Union Update – Streaming Week

Welcome back to the newest Union Update, this time a bit shorter than usual to leave us enough time to prepare the upcoming Closed Beta.

DevBlog: City Incidents – Moved
This week we planned to publish a blog taking a closer look at the City Incidents that you’ll have to deal with when creating your cities. We are still going to publish this blog, however, due to some workload caused by the  preparation of the upcoming Beta of Anno 1800, we decided to move the blog to February. That way, we have time to prepare the Closed Beta starting January 31st and bring you the hot insights about the incidents right after the test has concluded.

We teased to reveal another new feature for Anno 1800 last week and even though we had to move the City Incidents blog, rest assured that we will still raise the curtain on the new content before the Closed Beta starts!

AnnoCast moved to Thursday 24th & AnnoAfternoon this Friday 25th
A reminder that this week we’ll hold another AnnoCast and AnnoAfternoon that you can watch live on https://twitch.tv/ubisoftbluebyte.
As a headsup from last weeks announcement, we had to move the date of the next episode of our AnnoCast gamedev stream to this Thursday instead of Wednesday and we hope that despite the change in times, you’re going to watch because we have some interesting infos prepared and lot’s to show you!

AnnoCast: Quests and Expeditions – January 24th at 5pm CET / 11:00AM EST
AnnoAfternoon – January 25th at 5pm CET / 11:00AM EST

Follow our channel if you haven’t done so and use the links to the Events to receive a reminder when the Streams are about to begin.

That’s it for this week. Next week, we’ll have a huge chunk of information regarding the coming Beta and a DevBlog, so make sure you bookmark the Union and follow us on Social Media so you’re not missing out.

Union Update: Winter QnA

While some of us enjoy the snowy surprise and the resulting winter themed skin applied in many parts of Germany, we bring you another round of our Community questions and answers and streams for the cozy winter days.

With this week’s DevBlog: Ornaments, our blog series revolving the development of Anno 1800 returns from its winter hiatus. Next week, we will conquer the winter season with some heat: we hope that you look forward to city incidents such as firestorms, strikes and the season appropriate illness before we raise the curtain for the big feature reveal before our Closed Beta at the end of the month.

The next episode of our AnnoCast and Anno Afternoon
Save the date as our Twitch devstream will return next week Wednesday January 23rd. This time with Narrative Designer Marie who will demonstrate us how we applied some fresh paint to the quest system in Anno 1800. Nevertheless, that is not all as next week Friday, January 25th, Chris and John will be back with their aspiring Anno 2070 utopia.

Annocast: Quests and Expeditions – January 23th at 5pm MEZ
AnnoAfternoon – January 25th at 5pm MEZ

Watch it live on twitch.tv/ubisoftbluebyteand follow our channel if you never want to miss a show!

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iyamaShiro
Will it be possible to change specific sound slider, such as voice, music and effects? I love to tune up the effects and dial down the rest of the game audio.
Answer: You will be able to change the following audio levels individually: Master Volume, Menu Sounds, Voice Volume, Music Volume and SFX Volume. Enjoy!

Ceib0
Will we only be able to exhibit artefacts in the museum or also art pieces such as statues or paintings?
Answer:Exhibits will mainly include cultural artefacts and sets will include statues. Bigger exhibits are displayed in open-air modules and come with their own unique asset while smaller artifacts will be showcased in museum wing modules. By the way: You will be able to place ornaments between your zoo and museum modules freely, which will allow you to create beautiful vistas with statues, fountains or other ornamental structures.

adriankowaty
Will there be a statistic overview like in 2205 which allows us to see how many units of a certain good we produce at a time?
Answer: We won’t have a statistic feature such as the one in Anno 2070 at launch of the game. But we are aware that many of you wish to see a comprehensive overview and statistics of your production, especially when reaching the end-game. We will keep continue to keep an eye on such feedback after the launch of the game.
The tooltip of each production building allows you to see how long it takes to finish one good and you will be further able to change the production speed with things like the working condition slider. If you compare the time it takes to create a good compared to the production time of the production of the needed resources, you can easily calculated the most effective rate of production and resource buildings.
Furthermore, you can check the overall amount of goods and if their stock is currently rising or declining in the kontor and warehouses.

