which decides if the (de)buff is applied or not.

And finally, to answer a question from previous week’s livestream: Supplying the need to a residence (e.g. hats, to receive +1  income and +1 happiness) and the residence being in vicinity to the production building (+1 income) count as two separate buffs, meaning, the result here would be +2 income and +1 happiness.

Outro

This concludes our two blogs on the topic of Needs and Attributes, which essentially are an evolution of the systems our veterans know from previous Anno games. The Building Buffs are a new feature, which we hope has an impact on your city building strategies.

The Needs Attributes are also closely tied to for example incidents (fire safety, health, happiness) and ways to reduce the chance of them happening, workforce and its relationship to your military (ships require workforce to be built) and some more features which we will talk about in the coming months.

To summarise, our goals are more choice for you which needs to fulfil, greater transparency on the different island attributes and more ways to influence said attributes if you want to get the most out of your cities and production chains.

We’d love to read your comments on these changes and are also happy to answer any further questions you might have on the topic. Leave them in the comment section!

DevBlog: Fulfil Needs Your Way

Sometimes playing Anno feels like being a bird parent trying to fulfil the needs of the ever-demanding offspring: Your citizens want clothes, they want sausages, beer, carpets, pasta and energy drinks. Let’s also not forget the marketplace, tavern, laboratory or the concert hall.

Granted, your citizens pay taxes (usually) to make up for the hassle, but they really make you work for that.

In short: needs are a core aspect of Anno gameplay loop, you fulfil them to make money, to make your people happy and to level up residences in order to progress through the game.

 

Want to see us talk about today’s DevBlog subject? Then have a look at our past livestream from April 15th!

Needs in general

This hasn’t changed much in Anno 117: Pax Romana, on first glance: We still separate needs into two types: consumption needs and service needs.

The former require the player to produce goods (e.g. Porridge) in certain quantities which are then consumed by the residence. As long as enough goods are produced, the need fulfilment slowly rises to 100% and the need is considered fulfilled.

As in past Anno games, the consumption is always calculated for the whole island (“island demand”) and goods are consumed directly out of the island storage. Like in Anno 1800, you can also pause needs (which also pauses the consumption of the respective good).

Service needs are fulfilled via public service buildings. Accordingly, they are fulfilled by the residence simply being within the radius of the service building.

 

If you’ve played any of our previous games, all of this should feel familiar, just like the next part: Fulfilling needs is how you advance through the game. If you fulfilled enough needs, residences can be upgraded to unlock the next population tier, as well as new buildings and production chains.

The actual activation of a need (i.e. when the people demand for it and start consuming it) is tied to the amount of population of each tier of an island.

Making things optional

Alright, so, but what has changed?

A quick look into the object menu for any residence building will immediately make our Anno veterans stop: needs are ordered in categories! Let’s compare the needs of the Farmers from Anno 1800 with the needs of the Liberti from Anno 117: Pax Romana.

These changes in Anno 117: Pax Romana we sumarised under the feature name “optional needs”.

The different types of needs now all belong to one of multiple categories, for example food, fashion or public services. Higher population tiers have additional need categories that unlock as you progress.

Providing a residence with any kind of good will contribute to the overall supply value of a category. Reach the required supply threshold in all categories and the residence is ready to be upgraded.

 

Let’s dive a bit deeper into these supply values with two colleagues from the Game Design team: Christian, Senior Game Designer and Jan, Game Director.

Each need has a certain supply value for a category. For example, delivering porridge OR sardines to our residents is equal to a supply value of 1 each. Luckily, the supply threshold for food for the Liberti tier also is exactly 1, meaning we can already consider this category “done” by simply supplying one of the two food needs. If we now also fulfil the “fashion” and “public service” category, we can level-up this residence.

The food category of the Plebeians, however, has a supply threshold of 3. Even if we supplied both sardines and porridge, it wouldn’t be enough. We will have to set up at least one of the new food production chains to reach this threshold.

As a general rule, the supply threshold of a category is always lower than the sum of all supply values of a category – and it will increase with each upgrade of a residence. That means, you will not need to provide all the needs of a category and not setup all the production chains at your disposal, but you also can’t just stick to only providing the lowest (and easiest to produce) type of need in a category.

