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DevBlog: This belongs in a museum!

Today, we will wrap up our deep dive debrief of the new features unveiled at gamescom 2018 with a trip to the museum, and a look at the new blueprint mode.

The Museum – Curiosity in an age of adventure and science
Franklin, Livingstone, von Humboldt… the 19th century was an age of intrepid explorers setting out to discover unknown frontiers and to uncover the mysteries of the world’s most remote locations. For the vast majority of people however, such travel was impossible, leaving them to satisfy their curiosity with travel reports or newspaper articles. Soon however, all this talk of travel and far-away lands lead to a hunger for “the real thing”, with people flocking to zoos, museums and botanical gardens to catch a first-hand glimpse of all the wonders they had read about. In keeping in this spirit of curiosity, you will be able to build your very own extensive museum in Anno 1800, offering you a second major tourist attraction to build alongside your zoo.
At first glance, the museum works quite similarly to the zoo. Unlocked at residential tier 3 (the Artisans), you start your project by constructing the main entrance/ building of the museum, after which you can start placing modules to slot your various exhibits into. Modules only need to be connected by a single tile, which gives you a lot of freedom when it comes to finding your perfect layout for the museum. During this time, it was not uncommon to display priceless antique statues in playful pleasure gardens. We try to embrace this mindset, so all the larger artifacts you can acquire will be displayed as actual 3d models in the open air, allowing you the best possible view of your collected treasures.

While the eye-catching elements of the zoo make heavy use of animated animals, the museum will have a large set of structures, such as temple ruins, antique mosaics or even dinosaur skeletons. Lower tier items such as amulets, old swords or other smaller artifacts will be displayed in special houses, which vary thematically, while still having their own unique 2d artwork. At launch, we hope to have around 80 possible artifacts to display in your museum, which will be organized into thematic sets like “dinosaur skeletons” or “proto-historical”.

Anno 1800 archaeologists and history enthusiasts can look forward to nine different sets in total, a perfect opportunity for us to hide some Easter Eggs and Anno throwbacks.
There is a lot to collect on our archaeological expeditions but we do not want spoil all the different themes and sets quite yet.

Blueprint Mode – Plan your architectural masterpiece
Working on a layout for a new industrial district or a nice artisan quarter is one thing, but if you start large scale projects such as the zoo or want to create a stunning avenue around your world fair, things can get complicated. The new blueprint mode is the perfect tool for aspiring architects, as it allows you to plan street layouts, districts or even whole cities in advance before laying down the first stones.

The blueprint mode is a rather simple but nevertheless extremely powerful tool. Once activated via your toolbar, all buildings placed will only show as ghostly silhouettes, indicating the spot for your future residence or factory. You can now take your time to work on a small layout for a few new production buildings or continue to work on your large park around the city center you always dreamed of. As soon as you are happy with your layout, or if you managed to gather the previously missing material, you can just go ahead and start constructing.

But you don’t have to click on each silhouette manually; the new upgrade tool comes in handy as it allows you to construct every single blueprint building with one click or even via drag and drop. Especially in the early game or in resource-constrained times, it can happen that you want to place a building but realize that you do not have the needed materials. In that case, the blueprint mode will automatically place a silhouette indicating that you are currently short on resources.

Placing buildings in blueprint mode will not cost you any resources or money and they will not start operating before you complete their actual construction.

The mind game when planning an efficient city layout is an integral element of the Anno experience, as construction space is as much of a resource as materials. Keep in mind that you will only be able to place buildings which have been unlocked by natural progression but that won’t prevent you from reworking your city later on of course. Of course, should you not be a fan of this feature, you will be able to disable it altogether.

What do you think about the large-scale projects like the museum and the zoo as well as new city building tools such as the blueprint mode? Are you someone who can sink hundreds of hours to create the most stunning city or is efficiency key when establishing a real power economy?

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DevBlog: Happiness

Hi guys, my name is Jan Dungel and I am the Lead Game Designer on Anno 1800. I worked on many different games in the past but Anno 1800 is an especially exciting project for me. Even compared to other strategy games, the incredibly large feature list of intertwined systems makes you realize how everything in Anno’s grand scheme is deeply connected. The setting in the era of the industrial revolutions with its many social changes is just an added cherry on top: Anno 1800 educates you, encourages smart thinking and breathes creativity.

