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Category: Annnouncement

Announcing the Anno History Collection

Hey Anno Community,

today we are very excited to share the announcement of the upcoming Anno History Collection with you all. With this collection, we are updating the first four Anno games (1602, 1503, 1701 and 1404) to take advantage of modern PCs, while keeping the classic gameplay we all know and love. Among the more notable improvements to all four games are:

  • All games being ported to 64-bit to improve performance and stability (say goodbye to Anno 1404 running out of memory)
  • Support for new resolutions all the way up to 4k, making your empires look better than ever before
  • Improved multiplayer, with all games now running through Uplay, with comfort features such as quickmatch and desync recovery (as seen in Anno 1800). And yes… ANNO 1503 MULTIPLAYER IS OFFICIALLY HERE!
  • Full save game compatibility, so we hope you have held on to those beloved saves from years past
  • Of course, all games include their expansions, as well as any other official content that may have been released over the years

So how and where will you be able to get your hands on these releases?

Anno History Collection – 39,99€/$

Includes the History Editions of Anno 1602, 1503, 1701 and 1404, as well as their respective expansions.  The collection pack will be exclusively available on Uplay, at a special price of 39,99€/$. As a bonus, it will also include an exclusive new ornament celebrating these classic games and five new company logos for Anno 1800 (one for each game, plus one that is exclusive to the collection).

This commemorative Anno 1800 ornament is exclusively available with the History Collection on Uplay

Anno 1602 History Edition – 9,99€/$

Includes the updated version of Anno 1602 and the “New Islands, New Adventures” expansion, as well as a new 1602-themed company logo for use in Anno 1800. Available on Uplay.

See how it all began with Anno 1602

Anno 1503 History Edition – 9,99€/$

Includes the updated version of Anno 1503 and the “Treasures, Monsters and Pirates” expansion, as well as a new 1503-themed company logo for use in Anno 1800. Available on Uplay.

After 18 years, the dream of Anno 1503 multiplayer is finally coming true

Anno 1701 History Edition – 9,99€/$

Includes the updated version of Anno 1701 and the “Sunken Dragon” expansion, as well as a new 1701-themed company logo for use in Anno 1800. Available on the Epic Games Store and Uplay.

With 1701, Anno made the jump into the third dimension

Anno 1404 History Edition – 14,99€/$

Includes the updated version of Anno 1404 and the “Venice” expansion, as well as a new 1404-themed company logo for use in Anno 1800. Available on the Epic Games Store, Steam and Uplay.

The much-beloved 1404 is a true city-building classic

And the best news? You won’t have to wait long at all, as the Anno History Collection and all four stand-alone games will already be out on June 25th, making this a very short wait! In fact, pre-orders for all four games as well as the Collection are already available on Uplay right now (the games will be available from all of the listed platforms at launch). To help you pass the time until then, we will have separate blogs detailing each game and all the enhancements and improvements (yes, there is more!) right here on the Anno Union, so make sure to keep checking back.

As always, stay safe, and talk to you soon!

The Anno Team


Ferris Wheels and Twitch Drops

Over the coming weekend we will give you the opportunity to already take a closer look at the contents of upcoming Season 2 Pass DLC “Bright Harvest” as well as Game Update 8 by watching some of your favourite streamers during another Twitch Drops Event.

The whole event takes place from Friday May 29 until June 8.

During the event, you will be able to watch how a variety of selected Twitch streamers attempt to integrate the new tractor modules into their farming islands and maybe also use some of the new ornaments to beatify their cities further.

Anyone watching them build a new farming paradise can grab two brand new ornaments, the Bright Harvest Flag and the Bright Harvest Billboard. The only thing you need to do is link your Uplay to your Twitch account and watch the streamers during the event for up to 3 hours to receive your loot. You don’t have to watch these hours consecutively to receive your drop; watching them accumulated on participating streamers will also grant you the ornaments.

If you haven’t already done so in the past, to link your Ubisoft- and Twitch-account, just follow the steps outlined on this website []

You can find the full list of all participating Streamer here:

A Day at the Amusements – Update

Our art team jumped on the challenge of creating 15 new ornaments as soon as the voting for our next Cosmetic DLC Pack ended. Today, we asked our Lead Artist Tim Witprächtiger to give you all a first update on where we are at:

Lately, we started working on the 3D object for the Ferris Wheel based on the concept our 2D Artists created. At the moment, we are trying to get the right scale and adding all the small details to the model before we start texturing and animating the asset.

