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Union Update: Anno 2070 Afternoon and Community Spotlight

The New Year is already over one month old – about time to share a Union Update with you, feature some great Anno 1800 creations from our community and let you know about our upcoming live streams.

Anno Afternoon Stream

This Friday our community team is traveling into the future for another Anno Afternoon. On this Anno 2070 adventure, Ubi-Thorlof invited his colleague Ubi-Hanabi – the goal: brew some tea, hug a few trees and save everyone from drowning.
Join them on their adventure over on twitch.tv/ubisoftbluebyte

And if you want your Anno 1800 city to be featured, judged and most likely also devastated live on stream, send us your save games at anno-community@ubisoft.com! When we have gathered a few, we will show off your layouts, parks and fleets in a future Anno Afternoon. *

*We can only accept unmodded save games

Community Spotlight

As usual, we want to share some of the cool creations and stories from the community here on the Anno Union.

Let’s start with jasperwillem’s blog, a great source for tutorials and tips&tricks for Anno 1800. You can find detailed blogs and videos about all phases of the game, the different population levels and more. Worth checking out!

If you instead prefer some entertainment, Normul8or’s new video series could be for you. The goal: creating a city purely dependent on imports. To follow him on his journey, head on over to his YouTube channel.

Now, we all know you love creating beautiful cities with massive parks and impressive zoos and museums. And we never grow tired of looking at your creations and sharing them here.

Bootlegsoldier went all-in and hid something in his city – can you see it?

And since working in a team gets things done a lot quicker, Smeerwolf teamed up with some friends to beautify his city – the result you can see here:

We know you’re all waiting for what exciting things we have planned for Anno 1800 this year.
Right now we’re still very busy creating new content for you to enjoy and are looking forward to sharing more with you, soon.

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The Passage, Holiday Pack and GU 6 are here!

It’s a busy day, as we have a ton of new content and features for Anno 1800, so let’s dive right in to give you all the details you need! All of the below will go live today, December 10, at 6pm CET/ 5PM UTC/ 12pm EST/ 9AM PST.

The Passage DLC (part of the Anno 1800 Season Pass or 14.99€/$ stand-alone purchase)

https://www.youtube.com/watch?v=BuBey74bcF4&feature=youtu.be

Construct arctic outposts in an all-new arctic session and bring them to life with the new Explorer and Technician residential tiers.

Conquer the skies

Construct a fleet of airships to speed up the trade across all sessions of your empire.

New Arctic goods

Master new production chains and arctic trade goods such as Pemmican, parkas and husky sleds.

Crucial warmth

Use the new heating system to ensure your residents survive the brutal cold of the Passage.

More industrial adventure

Take your Anno 1800 experience to the next level with over 60 new quests and over 80 new items.

Holiday Pack DLC (3.99€/$ stand-alone purchase)

Short description:

Bring the spirit of the holidays to Anno 1800 with this new cosmetic DLC pack, which includes 23 new ornaments that allow you to decorate your cities in festive style.

  • A festive carousel, including fan favorite vehicles from the game.
  • Two Christmas trees, to fit the occasion.
  • Santa’s Grotto, giving your citizens a chance to share their wish lists with him.
  • Three different markets stalls for your very own Christmas market.
  • A jolly hoard of Christmas presents
  • Two festively ornamented street lanterns.
  • An appropriately wintery snowman ornament.
  • A decorated hedge system with six tiles.
  • A decorated fence system with six tiles.

Game Update 6 (4.8GB download)

This free Game Update includes several much requested features, including the co-op multiplayer mode, in-depth statistics and a multi-copy tool for buildings.

You can find the full release notes here.