To visualize this a bit better, have a look at the object menus of a Libertus and Plebeian residence side-to-side. You can see:

  • Each needs category has a certain minimum threshold, split into multiple bars
  • Each need has a certain value, also represented by bars, which feeds into the category threshold
  • The food category of Plebeians has a higher threshold than the Libertus food category
  • Fulfilment is represented in green (regular) and golden (more than minimum)

As you might have guessed from the context already, however, upgraded population tiers keep the needs of all previous tiers. Your early game goods and public buildings will therefore continue to be useful, and you can decide if you want to reach the supply thresholds of the different categories by also fulfilling multiple lower-level goods or fewer higher-level ones that each provide higher supply values.

You can’t provide lower-level population tiers with higher-level goods or services, though.

 

What happens if you provide a residence with more than the required supply threshold, you might ask.

Well, let’s first take a closer look at the individual needs: Each need, no matter if a consumption need or a service need also provides certain attributes.

For example, providing your residents with sardines gives you +1 income and +1 population per residence, while providing them with porridge gives you +2 population for this particular residence. Garum (a need of the second population tier in Latium) gives you +2 income and +1 happiness for said residence, just to name another example.

Accordingly, assuring more than the minimum supply for a category means the respective residences also receive additional attributes – providing both sardines and porridge nets you +3 population and +1 income from the food category per residence.

When a consumption need is only partially fulfilled, you also only receive a part of the attribute bonus (e.g. only +1 population instead of +2 when fulfilling the porridge need only to 50%). At the same time, however, this also means you can reach the supply threshold of a category by combining several partially fulfilled needs.

 

These “needs attributes” in Anno 117: Pax Romana encompass more than just income, happiness and population and require some more explaining. Today, we’ll leave it at this since it’s enough to understand the basics of the “Optional Needs” feature – and go into more detail in a separate DevBlog soon.

Implications

So much for the “how”, let’s take a look at the impact of these changes on the game and the answer to the “why” question.

Firstly, something we have already alluded to earlier in this blog: choice and flexibility.

This was especially important since we wanted to let players choose the level of complexity for the game themselves. The goal here is to give enough choice that both veterans as well as newcomers can enjoy Anno 117: Pax Romana, and for the latter to slowly grow into their role as governor.

With a lucky combination of fertilities on your starting island, you might even be able to continue to progress through the population tiers there for longer, allowing you to stick to fewer islands and only expand later, if you so desire.

This focus on choice also impacts the type and complexity of production chains you can pick: how many complex needs do you fulfil? Will you go for fewer but more complex production chains or more but less complex ones? Which ones take up more space?

Another point of choice also related to the provinces: As already announced last year, you will be able to start in either of the two provinces at the start of a new game. With the optional needs system, you will be able to remain in a single province and still reach the highest population tier by solely relying on providing needs that you can produce locally.

Higher population tiers mean more needs – and more choice! Let’s compare the needs categories of a Libertus with that of a Plebeian. As mentioned earlier, there’s also a fourth category added now: household goods.

As mentioned, it was equally important to us to provide challenges and reward experienced players if they provide their citizens with more than the minimum of needs category. The additional attribute bonuses will help you sustain ever larger cities and militaries, compete more effectively against opponents and strategically grow your influence in both provinces by, e.g., taking key islands.

Making use of both provinces will therefore provide different rewards and options. As will Romanising your population in Albion – if you manage to provide them with goods imported from Latium – and following both the local and the Roman path at the same time.

 

Lastly, this system also gives us as developers more flexibility: new content and new needs can be integrated into the game much easier than it has been the case in Anno 1800. It gives you more choice and makes expanding the game easier for us, if we’re looking at the topic of “postlaunch”. And we already have more different needs in the basegame compared to Anno 1800!

Outro

We hope this has given you a good idea of the changes we have done to the needs system and how it gives you, the player, more flexibility in terms of how you want to set up your islands both in Latium as well as Albion and how you can scale the challenges of the game to a degree you feel the most comfortable with.

Additionally, there’s a cool new puzzle aspect to city building that will hopefully also motivate you to build more than the minimum required production chains. What that is? Well… that’s a topic for a future DevBlog.