We cannot wait to see how you make use of the exciting amusement park ornaments later this summer. While the Ferris Wheel is surely a highlight, we can tell that much that it won`t be the only stunning centrepiece for your funfair. We are eager to listen to your feedback and we hope that you are as excited as we are about the ornamental set, because we surely would love to bring even more variety to your metropolis in the future!


DevBlog: Bright Harvest

In an office environment “working in silos” seems rarely a good thing, but out there among the buttercups and daisies these silver sentinels must surely be a reassuring sight to a farmer. Though the word comes to us from ancient Greek, Levantine silos for holding grain have been found dating back over 7000 years. The modern farm silo appears to have been the brainchild of one Fred Hatch, who in 1876, finally managed to convince his old man to let him build a grain store in the barn for green corn fodder. Hatch’s cows quickly became inflated distortions of themselves, living out the winter in luxury, and becoming the envy of any neighboring farmers.

Imagine then the effect, at a similar time, of the “portable” tractor, putt-putting its way nonchalantly about the place, undercutting millennia of peasant toil and hardship. Steam-driven, petrol-driven it didn’t seem to matter; the efficiencies were great, and drastic of course in their implications for Frank and Felicity the farmhands, who had to find other work. “Sorry you two, I don’t need ye, I got me a traction engine now…” And while the Luddites were long gone, you can’t imagine that at least some of these new tractors weren’t torched for their impudence…

Despite feeling much longer, it has only been a little over two months since we first announced our second Season of Anno 1800, including three new DLCs. Now the time is almost here to send you all out into the farming fields with our second Season 2 DLC, the agriculturally themed “Bright Harvest”. Today, we not only want to give you insights into what expect when “Bright Harvest” drops this Summer, but also our thoughts behind the creation of this new content. So, time to put on your favorite straw hat, and to hit the fields!

Stylish hat? Check! Tractor? Check! Let’s get farming!

From its conception on, Anno 1800 has always been a game of two worlds. Early on, you build picturesque farming hamlets that tell you little about the industrial revolution that is about to happen. Later, as you construct heavily industrialized districts full of huge, smoke-belching factories, those hamlets in turn start to seem positively antiquated. Of course, this evolution is not only visual, but also expressed in gameplay, with the electricity system giving players the option to give their industrial production a dramatic boost in efficiency later in the game.

So, when we started at possible DLCs for Season 2, we quickly decided that giving players a farming analogue to electricity is something we want to explore. Such content would have to check a few boxes: it should have nice visual feedback (“feedback units” being the term we internally use for all the citizens and units wandering around the Anno world) and it should incentivize players to consider rearranging their farms and associated buildings. The Tetris-like chase of the most optimal way to arrange buildings to make the best use of limited building space is a big part of Anno, and so we want to give players reasons to reconsider their layouts from time to time. With these goals in mind, let us see how we put them into practice.

The new gameplay in “Bright Harvest” comes from three new elements: tractor modules, silos, and fuel. Let us start with what you have already seen in our Season 2 trailer, the tractors. How do you get them? Tractors are activated via a tractor module, of which you can build one per agricultural farm, connecting it to the main building. Doing so will result in several things: allowing you to construct 50% more fields per farm, which you will need to boost the efficiency of the farm to 300%. In addition, the amount of required farming workforce will be lowered. In other words: tractors allow you to work larger fields more effectively, while requiring less manual labor to do so.

A Fuel Station is getting supplied with oil

Of course, simply building a module once and then forever benefitting from these boosts would be boring, which brings us to the fact that your tractors require fuel to function. This is where the Fuel Station comes in, which will (surprise?) produce the fuel needed to keep your tractors running, provided it is in turn supplied with oil via the railway system. Should your tractors run out of fuel, the farm will revert to its pre-industrialized state, requiring more workforce and only working the normal number of fields (ignoring new fields from the tractor boost). As such, tractors (a catch-it-all term we use for several different machines, as you can see in the screenshots) become available on tier 4 alongside steam motors (at 500 Engineers).