g4mer901
Will it be possible to build sole production islands or will I need to create a new settlement with each island expansion?
Answer:
Reaching the fourth residential tier unlocks a new building: the commuter harbor. This new building allows you to connect different islands, which also have a commuter harbor and once linked; islands will share their workforce as one global pool. This means that you will not need to create settlements to support your production islands. But beware: an economy which mainly relies on a commuter network is an easy target during war, as one well-directed blow to your commuter harbors can cripple your whole production pipeline.

prgbrowne
I have read reviews on Anno 1800 where one of the downsides is the small size of land masses to build your empire. Is that a valid concern? It probably would be nice to have the choice of the size of the land mass you get to colonise, much like Civilization I guess. I don’t really want to see small islands close together. Varied terrain type options would also be good.
Answer: Anno 1800 will not only have the biggest maps in the history of the series, but also islands with vastest construction space. In the custom game options, you will be able to change the type of island world (which affects the arrangement of islands, such as atolls and archipelagos) and how frequents large islands are on your map. As naval exploration was always an essential game pillar of the Anno series, we further expanded on the ocean space to give you more room for trading networks or open water battlefields for tense ship fights on the high sea.

denNes_
Is a return of the research planned for the game? I loved it in 2070 and 1701 and would like if it celebrates a comeback to the series.
Answer:
We currently have no planes for a self-contained research feature in Anno 1800. We followed many community discussions revolving research closely and want to provide a few insides how Anno 1800 will cover that topic. In previous Anno titles, research served as an item generator and further allowed you to customize your playstyle with various perks and special abilities. Anno 1800 covers said options with several new features and as player freedom is important for us, we decided against a classic and often restricting “RTS” style research tree.
There are many different ways how to acquire items. In addition to quests or trading, you will be able to generate items with the new city attractiveness, the variety of expeditions or the world fair monument.
When on a zoological expedition, you will not only be able to acquire animals for your zoo, you can also get your hands on some cultural items or even hire specialists during events, which come with abilities which might not be related to the zoo at all. As an example, a specialist might join you who is able to boost one of your battleships with a special ability. If you want to focus on your fleet of warships, you can run naval themed exhibitions in your world fair or do bounty-hunt expeditions, which will reward you with naval related items such as weaponry or combat savvy specialists.
If you prefer to use the power of science to benefit your society, get marvelous new machines from the world fair, which you can slot in your guild houses to boost your factories with various effects.
Furthermore, you can make use of the influence system to get bonuses which suit your custom playstyle which are, in contrast to a research tree, are reversible at any time.
Add more elements such as electricity; Anno 1800 adds various layers, which allow you to optimize or to get experimental with your own unique playstyle.

Union Update: 2019 – Road to Launch

We are back from our short holiday break and ready to tackle the last 7 weeks before Anno 1800’s launch on February 26th. With this first blog in the year 2019, we want to give you a brief outlook on the content to come until launch.

Road to launch
Last year’s Technical Test provided us with lots of valuable data, from player behavior up to bug and feedback reports. Fixing, fine-tuning and polishing is now our top priority for Anno 1800’s Beta period. After the TT, we followed up with another focus test session to get feedback on recent changes but also allowing us to get in-depth detail on other aspects such as balancing and overall gameplay experience, including progression through all residential tiers.
With the upcoming Closed Beta on January 31st, you will be able to see the changes and improvements for yourself as once more, we will invite a large number of players from the Anno Union to test the game.

However, it’s not all bug smashing and polishing- we are also putting the final puzzle pieces together, including one all-new feature we haven’t even announced yet! Between that feature, as well as upcoming DevBlogs about City Incidents, Ornaments and of course Anno 1800’s story-driven campaign, there is still a lot to talk about on the Union.

You can look forward to the first of these DevBlogs to come next week, alongside more information about our Closed Beta. And if you haven’t done so already, keep in mind that you can still register for our Closed Beta by signing up here on the Anno Union.