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Anno 1800 Free Week

Play in the Anno 1800 Free Week from December 11 to 18
It has been 8 months and many Game Updates and improvements since Anno 1800 first set sail. To show any of you still on the fence how far the game has come since launch (and to give you the perfect excuse to invite some friends to try the new co-op mode together) we are running another Free Week for Anno 1800 later this month. From December 11 to 18, everyone can download and play the Free Week version of Anno 1800 from Uplay or the Epic Games Store. As with our first free week back in August, keep in mind that this is a stand-alone build of Anno 1800 that you must be separately downloaded. In addition, it is for technical reasons not possible to carry over any save games from the Free Week version to the regular game.

The free version of Anno 1800 will include the first three residential tiers in sandbox mode as well as all free Game Updates, which means multiplayer and co-op for everyone (alongside previously released content like the day & night mode). The content of the Anno 1800 Season Pass won’t be included in the Free Week version of Anno 1800.

And if you have some friends that you always wanted to play some co-op with who have yet to get the game, we have some good news for them: as part of the Free Week, all three editions of the game will be discounted by up to 55% on the Epic Games Store and Uplay!


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The Future of Anno 1800

As we get closer to next week’s update hattrick of The Passage (available as part of the Anno 1800 Season Pass or as a stand-alone purchase), co-op mode and new statistics system (available as a free update to all players), one question has become prevalent within our communities: “What`s next for Anno 1800?” Does The Passage mark not only the end of our Season Pass, but of development overall? Or can Annoholics look forward to more industrial adventures in 2020? Today, we want to answer that question by raising the curtain just a little bit…

Bring the Holiday Spirit to your cities on December 10

First, we have one more surprise in store for next week- the release of our “Holiday Pack”. This standalone DLC Pack (not included in the Season Pass or any editions of the game) adds a total of 23 new ornaments to the game, allowing players to build their very own Christmas Markets in their cities- including huts, Christmas trees and even a carousel featuring some vehicles from the game!

If all this sounds familiar to you as Anno fans, you are right; we did similar content packs for Anno 2070 as well, like the “Eden Series Package”. So why bring them back now? We know that Anno players love few things more than having new buildings to add to their cities, and there can never be enough variety when it comes to decorations and ornaments! At the same time, feature-rich DLCs like The Passage take several months of development, making it impossible for us to release them as frequently as we would like to deliver new content to you all to keep Anno 1800 exciting and fresh.

As a compromise between these aspects, our talented art team has created this pack of Holiday-themed ornaments to see if this is a content format that will appeal to the Anno community. Should the Holiday Pack prove popular with players, we would love to create more such themed packs in the future. Who knows, we could even run a vote on the Anno Union to decide on future themes to give you all something to look forward to as we work on new gameplay content!

And speaking of which…

There is more Anno 1800 on the way!

Enough teasing, here is what you all wanted to hear: The Passage is not the end for Anno 1800, and we are working on new gameplay content and features to further expand the world of the industrial revolution in 2020!

There is however a caveat: The team has been busy finishing The Passage and Game Update 6, and it will be some time before we will be able to share more concrete information with you all.

With that said, we hope you are as excited about this news as the team is, and we look forward to talking more about the future of Anno next year!

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Union Update: Stream and Community Update

We’re back once more with a community update and some info on what to expect from us in the near future.

Anno Afternoon Stream

This Friday, Seraxia and Thorlof will put their creative hats on (most likely not literally) in another Anno Afternoon and try something completely different. You want to know more? Then don’t miss out this special livestream episode and tune on the 25th at 4PM UTC+1 (5PM CEST).

And if you got any cool or funny ideas for future streams, what better opportunity to share them with us than this Friday?

Playtest beginning next week!

As you all know the next playtest is just around the corner and as we work together with the community to get a jam-packed Game Update 6 ready for December, we will take a short break from Union blogs in the upcoming week. But worry not, we will be back soon with community news and new game information.

And we already got some exciting news this week! Keep an eye on your inbox, cause for a first wave of players the the playtest will already start next week – more invite-waves will follow.

We’re very much looking forward to your feedback. So, when we’re already talking about GU6 and The Passage, why not hop over to Reddit. Some of you already started a discussion about the content of the DLC there. We might have some theories ourselves but it’s far more exciting to read your predictions. Which features and production chains do YOU think will be added with The Passage?