During our internal playtests, we quickly agreed that it would be a shame to only have the tractors for the agricultural farms, so we needed a counterpart for animal-based farms. Enter silo modules, which follow the same basic concept of allowing you to construct one attached silo per farm, which will boost the efficiency of your farms to 200%. Of course, it would be gross malpractice to try and feed fuel to the animals, so instead each session has a good that the silos will consume (and which needs to be transported to them): grain for the Old World, corn for the New World, and in the Land of Lio…oh, now that would be telling! Suffice to say that both tractors and silos will be available in all sessions that have farming buildings. Sorry Arctic, at least you get huskies!

A farmer in the New World

Of course, all these boosts could lead to a lot of additional goods being produced, which must be stored somewhere. Which is why you will be able to give your Kontors and warehouses an additional upgrade each: From tier three to tier four in the Old World sessions, and from tier two to three in the New World. Better even, both upgrades are free to all players, as part of Game Update 8. Buyers of the DLC will also get the ability to give their Oil Harbors another upgrade, as they will have to cope with the oil demands of their Fuel Stations.

That is it for the gameplay side, but there is more! When we released our first cosmetic DLC, the Holiday Pack, last Christmas, a lot of you asked for more every-day ornaments with an industrial feeling to further flesh out your cityscapes. As “Bright Harvest” is more of a systemic DLC that includes less new assets than previous DLCs, we thought this would be the perfect opportunity to throw in some new ornaments that many of you have been asking for, such as haystacks and walls! In total, “Bright Harvest” will include over 30 new ornaments, with a focus on agricultural and industrial themes (including different fence and wall parts). We cannot wait to see all your screenshots once the DLC is out!

You asked fore them, so here they are: brickstone walls!

Beyond that, “Bright Harvest” also introduces 6 new Ubisoft Club challenges to test your farming skills. We also have new rewards you can spend your hard-earned club points on, but this time they take on a slightly different form- ship skins! Many of you having been asking for a long time for more visual variety in your ships, and so you will now be able to unlock new skins for the Battle Cruiser and Collier. Even better, you will be able to use these in already existing games, as you can change the skin of each of these ships individually to suit your taste. And since we already added this functionality, we are of course also extending it to the command ship and train, so you can at any time chose to use your Imperial Pack skins!

Now, after all this good news, it is time to tamper it with some bad news… As you know, we previously said that “Bright Harvest” is coming in Summer 2020. Turns out that is not the case, as Summer starts on June 20- whereas “Bright Harvest” will already be out on June 2! As always, owners of the Season 2 Pass will receive the DLC for free, while it will also become available for a la carte purchase for 6,99€/$ at launch. Stick with the Anno Union for more news on Game Update 8 as we get closer to launch and stay safe!


Balance changes coming with Game Update 8

Hey Anno Community,

while it is still a while to go before Bright Harvest will further expand your Anno 1800 experience, we want to take this opportunity to already make you aware of two important changes that will happen at the same time as part of Game Update 8.

Changes to map generation and seeds

As some of you may know, there is an issue during map creation that can result in maps not having certain fertilities, which players would sometimes only realize after playing for some time, or when reaching the New World. This can make for a frustrating experience, so we are making some changes to the map generation to ensure that every fertility will be present in newly generated maps.

And while we are at it, we will also tackle the issue of some maps having significantly more copper than zinc mines, despite game balance dictating that you should always have both resource nodes at a 1:1 ratio. With Game Update 8, this will be changed to ensure that copper and zinc mines will spawn at a better ratio to each other, though not necessarily 1:1 (due to the huge number of variables going into map generation).

As a downside of this change, map seeds will be changing with Game Update 8, so get ready to start the hunt for the perfect seeds anew.

Changes to Newspaper productivity buffs

The second topic we want to talk about today are changes to the productivity buffs provided by newspapers. Currently, the newspaper productivity buff is calculated differently from other buffs in the game, such as items or electricity, which can be confusing to players. In addition, it can also become too powerful under certain circumstances. With the below changes, we are bringing this buff in line with others in the game, both in the way the calculations work and the potential power level.

Going forward, the productivity buff provided by the newspaper will no longer multiply the buffs provided by other effects and will instead be added to them. This unification of the way buffs are calculated also means that info tips listing all the applied productivity buffs will be easier to understand.

Here is an example to make things clearer

Game Update 7.3

(100% + electricity boost + item boost + other boosts) * newspaper boost

From Game Update 8 onwards

100% + electricity boost + item boost + other boosts + newspaper boost

Keep an eye right here on the Anno Union for more news about Bright Harvest and the improvements coming with Game Update 8 (did someone say item overview?).

Stay safe!