And if you want to get reminded if a new blog comes fresh from the press or stay in the loop about anything #Anno, you can just follow our official Anno Twitter and Facebook channels.

Winner of the Expedition Event Contest: The Lost Civilization
It was a neck-and-neck race between Hexagon19’s “Isla De Los Muertos” Event and Hojny87’s “The Lost Civilization”, with Argurino’s “Voyage Of The Beagle” also mobilizing many fans rooting for a throwback to Darwin’s journeys.

In the end, “The Lost Civilization” secured the 1st place and we congratulate Hojny87 for making the cut with his exciting expedition event.
This community-chosen event will now get the same treatment from our design team and together with the Union island and the ship variant, will find its way into the game itself.

While we want to continue to funnel the creative power of our communities in future contests after the launch of the game, we want to utilize the voting feature more in the future to allow you to voice your opinion on various topics like favorite game element or balancing.

Streaming schedule update
With more information out in the open and the big launch at our doorstep, we will start a new series of community streams, with the first show starting shortly after the Closed Beta has concluded.
Different from the AnnoCast, the show will be mostly run by our Community Developer and focus on answering your questions while playing the game rather than highlighting a specific feature in detail.
And to give as many Anno fans as possible a chance to direct their questions at us, we will host not only English but also a German episode.

But there is also the next episode of our AnnoCast game dev stream on the horizon: at the end of this month, we will have Narrative Designer Marie on board to demonstrate how we breathe life into the 19th century world of Anno with a great variety of quests and expedition events.

Speaking of streams- we know that many of you liked our ship preview during our naval stream. Hoist the flag and all hands on deck, as the video is now available on our Twitch channel. What is your favorite ship and will you rely on a bulwark of huge battlecruisers or a versatile wolf pack of fast gunboats?

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That’s it for this week’s peek at the upcoming content. See you next week, as the final march to release begins in earnest!

Union Update: Karrenschiebers Christmas Story

The year is ending and this will be our last blog of 2018. To send you off into the New Year appropriately – and bring you a bit closer to the launch of Anno 1800 – we prepared something special for you.

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Video is available in german with english subtitles.

The Anno Team wishes you Happy Holidays and a fantastic 2019!

Union Update: Technical Test concluded

Our big Technical Test of Anno 1800 has concluded, so today we want to give you a brief production update on how the test will help us in the final months of development leading up to our launch on February 26th.

First things first: We want to thank all members of the Anno Union who participated in the test.
Once again, you demonstrated that getting you in as early as possible on the game’s development was the right call, with thousands of comments providing constructive feedback and reports during the Technical Test week.

While we will be busy checking all your comments to filter out actionable feedback, what were the biggest takeaways for us? And how will they help us to improve the game?

A first brief look at our learnings
Besides reporting bugs, balancing was a very important topic for Anno veterans out there. Ranging from the “vicious Schnapps cycle” to fierce discussions about how demanding production chains should be in a classic Anno title, your voices will help us to find the right balancing for the game. Our vision is that Anno 1800 will be a callback to old classics such as 1404, offering great complexity and replayability while also allowing a satisfying first experience for players new to the series.

The new workforce feature was also a welcome change for most players, as it offers many new intricate ways to play around with Anno 1800’s mechanics. However, as the content was limited to Tier 3, players spent a lot of time playing the same game loop again, settling and expanding their empire to various islands without being able to transfer their workforce. To shed some light on that matter, workforce transfer will be available via the commuter harbor, which becomes available with Tier 4 (the Engineers).
In the full game, we expect players will likely advance to tier 4 earlier, instead of heavily expanding during tier 3. In order to get more quality feedback across the entire gameplay loop (including the late-game portion of Anno 1800), we will continue to make use of our focus tester program.

So what’s next for the development of Anno 1800?
As mentioned, we have received a ton of feedback, so these are just a few examples. But there are still new things to look forward even for our stalwart testers who played Anno 1800 during our Technical Test.
What could those things be? Well, how about our naval combat system- which we will unveil and explain in our next DevBlog towards the end of this week! We are very much looking forward to giving you an exclusive first look at our new naval and siege combat.

