Union Update: 2070 Stream Summary

In today’s Community Update, we will give you an overview over the Anno 2070 stream as well as some hints on upcoming Anno Union content. When it comes to community QnA, we count on discussions fueled by this week’s DevBlog. Expect our answers to your questions to be back with the Union Update Monday next week.

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Our Anno 2070 party was a success, even with Keto being too late for the anniversary. Based on your wishes, we played a bit with the customize options in the endless game mode in order to ensure a more exciting and challenging session. Funny enough, the actual challenge did not came from the AI itself. As 90 minutes are a not very long span of time for true Annoholics, the real struggle came by our players itself, which had to always clean up the mess of the doing of their predecessors. For future let’s play streams, we thought about starting with a previously created savegame or how about to let you, our community, decide or even create the scenario for us?
As with our 1701 anniversary, we also raffled some goodies during the stream. The winners from the Anno 1701 and the Anno 2070 raffle can expect a package from our studio soon.
Many questions revolved around the profession of our guests and their memories about the development of Anno 2070. Here an overview over the developers wo joined our stream:

Dirk, Creative Director
Christian, Software Developer
André, Senior Concept Artist
Rolf, 3D Artist
Sebastian, Game Designer
Norbert, E.P (Executive Plant)

If you have some burning questions to our guests but missed the chance to get them answered during the stream, feel free to leave a comment below! We will see that we forward your questions to the team to answer a few of them during the next Community Update.
During the stream, Dirk gave us some insights about the with Anno 1800 coming options to customize your game experience to a major degree. Replay value is on top of our priority list for Anno 1800.
When it comes to the decoration about the streaming room, we have to ask you for some more patience. As we have currently some construction work in our development studio going on, we decided to make the changes all together at the beginning of the next year. You can look forward to a nice Anno 1800 wall including your screenshots and other community highlights.
Developer Rolf shared his interesting progress from a former concept to 3D artist and with that, we teased an upcoming “behind the scenes” DevBlog, where we will show you how we create 3D models for Anno 1800.
Furthermore, we had an announcement to make at the end of the stream: we will have one more episode of the AnnoCast until the end of the year, and this time, we will show Anno 1800 gameplay live and in action for the first time!

As you know, running streams is a collaborative effort by the development team and as a result, we can only broadcast once a while and not on a weekly basis. However, it seems that you like our streams and we surely have plenty of ideas in our mind for future shows to come. Maybe you yourself played with the idea to stream Anno on your own or you are already waving the Union flag with your own Anno stream? We want to support you and find ways how we can share the Anno Union with all the people out there. It could be Anno stream spotlights or broadcasting assets we provide, maybe even an Anno multiplayer event, which we run or host on our channel?

DevStream: Watch the 2070 anniversary live!

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Union Update: 2070 Anniversary

In 2011, the face of the Anno series changed with a giant leap into the future. With Anno 2070, we changed our sails with high tech ferries and were ready to explore the world of the future, where global warming changed the planet and caused the sea to conquer the continents.

With the futuristic setting came not only drastically changed visuals for the series, but also an expansion of the Anno formula, as it was now possible to explore the deep sea and settle on the ocean floor. As this week marks the 6th birthday of Anno 2070, we would like to share a few memories of our developers and the Anno union with all of you.

Anniversary Stream this Friday
Tune in this Friday to join our Anno 2070 anniversary stream. Based on your feedback to the last anniversary event, we decided to ramp up the difficulty level a bit to keep the tension high. The stream will go live this Friday, 17th November at 4pm CEST, as usual on our Ubisoft Blue Byte Twitch channel:

Developer Memories

Dirk Riegert, Creative Director
I remember as if it was yesterday, when we set the first corner stones for the development of Anno 2070. It was shortly before the release of Anno 1404. Our publisher (back then, Related Designs was not a full part of the Ubisoft network) wanted the fifth installment of the series to be a bigger step and an interesting iteration of the franchise. They wanted us to inject a fresh new take into the franchise and it was on us to bring up ideas for a new setting.

But what should be the new time period for the next Anno? Which solution would work with the traditional game elements of the series but would also offer something unexpected? When the Ubisoft delegation arrived in our office in November 2008, we were prepared with a presentation, including all of our combined ideas for the game with the working title »Anno 5«. We had considered all kinds of sensible and crazy time periods, and spent a lot of time with the ones which made most sense for the series, with options such as Anno 1305 or wild ideas like Anno Vikings. We ended up with five concepts for our setting: Anno 117, Anno 1602, Anno 1800 (yes, we thought about that quite a while ago), Anno 2160 and Anno 3006.