Vote for the next cosmetic DLC

Hey Anno Community,

it has been a while since we ran our last Anno Union vote— high time to do so again! This time we want your input on the topic of our next Cosmetic DLC Pack, giving you the choice between three themes. Once the voting ends, we will begin development on the new content, which we plan to cover with blogs on the Anno Union to show you how the Union’s chosen topic comes to live.

So, what exactly is a “Cosmetic Pack”? As you know, we released the Holiday Pack last December, giving you the option to turn your cities festive with an assortment of Christmas-themed ornaments such as Christmas Market stalls. While many of you loved the Pack, we also received a lot of feedback that if we were to do another such pack, you would prefer to have something a bit more general that you can proudly display in your empire all-year-round. You also provided us with many suggestions about potential themes, which inspired us to turn the decision about the next pack’s theme over to you, the faithful Anno Union members.

More precisely, we plan to release the pack this Summer, at a price of 4,99€/$, which will include between 15-20 ornaments, with the exact number depending on the theme and scope (with the Ferris wheel, for example, being a lot more work than two smaller ornaments). This pack will be a standalone purchase, and not part of the Season 2 Pass. While ornaments and beauty building are super important for parts of our community, we also know that others don’t care for them as much, so we think that having these packs as à la carte purchase outside the Season Passes is the best way to give our players maximum flexibility over their Anno 1800 experience. Enough on that— here are your options! Please note that all content below is cosmetic and will not change Anno 1800’s gameplay.

“Bustling City Life”: Build playgrounds, coffee and ice cream kiosks, and similar novelties.

Trip to the Big Top”: Have the Circus come to town whenever you feel like it!

“A Day at the Amusements”: Open an astounding amusement park for your citizens to revel in.

Of course, all of us on the Anno 1800 Team have our own favorites that we are crossing fingers for, and we can’t wait to see which theme will emerge as the community’s favorite! Voting will run for two weeks and end on Thursday, May 14th at 11:59pm CET. Happy voting, and stay safe!


Game Update 7.2

Game Update 7.2 is now available, with a download size of roughly 1GB.

Further improved game stability by fixing several potential crashes and desyncs.

Improved reporting on desync errors.

While Game Update 7.2 fixes several issues that could cause crashes and desyncs, we cannot, in the interest of transparency, promise that it will fix these issues for all affected players. We are still in the process of investigating recent error reports, and are not always able to reproduce the issues during our own tests. To help with this, the Game Update also includes further improvements to crash and desync reporting so we can narrow down the potential causes for these issues. 


Happy First Annoversary!

Hey Anno Community,

Time sure flies! Has it already been a year since you all first joined us in the age of the industrial revolution? Turns out the answer is yes, and what an incredible year it has been for all of us. So, let us look back at the first year of Anno 1800 together!

April 16, 2019: Anno 1800, the seventh game in the equally beloved and long-running Anno series is released, inviting PC gamers worldwide into the age of the industrial revolution

April 29, 2019: Thanks to all of you, we can announce that Anno 1800 is officially the fastest selling game in the franchise’s 20-year history! Thanks everyone 😊

June 5, 2019: “The Anarchist” Dr. Hugo Mercier joins the party as the first new content release for the game, including a new NPC opponent (or ally), new quests and items. Alongside Hugo come new menus for construction projects like the world fair, dig site and court of justice.

July 30, 2019: Annoholics start the hunt for “Sunken Treasures” with our first DLC from the Season 1 Pass, which includs major new features like the diving bell system and item crafting with Old Nate, and of course the ever popular Crown Falls island, which has become the centerpiece of many a building record attempt. On the free side of things, Game Update 4 brings with it a higher zoom level, overall performance improvements, reworked expedition rewards and improvements to the trade route menu.

August 19, 2019: Not only does Anno 1800 make an appearance at the first ever gamescom Opening Night Live event alongside some of the biggest games of the year, but it also gives players a first glimpse at “Botanica” and “The Passage”, plus the announcement of the all-new day and night mode that many of you had been hoping for!

September 5, 2019: Our second Season 1 DLC, Botanica, makes your cities bloom with the new botanical garden, while bringing a lot of free improvements as part of Game Update 5. Among those are the beloved day and night mode, new plaza tiles for your cultural buildings, new botanical expeditions, ships being able to escort between sessions and… ghost ships. So many ghost ships.