With that said, please keep in mind that the NDA for the test is still active, so please refrain from making any comments about the content of the Technical Tests in the comments.

Union Update: Time to catch your breath

Has it really only been a week since last week’s Union Update? Time sure flies when you are as busy as we are. The final months of game development can be an exhilarating roller-coaster ride, but there is something quite magical about seeing the different strands of your game finally all coming together. And believe us, with a game as feature-rich as Anno 1800, that means a lot of strands to work with!

Between the actual development and the travel that is often necessary for various team members in the lead up to a big release, we unfortunately sometimes have less time to bring you new insights on the Union (though we have a feeling that you agree that we should first focus on finishing the game).

To cut to the chase – we will not have a new DevBlog for you all this week. We will return to our regularly scheduled programming next week with a look at Diplomacy in Anno 1800.

Community Spotlight
This week, we want to put the spotlight on the Facebook Group “Anno Polonia“, a polish-speaking Community:

Hej Annoholicy z Polski,
Znacie język polski i checie poznać innych fanów Anno z waszego kraju? Sprawdźcie Anno Polonia na Facebooku! Jest to nowa, ciągle rosnąca grupa, dzięki której będziecie nie tylko na bieżąco z Anno-News, ale również będziecie mieli szansę porozmawiać z innymi fanami Anno.

Stream Highlights
However, as we do not want to leave you completely devoid of any Anno-tainment this week, you can relive your favorite memories from last week’s AnnoCast 6 with us:

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Union Update: Look to the horizon

We are sorry for last week’s interruption; we found the culprit and made sure that he is under custody for his disruptive behavior, at least for the time being. We will ensure that we keep a close eye on him in the future, but we have a bad feeling that we have not seen the last of our dear friend, the Acolyte.

With only two months until the end of the year and four months up to launch, what is going on in the world of Anno 1800 and the Union?
As mentioned in a previous blog, game production is keeping our team very busy right now. We are currently working on our big Beta milestone, which means that by January, the game will officially reach Beta state, with all game elements and content fully playable. During this busy time, we are working on many aspects of the game, from polishing up buildings, balancing quests and checking thousands of voice lines to be recorded in a variety of languages:

We are also oiling the cannons and waxing the planks in order to bring you an exciting and insightful naval warfare blog before the end of the year. To get you in the right mood for your tense naval battles, this week’s DevBlog will shine a light on the pirates of Anno 1800, who cling on to tales and legends from a time long gone. They say the age of piracy, but their last stand is yet to come…
We are also busy laying the groundwork for our previously announced large-scale technical test with many more Union members (sign up!) and reviewing your contributions to the Expeditions contest.

The next episode of our AnnoCast is on the horizon!
The AnnoCast will make its (hopefully much anticipated) return next week Thursday, November 8. We heard many of you say that you want to see some proper gameplay and therefore decided to settle on a new island to show you the Farmer and Worker lifestyle. Let us see how far we ca get during our stream! As always, we are happy to answer questions both from the chat as well as from the Union, so leave us anything you want to see answered in the comments!

Save the date and join us next week Thursday, 8th of November for the next episode of our AnnoCast show on: twitch.tv/ubisoftbluebyte

Let’s wrap up this week’s community update with another Community Q&A:

Fightfor3dom
Will you be able to enable/disable the pirates or set a game difficulty for a pirate difficulty? Or will it be just another enemy? Which city incidents will happen on the three different difficulty levels?
Answer: Second-Party characters all have their own difficulty rating, which in many ways reflects their personality and behavior. As third parties don’t directly compete with the player in military or economic warfare, they won’t affect the difficulty of your session. However, pirates are an exception, as they work actively against the player and even other AI. You will be able to choose the pirate characters for your session or even exclude the pirate characters from your match. For now, the two pirates have a set difficulty although both characters have different personalities and therefore, react differently on your actions.
When it comes to city incidents, fire, strikes and illness will haunt your metropolis while their frequency is based on the difficulty setting of your match. We will show you that system in detail in a future DevBlog, as especially strikes are an exciting new feature in Anno 1800.