Community Content

Something that impressed all of us quite a bit was jasperwillem not only managing to get this settlement to house Engineers without ever visiting the New World but shortly after also luring Investors into ‘Golden City’.

How many of us spent long nights outsourcing production chains and setting up new trade routes. Or planting hedge rows for hours for that perfect inner-city park or the world’s best botanical garden. We bet there are some quirky challenges or legendary achievements you set yourself in the past or future. So, share them with us in the comments below!

Fitting to last week’s blog about the Day & Night Cycle, we also want to use this blog to share some impressions from the community.
Apparently some of you have a weird fascination with exploding factories…but admittedly, fires look very cool at night:

by cjnewson88
by oksharkchef

WolArn, however, proves, that calm images also have their charm – sunsets usually have:

And bergveld shares a video of his whole city at night with us.

And then, when the sun rises and everyone has to go to work, you’re stuck in a traffic jam. Not much has changed to today.

by Takarazuka012

That’s it for this Community Update. Did you already share your favourite moments with us? Be it day or night, dusk or dawn, we always love to see what fantastic scenes you manage to capture.

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DevBlog: Day & Night

The invention of the light bulb was more than a mere boon to comfort and luxury. This new way of illuminating the darkness was also an inspiring force for creative minds and a motor for the industry, unshackling them from the natural rhythm of day and night. With electricity playing such an important role in Anno 1800’s economy, there was a strong desire from our community to have a true day and night cycle in the game. Finally, this wish became reality with Game Update 4. As the days are getting ever shorter, what better time to shine a light on this major visual update than in today’s DevBlog!

A true passion project for the players – the beginnings

Since the early days of development, we had been toying with the idea to add a day & night cycle to Anno 1800, similar to the one from 2205. In reality, game development often means throwing a lot of ideas onto a wall and then deciding which ones may be a crucial must-have features, while others end up on a potential “nice to have later” list. While the day & night originally did not make the cut, many Union members told us repeatedly that they would love to see a return of that feature to the series.

Therefore, when some members of our art team had a bit of time available after launch, they immediately set out to realize this previously scraped idea from the early days of Anno 1800. This plan was quickly validated by the modding community jumping on the topic, which showed the big interest in having this functionality in Anno 1800.

Let there be light – developing the Day & Night feature

As is often the case, our artists are perfectionists once they have their hearts set on a topic.So it was clear from the get-go that an official day & night cycle could not simply be about adding a dark night, and sun and moon cycles. Instead, almost every asset players can build would have to be reworked to make sure they look their best, no matter the time of day. Ranging from new glowing textures for illuminated windows to tons of new light sources to ships sailing the nocturnal oceans, we added over 1000 new light sources and changed more than 200 existing assets to provide the intended ambience during the night.

We also had to ensure that the new light sources would start shining during specific times of the day and account for the additional gloom of our dusk and sunset scenarios. In the 19th century, cityscapes started to change drastically with the introduction of the lightbulb. We depicted this in the game world with a more blueish tint to our electric light sources, as opposed to the warmer, yellowish light of candles and fireplaces; this way, a heavily industrialized metropolis will look and feel notably different from a rural hamlet’s atmosphere.

Here you can see how we manually setup a new light source!

Our modern cities are awash with artificial light during the night but back then, they were comparatively sparsely illuminated. Once more, we decided for a tradeoff: we wanted to create an appealing contrast to the darkness while we also did not want to outright dismiss that feeling of a gone century in the midst of transformation into the modern world.  

Players would also expect that their city would appear much quieter during the night, but Anno’s cityscapes are normally famously bustling with life. As a result, we had to send our feedback units through another development pass, where we had to reduce the overall amount of residents following their daily business while again, adding and altering light sources. As a result, the streets are less crowded during the late hours. You may also notice some other subtle changes, such as removing the kids from the schoolyard during the night or adding more musicians to the pub to let it appear livelier in the after work hours. 

