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Category: General

Game Update 8 Release Notes

Game Update 8 will release Tuesday, June 2 at 6pm CEST/ 12pm EST/ 9am PST.

The download will roughly be 1.8GB.

Game Update 8 adds support for our second Season 2 DLC, “Bright Harvest”, for all Season 2 Pass owners. “Bright Harvest” will also be available as a stand-alone purchase from June 2 onwards.

Added an Item Overview system within the statistics screen. With this much requested feature, we are giving you an easy to use overview of all your current items, and where they currently are being used or stored. This includes extensive filtering options by their effect or what buildings they can be socketed into, as well as text search (which has also been added to the Trading Post and expedition preparation menu). Finally, you can also use the item overview to search for any missing items, and information on how to obtain them!

You can now only use the items overview to track all your owned items, but to learn where you can find any missing ones

Trading Posts and Warehouses are receiving an additional upgrade tier which gives them more loading ramps and storage space. Old World buildings can be upgraded to level four now (previously three), and their New World counterparts to level three (previously only two).

Rumor has it that a long-missing ship is about to make its return, and that the Ubisoft Club Challenge for the Great Eastern is now obtainable…

We have made some changes to speed up the setup of trade routes. You no longer need to press “Accept” after selecting a new good, and by default 50t will be loaded at once (you can manually decrease the number afterwards).

Electricity poles are now optional and can be turned off in the game settings.

We have added the functionality to change the “skin” (aka the textures) on ships and trains (in the Oil Harbor) via a button in their object menu. While the functionality is supported for all ships, only your Command Ship and the train currently have skins (from the Imperial Pack). Buyers of the “Bright Harvest” DLC can in addition unlock new skins for the Battlecruiser and Collier as new Ubisoft Club Rewards. Finally, please note that the new skin on the train will only show once it has been to the Oil Harbor. Wait- please don’t tell me you didn’t know that trains always get painted inside oil harbors?

We have fixed an issue that could lead to the game’s soundtrack being repetitive, so enjoy a wider selection of songs during your industrial adventures.

Changes to map generation

We have made some changes to the way maps are generated. As a result, all maps should now always have at least one of every available fertility, and the ratio between copper and zinc should also be improved. As a downside, this means that old map seed numbers are changing, so enjoy hunting for the god seeds anew!

Changes to newspaper productivity buff

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

Balance changes to specialists

Marie-Antoine, Pattisier Royale: Removed a deprecated effect and replaced it with a +50% productivity buff.

Chronometrist Chiara: Removed a deprecated effect with no replacement (since she already has two effects like other Epic specialists).

The multi-copy tool can now also be used to copy railway tracks.

Improved animations in the “Additional Content” menu.

Improved the behavior of the “Mortar” and “Torpedo” items, in line with other items.

Improved behavior of escort ships on trade routes to appear smoother.

Placing the Palace blueprint will no longer trigger its music, saving that for the construction of the actual building.

Adjusted the frequency of the voice over played when a group of ships arrives in a session to not spam the user.

Polished the art on the Steam Shipyard.

General

Fixed a stability issue which could occur when changing any game setting that required restarting the game on Windows 7 and Window 8.1.

Fixed an issue where two instances of the game could be running simultaneously.

Policy effects from Local Departments will no longer multiply due to gaining or losing an influence level.

Fixed an issue that could prevent the Trade Ship influence speed buff from being properly applied to Airships.

Fixed an issue with the Shipyard showing insufficient workforce even when no ship was being built.

“Active Sonar” items will now properly drop if a Salvager ship is destroyed.

Fixed an issue with moving Trading Post menus while the player was scrolling through an AI’s offerings.

Players will no longer be able to build Local Departments in the New World.

Rapidly clicking on a treasure map item will no longer allow you to use it several times. Your mouse button will thank us for this one!

Fixed a potential performance issue when using the upgrade tool under certain conditions.

Fixed a potential diplomacy exploit where players could quickly farm reputation with certain other NPCs due to their reactions when pursuing an alliance with Bente Jorgensen.

Fixed an issue with groups of ships breaking formation while on the world map and arriving separately in their destination session. Groups should now arrive in the new session together.

Fixed an issue with AI characters potentially just using a single name for all their islands.

Speaking of names: Crown Falls will no longer occasionally change its name to a random one in the “Sunken Treasures” DLC. #CrownFalls4ever

The text in the custom difficulty screen during setup will no longer flicker, no matter how often you wildly click on it.

Fixed an issue in the diplomacy menu where the possible diplomatic actions were wrong if you switch the point of view to an AI’s point of view.

The +250 per set bonus will now be properly considered when calculating unlock conditions in the “Seat of Power” DLC.