kuskram
I like that you have so many options to create your custom session. I am also happy to see that the random generator in combination with the seed codes makes a comeback. But there is one question for me: in vein of older titles such as 1701, will the game have a world editor which allows us to place our own islands, fertilities, resources or starting position?
Answer:
We focus on the core features on the game, as we want to deliver true quality for old and new fans of the series. Therefore, there are currently no plans to develop a World Editor for Anno 1800. replayability is one of our top priorities, the game will release with over 50 handcrafted islands, and many of them come additionally with their own island variations.

mige0410
Where are the female characters in the old world – or will I be forced to only deal with men as long as I manage to escape to the New World in order to meet the female cast?
Answer: The world of Anno 1800 will be populated by a diverse cast of characters, among them Women and Men with their own special personality, which will mirror in their behavior when building cities or their reactions in our diplomacy system. You will also be able to choose your own player portrait, where you can decide, among other things, to choose a female or male portrait.

AyroV
Will we be able to set the map small/medium if we want to play multiplayer with multiple people? Anno 1404 does not allow us to choose map size accept huge when we try to play with 4 players.
Answer: Yes, you will be able to play on small maps with 4 players or non-player characters. But beware, on a small and densely populated map, there will be a lot of competition about the control of the more precious resources if players want to reach the fifth residential tier.

dAprillion
I like it when I have 2-4 options (easy, med?, hard, insane?) with useful defaults for the main mission?
Answer: You won’t need to dive into the custom match settings and can also choose one of the three pre-defined difficulty options:
Normal Mode: Will provide you a large world and island space, rich mineral deposits, challenging but not too hard opponents and free relocation and full construction refunds.
Advanced: Less money, harder opponents and an average world and island size. Many smaller options such as relocation of buildings won’t be free anymore.
Expert: This one will get you on your toes, only a few coins in your pocket while fighting for every single yard against the most cruel and efficient enemies on small and everything else than fertile islands.

Union Update: Like busy bees

In today’s Union Update blog, we want to give you a brief Anno 1800 production update and provide some additional answers to questions inspired by some of our recent blogs. Later this week, you can look forward to a DevBlog on some of the game’s customization options for sandbox games. Let’s get to it, shall we?

Production Update
As our February 26 release date looms large and inches ever so closer, we have been busy little bees and made some great progress. We recently finished another milestone, so let us check in with our Production Team to get an update on was has been happening these past few weeks. Keep in mind that these are just two notable highlights, but by no means a comprehensive list of everything we have worked on, as all the disciplines and teams (like Art, Game Design, Game Programming etc.) have their own separate goals for each milestone.

  • All Guns blazing
    We know that many of you are very curious – or should I say burning – to learn more about our naval combat. Which is why we want to make sure that when we show it to you, it will all be live and in action inside the game, rather than with a lot of text and mock-up images. Which is why you will be happy to hear that we have made great progress with the polishing of the naval battles during the last milestone, laying the foundation we need for an in-depth look in the future.
  • Sights, meet the sounds
    We are also right in the middle of our localization and audio efforts for the game. During the month of September, we recorded all the English voice acting for the various AI characters and the cast of our story-based campaign. At the same time, with all the game text now largely finalized, we are also busy working with the respective teams to translate it into all the other languages we will support (some of which will have localized voice recordings as well). We are happy to say that we will be supporting localized text in more languages than ever before in an Anno game, giving all new audiences the opportunity to immerse themselves in the 19th century in the language of their choice.

We are also analyzing the feedback from the recently concluded playtest to see which items need to be addressed. Given this late stage of development, we have to always consider what changes are feasible, and how they may affect development of other features to make sure that we make the best use of our remaining time. With that said, the feedback from our play testers is still highly valuable for us, especially as we will focus more and more on nailing the game’s balancing. This is also where the data from our upcoming larger-scale test will come in handy to give us insights from a big group of players.