Will you be remembered as a liberator or robber baron?
Happiness as a gameplay mechanic is nothing new to Anno fans, but as with many other features in Anno 1800, we refined the system to make it more meaningful than in any previous title in the series. But before we go into the details, let’s break down what that actually means for you.

Happiness tracks how satisfied the residents on your island are. And as freedom of choice is one of our design philosophies, you will be able to decide if your residents will remember you as a saint or robber baron, with both approaches being a valid playstyle. That means that an altruistic approach is as much of a valid strategy as exploiting your residents. To make that possible, we changed one important rule in the Anno formula: It is no longer necessary that your residents are happy in order to advance to the next tier.

With that requirement out of the way, we went ahead and re-designed residential happiness. The needs of your residents are now separated, with one part being relevant for happiness and the other being relevant for the population of your residential buildings. That allows you to just fulfill the bare minimum of subsistence needs to push your population while ignoring the satisfaction of your residents. Think about the rise of the working class, where people moved into the big cities to work in the modern factories, while often being forced to live a simplistic life, lacking any form of luxury. And still, the big cities were expanding at a rapid speed, having a hard time to catch up with the needed living space to host thousands of newly arriving residents.

Let’s look at an example. The first farmers come in because you provide a marketplace. But if you want to attract more farmers, you have to provide the different population needs such as fish or woolen smocks, which will stack up until you have the maximum amount of 10 farmers in one building in order to advance. Schnapps and a pub will surely make them happy, but they are not required in order to become part of the working class, as luxury needs won’t attract more people to your residential buildings.

Push them hard or lend them your hand
But what are the gains if you treat your residents mercilessly, or should you even care about your populace just for the peace of mind? As you are now able to advance your people based on population needs alone, you are not forced to provide luxury goods, which will save you production space and money. Imagine you want to establish a smaller production island, where you decide to maximize the profit and outcome while keeping construction space and investment as low as possible. Or maybe you have to quickly establish a working infrastructure to provide your main city with some urgently needed goods. You also might engage in large scale economic or military warfare and therefore want to concentrate your actions effectively in order to not lose the lead against the competition.

Neither happiness nor population needs are a global stat, which means that the artisans on one island can celebrate you as their savior while they desperately wait for better times to come to the next one. Remember: You can further impact the happiness of your residents when changing their workforce conditions. They won’t be pleased if you force them to harder work but on the other hand, loosening the reigns on their working conditions will make them happier at their working place.

The exact dynamics of revolting residents will be highlighted in a future blog but for now, keep in mind that happiness is separated by islands, residential tiers and even the living areas and workplaces of your population. Why should an engineer care about the exploited working class? Besides the fulfillment of happiness relevant needs and working conditions, there are other factors which might have an impact on Happiness, such as the in the Influence blog mentioned propaganda or being in a state of war with other parties.

This concept video shows the different extremes of your citizen’s happiness

Workers on strike who put your steel production on hold or farmers rallying through the streets might be an obvious downside, but how about the benefits of your satisfied citizens? Not only are happy residents are less likely to start a riot, their loyalty towards you will make them more willing to stand behind their governor’s reign when an enemy fleet besieges your island. But there is more to that- if your folks like you, they might reward you for your service with small quests or even direct rewards. If you manage to become a true hero of the people, they might even start festivities to celebrate you as a leader, which will not only affect your city attractiveness greatly but also reward you with truly exciting visual feedback. Your happy residents will also give something back to society, such helping you out with a neighborhood watch or amateur fire squads.

The different faces of happiness
Your residents have different states which show how satisfied they are with their living standards and you as a ruler. These states range from absolutely euphoric to rage against the machine, with five different states in total: Angry, Unhappy, Content, Happy and Euphoric.

A familiar element for Annoholics is the residential tiers info layer, which you can easily access by clicking on one of the residential buildings and which will tell you about their current mood. It will show you the current state and a rating how happy they are (an important stat to know how far you can go before their mood changes). The residents will also talk to you, telling you how they feel and what’s on their mind. For that, we make use of voice lines and text but also of animated portraits. By looking in their face, you should immediately get an idea how they feel, and whether they are currently happy with you or if they are concerned or angry. Besides being an important visual information layer for you as a player, it also allows us to give the people inhabiting the world of Anno 1800 some real personality:

This mock-up gives you an idea of how the Happiness UI could function in the game

You write your own story
The new Happiness system adds a few more wheels to the complex machinery and together with other features such items for specific public buildings, influence or working conditions, which make Anno 1800 to a real sandbox experience. What do you think about the changes, are you looking forward to play around with the many different systems, do you have questions or feedback with us to share?