Pausing and unpausing the heaters in the Arctic will no longer mistakenly play Farmer voices. Stay in your lane, friends!

The intro music for a character will no longer play when hovering over their island while still covered by the fog of war.

Chartered ships will now automatically be repaired by an owned Repair Crane.

Incoming voices will no longer be muted by minimizing the game.

Graphics and User Interface

Fixed a graphical issue with disappearing turrets on Battlecruisers and Monitors after switching sessions.

Players should now be able to properly pause trade routes via the menu even if they are not in the same session.

The background art of the button for session switching will no longer disappear under DirectX 12.

Fixed some smaller UI issues that could occur when offering trade or bribes during expeditions.

Fixed a glitch with electricity poles that could occur when deleting the adjacent street.

Fixed a minor display issue with the ornament object menu.

Fixed a potential issue with the newspapers title not being displayed while editing.

Fixed an issue with the ship object menu after making a decision during an expedition.

Fixed an issue with the wind direction indicator appearing in postcard view of a ship.

The New World Repair Crane’s lanterns will now save some oil by not constantly being on in bright day light.

Fixed an issue where the support pillars of Stone Bridges could appear to be too short under certain circumstances.

You can no longer leave a blank company name or delete it during game setup.

UI elements in the object menu of a ruined building will no longer overlap.

Airships will no longer be accidentally called modules in the influence overview menu.

Adjusted the visibility of the sickness icon in object menus.

The carpet on the Public Mooring will no longer float on the lowest graphics settings.

Fixed an issue with the Quest Tracker, where having too many quests could result in the bottom one appearing cut off.

The last row of the item preview in cultural buildings will no longer appear cut off.

Fixed the info tip display of blocked segments in the Oil Harbor object menu.

Made the icon of the coffee production chain consistent across different menus and scenarios.

Fixed a graphical issues with emergency buildings not being properly highlighted while placing an administration building like a Town Hall or Trade Union nearby.

Multiplayer

Fixed a potential issue with an infinite loading screen after a readied player was kicked from the lobby and invited again.

Chat notifications will no longer reappear after loading a save game.

Fixed an issue where the newspaper screen for one player could appear empty if another had finished a photo quest.

Fixed an issue that could cause voice chat to not be functional anymore until the player would manually switch voice channels.

Fixed an issue that could lead to the multiplayer lobby UI becoming transparent when loading a game.

Fixed several issues with the chat window.

Fixed some inconsistencies with the Mute button.

Fixed an issue with the Palace object menu not appearing for the second player in a game.

Fixed an issue with departed players still being shown as part of the game.

Improved the consistency of the chat window info tip.

Improved the behavior of the ping system, which could previously be confusing if the ping was audible despite being in a different session.

Items

Changed the name of the “Golden Potato Harvest” to “Golden Harvester from the Future” to better reflect its functionality.

Fixed an issue with “Snow Gum” having the same icon as “Marshmallow”.

Quests

Fixed an issue with the Bright Sands island randomly changings its name after beating the campaign.

The Castaway in “Portrait of the Artist as an Old Man 1” can now be properly picked up.

Improved the visibility of the wandering artisan groups in “Artisan Rum Quest”.

Clarified the quest requirements of the tutorial quest “From Timber”.

Improved feedback for no warehouse being in range during the “Excavation Site” quest.


Localization and Texts

Fixed a minor UI issue with the volume slider in the Russian localization.

Fixed the epilepsy warning screen during boot up in the Italian localization.

Fixed an issue with overlapping text in the Mounted Gun’s object menu in the Russian localization.

Fixed the information provided in the Japanese and Russian localizations for the “Estate Collection Act” from the “Seat of Power” DLC.

14 Comments

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

22 Comments

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!

7 Comments

Game Update 7.3

Release: May 8, 12pm CEST/ 6am EST/ 3am PST

Download: 1GB

Release Notes

Fixed several potential game crashes.

Fixed several issues that could cause Desync errors in multiplayer.

Fixed an issue that could result in the game not starting (or crashing immediately after starting) if started in offline mode, or without an internet connection present.

Fixed some UI issues that could appear in DirectX 12 mode.

Fixed an issue with carts deleting their loaded goods if they were unable to unload them at their destination building.

Solved an issue where hovering the mouse over tiles such as ornaments or farm fields could cause its position to appear offset, making it harder to use.

6 Comments

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.

Note
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. 

19 Comments

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!

Thanks,

The Anno 1800 Team

9 Comments

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.

13 Comments

DevBlog: Seat of Power

“Be thine own palace, or the world’s thy jail,” wrote poet John Donne, an idea many a royal and tyrant appear to have refigured over the centuries, constructing extravagant and self-aggrandizing Palaces as an extension of the self— a demonstration of the power and freedom of divine privilege. The masses would look on in awe of what beauty and grandeur was possible, while they themselves grew ever more miniscule.