Reminder: Our Expedition Contest ends next week
A reminder for all you writers and expedition event designer out there: the expedition contest submission deadline ends next week on October 22.10 so make sure that you hand in your event ideas until next Monday. And if you have any questions regarding the contest, we will try to answer them in the comment section of today’s update.
You can find the contest details here.

Vienna calling: Play Anno 1800 at Game City Vienna
For any of you who live in or visit Vienna this week, our game will be playable at the Game City event in the city hall. You can find all (German language) information here: https://www.game-city.at/

Community Questions and Answers

Hexagon19
I like that products from the old world will be required in the new world, so my ships won’t have to make the return trip with empty loading bays. Talking of which, the production chains shown in the blog include wood. Could this also be imported from the old world?
Answer: Yes, you will be able to just import goods from your Old World to use them in your production chains in the second session and vice versa.

Phyllus1
Will it be possible to save blueprints for future use, for example to save entire production chains as templates, which could then be quickly placed in the future?
Answer: It won’t be possible to save whole layouts as this would require a lot of work on UI and UX, as we would need to develop a whole interface for that feature including menus, possibilities to save and to sort your layouts. However, we like that feature and closely watch how players will make use of the blueprint mode and how much feedback we get regarding that feature after launch.

Mr.Beko80
You mentioned a botanical garden in the blog. I already suggested this when you first revealed the zoo, so I was wondering if there is still a chance to see such a garden in the game?
Answer: At release, Anno 1800 will come with the Zoo and the Museum as large building projects supporting the new city attractiveness feature. Both projects come with a huge amount of assets, from modules, animations and dozens of items each. As always, we will watch feedback closely and see what the post-release future may hold for Anno 1800.

BlueBreath
So the small stuff in your exhibition you can only see as icons, isn’t there some form of a magnifying glass to show you what is inside? Like when you click the building , the roof get’s stripped off and you could see what’s inside but magnified a bit?
Answer: Small items will all have their own artwork for their actual icon but with the huge amount of museum items alone in mind, this would mean that we would have to model 80 3D assets just for the museum alone and also find ways to display small pieces like a necklace inside a building. We just implemented a nice overview window accessible from the zoo or museum entrance that will allow you to check how many items from which set you own.
The museum wing buildings in combination with the amount of huge open-air exhibition pieces will nonetheless offer a lot of visual variety to express your inner museum curator to your heart’s content.

Viper_R.K.O
Will I always get the same results when I do an expedition again and pick the same option, or is there a random numbers generator at work behind the scenes that will allow for different results? And will there be rewards for nice and beneficial decisions, or only if you act mercilessly and reckless?
Answer: Every decision you make has a chance of success based on a general difficulty and the skill ratings of the items and characters you brought along. In addition, some items will offer unique additional decision options on specific events and some combinations even guarantee a success. If an event fails, there are various outcomes for the story to progress. As you might have seen during the various instances of our Love Island presentations (RIP Captain, Comedian and Bishop).
The type of decisions you make won’t have an influence on the final reward pool of items during an expedition, even though special decisions and events can reward you with items from the event pool.

Union Update: Something big is coming

We are knee-deep in the de… the final development phase of Anno 1800, and while the big event season with the likes of gamescom and EGX lies behind us, there is still plenty happening in the Anno Union world. Another Union focus test round just concluded and we are working to finalize our content roadmap for those all-important last few months prior to the release of the game. Due to that workload, it can happen that some content might suffer a slight delay, as some of you might have already noticed, but we are working hard to ensure you are well entertained leading up to the big launch date.

To give you a glimpse at our upcoming content: We plan to host Livestreams more frequently, will provide fan material such as wallpapers, highlight your community projects and will tackle important outstanding topics such as naval combat or multiplayer in detail. And not to forget, we will also open the floodgates of our focus playtesting to allow more Union members than ever before to test the game.

While we are on the playtest subject: we need to talk!
The players of the latest focus test provided us once again with a large amount of incredibly helpful feedback and we are still going through the extensive test reports. But we are confident to say that the latest results show that Anno 1800 is on the right track to deliver a game Anno fans can get excited about, even though there is still a lot of work to do prior to the release in February.

