DevBlog: Attributes & Building Buffs

Your population is always demanding something new: food, clothes, public buildings, … what do you get from it? Why fulfil all these demands?

Well, alright, because it’s part of the core gameplay-loop of course; but also cause each need you fulfil gives you something in return: citizens pay more taxes, have a lower chance of setting their own houses on fire or are simply happier and less prone to rebel against your glorious governorship.

These bonuses of needs and – as you’ll soon see – also buildings we call “Attributes”.

In today’s DevBlog we will take a look at how we handle these attributes in Anno 117: Pax Romana and how we spice it up with a new little puzzle system.

If you haven’t watched our livestream on the topic, we also recommend to check it out here.

Attributes General

Anno veterans know: attributes are nothing entirely new, things like income, happiness or population have already been a part of past Anno’s and picking which needs to fulfil first and which additional happiness needs (Anno 1800) to fulfil for bonuses are a part of progression strategy.

 

In Anno 117: Pax Romana, attributes are values provided by different buildings, but to large parts by residences and are primarily increased by fulfilling their needs. Let’s use an example and reference the topic of “Optional Needs” which we have discussed in the previous DevBlog.

Providing your Tier 1 residents with Fish (+1 Population, +1 Income), Tunics (+2 Income) and access to a Market (+1 Population, +1 Income) means all residences supplied this way give you +2 Population and +4 income total (and the residence is now upgradeable).

If you provide them with Porridge (+2 Population), Pileus (hats) (+1 Income, +1 Happiness) and access to a Tavern (+1 Population, +1 Happiness) on top, each residence will provide you with the total following attribute values: +5 Population, +5 Income, +2 Happiness.

(Please note: as we are still very much in development, these and any other balancing values mentioned throughout this blog might still change.)

You can check which kind of attributes each residence is currently providing for you and each respective island directly via the object menu of the building.

Let's look at a slightly more advanced example. It wouldn't be an Anno game inspired by ancient Rome if there was no wine! Alternatively, however, you could also fulfill the food need with cheese... but cheese is produced in Albion, requiring expansion to a new province and a trade route to import the sought-after product to Latium. Provide one? Provide both? The choice is yours. And what could those yet unannounced attributes be...?

It’s not just happiness, income and population, though: we also include fire safety, health and some others (that are related to features we haven’t talked about yet) in this attribute group. Having such a wide range of different attributes and linking them to the needs system means, that we have more options to work with for the needs – and you get a larger number of choices to fulfil the needs that make the most sense for your playstyle or the island’s current situation.

We also want to provide more overall visibility on your islands’ “values” , and therefore now list all these attributes and the source of e.g. the -100 fire safety points in detail in a dedicated bar at the top of the screen. This will make it much clearer to you what’s contributing to the positive or negative value and will help you address e.g. the low fire safety by moving buildings or adding new ones.

Let’s take a closer look at what has an impact on said attributes.

Attributes Details

Of course, needs are something we have already touched on in far more detail in our DevBlog on “Optional Needs”. We highly recommend checking out how needs are handled now in Anno 117: Pax Romana and how we increase your flexibility in regard to with which types of production chains you want to engage with, how fast and where you want to expand to and how this helps you setting your own level of game complexity.

Fulfilling needs plays the main role in how you make money and increase your population: all attribute values a residence provides are dependent on the needs they are supplied with. Higher-level needs also provide higher attribute values, both for fulfilled needs and as buffs (if they’re buildings – see the “Building Buffs” section below).

We always try to link the attributes of a need narratively to the object in question, so that soap – besides increasing your income – also increases the health attributes of the residences supplied.

 

We also differentiate between two major different layers for the attributes: island values and global values.

An island value impacts island-related features like incidents (fire safety, health, happiness) or workforce, while global values (like province-wide population) unlock new buildings and needs. Income of course also is a global value that can be accessed from any province or island.