October 1, 2019: As a result of the ghost ship invasion of 2019, we announce a change to our development roadmap, combining the free Game Update for the co-op and statistics features with the release of “The Passage” for December. We also announce a larger scale test to give community members to chance to help us fine-tune this huge update prior to release.

December 10, 2019: Marking the biggest day since release for Anno 1800, December 10 has something for everyone! “The Passage” invites players for a dangerous journey into the arctic, the statistics system gives everyone the ability to fine-tune their economy even further, the co-op mode unites former enemies, and the “Holiday Pack” allows Annoholics to construct a beautiful Christmas Market in their cities.

December 12, 2019: What’s the best way to end the year on a high note? Awards! Anno 1800 is the big winner at the 2019 edition of the German Developer Award, winning across all nominated categories, including the main award for the “Best German Game”. Dankeschön!

February 28, 2020: All good things must come to an end, and so we say goodbye to two long-time veterans of the Anno franchise, with Anno 1800’s Executive Producer Burkhard Ratheiser and Senior Creative Director Dirk Riegert moving on to other projects here at Ubisoft Mainz. In their stead, we welcome our new Game Director Manuel Reinher and Senior Producer Charles Harribey.

March 9, 2020: After an extended content break, Anno 1800 is back and firing on all cylinders with the announcement of the Season 2 Pass. For the first time ever in the history of the series, an Anno game will get a second year of support, including several free Game Updates and three all new DLCs! In addition, we have to say “thank you” to everyone in the community once more, as we announce that the game had attracted more than a million players by December 2019!

March 24, 2020: Only two weeks after the announcement, the new “Seat of Power” DLC kicks of Season 2 of Anno 1800 in style, inviting you to construct a magnificent palace. Alongside the new DLC comes Game Update 7, including several improvements like a difficulty setting for the influence system, improved multi-copy and reworked item pools for the diving bell system.

As you can see, we have been busy, and continue to be so with all the future goodness coming to the game. This Summer, we will invite you to give your farms a big boost with “Bright Harvest”, before travelling to the “Land of Lions” in Fall. And we are of course also working on new Free Updates, including an overview of all your items, and the much-rumored return of the “Great Eastern”.

Before we leave you for today, we again want to stress how all the above has only been possible thanks to your passion and support of Anno over the years. As a small token of our gratitude, we are releasing the “Imperial Pack” (Anno 1800’s Pre-Order Bonus) and all Twitch Drop Ornaments from 2019 to all our players for free… today! So the next time you start the game, you will have access to 10 additional ornaments, as well as the Imperial skins for the command ship and train engine.

Thanks for playing, stay tuned to the Anno Union for future news, and (most importantly) stay safe and healthy!


The Anno 1800 Team


Game Update 7.1 (Updated)

Hi Anno Community,

we are currently working on our next Game Update, 7.1, to tackle many of the issues that you have been reporting to us in the past week. We are currently testing Game Update 7.1, and will share details on the release timing with you all in the coming days. Until then, stay safe!

Update: We are currently expecting to release Game Update 7.1 today, Friday April 3rd, at 2pm CET. The download will be roughly 1GB.

Game Update 7.1 Release Notes

An issue with disappearing infotips while the right-click menu was pinned has been fixed.

An issue that could cause ships to remain stuck in transition mode after entering a session while new DLC was being activated has been fixed.

Fixed a multiplayer desync caused by selecting a blueprint building while owning a Palace.

Fixed an issue with certain menu windows (such as transfers, options etc.) preventing players from scrolling all the way to the bottom.

Fixed an issue where policies slotted in the Palace could be reset when reaching a new optimization level in the influence system.

Fixed an UI issue where Old Nate’s transmutation system could break if the menu was closed while the crafting animation was playing.

An issue that could cause the trade routes menu to get stuck when rapidly clicking the X button to close the menu while setting up a new trade or oil route has been fixed.

Fixed an issue in the statistics menu where some buildings could be displayed twice if buffed with an additional similar output.

Fixed a display issue issue where the difficulty level of expeditions could be shown incorrectly if the menu to assign a ship to an expedition was opened and closed again.

Fixed some additional randomly occurring crashes.


Game Update 7

Game Update 7 will release Tuesday, March 24 at 6pm CET.

The download will roughly be 2.2GB.

Game Update 7 adds support for our first Season 2 DLC, “Seat of Power”, for all Season 2 Pass owners. “Seat of Power” will also be available as a stand-alone purchase from March 24 onwards.