Our tools allowed us to precisely define the tinting of each time of day.

Finally but crucially, we wanted to give the player full control over the scenery. For that, we had to program the functionality to allow them to change the time of day at their convenience or to go for one of our presets, such as daylight, dusk, dawn or midnight. While we decided to make the night hours shorter than the actual day for gameplay convenience, players would also be able to decide to stop the cycle altogether to enjoy their sunset for as long as they like.

It’s not always style over substance – Impact on Gameplay

While changing hundreds of assets manually was a huge albeit worthwhile task, there was more to it than just adding another layer of visual fidelity.
In a game like Anno, readability is an important factor to provide a satisfying gameplay experience.

While various tooltips and windows help you to keep an overview about events in your empire, the game also transmits a lot of information through visual feedback happening in your city. A night setting naturally makes it much harder to read what is going on, which necessitated the addition of all these new light sources to make sure that you could still identify all buildings, and not lose track of your ships.

We also played around with ideas how the shift from day to the midst of the night could affect gameplay, and while it would open many possibilities, we realized that doing so would simply add a lot of unnecessary micromanagement, without actually benefiting the overall game experience and player fantasy.  

Day & Night, a joint effort

While we have primarily talked about our artists, the day & night update was a collaborative effort from the whole Anno team, drawing on all disciplines from art and engine R&D (research and development) to programming and interface. Judging by the countless of majestically lighted nocturnal cityscapes we have seen online, we are very happy with the results of this effort, and hope you agree as well.

What is your preferred time of day for your empire? And do you make extensive active use of the options available, or do you just roll with the natural rhythm of night and day? Let us know in the comments below!

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GU5.3 and upcoming Playtest

With the release of Game Update 5.3 next week, which was supported by some community members helping us by testing and providing save games affected by issues, we will address the most aggravating issues currently in the game. In addition, with further testing throughout the month of November, we plan to leverage the knowledge of our community once more for “The Passage” and Game Update 6.
 
Game Update 6 and “The Passage” playtest coming in November
Game Update 6 will not only include the co-op mode and statistics feature, it will also release alongside the third and final (not to mention biggest!) Season Pass DLC, “The Passage”. For that, we once more want to invite some testers from the Anno Union to further polish the game experience based on your feedback.

We will test a variety of content and different features to gather data about the stability and quality of Game Update 6. As such, this playtest will be longer than our previous tests, and we are planning to invite several groups throughout November.

The test will be under a strict NDA (Non-Disclosure Agreement) and we will provide access to a closed tester forum for all invited players to discuss and share their feedback.

If you are interested in participating in this playtest, please send an e-mail to union-playtest@bluebyte.de, including the following data

Ubisoft Forum Name
Uplay Name
Country Code

Players who applied and participated in the last co-op test will be automatically added to the pool of potential candidates for the upcoming test. If you applied for the last test, you will not need to send us a new application mail.

We will provide all further details, such as when the test start, how to access the test build and where to post feedback, to the first wave of participants at the end of the month.

Anno 1800 Game Update 5.3 Release Notes

Game Update 5.3 will be released on October 17, at 2pm CEST/ 12pm UTC. The download will be around 1.7GB.

Bring the spirit of October to your cities with the new Halloween billboard ornament.

We have adjusted Hugo Mercier’s Anarchist main story quests, to make them less random and more dependable for players. Here is all you need to know about how these quests will work, going forward:

  • To start or continue the main quest line, you need to be at peace with Hugo Mercier
  • You need to have 60 reputation point with him to do so
  • You need to have at least one Artisan in any of your cities
  • After you finish one of his quests, there is a 30 minute cooldown before the next quest will appear
  • If you cancel or fail one of Dr. Mercier’s quests, you will have to wait for 9 hours of game time before you will receive it again (this is a standard timer used to prevent players from getting swamped with optional quests).
  • Important: You can only have one active quest from Dr. Hugo Mercier at a time, so you will not receive any main story quests while you still have one of his other quests active, or are being offered another quest by him. You can solve or decline them to make space for a new main story quest.