 

Finally, on the topic of calculation, attributes are calculated with decimals and then summed up over the island (e.g. 10 houses with 10% fulfilment provide 10×0,1=1 income), so you’re not losing out on partial values. We’re only rounding numbers for displaying it in the UI, meaning, an income of 1,1 provides 66 money per hour, not 60.

While workforce is linked to your population (or rather: the population attribute of a residence), it’s calculated via a workforce factor that’s also displayed in-game: not every citizen is a worker.

There'll be 8 attributes in Anno 117: Pax Romana. Income, population, happiness, fire safety, health, and... three others which we'll talk about in the not-so-distant future.

Building Buffs

But wait, we basically only talked about the impact of needs on the attributes of your residences. However, those aren’t the only things that have an impact on your attributes. Let’s talk about “building buffs”.

At the core, this also isn’t something entirely new, since e.g. a fire station already existed in Anno 1800. It increases the fire safety in its vicinity and helps should any fires break out after all. This principle exists the same way in Anno 117: Pax Romana, but we’re now providing more visibility on the fire chance in your city: In the aforementioned attributes bar at the top, you can see how high the fire safety of your island is, which buildings have a positive and which have a negative impact.

The fire station (or Vigiles in Anno 117: Pax Romana), therefore is a buff building.

Similarly, a public service building essentially also provides a buff to residences within its area: if it’s a residence need, it counts towards its fulfilment and gives attributes. If it’s not a need, it still provides additional attributes to the affected residence (and other buildings in its radius)  in the form of a status effect.

What’s new in Anno 117: Pax Romana, however, is that production buildings now also provide buffs (and debuffs) to buildings in their vicinity.

Let’s use the bakery for this example: Within a certain radius around it, the bakery provides a buff of +2 income and a debuff of -2 fire safety to all buildings. This leaves you with the interesting choice of where you want to want to place it: somewhere outside where the reduced fire safety may only impact a few other production buildings? Or in the city to make the most of its income buff?

Other production buildings similarly come with a range of buffs and debuffs which can greatly impact your island attributes. The intention here is to give you something else to puzzle with within your cities and to further home in on the attributes that you need most.

This buff is always applied to all buildings within its radius, which you can already see while constructing the building in question:

Need more money? Well, you'll have to accept lowering the fire safety attribute as well.

As mentioned earlier already, we try to tie the attributes narratively to the object they’re originating from, and anything with an open fire naturally is a risk for any city. Please be careful.

These buffs are non-stackable, meaning that the hat maker, for example,  will only give residences +1 income, multiple hatmakers in the vicinity do not provide the income buffs multiple times

It’s also important to note that the building in questions needs to be functional (e.g. neither damaged/destroyed nor paused) to apply the buff – and production buildings have a productivity threshold which decides if the (de)buff is applied or not.

And finally, to answer a question from previous week’s livestream: Supplying the need to a residence (e.g. hats, to receive +1  income and +1 happiness) and the residence being in vicinity to the production building (+1 income) count as two separate buffs, meaning, the result here would be +2 income and +1 happiness.

Outro

This concludes our two blogs on the topic of Needs and Attributes, which essentially are an evolution of the systems our veterans know from previous Anno games. The Building Buffs are a new feature, which we hope has an impact on your city building strategies.

The Needs Attributes are also closely tied to for example incidents (fire safety, health, happiness) and ways to reduce the chance of them happening, workforce and its relationship to your military (ships require workforce to be built) and some more features which we will talk about in the coming months.

To summarise, our goals are more choice for you which needs to fulfil, greater transparency on the different island attributes and more ways to influence said attributes if you want to get the most out of your cities and production chains.

We’d love to read your comments on these changes and are also happy to answer any further questions you might have on the topic. Leave them in the comment section!

DevBlog: Fulfil Needs Your Way

Sometimes playing Anno feels like being a bird parent trying to fulfil the needs of the ever-demanding offspring: Your citizens want clothes, they want sausages, beer, carpets, pasta and energy drinks. Let’s also not forget the marketplace, tavern, laboratory or the concert hall.