Until then, leave all your questions and feedback below, we’re looking forward to your comments!

DevBlog: Island Creation in Anno 117: Pax Romana

Salvete, Anno community!

My name is Björn Frechenhäuser and I am a Senior Level Artist working on Anno 117: Pax Romana. I have been at Ubisoft Mainz for 12 years and after Anno 2205 and Anno 1800, this is the third Anno game I have the pleasure of working on. If you’d like to see some of my work on previous installments, you can check out my Artstation profile.

Level Art can mean a lot of different things, very dependent on which company, which studio and which project you work for. It can be more centric around the creation of 3D assets and textures or the visual development and dressing of levels or storytelling in the world and its locations. So, what does it mean for Anno? In short: all of the above (and more). But either way, at the heart of Level Art is always – you guessed it – the level. For Anno the level consists of the game world and its islands, which serve as canvas for players to build their cities on.

In today’s DevBlog I want to give you an insight into how islands are being created, what our processes are and how we tried to achieve the next step after an extremely successful Anno 1800.

From Anno 1800 to Anno 117 – what has changed in island creation?

At the beginning of every new Anno game, we ask ourselves: What do we want to achieve? What do we want to improve? What do we want to drop? For us in Level Art, the mission was clear right from the start: We wanted to create the best looking, most natural, most diverse, most immersive game world in the series. Sounds easy enough, right?

Of course, going forward meant more of an evolution than a revolution because the levels are still bound by the game’s rules, the balancing of its features and the performance of our target platforms – as they have always been. During the postlaunch of Anno 1800 we started researching in different directions and in this blog, you will see some of the breakthroughs we achieved.

Procedural Texturing

In the past we had already established a procedural content creation pipeline for some aspects of our island creation process, namely the generation of the island’s terrain – you can read up on it in this older DevBlog for Anno 1800. However, the texturing process of the islands (which involves adding materials such as grass, rock, sand, etc. to your terrain) was mostly a manual, elaborate but somewhat repetitive procedure back then. Furthermore, the resolution at which our textures could be added to our islands, the so-called “texture splatting resolution”, was too low. So, with the help of our Graphics Programming department we quadrupled our texture splatting resolution for the ability to splat textures with much more control and way more detail.

Now we use the so-called “splat maps” generated together with our terrain that use algorithms that simulate aspects of nature such as erosion, thermal weathering, deposition, terrain wear and many more.

Texture Displacement

The procedural texturing already added a layer of diversity and natural look that we couldn’t achieve before, but we wanted to go further to improve how the textures themselves shape our visuals. We implemented a technique called “displacement mapping” that allows textures to not only sit on top of the terrain but change the shape of the terrain and increase its visual quality without the use of actual 3D assets.

Terrain Steepness

Another lever we wanted to pull to make our islands look more natural and realistic was playing around with the steepness of the terrain and consequently the slope on which our buildings could be built. Anno 1800 had a maximum terrain angle of 12%, which presented us a significant limit for island design.

For Anno 117: Pax Romana, we aimed to increase this angle. Researching this topic was a significant collaborative effort involving multiple departments, including not only Level art, but also Art Direction, Game Direction, Graphics Programming, Game Design, 3D Art, and Gameplay Programming. This extensive teamwork was necessary because the topic is closely related to nearly every aspect of our building system. After a lot of back and forth and countless hours of testing we decided to go for it and doubled our maximum buildable terrain slope to 24%.

With these new improvements on our toolbelt – among many others – it was time to start our journey of designing and creating the world of Anno 117: Pax Romana. Below I will show you a simplified breakdown of how an island is being created from the first to the last step. 

Island creation in Anno 117 – from simple ideas to in-game islands

Setting a course

Before creating even just a single pixel of an island, we ask ourselves some questions: What should our world look like? What expectations do we want to fulfil? What stories do we want to tell? During this phase, we gather hundreds of reference pictures and explore many different ideas together with Concept Art to nail down what look and feel we want to achieve. This is when, together with Art Direction, Game Direction and Game Design we developed our two provinces Latium and Albion. We designed their look, established their uniqueness and set the ground to develop a visual direction that would serve as a guide for our creation process.