 

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DevBlog: Influence

Hello Anno fans! My name is Erwin, and I work on the game design of Anno 1800. As a player myself, I have a fairly competitive mindset. I love attempting to gain an edge over other players or the AI where I can, especially when I am given the freedom in how I gain this edge. For this reason, I am very excited to talk to you today about a new feature we are introducing with Anno 1800: Influence!

Anno is many things to many different players: it’s a city builder, an economic simulation, tense naval engagements against both human and AI opponents- and that is only scratching the surface in terms of Anno’s unique gameplay mix.
Anno players love to tinker around with all these features, creating their own strategies, tactics and setting their own challenges for themselves through various handicaps. What goals will you set for yourselves? Will you attract more residents than anyone else? Do you plan to exploit your workers and production lines to their fullest? Or maybe you will reach just one more company level before it is time to go to bed? And if all else is too easy for you, you can of course always stack the deck against yourself with a crazy challenging map and game setup.

Tying into this freedom of choosing your own playstyle and what challenges you want to tackle is the Influence system. With this feature, we want to both challenge grizzled veterans who are looking for interesting new ways to play, while helping to ease new players into the complex gameplay systems of the age of industrialization. It also encourages and incentivizes players to experiment with different gameplay styles, adding to the game’s overall replayability (which is a high priority for the team).

Influence: A resource that defines your playstyle
Influence is a new global resource, which you can invest depending on your playstyle, for example by raising the production limits on certain buildings or units. This allows players to go all in on certain aspects of the game. Do you have ambitions of becoming a feared warmonger, fielding the largest fleet of mighty dreadnaughts the world has ever seen? You can- just be prepared that you will not be as successful a trader as another player will who instead choses to focus his influence in that area.

When setting the initial construction limits for buildings and units, we take the community feedback we have seen on the Anno Union and our forums into account. It is important that you as the player should never feel too restricted, even if you chose to invest all of your influence in just one area. That is why you will be able to dabble on all areas of the game a little bit; it is only after you reach a certain threshold that you will need to invest influence points. The goal here is clear: the system should feel empowering to the player, asking them to make interesting gameplay decisions without feeling too restricted.

When you start a new match, you will have a set amount of influence that will slowly grow over time as your company level increases. A familiar system for many Anno players, the company level is a representation of the players overall success, determined by the total population of residents on your islands. So whether it is growing your main island or expanding across the world, the growth of your empire will provide you will additional influence that you can invest.

Unlike gold, influence as a currency does not deplete; it is instead a pool of available points that you can allocate freely in the various categories. Think of it as an investment: If for example your trade fleet is not delivering results as hoped, you can remove some of the influence used by it and instead allocate it in another area such as harbor defenses. With this kind if freedom, it is also crucial that players never feel punished for making “the wrong choice”. It also adds a lot of dynamics and meta-narrative to your games, allowing you to react to aggressive moves by an AI opponent or the unpredictable actions for your human multiplayer opponents.

Investing influence in a certain category will grant you titles, which both work to help other’s in the game known what they are facing (someone with a military title is likely not planning to keep things entirely peaceful) and to provide you with useful global buffs.

How it all works in the game

By now, you are probably very curious of how the system works during the moment to moment gameplay. As discussed, you will be able to freely use your available influence points in a variety of categories, each of which is related to and supporting a different kind of playstyle.

Currently, we are planning to have six such categories: Propaganda, Trade, Military Power, Optimization, Culture, and Expansion. However, please keep in mind that the feature is still heavily under development and everything might be subject to change, as we try to allow interesting customization options while still keeping categories meaningful and not convoluted.

On a base level, investing Influence points in one category allows you to expand your building, unit, and module limit. But here comes the catch: If you spend enough influence in one category, such as 50% of all your points, you will get a global buff, which additionally empowers and enhances your playstyle. We also want to support hybrid playstyles, which would allow you to not only rely on one big global buff but also give you the option to split influence on different categories to gain several smaller bonuses. That opens the gates for really interesting strategic combinations.