For the Anno 2160 concept, we noted down that it was »probably too crazy«.  However, we still wanted to explore that idea for a setting as we saw the potential for many interesting possibilities for the look and the design of the game. We had the first ideas after watching the movie »Deep Blue« and reading an article regarding the possible economic use of the deep sea. What if the fifth Anno would allow players to not only build their settlements on islands above the sea level, but also on plateaus deep beneath it? That idea was fascinating to us. To our surprise, 2160 was the idea which excited Ubisoft most when we presented our five proposals for the next setting. That they were willing to take a bet on a completely new setting astonished us in the same way it made us happy. It did not took much time to discuss the next step and shortly after, we were able to start working on the game, which would go on to become Anno 2070.

At the end, the risk was worth taking. Up to this day, Anno 2070 is the commercially most successful title of the entire series. Besides the advances to digital distribution, which allowed us to expand to international markets, this was surely also due to the bold move to a fresh new setting.

Christian Rösch, Software Developer
If you followed our last anniversary blog, you might know how much can go wrong when working on the movement of units. With 2070, we introduced air units to the series and with that, we had a lot of crazy ideas to try out. Ships travel across the see and might meet each other along the way, sometimes, a bit too close which might lead to a crash on high waters. That is different with air units as they can alter their altitude. For us a lucky situation to be in, because we were finally able to avoid that annoying collision. I started to work on some kind of a virtual air traffic controller, who had always an eye on the flight routes of air units. If the controller noticed that two planes are on a collision course, he took action and ordered them take a different altitude. A great system which worked out well, not even the cart pusher got weirdly affected compared to the last time. But there was a catch to it, this time the isometric perspective of the human perception. If you watched the airplanes moving, you had a hard time to grasp those planes would fly up and down as your brain always expect that they just move south or north. Often, it seemed that they planes crash and clip through each other while in reality they, just passed by under each other. As it just looked confusing, we decided that all units still get the same altitude to move in order to avoid confusion and that they would only loose altitude when landing.

Carsten Eckhardt, Senior 3D Artist
During the last steps of Anno 2070’s development, most 3D work was done and we, as 3D designer, helped out creating icons for the game. The icons in 2070 were apparently not drawn; each one of them was a small 3D icon, which we created for the game. It usually took some time to find the right lighting and position in order to display the icon to its advantage.  As icons are fairly small, you need to focus on the essentials and cannot really tell a complex story compared to a more detailed picture. The players must understand the meaning and function of the item from the get go. Moreover, icons must be distinctive from each other to avoid confusion. Leveldesign was working on the campaign and for that, they needed an icon once a while, mostly for items which got transported or used by the player. One day, we got an icon request from our level design team including a description of the gameplay purpose of the item. I did a few icons before that but this time; I could tell that this request was somewhat special. This request should proof itself as quite a challenge. The description was a spy camera, which the player should use in an underwater mission, but before that, he had to smuggle it on board of a science station. The catch was that as a smuggling good, the icon should look like the spy camera and like an alga at the same time. Congratulations, I just got the request to create a camera, which should like an alga. Luckily enough, I was able to convince the responsible level designer that it might not be the best idea to have so many information in one simple and small icon. At the end, we could agree on the camera looking like an UBS stick in two states, one version with and the other without the secret information on it.

Community Memories

Bellasinya
Anno2070 ….for the first time a futuristic setting. And it was dark… pretty dark, at least for the tone we are used in Anno games. The multiplayer was awesome, I remember how I picked a friend of mine to only take care of the military aspects. I managed the residents and resources to produce weapons while he was battling the pirates. I am a fairly peaceful Anno player, he likes warfare, the perfect combination!

RPr0
During the last new year’s eve, we schemed the plan to just play through the whole night with Anno and a few other games. As you might imagine, it was a bad idea to play any other game when the first game on the list is Anno. We played nothing else during that night. As we were experienced players, we managed to build and advance our settlements with ease. It did not took too long for us to be at war with the AI and the last remaining free islands, as I never had enough corn to get along with the eco guys. And with that, I played through the whole night and it was around 10am, when I heard a loud snoring noise coming from my friend through the Teamspeak channel. I was able to wake him up but some shouting was involved. It was that moment when we both realized, that we had played Anno for over 12 hours without a noticing it. This night is one of my best gaming memories of all time.