Island Conceptualisation

The first step to creating an island is always thinking about shapes, volumes and topology. Additionally, we need to establish a set of rules with Game Design: rough island size, available construction space, required beach areas, mining lode amount, etc. Once this is done and we have all the ingredients, we can start creating the first island concepts.

Unlike Anno 1800, we start our island concepts directly in 3D, using a tool called “World Machine” which has already been in use since Anno 2205. By doing this we can already get a much better feeling for an island, and this lays the groundwork for later iterations. Thanks to the procedural pipeline we set up, we can create dozens of island concepts relatively quickly. Once a batch of concepts is produced, we sit together with Game Design and Art Direction to decide which islands are fitting to be approved for further production.

Blockout

Once an island concept is approved, we create a first playable blockout version of it to further iterate its topology and the balancing of construction areas, beach locations, mining lode amounts etc. Moreover, we do a first texturing pass to check the look and feel. Besides World Machine, during this phase we work quite a bit with our proprietary tool called “Anno Editor”, to implement the gameplay features mentioned above. Still, we stay as open and flexible as possible because we might need to make a lot of changes to the island along the way.

Visual Design

After numerous iterations of the blockout version we eventually reach a state where all gameplay and balancing aspects of the island are set and approved. Now we start working on the visual aspects of the island. A lot of the visual detail already came from our procedural workflow as described and additionally we scatter vegetation assets using a tool called “Houdini”.

Once all the procedural steps are done, our base island is ready: it’s now time to start working manually on the details and flesh out the visuals of the island by adjusting textures, placing rocks and vegetation assets, adding decals, giving more character to the topology, implementing particle effects, adding waterbodies, and so on. 

Polishing

The final step of our island creation process is a polishing pass. On the one hand, it encompasses visual polishing according to feedback we receive, adding more unique details such as environmental storytelling or adding points of interest, and on the other hand it encompasses gameplay polishing to make sure all the features work as expected (e.g. buildable beaches, mining lode, forest locations, etc.), implementing audio with our Audio team and making sure that there are no bugs occurring.

We cannot wait to see your awesome cities built on our islands, read about what your favourite (or least favourite) islands are and which of the details we so carefully crafted you discover along the way!

DevBlog: Roads & building in the grid

Not long ago we gave you a first look at how we’re handling roads in Anno 117: Pax Romana and how we improved the grid with additional functionality by allowing for diagonal building of roads and buildings. If you missed it, catch up by following this link.

In today’s blog, we’ll be looking at the challenges the team faced when making the game work with these new options and how they resolved them.

We’ll also cover a few further implications of these changes, since roads aren’t the only thing you’ll build in Anno 117: Pax Romana, of course.

A quick recap

For Anno 117: Pax Romana, we upgraded the building grid with additional functionality to allow for diagonal roads and buildings. For this, we sub-divided each grid tile into 4-subtiles, which allows us to still calculate and place objects precisely into the grid even at a 45° angle.

Building diagonally does help making both streets and anything connected to them look significantly more organic and changes the look and feel of your cities, production areas and the islands overall.

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 on the grid and where buildings snap to the roads automatically when placed nearby.

The challenges

Now, let’s dive a bit deeper into what we did to get there.

There are a few different ways to bring more flexibility into a builder game like ours, and before the project went into production, we made a prototype and tested all possibilities (all angles allowed, only 45° angles allowed, different rasterizations, different connectivity logics). The most drastic would’ve been to completely remove the grid. A clear disadvantage, however, would have been that it would have become almost impossible to play “Anno-Tetris”. Like playing Tetris without a grid, it would have felt rather strange and unsatisfying and not really like an Anno game anymore.

Once we had found a solution that seemed like it would benefit the game, we went with it.

Let’s cover a few more topics that we had to work on due to the upgrade of the traditional Anno grid:

If you build a road from point A to point B, the game has to suggest a path for the road to take – but diagonal roads mean far more potential paths for the roads. In Anno 1800 a street in an open field has only two options: It can either go first vertical and then horizontal or first horizontal and then vertical. In Anno 117, there is also the option to go first in diagonal or to end in diagonal. More options are cool, but it can be tricky to know what to use when we build streets.