We have fixed several issues that can lead to trains being stuck in the oil harbor.
                However, in the spirit of transparency, we have to say that this has been a very difficult issue to pin down and reproduce, even after analyzing several affected save games from the community. As such, we cannot conclusively promise that it will not appear again in some fringe cases.

Fixed an issue that prevented oil tankers from being manually loaded/ unloaded at oil harbors.

Fixed a separate issue that could prevent oil tankers on trade routes from loading/ unloading properly.

Fixed an issue with entries in the ship list constantly switching places or flickering.

Fixed an issue with duplicate, unnamed ships being stuck on the world map.

Fixed an issue with ships drifting away from their position by themselves.

Fixed an issue with ships on trade routes being stuck on a map border.

Fixed an issue with players being able to see the object menu of a chartered ship.

Fixed an issue with selecting ships for an expedition in the preparations menu.

Ships returning from expeditions will now correctly return to their homeport from which they started their expedition.

Fixed an issue that could change your influence points balance after saving and loading a save game.

Fixed an issue with AI characters having large fleets of duplicate ships.

Fixed an issue with quest objects spawning at sea.

Fixed an issue with quest giving ships not despawning, and subsequently crowding an NPC’s harbor area. Unfortunately, this issue will not remove already spawned ships retroactively. Workaround: Ignoring one of the NPC’s quest chains (quests that have “Part 1, 2, etc.” in their name) will remove all redundant ships.

Fixed an issue in campaign mode, where some of the queen’s ships could become controllable by the player, which could block campaign progress. 

The Shift+V command to change appearance now works properly for depots.

Fixed an issue with quest hint bubbles not being correctly removed, and pointing to invalid positions.

Provided a fallback solution for the Sunken Treasures expedition to unlock Cape Trelawney not triggering properly. This will now unlock the new sessions without having to complete the expedition beforehand.

Fixed an issue with duplicate ships being incorrectly applied to AI trade routes.

Fixed an issue with the campaign quest “Sovereign Aid”, which could lead to a blocker if the player failed the quest.

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The next steps for Anno 1800

Today we want to give you an update on what is next for Anno 1800. We have received a lot of community feedback on Game Update 5, including some issues. The Anno community is at the heart of everything we do, so we are of course committed to improving the quality of all upcoming updates. As such, we have made some changes to our roadmap, which you can find detailed below.

Game Update 5.3 (mid-October)

We are currently working on Game Update 5.3, which we are planning to release in mid-October after extensive additional testing. For this update, we will be focusing on fixing the following issues:

  • Trains getting stuck inside the oil harbor
  • Ships getting stuck at the session border
  • Anarchist Main Story Quests appearing too rarely for some unlucky players
  • NPC characters having large fleets of duplicate ships
  • Ships in the ship list flickering/ switching around
  • Issues with selecting ships when preparing for an expedition
  • Ships returning to the wrong island after an expedition
  • The Shift+V command not working on depots
  • Ships of quest givers not despawning after the quests are finished, which can crowd NPC harbors
  • The Sunken Treasures session of Cape Trelawney being available without first doing the respective expedition
  • Ships drifting/ leaving their positions by themselves
  • Ships duplicating on the world map by registering multiple times for session transfer
  • Influence point balance being affected by saving and loading a game
  • Issues with manually loading/ unloading oil tankers
  • Quest objects spawning in water

Game Update 6 (December)

Game Update 6, including the previously announced co-op mode and statistics system, will be released alongside our third DLC, The Passage, in December. Combining all these content drops into one update will allow us to focus all of our polishing efforts into one release, giving us extra time for additional extensive testing of all the new content and new features. We are also planning to involve some of our Anno Union members in these tests, similar to the co-op technical test we conducted last week (more on that later this month).