Added three exclusive ornaments – the “Palatial Column”, “Ploughman’s Glory” and “Elephountain” – for owners of the Anno 1800 Season 2 Pass to the game.

We are introducing three separate difficulty levels for the influence system, which dictate how much influence can be earned. Easy has you earning more, medium remains the same and hard less influence. This can be selected during game creation, or when loading an existing save game for the first time. Please note that this selection is permanent and cannot be changed after.

Improved the multi-copy feature so that streets can now also be copied in the same manner as buildings.

Introduced the ability to block needs supply in the Marketplace object menu.

Specialists related to the diving bell system from “Sunken Treasures” have been removed from most item pools, such as Eli Bleakworth’s and the Visitor’s pool, and are now exclusive to Old Nate’s sold item pool and quests. Additionally, we adjusted the chances to receive the Legendary Diving Bell Specialists to fit this new distribution.

Improved the main menu to give you a better and clearer overview of available and owned DLCs.

Improved the visualization of street connection when placing blueprint buildings next to streets. Now, a blue overlay will be visible over affected areas.

Various performance improvements to the overall gameplay experience have been made.

The statistics menu has been improved to also take bonus production due to buffs into account.

We made some adjustments to a total of 9 items that give a bonus to attractiveness. You can find our thoughts behind these changes in this blog post.

Cabinet of Curiosities Pamphlet Attractiveness reduced from +10 to +7
Piano Concerto Billboard Attractiveness reduced from +10 to +7
Boys’ Choir Flyer Attractiveness reduced from +10 to +7
Art and Craft Festival Poster Attractiveness reduced from +10 to +7
La Condesa Del Amor’s Majestic Dance Billboard Attractiveness reduced from +15 to +10
The “Valley of Death” A Treatise on the Upper Kingdoms Attractiveness reduced from +15 to +10
Crimbles Choral Society Poster Attractiveness reduced from +15 to +10
Inma’s International Trade Fair Billboard Attractiveness reduced from +15 to +10
Sarah Bartok, The Golden Voice Attractiveness reduced from +14 to +7 and Range from +20 to +25 

Improved overall performance for extremely large save games with a huge number of buildings and residents.

Adjusted behavior of trade menus so they don’t close automatically after a purchase is done, as requested by many in the community.

Adjusted the right click menu so that it’s adaptable to session-specific buildings. 

Improved info tip visualization for the statistics screen’s filters. 

Improved the visuals on the expedition captain for “The Passage” expeditions.

Improved copy mode so that quay is selectable now.

Adjusted some words that triggered the profanity filter incorrectly. 

Made the upgrading of blueprint modules such as wheat fields and cultural modules via shortcuts more consistent.

Improved the city decoration category in the construction menu for alternative sorting. 

Adjusted the way fields for text react when hitting ENTER key after entering some text.

Improved text in info tips where values could be very high,  such as influence or population in the top bar menu.

Improved the way railways interact with streets in the New World.  

Improved automatic rotation for the residence buildings of engineers and artisans so that they connect better with each other when placing them.

Improved the behavior of keyboard input for values when setting minimum stock.

Improved icon for the engineer displayed in the top bar menu.

Improved the usability of the “ESC” button when interacting with items such as “Father’s Diary” in the campaign mode.

Improved usability of “jump to” buttons and texts in the statistics screen.

Improved the animation for upgrading a building from a blueprint.

Improved the visibility of ships in Trade Routes scrolling menus when the player owns many ships.

General Bug Fixes

Fixed an issue where the game could crash while assigning ships to the zoological expedition while using DirectX12.

Fixed a stability issue when attempting to open expedition screens. 

Fixed a stability issue which could occur upon closing the game on Windows 7 and 8.1 operating systems. 

Fixed an issue with multi-copy for module blueprints. Previously, some farms with modules could be copied with only the modules, while “forgetting” the main farm.  

Several random crashes and desyncs have been fixed. 

Improved relocation of the harbor building when attempting to move it to the other side of the island.

Previously it could happen that some areas would incorrectly appear to be blocked.  

Fixed an issue where the treaties menu could appear empty if the player was in an alliance from the beginning of the game in multiplayer mode. 

Fixed an issue where repeated clicks on residences could disable the “Esc” shortcut.

Fixed an issue with newspaper happiness effects not being properly applied.