Ixam97
My probably most memorable experience was the „Alwinic Anion Catalyst – Moment“. We played in a group of three and by that time, had spent hours in that one match already. I was looking for the prototype for quite a while, so you might imagine that I was quite euphoric when the Trenchcoat had it finally in its stock. The result was that I was very vocal about to my dear players, and they reacted: One of them threatened my with a change of the offer and the other one just bought it in front of my eyes (and gifted it at the end to me, which saved myself 900 licenses). All in all, I love to think back to this time and it’s many, many moments of joy *sheds a tear*

Union Update: Welcome November

After a fairly short week for us, we are back and ready to engage the month of November with new content. A big thanks for all the feedback regarding the anniversary week. As you seem to like the anniversary idea, we decided to do some similar content for the upcoming Anno 2070 birthday. Furthermore, the streams are well received and we will see how we can further improve based on your feedback  to bring you more episodes of the AnnoCast and the Anniversary Let’s Plays, as well as showing you Anno 1800 live and in action as soon as technically possible. But the streaming means also means a lot of additional work for us and for that reason, we won’t be able to bring you requested weekly shows or even expand the streams to two or even three hours. We think that the Union understands – and agrees! – that the development of Anno 1800 is our top priority. We also have to report that Norbert filed a complaint, as he was so far not given the screen time fans asked for. We surely don’t want to get in trouble with our HR department, so we are looking at ways to include him in the future.

Regarding development, we are currently working on our next big development milestone and will share an update about the state of the game with you soon. As previously announced we will give you some interesting details about military this month as well as spotlight the work of a 3D artist. Also, please welcome our Senior Game Designer and stream operator Christian, as he will help me out with today’s Community QnA.

But before we start with todays QnA, here comes the call to action for the Anno Union: Share your Anno 2070 memories, crazy stories or anecdotes for the upcoming Community blog in the Anno 2070 anniversary week!

Community QnA

NK3D
I am happy about the fact that you are planning to have a player testing capable version of the game ready by this year, does that mean we can expect a small stream?

Basti: We currently discussing requirements for our development build in order to show you Anno 1800 gameplay sections during a Developer Stream. While we still want to improve our general stream setup, we know now that it works. We cannot give you an ETA right now but we want to show you Anno 1800 in action as soon as technically possible. I can tell that we will start displaying certain elements of the game including developer talks rather than a let’s play format.

Sir_Obelexxus
One question regarding the selection process for testers. It is clear that not everyone will be able to make it into the first play test. Would it make more sense to create a small application process, where you can ask important questions such as “which way you want to travel to the location? The city of Mainz is over 400km away from some places in Germany, which is a bit much to just “show up” to test Anno 1800. Is there anything like that coming or planned?

Basti: We plan various Anno Union playtests until the release of Anno 1800. We will invite a small focus group for the first test, where the participants will visit us in our studio in Mainz. More tests will happen in larger groups in our studios, at different place or playable from your own home PC. The best-case scenario for us are these latter tests, in which you will be able to participate from the comfort of your home. This allows us to invite a larger numbers of players from all players, and to have the game tested on a wider range of possible hardware configurations, depending on our needs for the specific test. The idea of an application process is interesting and we will see in which form it could make sense for us for future tests.

Julius_A.
How will it work when citizens die in my settlement? Will there be a graveyard or something similar in the game?

Basti: While we will have a church as a basic need, dying citizen won’t be a gameplay element in Anno 1800. Citizens might leave your settlement because of missing fulfillments of basic needs or other elements but adding that layer would overcomplicate things more than actually benefit the Anno game design.

Montanus77
As with the voting with the AI character, it is quite hard to vote for something if you are missing the greater picture or don’t know how it will affect a feature in a larger scale. I would like to ask you to provide more insights about the content of future voting’s and also tell us, what kind of decisions were set in stone about that content before starting the community vote.

Basti: Good Feedback, we will see how we can keep that in mind with future votes in order to provide a little bit more background information about the underlying systems of voted content. While AI characters are a long established feature in the Anno series, the world fair blogs showed us that it was not clear for every Anno Union member, how the event feature actually works in detail. We however also have to consider development timelines, where many things are being work on in parallel; by the time one element may be fully set in stone, it could already be too late to have the community vote on related elements.

Depace
Personally, I would have liked it more to have a bigger production line from the get go, as complexity in the game is a really important part for me. Also, the fishing hut was always the first to go building to kick off the food production, a change to that would have been a great chance to mix things up a bit without having too much of an impact on the games feeling.

Basti: During the concept and development phase, we take a closer look at all game elements to evaluate if it makes sense to perform certain changes to the Anno formula or if that could even damage the overall feeling and balancing of the game. Decisions often being made based on experience and sometimes a certain feeling what could work but with Anno 1800, we want to take advantage of the Anno Union initiative to directly work with your feedback as an additional layer, from allegedly small features like the first tier of the food production chain to crucial larger scale content. Based on that feedback, we made the decision that, with the traditional start in the food supply chain, newer players will have an easier start, veterans a familiar environment while it will not y have a negative impact on the overall complexity of the game.

Lord1anni
I think it would be really cool if the transported goods (in this case on horse-carts) would not just vanish from the roads and instead drive to the actual production building. I would not mind if the crates would just appear just like that on the cart.