To give you an idea, investing in Optimization will allow you to expand your public building limit, which is currently three buildings. By investing points, you can easily add many additional items to your guildhalls and harbor offices to optimize your economy further. If you invest the majority of your points into optimization, the title granted will further buff the effectiveness of your public buildings. Investing in Expansion will allow you to settle on more islands and affects the amount of routes you can create to move your workforce between settlements.

A giant armada or enough public buildings to boost your whole city
The categories themselves are also divided into different sections. For the Military category, you can either spend influence to expand the maximum number of warships or defensive structures. This allows some interesting combinations; for example if you spend all your influence on warships, you will not only be able to create a huge fleet but your global buff will make your ships even more powerful. On the flipside, it would leave your islands defenseless apart from these ships, as you would need to rely on a smaller number of coastal defenses. You could also split it up equally, allowing you a decent fleet of ships and strong harbor defensed. Alternatively, you just invest a crazy amount of points into military defense or split it with other categories, to be able to defend yourself while also optimizing your economy. As you see, completely specializing makes you a force to be reckoned with, but cleverly splitting your investment on the various categories makes you a true jack of all traits.

Culture will allow you to invest in projects like the zoo, which will allow you to increase the number of modules and push your attractiveness when you spent enough points to benefit from the global buff. To give you a better idea what we are talking about in numbers, we are currently planning with around 10 free modules before investing influence. We think that this is a high enough number to allow players to create a varied and great looking zoo; if however you want to create an entire zoo island with dozens of modules (“Welcome to Anno Park”, anyone?), you should be able to do this with your influence. And before you ask: Ornamental structures will be free, as we think that the space they take up on your island is investment enough.

Influence becomes more and more relevant, especially during the end game of an Anno 1800 match. However, Influence is not limited to expanding unit or building limitations.
Propaganda will allow you to influence and manipulate the populace in various ways. But as it is tied to another new feature, we cannot talk about it in detail right now. We think that this additional new feature deserves its own dedicated DevBlog further down the road.

So what do you think?
Influence is still heavily work in progress, so the balancing is of course still far from final. However, the Anno Union will come in handy to balance the game, especially some of your larger future focus tests.
We are looking forward to your feedback about the new Influence feature, so let us know in the comments below!

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DevBlog: All about items

Introduced with Anno 1404, items have proven to be quite popular among Anno fans, so we decided to significantly expand the system for Anno 2070. It’s a feature which was missed by many Annoholics in 2205, as items did not make a return for the latest game in the series. With Anno 1800, we will not only bring this beloved feature back to the table, but thanks to added functionality it will be better than ever.

All about the items
Most Anno players develop (and tend to stick to) certain tactics after playing the game for a while; some straight forward, others way more elaborate than  simply focusing on trading or total domination of your enemies. As Anno 1800’s core gameplay gains increased complexity as you advance through the game, you can think of items as the control dials to modify your production chains, spice up your tactics with unique abilities and generally being a fun way of boosting your preferred playstyle.

Despite being seemingly straightforward, items can have a major impact on many aspects of Anno 1800. Today, our Senior Game Designer Christian will show you how they work and how items will impact your experience in the age of industrialization.

Let’s get an overview
Most gamers will be familiar with the general concept of “items”, as they are a big part of most of the popular video games out there. Usually they tend to be something player characters can use to overcome various challenges. For a strategy game like Anno 1800, that seemingly simple concept is used a bit differently. In many ways, buildings act almost like characters in Anno games, with their gameplay impact directly influencing the world around them. As you slowly build your empire, ordering the construction of more and more buildings, they directly reflect your actions and impact on the game world.
Most items in Anno 1800 modify the functionality of your buildings. Certain buildings can slot items to make use of the items’ effect in their area of influence. Currently there are three such buildings planned: The guild house impacts production, the town hall is responsible for your residents and city services and the harbor office can, among other things, grant you benefits when trading with other parties. Each building has its own influence radius and you will be able to construct more than one of each of them to affect different districts of your city. There is however a limit to how many of these you can construct, though that limit is expanded as your city grows over time.

One example of such an item could be a hard-boiled constable who will boost the effectiveness of your police force in that district. Other special buildings like the zoo will also make use of items. Here the effect works slightly different, as the zoo can be a major boost to your city attractiveness, without impacting the productivity of other buildings.

An item for any situation
We are currently planning to have a total of four different item categories in Anno 1800: cultural, specialists, consumables and machines. Each of these categories serves a different purpose, and may be tied to different gameplay systems.