We experimented a bit on this topic, trying different solutions. At first, we tried to guess the intent of the player. Depending on the mouse movements we tried to guess if the player wanted to go first diagonal, or have a 90° angle, or finish in diagonal. In practice it was not reliable enough and the player had to manually change the orientation of the street.

After a lot of tweaking and experimenting, we’ve decided to try a much simpler solution: to always first use a diagonal street and then end with a vertical or horizontal one for the second segment. Sometimes the simpler solutions are the best.

And of course, if there are buildings in between, the street will automatically avoid them.

Farm fields were also adjusted to work in this new context, now able to fill gaps that aren’t the size of a full tile. This is done via a polygon tool that can take full advantage of the sub-tiles we described in the first blog. You probably already spotted this on previous screenshots, but let’s take another look:

The wider impact

We’ve only talked about roads so far but of course any changes to the grid system also impact everything else you build – from houses over ornaments to the mentioned farm fields.

It’s also important to go back to a point from earlier and state that while these changes will turn your cities into significantly more beautiful creations, the efficiency-focused builders among you will probably appreciate to know: Yes, you are losing more space by building diagonally, for a few different reasons.

Firstly – and that’s a lesson from the Anno 1800 days: building beautiful always means “wasting” precious grids that could be used for more residences or more production buildings. Making full use of the new flexibility with diagonal roads and buildings is very much a feature aimed at players who prefer a more organic look for their cities.

Also, we are actually changing the “logical scale” of objects upon rotation. Why and how? Well, let us explain:

Since the single tiles of the old 90 degrees grid are now divided into 4 sub-tiles each, we have to make buildings fit this more detailed grid-structure when turning them by 45 degrees. This can mean slightly increasing or decreasing their size – whatever value in the grid is closer. That, however, doesn’t mean that the building itself, the house (the “mesh”) changes in size, but that the space it occupies/blocks gets larger. Its groundplane (i.e. the ground the building/ornament is placed on) automatically adjusts to make sure there aren’t any weird gaps or overlaps.

Let’s make it a bit easier by visualizing what happens on rotation in our grid:

As you can see, the objects, after being rotated, do not align with the sub-tiles and have to be adjusted first to fit the grid. Of the two options, the one closest in terms of blocked area is chosen. The side length of the 1×1 object changing so much here was one of the reasons we opted for a separate solution for the farm fields, as mentioned previously.

Even if the blocked area increases, the building itself stays the same size. Below you can see what the potential impact of the rotation and scaling can look like. These are just examples for visualization, there are no 1×1 houses 😉

As you can see here, the mesh always remains the same size, even if we have to block more space to make the object in question fit into the grid. 

Non-square buildings are handled in the same way, of course, and depending on the building the blocked area might be bigger or smaller compared to it being built in the traditional grid layout. 

Additionally, we also opted to slightly increase the width of streets (visually) so that they’re a bit wider than a single grid. With both these solutions we avoid what we had internally started calling the “green gap”. 

On average, taking advantage of the diagonal option means that you will use slightly more space.

And when we’re already talking buildings: Let’s not forget a key aspect of Anno’s city building – connecting all your buildings with roads! Production buildings don’t function, and residences don’t get their needs fulfilled if they aren’t connected to a road.

In Anno 1800, at least one road tile had to connect to the building with one of its edges. Simply being in proximity and passing by the building would not count.

In Anno 117: Pax Romana, however, with the option of diagonal roads, we are suddenly faced with more ways in which roads and buildings could interact. For example, a road can just pass by one corner of the building – do we still count it as connected?

The answer is: yes, we do. The game will also help visualize this connection by adding a little cosmetic connection between road and building (marked in blue below). This way something like the below is possible, if you so desire:

As you can see, only 45° angles count for the road connection. 90° connection as in the example on the left side, still are not possible.

Well, that concludes our two-part series on the grid in Anno 117: Pax Romana! 

We hope this not only calms anyone who was worried that we’re getting rid of the grid, but also gave everyone who enjoys a little bit of a look behind the scenes some insights into our processes and the sometimes-unexpected challenges when doing changes to something so central like the grid. 