Christian: With the current implementation state of the feature, we want that the market carts are visible while unloading their goods. But as the visual representation of the logistic system is not fully implemented yet, a lot of that might be subject to change until we reach Beta state. As you might have heard already, we are currently experimenting with goods being actually moved from one production building to another instead of just being picked up at a warehouse. The main reason is that we want to show how busy the warehouse can get in the game world. If you see that there are too many market carts causing a small traffic jam in front of the warehouse, it might be a good moment to think about building an additional one or upgrading the existing warehouse.

Are you guys interested in getting more details about the logistic system or do you want to rather explore it your own when the game comes out? Let us know in the comments below!

HippoKillar184
I would be interested what kind of goods will be in the game, my favorites are the more complex production chains like wine or candle sticks from 1404.

Christian: The production chains will be a mix between familiar and completely new goods. That means you will see some traditional chains such as bread or fish, while the industrial revolution allows us to implement new ones like steel production. While progressing in the game, goods will become more advanced and as a result, production chains longer, more complex and difficult to handle. We will dive into that topic into greater detail in a future DevBlog.

Swimming-Paul
Do you think you could make an update in the future about ornamentals? Or isn´t that considered important enough?

Basti: Whether it is beauty building, trading and economy or military domination, players have always had their preference for their favorite game approach. Beauty building is a very important aspect of the game and for that reason, we will provide more development insights about ornaments and other beauty building aspects in future. It would be interesting for us to know what beauty builders are hoping for in the game.

Annosofeles FORUM
How will mining resources look in the game? Will it be more like 2070 or 2205, where you have general spots for where you can decide which resource you mine or more like 1404, where each resources has a designated spot for reach resource type. How about the quantity of resources in each node? More like 1404 (limited but you can refill them with money) or like 2205 (unlimited) or even like 2070 (limited and only refillable with items)?

Basti: Mining resources have set spots, which are generated with the isles when you start a new game. The various resources have their designated spots, which means you have to construct your coalmine on a coal node. The amount of coal or any other mining resource will not be limited and as a result, cannot deplete. When we show you more about the production chains in future, we will also tell more about the mineral extraction.

Union Update: October and things to come

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Before we dive into todays Union Update, here a chance to watch or rewatch the Anno 1701 Anniversary stream.

More time has passed, and the month of October is already ending. With 10 blogs in October alone and over 1000 comments in one month, we were almost as busy creating content as all of you in the Anno union were engaging. As this week will be somewhat short for us here at Ubisoft Blue Byte Mainz (we have two bank holidays coming up), we will today share a quick recap of previous content and a look at some of the things you can expect in November before we return to our regularly scheduled content next week.

Union Updates and Devblog
We started October with a small throwback to our announcement at gamescom and with the Concept Art DevBlog, kicking off a new series of blogs to give you more insights into the various disciplines here in the studio. You seemed to like it, so we definitely want to continue with these blogs. There was also some talk about a very important topic: fishing huts. With our “So where is the fish?” DevBlog, we wanted to show you how player feedback has already affected the game’s development and how varied feedback collection can be. Finally, we started our second vote, allowing Anno Union members to vote on the third exhibition event for our monument, based on community suggestions.

Livestreaming and Anniversary content
It was also the month of our first livestream, as the AnnoCast had its first test-run for our podcast format where we share insights about the current development of the game. And our second show aired just two weeks after, as part of our Anno 1701 anniversary week. During that week, we highlighted an old classic, sharing memories and giving insights into the development of an older Anno titles. The streaming room is still a work-in-progress, so expect the layout and decorations to change for some of the future shows. We are of course also planning to show you Anno 1800 live and in action, but cannot share an exact date for this yet.

What is coming in November?
As teased before, we want to talk about a topic that we know is very near and dear for many of you: the military aspect of the game. You can expect a meaty blog similar to the recent Multisession DevBlog where we will dive into this topic and our philosophy for it. We also saw that you enjoyed learning about concept art, so we will continue where that blog left off with a look at the work of our 3d artists. In addition, the Visionary has not been idling since winning our first community vote, so you can expect to hear more from him soon as well. There is also the upcoming Anniversary of Anno 2070, and we would like to hear from you what you would like to see in celebration of it.

We are still working on some updates to the website, so rest assured that this topic has not been forgotten. Finally, we are still panning to invite a few lucky Anno union members for a playtest before the end of the year, so definitely keep an eye out for that.

But what do you think?
We received great comments during the AnnoCast and the Anno 1701 Let’s Play and we are curious about further feedback regarding streams and anniversary content. Do you like the shows? Is there something you would like to see more of? And how do you feel in general about content highlighting some of our older titles?