Cultural items – the industrial revolution and the rise of the middle class greatly expanded the intellectual horizon of the people. Fueled by an interest in history, art and exotic places, cultural items can boost the attractiveness of your city significantly. Your newly opened zoo won’t attract many visitors without exotic animals to show off but acquiring them might be an adventure in itself…
Specialists – Gifted talents, inspiring personalities or visionary scientists. Specialists are unique visitors who might have been attracted by the attractions and marvels of your aspiring utopia. While a seasoned journeyman might simply boost the production of one of your workshops, infamous adventures are up to the challenge of capturing the rarest of animals, while a long-serving captain can turn the tide of a battle with his special abilities.
Consumables – And are there really problems that cannot be solved with some good, old-fashioned dynamite? Consumables are items with a strong influence on the game world but are limited by factors such as time or limited usage.

Machines – Your workers had heard rumors of course, but nothing could have prepared them for the astonishment of seeing an automatic loom working in your sails factory for the first time. Machines reflect technological advancements of the 19th century and how the rise of the machines paved the way for the modern industry. Naturally, they will be at the center of your attention when you want to boost your production buildings and factories.
There are a few more layers to the items system. Military items, for example, are not their own category but will fall under one of the above types, such as said seasoned captain who comes with his own special abilities or special armaments to surprise your enemy with superior weapon technology.

Rarity and gameplay value
Items will have different ratings, which determines how hard they are to acquire and also represent how effective and even unique their abilities are. While the most common items might give you a straightforward boost, rare items might come with unique effects or special abilities.

We will have five different rarity ratings in total: Common, Unusual, Rare, Remarkable and Extraordinary. While you will be able to just purchase common items from traders, the hunt for the most coveted objects and special personalities will lead you through quests and other challenging tasks. The attractiveness of your city is another way of acquiring specialists, as some special visitors might be among the tourists which decide to settle down on your marvelous island.

But being rewarded for your picturesque metropolis with exceptional personalities is only one of the new features to collect items in Anno 1800. How you can get your hands on the most exotic antiquities, animals and other rarities will be a topic for another future blog.

While there are various different ways and tasks, all of them will be solely acquired through gameplay.

Final words
Complexity is an important pillar of Anno 1800 and with that in mind, we wanted to expand the functionalities and variety of our item system. The new system gives you tools which are not only fun to play with, but we also wanted to ensure that acquiring rare items will be a fun task in itself; be it through challenging quest, as a reward for your great efforts to make your city beautiful or by other means which we haven’t even talked about yet!

With the release of the game, we will have a vast amount of different items, from the must have basics to pieces with quite a unique character. We are interested in your ideas about the new item system- what do you think is a must have or do you have some truly inspiring and creative ideas to share with us?

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DevBlog: Beauty Building Part 1 – City Attractiveness

Anno is a strategy series that asks its players to manage complex economies and to build vast cities. Since its the beginning, the franchise has always occupied a special place in the hearts of players who love spending hours creating stunning city dioramas from different eras, be It futuristic or historic.

While past Anno games have offered a variety of aesthetic buildings and ornaments to support that playstyle, the focus of the core gameplay always favored efficient city layouts and optimized production chains. With Anno 1800, we finally want to give those players with an eye for beauty the option to turn their beauty building into a valid and rewarding playstyle.

City Attractiveness – Power to the beauty builders
With Anno 1800, we are introducing a new system called “City Attractiveness”, which assigns every island its own attractiveness rating, which will affect various aspects of the gameplay.
Six different criteria will have a positive or negative effect on the overall attractiveness level of your island. Three positive aspects will raise your level when reaching a certain threshold of points, while the three opposing negative ones can cause a downgrade of your city rating.
This will elevate beauty building to an engaging endgame activity where reaching the highest attractiveness level becomes a challenge in itself. Reaping the harvest of your efforts will be quite rewarding, as it gives you access to special benefits such as unique visitors, among them specialist which can boost certain aspects of your city.
Let’s talk about the three different positive criteria first, as they give a good overview how you can actually influence the beauty of your island:

Culture: The cultural rating consist of all the cultural elements you have placed on your island, such as ornaments and cultural buildings. With that, you can not only boost your rating significantly with a well-planned park area, but can also benefit from transforming otherwise wasted spaces between production buildings with small ornaments and decals. Large projects like the world fair or special attractions like the zoo will not only be popular destinations for your own residents, but will as also attract generous visitors to your metropolis.