Please let us know if you liked these kind of development deep-dives and leave any open questions you might still have for us on our social channels, Discord or Reddit, so we can address them later.  

You can also expect to see the new diagonal building options in action later on in videos and livestreams. Until then: have a fantastic Friday!

DevBlog: Modular Ships

Hello Anno Community,

As you might have guessed from the title, today’s DevBlog will focus on modular ships in Anno 117: Pax Romana. If you watched our segment at IGN FanFest, you have probably heard Manuel Reinher, Creative Director, talk about this new feature; therefore, let’s have a closer look at modular ships!

Anno & ships: a 27 yearlong cruise (and counting)

Since 1998, ships have always played a key role in Anno games: whether you were transporting tools after desperately buying the whole stock from the travelling merchants in Anno 1602 or efficiently coordinating trade routes in Anno 1800, you certainly have sailed the high seas in some shape or form while playing Anno.

It should not be a surprise to you all, then, to see ships play a key role in Anno 117: Pax Romana. However, unlike earlier Anno games, Anno 117: Pax Romana will change things up a bit with a new feature: ships will be modular, and you will be able to select different types of modules to customise and specialise them for economic or military roles.

We spoke to Markus, Game Designer on Anno 117: Pax Romana about this new feature: “The idea of introducing modular ships to the Anno was going around already for a while. With the Roman setting we had the perfect platform to do it, since it is very true to how the Romans themselves built their ships. In Anno 1800, we made good experiences with the ship items and wanted to build on the experience of customizing your ships to the specific tasks you had in mind for them and represent your choices also in the visuals of your ships this time.”

Thus, just like Romans, in Anno 117: Pax Romana you’ll build your ships modularly: this design is historically inspired by their building techniques. Romans typically constructed their ship hulls with a flat deck and then attached different modules to them.

Ships: how do they work?

“They float on water”, you might answer. That’s true, however, we are not here to discuss physics.

Just like previous Anno games, you will build ships in the Shipyard. When opening its menu, you’ll be offered a list of pre-designed ships. Upon selecting and clicking on a ship, you will initiate the construction phase and consume the resources needed; the ship production, of course, will also require time. During this phase, the Shipyard will cost workforce and money; if the workforce is insufficient, the construction speed is reduced, resulting in longer production times.

In the Shipyard construction menu, you’ll be able to choose between three different types, based on the size of their hull, that you unlock throughout the game:

  • Penteconter – small ship
  • Trireme – medium ship
  • Quinquireme – large ship

It was interesting to see how the Romans built their ships. Roman ships had no straight lines, but they had fluent shapes, quite curved – and it’s really hard to model this into the game. So, we needed to simplify them in order to make them work.

-Rolf, Expert Artist

The new modular system

If you feel that none of the predefined ships quite suit your needs, then it’s time to customise them based on your preferences and requirements.

When it comes to the customisation of your ships (aka modularity), the hull will influence the number of modification slots your ship gets. Slots determine the cargo capacity of a ship and can be used to install modules. However, larger ships also mean slower acceleration – something you’ll need to keep in mind when preparing your fleet!

  • Penteconter: 2 modification slots
  • Trireme: 3 modification slots
  • Quinquireme: 4 modification slots

By adding modules, you will influence different aspects of your ship: its stats (e.g. health points, speed), its function (e.g. naval combat) and, of course, its appearance.

There are multiple types of modules that you can use, each one with a different feature:

  • Mast: additional speed when sailing with the wind on long distances, reaching higher max speed and higher speed when sailing between regions
  • Rows: additional speed, reaching higher minimum speed and acceleration, with smaller turn radius; it’s perfect for short ranges and combat
  • Reinforced Hull: additional HP
  • Archer Tower: shoots many small arrows in all directions on short range
  • Scorpio: shoots high-precision spears and deals high damage mid-range, only on the sides
  • Onager: Shoots rocks with high range and highest damage, but low accuracy and towards the front

With the construction menu, we wanted to show the player a preview of the ship configuration while setting it up. However, it was not feasible to only use regular 2D elements like Icons in the UI, as it would either look too simple, by just listing the elements, or too complex, by trying to show a preview in 2D which follows the exact same rules as the ship would follow in game. Therefore, we tried to show the full 3D model of the modular ship in the UI, the same as it would show up in game when built. That worked quite well, and we are going with that approach since then.