By constructing vast and lavishly-adorned palaces, rulers presumed they had the personal heft and prestige to fill the yawning emptiness within. Their gold oozed along every rim and chamfer, their Objet d’art cluttered the mantelpieces, and the oil paintings of their illustrious ancestors gussied up the walls. But mere appearance of power and status will never be enough.

Any such seat of power must also have some connection, no matter how moot, to the important business of state. Such an immoderate edifice as a palace must be more than the oppressor’s great white elephant— it must appear to the people to serve a purpose in their lives. It must be the constitutional heart of government, from which grave and meaningful decisions come to pass under the gavel, in chambers puffed full with the nation’s great political minds. An illusion of democracy. The Palace is the nexus of legislative limbs that reach out and touch every corner of the empire, where, as no leaping lord will admit, all of the real business is conducted…

The palace is as classic an Anno element as any, having been first introduced all the way back at the franchise’s birth in 1998 with Anno 1602. From then on, it would go on to serve in several other Anno games as something to aspire to in the late game, once you had mastered all other challenges. In this way, it would serve as the ultimate projection of your city-building prowess.  Now, the palace is ready to make its triumphant return in Anno 1800, kicking off Season 2 and living up to its predestined role as your “Seat of Power”.

A Seat of Power fit for any industrial ruler

Flexibility both majestic and modular

The first thing players will notice about Anno 1800’s palace is its visual opulence. The palace joins the ranks of the botanical garden, museum and zoo as 1800’s latest modular building, giving you a lot of freedom on how to arrange the 6 different modules (straight, gate, corner, junction, crossing and end pieces, plus some cosmetic variations on the straight pieces) to your liking. As with our other modular building projects, it all begins with the main building, which you will unlock once the first investor calls your empire their home (assuming of course you can afford the associated significant building cost). You will also be able to build an initial number of modules, based on your profile level. As you attract additional citizens and raise your profile level, you will unlock the ability to place even more modules. And guess what- there is no hard limit on the number of modules you can unlock, with one community member reaching more than 130 modules in a recent playtest! Now before your mind starts drifting off with visions of an all-palace empire, there are some limitations we have to talk about- namely that you can only build one palace in your empire, and it can only be placed on an Old World island (so either the original session, or Cape Trelawney from our “Sunken Treasures” DLC).

Beyond this limitation, you have a lot of flexibility when it comes to building your palace, and we have already seen a variety of impressive setups in our tests- from extravagant gardens to museums and even a world fair constructed within a sprawling palace’s inner courtyard! And of course, both streets and railway tracks can be placed inside the gates to make sure that whatever you want to construct inside the place grounds is properly connected to the rest of your city!

Entering the halls of power…

Projecting your power, one buff at a time

But what about those players who don’t care pretty looks you, I hear some of you ask? Very well then- let us talk departments and policies! Once you construct your palace, you immediately gain access to one or more departments (based on your city attractiveness), with additional departments unlocking over time as your island increases its attractiveness. So, what do they do? For starters, each unlocked department immediately gives you access to a permanent buff, such as +200 tons islands storage per Harbormaster’s office on that island (each department is specialized on one aspect of your city, such as administration, culture or trade). In addition – and this is where things get really interesting – each unlocked department gives you a choice of several policies, of which only one can be active at a time (though you can switch them out). These give you a lot of flexibility to make sure that whatever the situation on your island currently is, you have full control of what boon you want to use.

The departments you can unlock over time

Of course, it would not be Anno if there was not also a logistical element to it all- these boons only work in a certain radius around the palace, and only along the street network (though only the palace main building has to be connected to the streets, rather than every module). And, to bring everything full circle and ensure that future palace builders will have to make some tough choices, the radius of these effects increases with each additional palace module constructed. Do you want a minimal palace to leave as much room as possible for the rest of your city? Or are you looking to construct enough modules to have the effects of your policies reach across all of Crown Falls? As always, the choice is yours!

There is one more piece of the palace puzzle, and that is the local department. These are essentially outposts of the palace that you can construct once per Old World or Cape Trelawney island to select a single policy (out of al your unlocked departments and policies) to enact locally. Beyond this limitation, local departments follow the same rules as the main palace- they give a passive buff (based on the active policy you selected), and buildings must be both within their radius and connected to the street network to benefit from them. And yes- more palace modules also increase the range of the local departments. Happy city-puzzling, everyone!