Granted, your citizens pay taxes (usually) to make up for the hassle, but they really make you work for that.

In short: needs are a core aspect of Anno gameplay loop, you fulfil them to make money, to make your people happy and to level up residences in order to progress through the game.

 

Want to see us talk about today’s DevBlog subject? Then have a look at our past livestream from April 15th!

Needs in general

This hasn’t changed much in Anno 117: Pax Romana, on first glance: We still separate needs into two types: consumption needs and service needs.

The former require the player to produce goods (e.g. Porridge) in certain quantities which are then consumed by the residence. As long as enough goods are produced, the need fulfilment slowly rises to 100% and the need is considered fulfilled.

As in past Anno games, the consumption is always calculated for the whole island (“island demand”) and goods are consumed directly out of the island storage. Like in Anno 1800, you can also pause needs (which also pauses the consumption of the respective good).

Service needs are fulfilled via public service buildings. Accordingly, they are fulfilled by the residence simply being within the radius of the service building.

 

If you’ve played any of our previous games, all of this should feel familiar, just like the next part: Fulfilling needs is how you advance through the game. If you fulfilled enough needs, residences can be upgraded to unlock the next population tier, as well as new buildings and production chains.

The actual activation of a need (i.e. when the people demand for it and start consuming it) is tied to the amount of population of each tier of an island.

Making things optional

Alright, so, but what has changed?

A quick look into the object menu for any residence building will immediately make our Anno veterans stop: needs are ordered in categories! Let’s compare the needs of the Farmers from Anno 1800 with the needs of the Liberti from Anno 117: Pax Romana.

These changes in Anno 117: Pax Romana we sumarised under the feature name “optional needs”.

The different types of needs now all belong to one of multiple categories, for example food, fashion or public services. Higher population tiers have additional need categories that unlock as you progress.

Providing a residence with any kind of good will contribute to the overall supply value of a category. Reach the required supply threshold in all categories and the residence is ready to be upgraded.

 

Let’s dive a bit deeper into these supply values with two colleagues from the Game Design team: Christian, Senior Game Designer and Jan, Game Director.

Each need has a certain supply value for a category. For example, delivering porridge OR sardines to our residents is equal to a supply value of 1 each. Luckily, the supply threshold for food for the Liberti tier also is exactly 1, meaning we can already consider this category “done” by simply supplying one of the two food needs. If we now also fulfil the “fashion” and “public service” category, we can level-up this residence.

The food category of the Plebeians, however, has a supply threshold of 3. Even if we supplied both sardines and porridge, it wouldn’t be enough. We will have to set up at least one of the new food production chains to reach this threshold.

As a general rule, the supply threshold of a category is always lower than the sum of all supply values of a category – and it will increase with each upgrade of a residence. That means, you will not need to provide all the needs of a category and not setup all the production chains at your disposal, but you also can’t just stick to only providing the lowest (and easiest to produce) type of need in a category.

To visualize this a bit better, have a look at the object menus of a Libertus and Plebeian residence side-to-side. You can see:

  • Each needs category has a certain minimum threshold, split into multiple bars
  • Each need has a certain value, also represented by bars, which feeds into the category threshold
  • The food category of Plebeians has a higher threshold than the Libertus food category
  • Fulfilment is represented in green (regular) and golden (more than minimum)

As you might have guessed from the context already, however, upgraded population tiers keep the needs of all previous tiers. Your early game goods and public buildings will therefore continue to be useful, and you can decide if you want to reach the supply thresholds of the different categories by also fulfilling multiple lower-level goods or fewer higher-level ones that each provide higher supply values.

You can’t provide lower-level population tiers with higher-level goods or services, though.

 

What happens if you provide a residence with more than the required supply threshold, you might ask.

Well, let’s first take a closer look at the individual needs: Each need, no matter if a consumption need or a service need also provides certain attributes.