We appreciate that some of you are very keen to get your hands on the co-op mode as soon as possible, but we hope that you will agree that getting the most polished experience possible is worth a few more weeks of patience.  

We are as committed and focused on improving Anno 1800 as ever, and are looking forward to sharing more news on everything included in Game Update 6 – including the new arctic session, resident tiers, production chains and airships from The Passage, as well as the free co-op mode and new statistics features – in the weeks to come. Thank you all for your patience and ongoing support.

The Anno 1800 Team

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Game Update 5.2 and Playtest

When our scouts returned from their reconnaissance mission, they handed over mysterious reports about vanishing vessels at the gate to the high seas. The rumors spread quickly around our islands and it took mere days until you could listen to old sailor’s cock and bull stories about missing crews and ghost ships in every dockland pub. We had to act as we already set things in motion to start our next big expedition.

Game Update 5.2

After we received reports about gameplay affecting bugs such as the ship duplication as well as other issues still persistent after Game Update 5.1, we decided to publish another Game Update this week Thursday.

Anno 1800 Game Update 5.2 Release Notes

  • Fixed an issue where ships got duplicated after save game reload. As part of this fix, all duplicate “ghost ships” will turn into actual ships under the control of the player, which will prevent the player from losing any good loaded onto the ships. Due to these additional ships being given to the player, it is possible that you will experience a loss of influence points, which can be regained by destroying the additional ships after unloading them.
  • The Ubisoft Club rewards for the Botanica DLC (the “Duck Pond” and the “Outdoor Arcade”) are now redeemable from the Ubisoft Club Rewards section in Uplay.
  • Fixed an issue where idle ships can be seen off the map when reloading an older save game.
  • These ships should now be recoverable.
  • Fixed an issue where AI ships could get stuck at the border of the map.
  • Fixed a situation where, upon save game reload, trains could be stuck in the Oil Refinery or in the power plant, which could lead to less oil being transported than intended.
  • Fixed a desync error that occurred upon trigger of a participant’s message.
  • Fixed a desync that occurred due to quests that triggered ships with invalid items.
  • Botanica ornaments can now be placed freely in your cities from the construction menu (Artisan / Obrero / Culture tabs).
  • Items such as flowerbeds can now also be activated via the item section of any Warehouse, not only from your Harbor.
  • Adjusted the tool tip and effect for the “Rabies Vaccine” item. We made various text adjustments.
  • An issue preventing some players from completing the quest “The Nameless Author” has been fixed.
  • Fixed an issue where the route information in the trade route menu could show more ships being assigned to a route than was actually the case.

Co-Op Playtest

With Botanica and Game Update 5 just behind us, we look onward to the next big stop on our Anno post-launch journey. With the next free Game Update on the horizon, we want to invite members of the Anno Union to a focus playtest session starting next week Monday. This test will helps us to accumulate additional data for the upcoming Game Update 6.

For this test, we are looking for Union members who are willing to test the upcoming Co-op feature from Monday, September 23 until Sunday, September 29.

With this test we are specifically looking for data and issues related to game connectivity, so while playing daily is not mandatory, we encourage testers to play as much as possible to provide is with external data for a variety of different scenarios.

The test will be under NDA (Non-Disclosure Agreement) and as we specifically test the new co-op multiplayer feature, single player will not be part of the test.

If you want to join the focus test, please send an e-mail to union-playtest@bluebyte.de, including the following data;

Ubisoft Forum Name
Uplay Name
Country Code

We will provide all further details, such as how to access the test and where to post feedback, via email to all participants until the end of the week.



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Devblog: Botanica

By the end of the nineteenth century, the world was largely connected by trading networks, and the industrial revolution brought a spirit of enthusiasm that modernized society. However, while democracy replaced monarchy in many parts of the world, the general populace had limited ways to be a part of cultural and intellectual exchanges. Workers often shared newspapers after a long shift, and eventually museums, zoos, and botanical gardens were made available for everyone. These places were once exclusively for the aristocracy, but ultimately they served as cultural gathering spots for everyone, exposing more people to a larger and more diverse world. Society entered an exciting age of exploration, preservation, and cultural exchange.  