Union Update: 1701 remembrance

„My most beautiful memories about the game are about my then-girlfriend and my cousin, as they were as crazy about Anno as I was. We turned on our notebooks, sat down on a round table in front of the chimney and played until the middle of the night. Anno was a companion on my lifes journey.” – Striffelbaer

Many of us keep many precious memories, as they were part of our gaming lifes for so many years and the reason for that much-cited special Anno feeling. These moments show us that across the many years and titles in the series, a great and unique gaming community was always part of our journey. Eleven years ago, Anno 1701 had its maiden voyage- full speed ahead into the third dimension to bring us new visuals and features to allow us to immerse ourselves in the world of Anno like never before. We would like to raise our hat to Anno 1701 and its community, and therefore this week’s content will be dedicated to the first Anno in 3D!

Anno 1701 was an important leap for the series as a whole, as the third Anno introduced new features and systems and with that, set the direction for future titles. We would like to highlight the special memories from our community today and the upcoming Devblog will explore our own memories as Anno developers and why Anno 1701’s heritage is still of importance to the upcoming Anno 1800.

Did you know that Anno 1701 had two board game tie-ins and even a book? Maybe some of you even own one of these precious pieces? We are interested what objects you might have in your collection and if you are a fan of the idea of expanding the Anno universe with board games or other merchandise!

Twitch Stream: Anno 1701 Let’s Play
It’s anniversary week so how about a small party? And what would be better suited for a celebration than to take seat in a cozy chair while watching us sharing memories and putting some effort in building our own Anno 1701 settlement. We will kick off our first Let’s Play stream this week in order to celebrate the anniversary of Anno 1701. Join our small party stream this Thursday 26th of October, 4:30pm CEST on: twitch.tv/ubisoftbluebyte

Fan Creations
We asked for your best Anno 1701 memories and creations and community member and artist Anno90 answered that call. We are happy to present a true Anno Union masterpiece:
Last but not least, we would like to share a few of those very special Anno 1701 Union memories, funny throwbacks and even touching stories:

Soulridder
I guess Anno 1701 was my first Anno ever. Back then, I played it on a Nintendo DS, because I did not own a PC at that time. ^^ The most satisfying experience was build your city on a volcanic island and later take someone’s island for your own just to expand it even more. Not quite that easy with a negative income where my only income came from raiding other AI players, but it made fun to rebuild the island and expand it once it was taken, especially because I couldn’t build much and once I took some island completely. I also played games where I just build up my city without raids, but a volcanic island was a must-have for me and still is in all Anno games where a volcano exists like in 1404.

Marc_The_Miner
I was born 2004, so I am fairly young. My first Anno game was 1404 and I was so excited about the game that I wanted to get the more Anno titles and I ended up playing 1701. Despite being an older game, I really liked the visuals and had a great time playing. The best thing about 1701 is that you can declare your independence from the Queen and that you can attack other civilizations. That leads to more gameplay freedom as nobody tells me what or how to do it!

NK3D
My most beautiful memory is an also a very personal and special moment for me. As a small boy, I desperately wanted to play Anno 1701, especially after playing 1602 and 1503. I just wanted to experience the look and feel of the new title. One day, quite some time after the release of 1701 had passed,; my mom came home and brought a gift for me. It was Anno 1701 – The Sunken Dragon. She told me that it was a great bargain (single mother and we had not much money) but we both had no clue that it was an expansion and I was happy until I realized that I could not play it…. I was sad and my mom did not understand why until she did some research and understood that it was not the full game. She promised that, with my next birthday or Easter celebration, I would get Anno 1701 as a gift. And indeed, that is what happened! It was an amazing moment and we both were incredibly happy about the outcome. I spent some many hours playing Anno 1701 and I still play it today. It holds a wonderful emotional memory for me and it still holds up greatly. Thank you for bringing this kind of moment with the anniversary content back!

LadyH.
Anno 1701 *dreams*, just wonderful times <3
I can remember how sceptical I was at first. An Anno in 3D, can I even play that? I had problems with my eyes back then, especially with everything in 3D. And then, I had the pleasure to get invited to test the game at Related Designs in Mainz. It was brilliant; I just hopped on my bike and drove to the studio. It was a great day, being able to play the game for one day, while the developers watch you and ask you plenty of questions. Oh and then there was the fan meet and greet on Castle Ronneburg. We slept in a B&B and there was a special surprise event in Büdingen. There was an actor outfit doing a nightly tour through in historic garbs re-enacting old stories from the city Büdingen.
After that, we had a meet&greet in the actual castle. We started with a tour, had a lesson on a bow shooting range and a medieval dinner with a herald being responsible for the distraction. I have the fondest memories of that event but I can tell you that it was a lot of work to organize everything. It was great to hear that the son of the chef of the restaurant was a big Anno fan. I just invited both to join our festive party and I made sure that they even got some Anno goodies. Everyone was just delighted. We had plenty of sponsored goodies for everyone, including a real fisherman’s pipe! What a brilliant community, just wonderful.