For example, providing your residents with sardines gives you +1 income and +1 population per residence, while providing them with porridge gives you +2 population for this particular residence. Garum (a need of the second population tier in Latium) gives you +2 income and +1 happiness for said residence, just to name another example.

Accordingly, assuring more than the minimum supply for a category means the respective residences also receive additional attributes – providing both sardines and porridge nets you +3 population and +1 income from the food category per residence.

When a consumption need is only partially fulfilled, you also only receive a part of the attribute bonus (e.g. only +1 population instead of +2 when fulfilling the porridge need only to 50%). At the same time, however, this also means you can reach the supply threshold of a category by combining several partially fulfilled needs.

 

These “needs attributes” in Anno 117: Pax Romana encompass more than just income, happiness and population and require some more explaining. Today, we’ll leave it at this since it’s enough to understand the basics of the “Optional Needs” feature – and go into more detail in a separate DevBlog soon.

Implications

So much for the “how”, let’s take a look at the impact of these changes on the game and the answer to the “why” question.

Firstly, something we have already alluded to earlier in this blog: choice and flexibility.

This was especially important since we wanted to let players choose the level of complexity for the game themselves. The goal here is to give enough choice that both veterans as well as newcomers can enjoy Anno 117: Pax Romana, and for the latter to slowly grow into their role as governor.

With a lucky combination of fertilities on your starting island, you might even be able to continue to progress through the population tiers there for longer, allowing you to stick to fewer islands and only expand later, if you so desire.

This focus on choice also impacts the type and complexity of production chains you can pick: how many complex needs do you fulfil? Will you go for fewer but more complex production chains or more but less complex ones? Which ones take up more space?

Another point of choice also related to the provinces: As already announced last year, you will be able to start in either of the two provinces at the start of a new game. With the optional needs system, you will be able to remain in a single province and still reach the highest population tier by solely relying on providing needs that you can produce locally.

Higher population tiers mean more needs – and more choice! Let’s compare the needs categories of a Libertus with that of a Plebeian. As mentioned earlier, there’s also a fourth category added now: household goods.

As mentioned, it was equally important to us to provide challenges and reward experienced players if they provide their citizens with more than the minimum of needs category. The additional attribute bonuses will help you sustain ever larger cities and militaries, compete more effectively against opponents and strategically grow your influence in both provinces by, e.g., taking key islands.

Making use of both provinces will therefore provide different rewards and options. As will Romanising your population in Albion – if you manage to provide them with goods imported from Latium – and following both the local and the Roman path at the same time.

 

Lastly, this system also gives us as developers more flexibility: new content and new needs can be integrated into the game much easier than it has been the case in Anno 1800. It gives you more choice and makes expanding the game easier for us, if we’re looking at the topic of “postlaunch”. And we already have more different needs in the basegame compared to Anno 1800!

Outro

We hope this has given you a good idea of the changes we have done to the needs system and how it gives you, the player, more flexibility in terms of how you want to set up your islands both in Latium as well as Albion and how you can scale the challenges of the game to a degree you feel the most comfortable with.

Additionally, there’s a cool new puzzle aspect to city building that will hopefully also motivate you to build more than the minimum required production chains. What that is? Well… that’s a topic for a future DevBlog.

Until then, leave all your questions and feedback below, we’re looking forward to your comments!

Union Update: April developer livestream

Hey Anno Community,

As you might have seen from our social post last Friday, we announced a couple of things happening in the upcoming weeks.

Back in February, during our IGN Fan Fest segment, we mentioned we would show more of the game in April… well, we got the months mixed up. The full gameplay reveal will happen during the week of 19th May.

In the meantime, what about a developer livestream next week? During this livestream, we will be talking about changes to the Needs and Attributes system with Creative Director Manuel and Game Director Jan. So, if you’re curious to more about these topics, don’t miss out our livestream on Twitch, 15th April at 5:00 PM CEST / 9:00 AM PT.