Botanica, the second Season Pass DLC, brings an additional cultural building project to the world of Anno 1800. From inviting green avenues, to flowery compositions or as wondrous as colorful exotic plants from far away, the botanical garden is a feast for the eye in your thriving metropolis. Coming with various sets of flora from around the world to use in your decorative garden modules, we add additional ornaments for Anno players who want to live out their inner expressionist.

The Botanical Garden – Experience the Floral Wonders of Mother Nature

Botanica has a total of 21 unique botanical modules, an additional greenhouse, and 11 new ornaments,   including flowerbeds and topiaries, which can be used in all three cultural building projects. The new ornaments work as connectors between modules, which leads to more freedom and creativity when expanding the botanical garden, zoo, or museum. To allow all players of Anno 1800 to build more freely, we will also bring the old plaza tile connectors back as a part of the free Game Update 5. We are excited to see players’ creations of stunning vistas, centerpieces surrounded by fountains, and challenging labyrinth structures.

The new ornaments are available via the botanical exhibition in the world fair, but in addition to that, we decided to make them largely available from traders like Madame Kahina and Archibald. Players will also get them as rewards for quests and new expedition events. The new event encounters will let you experience stories of keen botanists willing to risk everything to bring Mother Nature’s floral diversity to the people.

Your large garden estate begs to be filled with floral wonders, and for that we added new sets for the botanical gardens, with 59 new plant items in total. While previous zoo and museum sets mainly affected the attractiveness of your city, we will change things up with Botanica. The sets, whose themes are based on various plant families, their natural biomes, or their use for medical or other purposes, will grant you specific fertilities for the island where the botanical garden is located upon completion.

This gives the garden more practical purpose beyond city attractiveness, as it allows you to strategically place the cultural building on a production island to boost your economy. The Andean set, for example, will add precious coffee fertility on new world islands, or make wheat grow in the old world. On top of that, the effects further boost the productivity of the farms tied to that specific fertility. They affect the island where the garden with the full set is placed, with five different fertility effects for each biome and a total of nine sets. And as we want you to freely play around with the new options, we increased the amount of influence free modules for the botanical garden from 10 to 20.

The Music Pavilion – Enjoy the Symphony Orchestra

You have created stunning museum areas and zoo grounds, but we thought that one piece was missing, a true highlight in your cultural wonderland. The new Music Pavilion is the perfect gathering place for tourists and residents to listen to an orchestra playing symphonies of classic Anno themes while the sunset paints the metropole in a scenic light. Once you’ve found the five music notes containing themes from Anno 1701, 1404, 2205, 2070, as well as the “modern” classic from 1800, you can play them at any time to listen to the orchestra while taking a break from extensive trade route management. The Music Pavilion itself is not limited to the botanical garden; you can build one in each zoo, museum, or garden. The music tracks will also provide an attractiveness buff to certain sets in cultural buildings.

And here comes our second Season Pass DLC: Botanica, in numbers:

  • 21 unique botanical modules
  • 1 glasshouse module
  • 11 unique ornaments modules (such as flower beds and topiaries, usable with all cultural buildings)
  • 9 new sets for your botanical garden, consisting of a total of 59 plants items
  • The new Music Pavilion, which can be constructed in every cultural building
  • The Music Pavilion comes with 5 music tracks from the classic themes of Anno 1701, 1404, 2070, 2205, and 1800

That’s all for today’s insights about the second Season Pass DLC, a true content pack for all beauty builders out there, before we take you on an adventure in the icy north this winter.

Botanica will be available from September 10 as part of the Anno 1800 Season Pass or as a stand-alone purchase.

As always, please share your feedback in the comments below and stay tuned for future updates and content from the Anno Union community!

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