You can find more pictures from the event on LadyH. homepage: https://ladygames.de/party2007/

1701 Anniversary: Share your memories!

The Anno series first bustled onto gamer’s screens nearly two decades ago, and next week marks the anniversary for one of the biggest milestones in the history of the Anno series.

The release of Anno 1701 in the year 2006 was a big step for the series, an evolution from the first two 2D isometric titles into the third dimension of gaming. It is also a very special game for us here at Ubisoft Blue Byte Mainz, as it was the first time that we (under our original name Related Designs) got our hands on the steering wheel of this storied franchise.

Many of those developers are still a part of the team today and they incorporate their experiences into the development of the upcoming Anno 1800. We love to reminisce in memories about the development of the older games and what they have contributed to the series as a whole.
And with these trips down memory lane, we remembered that many of you guys where already a part of our community  back then while newer fans might have also interesting experiences when going back to try out one of the older Anno games.

And here comes the call to action:
Share your Anno 1701 memories, anecdotes or creations such as videos, screenshots or fan art!

What was the first things you did or remembered when starting to play Anno 1701? How about some funny or beloved memories you connect with the first Anno in 3D and why is Anno 1701 still an important game for you as a fan of the series?
We hope that you have plenty of comments or creations to share with the union. You can also post videos, screenshots, stories and other fan art in our Ubisoft fan creation topic:  https://forums.ubi.com/showthread.php/1760804-Moving-Pictures-We-are-looking-for-Fanvideos-and-streams!

The best entries will get their own spotlight during next week’s Anno 1701 anniversary celebrations. We are curious and excited and wish you all a great weekend!

Union Update: AnnoCast Summary

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Last Friday was the kick off of our first livestreaming format: The AnnoCast

Despite airing on a superstitious friday the 13th, our show went really well and we hope that you had as much fun watching the stream as we had being on the show.
A big thank you to everyone who joined the stream, it was great to see so many Annoholics watching, listening and engaging in the chat. And let’s not forget our operator and Senior Game Designer Christian, who spent his birthday evening to ensure that everything is running as well as our moderators Freeway and O5ighter for helping out with the chat!

The AnnoCast is our relaxed “after work” LiveCast, where I invite various developers to talk about their work, the current state of the game and to answer your community questions. While the show itself is a podcast with a live camera, we plan several show formats on our new Twitch channel. From the re-occurring AnnoCast, to Let’s Play sessions of older Anno titles and DevBlog supporting shows where we will be able to show you parts of Anno 1800 and where our developers can show how they work and ask you questions live!

And with that, we can already announce our next livestream. As some of you might now, next week marks the anniversary of Anno 1701, a perfect opportunity to start our first Let’s Play! And what could be more entertaining than watching some of the original developers of the game playing and to walk down memory lane. So prepare for some interesting anecdotes, insights how 1701 inspired Anno 1800 and probably horrible city building.

As always, we are curious about your feedback regarding the show. Let us know what you would like to see in future, how we can improve the stream or share your crazy ideas in the comments below!

Summary of the show:

Streaming Room and Community Creations
You remember that we asked for your screenshots and other community creations to decorate the streaming room? Many of you answered the call but we have to find a way to present them in a proper and worthy fashion. We have some cool ideas how to display your creations, so expect some changes to the arrangement of the room in upcoming shows.

Developer tools and hardware we use for development
A lot of you are interested in insights about or work and with that, what kind of hardware and tools we are using. We mostly use workstations, which have different requirements depending on the various disciplines. That means a lots of RAM (you might not need it for gaming, but 64gig is common) and good CPU’s to compile, render and to run the various demanding applications. We need a lot of processing power but rarely beefy gaming cards. For all things art related, we use Wacom graphic tables in various form and sizes, which are industry standard.

Pirates in Anno 1800
The classic idea of swashbuckling pirates became a tale of old times in the 19th century. But we all know that Pirates are a fundamental part of the Anno series. So rest assured that in Anno 1800, Pirates will be represented in one form or another. How exactly will be a tale of a future DevBlog.

Details about the Campaign
With the reveal, we promised a rich and detailed campaign to get immersed in the 19th century setting. But the campaign, which will be embed in the sandbox gameplay, requires many of the building blocks of the games foundation, which we are currently building. While we surely started to write and work on the campaign, you will have to wait until next year to get more details about its nature and story.

Is there a Jorgensen hiding somewhere?
Can you even imagine an Anno game without a Jorgensen? We surely can’t but also like to keep a few things mysterious.
Dirk gave some details about the beginning of the Jorgensen family with Anno 1701 and how the idea of the Jorgensen is rooted in the old TV series “Babapapa”. No worries, I had to look it up online myself as well.