We’ll see you there!

DevBlog: Island Creation in Anno 117: Pax Romana

Salvete, Anno community!

My name is Björn Frechenhäuser and I am a Senior Level Artist working on Anno 117: Pax Romana. I have been at Ubisoft Mainz for 12 years and after Anno 2205 and Anno 1800, this is the third Anno game I have the pleasure of working on. If you’d like to see some of my work on previous installments, you can check out my Artstation profile.

Level Art can mean a lot of different things, very dependent on which company, which studio and which project you work for. It can be more centric around the creation of 3D assets and textures or the visual development and dressing of levels or storytelling in the world and its locations. So, what does it mean for Anno? In short: all of the above (and more). But either way, at the heart of Level Art is always – you guessed it – the level. For Anno the level consists of the game world and its islands, which serve as canvas for players to build their cities on.

In today’s DevBlog I want to give you an insight into how islands are being created, what our processes are and how we tried to achieve the next step after an extremely successful Anno 1800.

From Anno 1800 to Anno 117 – what has changed in island creation?

At the beginning of every new Anno game, we ask ourselves: What do we want to achieve? What do we want to improve? What do we want to drop? For us in Level Art, the mission was clear right from the start: We wanted to create the best looking, most natural, most diverse, most immersive game world in the series. Sounds easy enough, right?

Of course, going forward meant more of an evolution than a revolution because the levels are still bound by the game’s rules, the balancing of its features and the performance of our target platforms – as they have always been. During the postlaunch of Anno 1800 we started researching in different directions and in this blog, you will see some of the breakthroughs we achieved.

Procedural Texturing

In the past we had already established a procedural content creation pipeline for some aspects of our island creation process, namely the generation of the island’s terrain – you can read up on it in this older DevBlog for Anno 1800. However, the texturing process of the islands (which involves adding materials such as grass, rock, sand, etc. to your terrain) was mostly a manual, elaborate but somewhat repetitive procedure back then. Furthermore, the resolution at which our textures could be added to our islands, the so-called “texture splatting resolution”, was too low. So, with the help of our Graphics Programming department we quadrupled our texture splatting resolution for the ability to splat textures with much more control and way more detail.

Now we use the so-called “splat maps” generated together with our terrain that use algorithms that simulate aspects of nature such as erosion, thermal weathering, deposition, terrain wear and many more.

Texture Displacement

The procedural texturing already added a layer of diversity and natural look that we couldn’t achieve before, but we wanted to go further to improve how the textures themselves shape our visuals. We implemented a technique called “displacement mapping” that allows textures to not only sit on top of the terrain but change the shape of the terrain and increase its visual quality without the use of actual 3D assets.

Terrain Steepness

Another lever we wanted to pull to make our islands look more natural and realistic was playing around with the steepness of the terrain and consequently the slope on which our buildings could be built. Anno 1800 had a maximum terrain angle of 12%, which presented us a significant limit for island design.

For Anno 117: Pax Romana, we aimed to increase this angle. Researching this topic was a significant collaborative effort involving multiple departments, including not only Level art, but also Art Direction, Game Direction, Graphics Programming, Game Design, 3D Art, and Gameplay Programming. This extensive teamwork was necessary because the topic is closely related to nearly every aspect of our building system. After a lot of back and forth and countless hours of testing we decided to go for it and doubled our maximum buildable terrain slope to 24%.

With these new improvements on our toolbelt – among many others – it was time to start our journey of designing and creating the world of Anno 117: Pax Romana. Below I will show you a simplified breakdown of how an island is being created from the first to the last step. 

Island creation in Anno 117 – from simple ideas to in-game islands

Setting a course

Before creating even just a single pixel of an island, we ask ourselves some questions: What should our world look like? What expectations do we want to fulfil? What stories do we want to tell? During this phase, we gather hundreds of reference pictures and explore many different ideas together with Concept Art to nail down what look and feel we want to achieve. This is when, together with Art Direction, Game Direction and Game Design we developed our two provinces Latium and Albion. We designed their look, established their uniqueness and set the ground to develop a visual direction that would serve as a guide for our creation process.