In order to make sure that we get as much feedback and data as possible, we want to invite a significantly higher amount of Union members for the next phase of the focus test. This huge test will happen as early as this year and will be exclusive to members of the Anno Union. So if you are just a reader on our page, make sure that you register on the Anno Union page with your Uplay account as soon as possible to secure your chance at being invited.

And to give you some visual impressions from the latest test, here are a few screenshots from our testers (we won’t publish the names as the test is still covered by an NDA).

AnnoUnion_Focustest_ComShot_FarmsEverywhere
Okay this guy won’t have any issues with Tier 1 workforce anytime soon!

Parasite problems? EWWWW

Hey that’s what I call a teaser!

Keyword feedback: We have not missed your comments regarding the Ship Design Contest in last weeks Union Update. Because of that feedback, we will make sure that for future votes, we give you a chance to vote on a final selection on entries to determine the winner. When talking about the skill regarding the execution of these submissions, the idea behind an entry is as important for us as the actual craftsmanship of the community member, be it a drawing, writing or any other submission (even though we are often amazed by the true display of skills in some of your work).
When we are talking about content that is supposed to be added to the game, keep in mind that we also have to check if an idea is feasible within our production pipeline.

Notwithstanding the above, we want to honor exceptional creative takes and creations with a proper showcase on our Anno Union channels.

And with that, we are already at the end of today’s Union Update. Don’t forget to share your thoughts, suggestions and feedback in the comments below. Moreover, we are always eager to get your ideas for the Anno Union and the Union Updates.

Union Update: And what a pretty ship it is!

Our team had to fight their way through a flood of incredible ship designs coming from our creative Union community, and as such, it certainly was not easy to select just one winner. While not every entry met the criteria of creating a variation of the “Imperial Pride” ship, but the general level of creativity and skill on display was highly impressive to us.

And while we can only immortalize the winning entry in the game, we will try to showcase some other creations on our various Anno union channels in the future.

So without further ado, let’s cut to the chase- the winner of our Anno Union ship design contest is (please imagine a sufficiently industrialized drum roll)…

While we liked many of the ideas for mighty warships or utilitarian barges, we fell in love with the idea of the touristic “musical steamer” „Haydn“ by Union member redtoasty. Conceptualized as a “top of the line” luxury ship, we could immediately imagine a crafty investor using lots of paint and decorations to turn a decommissioned steamer into the perfect ship to lure in the ladies and gentleman of high society.

Our team will now get to work to turn the „Haydn“ into an actual in-game model for you all to play with. In addition to seeing his creation immortalized in the game, redtoasty will receive an Anno Union shirt as well as our highly limited bronze pins.

We also want to say a big “thank you” – and ask you for a hearty round of applause – for all other community members and their submitted designs. Make sure to keep an eye on all of our Union channels to see some of them in the future.

Our „Design your own Expedition“ contest starts NOW

Ever since we first unveiled our new expeditions feature at gamescom 2018, we kept receiving the same question over and over- and no, it was not “why does your crew seem to die horrible deaths on love island during all of your live streams” 😉

Instead, many of you wanted to know if there was the possibility of running a contest where Union members could try to design their own expeditions. And since we love nothing more than to try and please our players wherever possible, this very contest starts… right this moment! We want to see your ideas and concepts for an expedition that you would love to see implemented in Anno 1800.

Some rules to keep in mind:

  • Come up with your very own ideas for an expedition- from mysterious encounters in lush jungles, to humorous adventures in a harbor tavern far from home or gruesome challenges on the high seas, there are few limits to what you can imagine.
  • Let’s keep it free-form: Simple concepts, short stories or even audio recordings are just some of the ways you could convey your idea.
  • Given that our team will need time to review and rate all of them, we would ask you to keep your submissions short and concise

The submission deadline for this contest is October 22nd.

You can post your creative ideas and submissions in this forum thread: >>CLICK ME<<