Camera options to get up close with your citizen
We can confirm that Anno 1800 will have the familiar zoom level but also a free camera option which will allow you to get up close to your citizen or to let your creativity go wild when creating beautiful screenshots.

Sail versus steam ships!
You will be able to build sailing ships as well as steam powered naval units. Both ship types will have features, which will distinguish them in their functionality. Old as new technology will have their own advantages and downsides, which we will discover in future development blogs.

The comeback of our item system
The item system was missing in 2205 and we realized, that it was a feature which many Anno players had grown fond of in the past. We gave you a glimpse on the returning item system with the monument blog and some footage of the zoo. The new system will be an evolution of the old feature, so expect a more complex system, which will give you interesting options how items can affect your gameplay.

The beautiful harbor from our announcement trailer
You were curious about the variety of buildings you have seen in the harbor scene from the announcement trailer. While the footage shown in the trailer is an early version of the game, our goal is that players have a variety of constructions available to create a functional but also beautiful harbor.

How many housing buildings do fit in one Anno game?
A hot topic as of late, many of you want to know how many different assets by tier we will use for housing. The reality: It has not been set in stone yet. Rather than deciding on a fix number, we usually observe how the various tiers feel in a cityscape to decide how many are needed in order to achieve the best possible and feasible variety. That means that buildings might be altered and added in the upcoming milestones. As always: Pre-Alpha or later footage you might see on the Union is not representative for the final game.

Any news about the military system?
Military is an important but also complex topic. As time to answer community questions is limited during the AnnoCast, we could at least say that this topic deserves its own dedicated DevBlog on the union.

Union Update: Here comes the AnnoCast!

Welcome back to our Anno Union Community Update after the short bank holiday break last week. As some of you may know, October 3rd is the German national Holiday as we celebrate the German reunification, and this year, the official ceremonial act took place in our home city of Mainz. That is why we at Ubisoft Blue Byte also took part, with a small exhibition of some of the prettiest concept art from Anno 1404, 2205, The Settlers, Champions of Anteria and Assassin’s Creed identity. In addition, we had one of our Senior Concept Artists, Ramón, do live demos where he drew some concept art for visitors to watch on a big screen. Good times were had, and we greatly enjoyed the chance to tell attendees of the event more about our work and the art of game development.

Moving on, with a short update about the next big Anno Union vote: With our Monument blog, we asked the Union for ideas about World Fair Exhibitions and you clearly know how to deliver. Our team is currently going through all your great ideas and we will be able to kick off the next vote soon.

Time for the first AnnoCast!

The next agenda point is an announcement many of you waited for: The first AnnoCast will air this Friday, 5pm CEST on twitch.tv/ubisoftbluebyte

The AnnoCast will be our new Anno Union Live Podcast on Twitch and we plan to add more formats such as developer streams and Let’s Play sessions to the channel in the future. In our first episode, Creative Director Dirk Riegert and Int. Brand Manager Marcel Hatam will join Community Developer Bastian Thun to discuss the Anno Union and answer your questions. We hope that many Anno Union members join us during our show.

If you have questions for the QnA part of upcoming podcast, feel free to drop them in the comment section below.
But please keep the questions spot on and brief, as we have to read them out loud during the show!

Community Spotlight

Finally yet importantly, we have another shout out for our Anno communities out there: The Anno Subreddit!

And with that, we hand over keyboard to Logon, admin of /r/Anno:
I started the /r/anno community because all the Anno subreddits where game specific, and this would cause the community to splinter between games. The subreddit started when Anno 2070 was about to be released but I still mostly played Anno 1404 which meant that I could not use the Anno 2070 subreddit due to it being off topic at the time. Now the subreddit is one of the main Anno subreddits which gamespecific ones always popping up with each new release. Hopefully Anno 1800 will continue to grow the Anno community and with the help all the other Anno communities and BlueByte we can grow both the game series and community in a positive way!

And don’t forget: We happily give your community project or creations a spot in the limelight. We created an own topic in the Ubisoft forum to make it easier to reach out to us and will see if we can add a fan section on the Union in future: Moving Pictures: we are looking for your creative content!

Community Q&A

Let’s move on to our QnA session

ecofuture:
I would love it as a gamer if we could enjoy your work up close and personal- not just zooming in, but moving at eye level through my city to see my inhabitants. 