Island Conceptualisation

The first step to creating an island is always thinking about shapes, volumes and topology. Additionally, we need to establish a set of rules with Game Design: rough island size, available construction space, required beach areas, mining lode amount, etc. Once this is done and we have all the ingredients, we can start creating the first island concepts.

Unlike Anno 1800, we start our island concepts directly in 3D, using a tool called “World Machine” which has already been in use since Anno 2205. By doing this we can already get a much better feeling for an island, and this lays the groundwork for later iterations. Thanks to the procedural pipeline we set up, we can create dozens of island concepts relatively quickly. Once a batch of concepts is produced, we sit together with Game Design and Art Direction to decide which islands are fitting to be approved for further production.

Blockout

Once an island concept is approved, we create a first playable blockout version of it to further iterate its topology and the balancing of construction areas, beach locations, mining lode amounts etc. Moreover, we do a first texturing pass to check the look and feel. Besides World Machine, during this phase we work quite a bit with our proprietary tool called “Anno Editor”, to implement the gameplay features mentioned above. Still, we stay as open and flexible as possible because we might need to make a lot of changes to the island along the way.

Visual Design

After numerous iterations of the blockout version we eventually reach a state where all gameplay and balancing aspects of the island are set and approved. Now we start working on the visual aspects of the island. A lot of the visual detail already came from our procedural workflow as described and additionally we scatter vegetation assets using a tool called “Houdini”.

Once all the procedural steps are done, our base island is ready: it’s now time to start working manually on the details and flesh out the visuals of the island by adjusting textures, placing rocks and vegetation assets, adding decals, giving more character to the topology, implementing particle effects, adding waterbodies, and so on. 

Polishing

The final step of our island creation process is a polishing pass. On the one hand, it encompasses visual polishing according to feedback we receive, adding more unique details such as environmental storytelling or adding points of interest, and on the other hand it encompasses gameplay polishing to make sure all the features work as expected (e.g. buildable beaches, mining lode, forest locations, etc.), implementing audio with our Audio team and making sure that there are no bugs occurring.

We cannot wait to see your awesome cities built on our islands, read about what your favourite (or least favourite) islands are and which of the details we so carefully crafted you discover along the way!

DevBlog: Roads & building in the grid

Not long ago we gave you a first look at how we’re handling roads in Anno 117: Pax Romana and how we improved the grid with additional functionality by allowing for diagonal building of roads and buildings. If you missed it, catch up by following this link.

In today’s blog, we’ll be looking at the challenges the team faced when making the game work with these new options and how they resolved them.

We’ll also cover a few further implications of these changes, since roads aren’t the only thing you’ll build in Anno 117: Pax Romana, of course.

A quick recap

For Anno 117: Pax Romana, we upgraded the building grid with additional functionality to allow for diagonal roads and buildings. For this, we sub-divided each grid tile into 4-subtiles, which allows us to still calculate and place objects precisely into the grid even at a 45° angle.

Building diagonally does help making both streets and anything connected to them look significantly more organic and changes the look and feel of your cities, production areas and the islands overall.

Despite these new options, our focus was to still make building roads as straightforward and simple as before, where a few clicks connect two points on the island no matter how they are orientated on the grid and where buildings snap to the roads automatically when placed nearby.

The challenges

Now, let’s dive a bit deeper into what we did to get there.

There are a few different ways to bring more flexibility into a builder game like ours, and before the project went into production, we made a prototype and tested all possibilities (all angles allowed, only 45° angles allowed, different rasterizations, different connectivity logics). The most drastic would’ve been to completely remove the grid. A clear disadvantage, however, would have been that it would have become almost impossible to play “Anno-Tetris”. Like playing Tetris without a grid, it would have felt rather strange and unsatisfying and not really like an Anno game anymore.