Fixed an issue with some monument progress being reset after a save and reload in the middle of construction.

Fixed an issue that could prevent the copying of railway tracks under certain circumstances.

Fixed an issue with ships escorting other ships on trade routes without being ordered to do so. I am going to have to ask you to calm down, escort ship!

Fixed a situation where goods could be incorrectly reserved in case an expedition ship would have been destroyed while loading goods and before leaving for an expedition. Please note that this fix will not apply to save games where this issue already exists, though you should be able to reset the activations by starting and preparing another expedition at the affected harbor.

Fixed an issue in the “Botanica” DLC where Botanical Gardens do not receive maintenance reduction influence bonus.

Solved an issue where the Taiga set bonus would incorrectly reduce the consumption of Goulash.

Fixed an issue where feedback ships (such as the workforce transfer ones) could get stuck in rare occasions.

Fixed a performance issue where opening a save game menu with a lot of save games could get the menu stuck for a few seconds.

Fixed a rare occurrence where too many riots would trigger too many NPCs simultaneously.

Fixed a rare issue with trade routes where a route could break due to an improperly removed connection.

Fixed a rare occurrence where a ship tried to continue loading goods after the trading post on the target island was destroyed. Sorry ship, they are all gone!

Improved behavior for firefighters so that they don’t extinguish fires out of the range of their fire station.

Graphics and User Interface

Fixed an issue with additional construction options not displayed correctly in the shipyard object menu. Away with you, “wharf bug”!

Various UI fixes for the trading system in expeditions. Feedback should be smoother and info tips should have better visibility now. 

Adjusted some edge cases where the “Join Game” invitation in multiplayer could incorrectly block some slots.

Fixed the visualization of cargo slots for ships with more than 3 slots in Expedition screens and trade menus.

Adjusted the way construction menu pins work for buildings and ships after reloading a multiplayer save file.

Fixed the display of the voice chat panel in multiplayer which could overlap object menus when playing with more than six players.  

Fixed an issue with vanishing propaganda articles in the newspaper menu in co-op mode.

Improved UI visualization for the time of day menu. 

Improved visibility of steam ships at night.

Fixed an anti-aliasing issue in the statistics screen for the production line graphs.

Fixed missing resource bar indicator in Oil Tanker’s object menu. 

Fixed a graphical issue with mine ruins.  

Fixed minor UI issue with the missing “back” button in the profile creation screens. 

Improved visibility of third-party icons.

Improved text visibility of low-resolution displays like 4:3 screens. 

Improved open and close animations for the quest book. 

Changed the icon in New World’s construction menu to properly show the paved street in the Obrero section.

Fixed an issue with disappearing info layers after reloading a game.

Fixed an edge case where the character would not show up when opening the competitor selection menu in the Multiplayer Lobby.

Fixed placement of the icon displayed next to the mouse cursor when dragging items and resources.

Fixed an issue with the flyout displaying incorrect costs when upgrading a Malthouse from blueprint.

Fixed an issue in co-op with “Jump to Player” buttons being visible after loading a save game alone. 

Fixed an issue where switching pages in the Portrait/Color window of the multiplayer lobby using the top buttons doesn’t update the arrows accordingly.

Fixed  visual issue which could occur on uncommon resolutions with object menus.

Fixed visual issue for banners that display influence achievements for new newspaper propaganda effects.

Improved quality of UI elements in the DLC selection screens in the profile creation flow.

Solved an issue where ships such as Battlecruisers which have 4 item slots break the UI when opening a trade menu with second or third parties.

Solved a graphical issue where paved road crossing sections would not match in color.

Fixed a postcard mode issue where the camera could be moved out of the playable area in rare circumstances.

Improved the visibility of item slots in the trade menu for ships such as the Clipper which have only one item slot.

Fixed a minor graphical issue present in the Steam Shipyard building.

Removed the carts from ruined mine buildings.

Adjusted the placement of feedback units for certain buildings like the Church to remove clipping issues.

Fixed a minor UI issue present in the shares overview menu.

Improved the UI behavior for closing a hostile takeover screen.

Improved the header of the Airship Hangar menu in “The Passage”.

Added the info tips for the Save/Load buttons in the difficulty levels menus during the game creation flow.

Adjusted the positioning of the info tip displayed for “Workforce assignment” in object menus such as shipyards.

Adjusted the info tip text for the unlock conditions of the Paved Street in the New World.