Start ruling from March 24

And there you have it! Seat of Power combines a lot of flexibility for building the modular palace of your dreams with some tough choices when it comes to which buff to select for which island and local department. On top of that, you can prove your mastery with five new achievements, and two new sets of ornaments you can unlock with the Ubisoft Club. You can start constructing the “Seat of Power” of your dreams when the first DLC of Season 2 becomes available on March 24th for all Season 2 Pass owners. Starting on that day, you can also buy the DLC individually for 9,99€/ $, or your local equivalent. However, please note that due to the current government advisory on the Covid-19 pandemic, we will have to skip our traditional release stream for “Seat of Power”. Please take care of yourself and the people around you, and as always, keep an eye on the Anno Union for the latest news.

An illuminated palace at midnight
4 Comments

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!

6 Comments

Announcing the Anno 1800 Season 2 Pass

Prior to the release of The Passage last December, we excitedly announced our plan to deliver even more Anno 1800 to our 1 million+ pioneers of industrial revolution throughout 2020. This presents a unique opportunity for the Anno team, as it means that Anno 1800 will be receiving more postlaunch support than any previous game in the series! In the past, development of content has ended a year or so after the release of an Anno game, with the team moving on to the next title. With Anno 1800, we are excited to have the chance to flesh out the world of the industrial revolution even further, with new systems, citizen tiers and yes, even a new continent. Enter stage right: The Anno 1800 Season 2 Pass, which will be adding three exciting new DLCs to the game this year!

Seat of Power (March 24)

It all begins later this month with our next DLC pack, Seat of Power, which allows you to construct a magnificent palace fit for the ruler of an industrial empire. And while we know that our modular buildings like the zoo or botanical garden are big hits with beauty builders, the palace has an altogether more profound impact on life in your capital. As the eponymous Seat of Power, the palace will house several departments, each giving you not only a passive bonus, but also the pick of several policies that you can use to influence different aspects of life in your city.

A majestically illuminated palace at night

Game Update 7 (March 24, free for all players)

Speaking of influence, we would be remiss if we did not mention our free Game Updates. As with Season 1, each of our three Season 2 DLCs will release alongside a free Game Update that will further improve and enhance the game for all Anno 1800 players. With Game Update 7, we will tackle one of the most discussed game systems by adding three separate difficulty tiers for the influence system. With this change, you can select whether you want to earn more, less or the same amount of influence as you currently do. And yes, this will also apply to existing save games, asking you to pick a difficulty the first time you load up your save game!

Bright Harvest (Summer 2020)

With our second DLC, we are taking the technological marvels of the second industrial revolution to the countryside, allowing you to boost your farms’ productivity to unknown heights! To do so, you will place new tractor modules on your farms, which will increase the overall productivity of the farm, while also lowering the required workforce. Depending on how many farms you have, this could mean a whole lot more space on your islands, and we can’t wait to see what you do with it! Of course, you will have to make sure that your tractors don’t run out of fuel along the way…

Early technical test of a tractor

To round out the theme of industrialization, Bright Harvest will also include a new selection of farming-and-industry-themed ornaments, to make your cities feel even livelier.

Land of Lions (2020)

We bet you didn’t see this one coming, eh? Jokes aside, we know that the community has been clamoring for an African-inspired session in Anno 1800 ever since we first announced that the game would be using the Session system, way back in 2017. Good things come to those who wait, and we are happy to say that Land of Lions will be the biggest DLC for Anno 1800, including a new session and continent, new citizen tiers, buildings, production chains and quests. In a new storyline, you will travel to the drylands to join up with Emperor Ketema, as he works to turn his lands green.

Discover the Land of Lions later this year

You will do so using the new irrigation system, making smart use of what little existing water there is on the map to construct a network of canals and fertile patches of soil. Anno veterans will notice similarities to Anno 1404’s Noria, though Land of Lions puts an all-new spin on the timeless fantasy of making the desert bloom. We also listened to your feedback regarding the Passage, and rest assured that Land of Lions will have a deeper impact on things in the old world! We will have much more information about all the new content later this year.

The Season 2 Pass is now available!

In addition to these three DLCs, buyers of the Season 2 Pass will also receive three exclusive new ornaments when Seat of Power launches on March 24th— so enjoy your first look at the appropriately-themed ‘Palatial Column’, ‘Ploughman’s Glory’ and ‘Elephountain’.

The Palatial Column and majestic Elephountain

The Season 2 Pass for Anno 1800 (including Seat of Power, Bright Harvest, Land of Lions and the three ornaments) is now available for purchase from Epic Games Store, Steam (Update: The Season 2 Pass sadly won’t become available on Steam until Seat of POwer and Uplay, for a price of 24,99 $/ €, which will represent a saving of 9,99 $/ € versus individual purchase of the three DLCs. We can’t wait to show you more about all three DLCs, and our free Game Updates over the coming months!

The Ploughman’s Glory is a monument to your farming prowess
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