Nature: The industrial revolution changed not only our society, but also the surrounding environment significantly. With the expansion of modern industry, untouched and serene nature increasingly became a rarity. Every bit of natural landscape left on your island will benefit the nature rating which will naturally go down as your expanding city takes its toll. We will go more into detail about the nature feature at a future point, but we are planning that the player can have a direct impact on that rating by deciding to make room for Mother Nature by removing industry and other buildings.

Festivity: You remember how we emphasized that you are the writer of your own story and that your actions will decide if your people will see you as their progressive savior or as a robber baron? If you care about the happiness of your residents, supporting all their needs and providing them worthwhile distractions and attractions, your people will show their gratitude. Celebrations held by your happy citizen or from events such as the grand opening of the world fair will boost the attractiveness of your city greatly and impress tourists on your island. Similar to city incidents such as the Riot, celebrations will get a lavish visual representation.

The three positive criteria cover a variety of ways how maintaining a pleasant look-and-feel of your city will attract visitors. But rather than just adding attractiveness points in a linear manner, there are also three criteria which will have a negative influence and could even downgrade the attractiveness level of your island:

Inelegance: Certain buildings are simply not a good looker. A strolling pedestrian might not be very font of the scent of a pig farm and the remnants of ruined buildings will damage the scenic look of your city. The system calculates the amount of unpleasant, noise producing and even smelly buildings- the odor of a 19th century soap factory is something for the faint of heart, or stomach.

Pollution: Every production building has a certain pollution factor, indicated by a variety of visual feedback. While some smaller production and manufacturing buildings might only blow a small amount of white smoke out of their chimneys, the black clouds coming from full-blown industrial districts are not kind to the lungs of your residents.

Instability: City incidents such as groups of demonstrators rioting through the streets are a rather unsettling experience. From civil unrest to blazing fires, every kind of incident will have a negative impact on the attractiveness of your city, albeit a (hopefully!) temporary one.

Find your own playstyle
Influencing criteria creates a balancing act, in which every positive aspect has its own counterpart. You can imagine them as three axis: culture against inelegance, nature against pollution and festivity against instability. Here are a few example how this can encourage a certain playstyle:

Culture versus Inelegance: Will you spend time to beautify your city with ornaments and cultural buildings or do you not care about that, leaving ruins or dirty buildings on your island. The fundamental question: are you a beauty builder at heart or someone who does not care about the aesthetic look of your city?

Natural Landscape versus Pollution: While humankind was always interfering with Mother Nature for its own needs, it was the industrial age where exploitation began at a previously unimaginable scale. Do you want to be the magnate, repressing nature for your steaming industrial machine, or an idealist who wants to preserve the slowly dwindling natural landscape as much as possible?

Festivity versus Instability: Are you a progressive thinker, who roots with his residents like a father who takes care of his children or the robber baron who dominates everyone for power and profit. It’s up to you how your residents will remember you.

While every positive criteria has its own counterpart, it does not mean that you have to strictly counter one element with another. Your city can be a true sanctum for culture and architectural wonders while an ocean of industrial chimneys belches black clouds into the sunny sky. As the attractiveness level is an accumulated value, you don’t have to reduce the amount of factories to benefit your cultural buildings; your marvelous parks can also be supported by the natural habitat of a nearby mountain range or by happy citizen celebration their benevolent governor.

You tell your own story – you create your own playstyle in Anno 1800
With our new feature, classic endgame activities such as controlling the worlds economy or military domination get additional company and with that, expand Anno’s gameplay quite significantly. 
We want to create a meaningful gameplay feature for every Anno player, where keeping your city at a high attractiveness level is a challenge with different rewarding outcomes. Moreover, as we always like to emphasize how the world of Anno shall remember your actions, the attractiveness level will affect your reputation and standing with other second party characters.
We briefly mentioned visitors and large-scale projects like the zoo. Only two of the many features, which are not only new to the world of Anno, but are also intricately connected to the city attractiveness of your island. With our next DevBlog, we want to talk about another fundamental, albeit more familiar feature in Anno 1800 but we will come back to you with the second part of the beauty-building highlight in the very near future.

While you probably picture visitors strolling around your parks, leaving a small fortune in your cities treasury, we are curious about your comments on the new feature. As you might see, it is a significant addition to the gameplay and such your comments can become a valuable pool of ideas and feedback for our team. We are looking forward to your comments!

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