Fixed a graphical issue with feedback units still doing their duty on destroyed harbor guns.

Improved the visuals displayed in the marketplace when only one tier type is present.

Improved the visibility of the airship from a distance.

Fixed minor graphical issue present on Archibald Blake’s island.

Improved button states for the toggle buttons present in the statistics screens.

Adjusted altitude for the airship when passing through tall buildings such as Madame Kahina’s Harbor.

Adjusted the info tip to display correct information in the Oil Harbor when not all trains are unlocked yet.

Adjusted filter highlights when switching between UI elements in the Warehouse and Harbor.


Fixed the Anarchist DLC quest “Collectivists” in multiplayer mode.  

Fixed a situation in the “Sunken Treasures” DLC where “The Great Exhibition” quest could be triggered twice.

Fixed background display in the quest book for the quests “The fellowship”, “A novel proposal of Captain Nobody’s” and “The Nameless Author”. 

Fixed an issue with “Beyond the Horizon 2 – A different Point of view” which could have triggered without meeting Isabel Sarmento. 

Adjusted text for “Wonders of the Arctic” quest from the “The Passage” DLC. 

Fixed a situation in the “Sunken Treasures” DLC where Vasco’s ships would not move to the quest location in the “Sound of the Sea” quest

Fixed the position for the demolitions expert in campaign mode to prevent him from spawning in water. 

Localization and Texts

Adjusted text for “Special visits” in Public Mooring.

Fixed text display issues on info tips for some items such as the “Heated Jacket”, info tips of the construction menu and influence top bar info tips in several languages.

 Adjusted info tips in the quest book.

Fixed loading tips which were too long for some localizations.

Fixed text for several expeditions in the Spanish and Polish localizations.

Fixed localization issues for some cut-off text in the influence menu.

Fixed text issue in “Aarhant Proposes A Battle Plan” campaign quest description in the quest book.

Adjusted text for the “Frogman” article in the newspaper. 

Fixed a text issue present in the exhibit object menu of cultural buildings when an item is equipped. 

Fixed a text issue present in the info tip in the diplomacy screen. 


Adjustments to Attractiveness Items

Hey Anno Community (bet you missed hearing those words over and over, eh?), we hope you enjoyed your first glimpse at Season 2 as much as we did! It is safe to say that your enthusiasm for the reveal has fueled the team since, as we are busy putting the finishing touches on Seat of Power, our first Season 2 DLC which is already releasing on March 24.

As we announced during the Season 2 reveal stream, every DLC will once again be accompanied by a free Game Update to improve the game for all our players, regardless of whether they have bought the DLC. This will start with Game Update 7, coming on March 24. However, before we share the full release notes with you closer to release, we wanted to make you aware of a few important balancing changes that may affect your cities, so you have enough time to prepare before the update hits!

So, let us talk about balancing. Seeing how Anno is mostly played as a single-player game where players spend dozens (if not hundreds) of hours slowly building and optimizing a sprawling empire, we are very careful not to upset your game’s tightly interwoven industrial machinery with unnecessary balancing changes, unless we feel that they are absolutely necessary. In this specific case, there are unfortunately a few attractiveness-boosting items that can be exploited when stacking them on a town hall, and then building as many public buildings as possible in their radius.

While we appreciate the creativity of the Anno community when it comes to finding new ways to optimize their islands and are often willing to turn a blind eye to some of the more inventive strategies, this specific combination is a bit too exploitable for a healthy game balance. That is why the below items will have their attractiveness boost adjusted, to bring them more in line with other (still powerful) combinations.

Cabinet of Curiosities Pamphlet Attractiveness reduced from +10 to +7
Piano Concerto Billboard Attractiveness reduced from +10 to +7
Boys’ Choir Flyer Attractiveness reduced from +10 to +7
Art and Craft Festival Poster Attractiveness reduced from +10 to +7
La Condesa Del Amor’s Majestic Dance Billboard Attractiveness reduced from +15 to +10
The “Valley of Death” A Treatise on the Upper Kingdoms Attractiveness reduced from +15 to +10
Crimbles Choral Society Poster Attractiveness reduced from +15 to +10
Inma’s International Trade Fair Billboard Attractiveness reduced from +15 to +10
Sarah Bartok, The Golden Voice Attractiveness reduced from +14 to +7 and Range from +20 to +25  

Keep an eye on the Anno Union for the full Game Update 7 Release Notes next week!