Basti: Experiencing the vivid world of Anno in first person surely sounds exciting but implementing such a feature is not as easy as it sounds. The game is simply not optimized for a first person camera mode. As an example, buildings are created with the specific isometric Anno view in mind, from the shape to the displayed angle. Implementing a first person cam would mean we would have to spent a lot of work creating the camera system itself, its movement, improving buildings and structures so they look good from a FPS angle to optimizing various assets. Creating all assets that would look great in a first person camera would also mean that we would likely have to go with smaller maps, and higher system requirements. And to be frank here, spending so many development resources for a feature that wouldn’t add real value to the game would be better spent working on more important features.

Brosicore:
I hope that Anno 1800’s buildings will have the same attention to detail so players are tempted to spend some time just looking at them.

Basti: There is a lot of work put into the game to ensure that you are immersed in the lively world of Anno. How many bits and pieces we create might be worth to highlighting in a future DevBlog. The Union can let us know if you are interested that 😉 In the meanwhile, this short clip should speak for itself:

(Clip is from a work-in-progress pre-alpha version)

Arkenophas (From the DevBlog: Concept Art):
Wich software do ou use for this render ? Photoshop ? In the little animation, there is a 3D mock-up you talked about, no ? Is it not to hard to imagine a building only with photos ? I mean, I suppose we can’t see everything of a building with photos, so, do you need to imagine the unseen part, as you have less than three bricks on a photo ^^ ? And yes, I forgot something ^^ How do you begin your work ? 

André: The first sketches are done completely in Photoshop. 3d mock-ups are done in 3ds Max and sometimes edited with in-house tool. Overpainting the mockup is then again done in PS sometimes using photo textures.
Working with old references can be challenging at times, especially as some of these older illustrations can be hard to read. Sometimes we just pick ideas from several different sources (e.g. the materials from picture 1, the roof structure from pic 2 etc.). I did a lot of experimentation with different drawing techniques to find a way to efficiently draw detailed-looking buildings. During this process, you also nurture a keener eye for the era you are working on. If I see a brick stone factory these days, I will automatically take a closer look. In addition, there are of course films and tv series from the era that help you build up a mental library of ideas and references.

In the end, the most important aspect is what people associate with the 19th century, like big smoke stacks or bricked buildings. We have to consider these expectations to successfully transport players to this era.

droggelcreeper:
I love the idea of using the exhibitions as an active gameplay elements, and that you can earn items through it (so will you just select one of them that you get to keep?). Do you think it may be possible to add further exhibitions later on, for example through DLC?

Natacha: With the world fair, you can choose the event you want to prepare, but one event at a time! Once the event has ended, you can make another choice. First and foremost, our focus is on the release version, but since events are subject to an unlock during the late game, adding content should be simple for this feature.

Mattrelia:
I’m very happy that there will finally be a possibility of interaction with the public buildings!! Nice. I hope this will be for every building and not only zoo and fair.

Natacha: We also believe that placing a building should not be an end in itself, and that providing interactivity with buildings adds a lot of strategic gameplay. Yet, buildings have different functions, and we will implement this interactivity where it can truly add value. Who knows, maybe the items could play a role here as well? J

denksteichich (from the forums):
Will there be natural catastrophes like earthquakes or erupting volcanoes? Will there be environmental pollution through the factories?

Basti: Natural disasters won’t be in the release version of the game. However, factories will be something you have to look out for, as they are a possible fire hazard for your metropolis. While we don’t want that pollution has a big impact on the game, as it was even a main theme in 2070, you might imagine that your citizen might not be that font of the idea to have a big industrial factory district in front of their courtyard.

Fireseed (from the forums):
Will there be a companion app again?

Basti: We are fully focused on delivering a great PC game with Anno 1800, so there are no plans for a companion app.

nico_Darmstadt:
Will there be churches or religion in Anno 1800? I couldn’t see any church towers in the trailer, but in the older Annos religion was always a need you had to fulfill, and the churches helped to create prettier cities.

Basti:
Rest assured, our churches won’t just be a decorative building for beauty builders.

Union Update: gamescom throwback!

With the announcement of Anno 1800 and the start of our Anno Union initiative, gamescom 2017 marked the beginning of a new era for the Anno franchise. With the first full month behind us, we thought it would be a perfect moment to start the week with a gamescom recap video, so lean back and enjoy some impressions from the big reveal and reactions to our Ubilounge presentations. Classic QnA’s and Union Updates, such as news about the next vote, will return next week (we will have of course a new DevBlog with a new member of the team for you all later this week).

It surely has been a ride and we are still at the beginning. When we started, we had a clear vision for the Union and it is great to see that our appreciation for our fans and their experience is well received. We only managed to scratch the surface and there is still a huge list of topics to cover up to release of Anno 1800. As with the game, we will continue to improve the Anno Union initiative based on your feedback and might also try new formats, such as our first live stream which will come this October!

We want to thank everyone of you for joining the Anno Union and accompanying us on our journey.

Your Ubisoft Blue Byte team