-Jannis, Gameplay Programmer

When building your ships, there will be some limitations in place. Each module can only be built a limited number of times per ship; for example, on a trireme you’ll be able to build only a maximum of 2 catapults or archer towers. If you like numbers, you might be interested in knowing that for a penteconter there will be up to 16 different combinations of modules, 60 for a trireme, and 114 for a quinquireme.

Once you finish adding modules to your ships, the cargo slots will be calculated from its original capacity minus the used modification slots. Each module always takes up exactly one cargo space slot. However, to ensure that ships always retain some cargo capacity, we have made sure that a certain number of cargo slots remain free and cannot be used for modules.

Be careful, though: you can choose and modify modules for each slot only during ship construction – once the ship is built, you won’t be able to modify its configuration anymore. And if you’re wondering: yes, you will be able to save your ship configurations! Each Shipyard has 2 slots per ship type, this means 6 slots in total. If you want to have a third custom ship, you will need to build a new Shipyard.

Modular ships and Items

We know what you’re about to ask – what about Items? Yes, just like in Anno 1800, you will be able to equip Ship Items. For example, each of your ship can have its own Captain equipped on board! But let’s not get ahead of ourselves, we’ll talk about this in more detail in the future.

Dev insights: some behind-the-scenes about the modular system

As you can imagine, implementing this feature came with its fair challenges – from different points of view. When it comes to Game Design, for example, Markus mentioned that it was crucial to design the system in a way that it as flexible as possible without breaking any logic or visuals, while keeping it simple and intuitive for players to use.

For the art team instead, one of the challenges was to understand how big a ship module should be in order to be compatible with the beloved Anno grid. It might not seem obvious at first, but just like roads and buildings, the grid applies to the ocean too – that means that ships move within the grid. “This required a lot of back and forth: first we prototyped by building simple grey blocks and figuring out if that measure worked in the grid, then we made it work visually.” – Rolf, Expert Artist

 

Jannis, Gameplay Programmer, told us about the challenges they faced to create a system that is flexible and at the same time easy to maintain. “The placement of modules on the ships is dynamical. As the number of possible combinations is quite high it is not possible to create static files for all combinations, but we have to create the ship dynamically on runtime in the game when a ship is created, as in we calculate on which positions which slot gets installed and place it visually and logically at that slot index.

How this happens is defined by a few rules that we had to iterate on a lot. Furthermore, we had to split the system into a logical part: ‘where and how should modules be linked to?’, and a visual part: ‘which 3D models are used in which situations?’. For example, a mast at the front of the ship has to look different than a mast in the center of it. This allows us to efficiently set up modular ships, validate each possible configuration and create different visual variations e.g. for special participants such as pirates.”

This means that, not only does each module have a different feature, but they also have a different priority in relation to other module types. This priority influences the slot the module will occupy when the ship is configured: each module has a preferred slot to be on; however, if the slot is already occupied by a module with higher or same priority, the module is placed on the next open slot that is further outside. If all slots further outside are occupied, it will move to the next open slot towards the middle of the ship. This is to make sure that placement of the modules will result in a nice, good-looking structure on the ship.

Workforce, construction and maintenance costs

Unlike previous Anno games, ships will now require workforce not only during the construction phase, but also to function. “We moved away from the more artificial and abstract influence limitation established in Anno 1800 to the more grounded and realistic workforce approach. This will lead to a much tighter tie between your economy and your Naval capacity.” Markus, Game Designer. However, this is a bigger topic that will be addressed in a future blog – so, watch this space if you’re curious to know more!

The construction and maintenance costs of the ships change depending on the installed modules. For example, rows will be more labour intensive then sails – this means they will require more workforce. Same thing for the Archer Tower compared to the Onager, as there are more soldiers involved.

Well, we hope you enjoyed reading through this (quite long) blog on Modular Ships! As mentioned above, expect more to come on the ship topic, in which we’ll focus on naval combat and the ship system in general. In the meantime, if you have any questions, never hesitate to reach out!