Once we had found a solution that seemed like it would benefit the game, we went with it.

Let’s cover a few more topics that we had to work on due to the upgrade of the traditional Anno grid:

If you build a road from point A to point B, the game has to suggest a path for the road to take – but diagonal roads mean far more potential paths for the roads. In Anno 1800 a street in an open field has only two options: It can either go first vertical and then horizontal or first horizontal and then vertical. In Anno 117, there is also the option to go first in diagonal or to end in diagonal. More options are cool, but it can be tricky to know what to use when we build streets.

We experimented a bit on this topic, trying different solutions. At first, we tried to guess the intent of the player. Depending on the mouse movements we tried to guess if the player wanted to go first diagonal, or have a 90° angle, or finish in diagonal. In practice it was not reliable enough and the player had to manually change the orientation of the street.

After a lot of tweaking and experimenting, we’ve decided to try a much simpler solution: to always first use a diagonal street and then end with a vertical or horizontal one for the second segment. Sometimes the simpler solutions are the best.

And of course, if there are buildings in between, the street will automatically avoid them.

Farm fields were also adjusted to work in this new context, now able to fill gaps that aren’t the size of a full tile. This is done via a polygon tool that can take full advantage of the sub-tiles we described in the first blog. You probably already spotted this on previous screenshots, but let’s take another look:

The wider impact

We’ve only talked about roads so far but of course any changes to the grid system also impact everything else you build – from houses over ornaments to the mentioned farm fields.

It’s also important to go back to a point from earlier and state that while these changes will turn your cities into significantly more beautiful creations, the efficiency-focused builders among you will probably appreciate to know: Yes, you are losing more space by building diagonally, for a few different reasons.

Firstly – and that’s a lesson from the Anno 1800 days: building beautiful always means “wasting” precious grids that could be used for more residences or more production buildings. Making full use of the new flexibility with diagonal roads and buildings is very much a feature aimed at players who prefer a more organic look for their cities.

Also, we are actually changing the “logical scale” of objects upon rotation. Why and how? Well, let us explain:

Since the single tiles of the old 90 degrees grid are now divided into 4 sub-tiles each, we have to make buildings fit this more detailed grid-structure when turning them by 45 degrees. This can mean slightly increasing or decreasing their size – whatever value in the grid is closer. That, however, doesn’t mean that the building itself, the house (the “mesh”) changes in size, but that the space it occupies/blocks gets larger. Its groundplane (i.e. the ground the building/ornament is placed on) automatically adjusts to make sure there aren’t any weird gaps or overlaps.

Let’s make it a bit easier by visualizing what happens on rotation in our grid:

As you can see, the objects, after being rotated, do not align with the sub-tiles and have to be adjusted first to fit the grid. Of the two options, the one closest in terms of blocked area is chosen. The side length of the 1×1 object changing so much here was one of the reasons we opted for a separate solution for the farm fields, as mentioned previously.

Even if the blocked area increases, the building itself stays the same size. Below you can see what the potential impact of the rotation and scaling can look like. These are just examples for visualization, there are no 1×1 houses 😉

As you can see here, the mesh always remains the same size, even if we have to block more space to make the object in question fit into the grid. 

Non-square buildings are handled in the same way, of course, and depending on the building the blocked area might be bigger or smaller compared to it being built in the traditional grid layout. 

Additionally, we also opted to slightly increase the width of streets (visually) so that they’re a bit wider than a single grid. With both these solutions we avoid what we had internally started calling the “green gap”. 

On average, taking advantage of the diagonal option means that you will use slightly more space.

And when we’re already talking buildings: Let’s not forget a key aspect of Anno’s city building – connecting all your buildings with roads! Production buildings don’t function, and residences don’t get their needs fulfilled if they aren’t connected to a road.

In Anno 1800, at least one road tile had to connect to the building with one of its edges. Simply being in proximity and passing by the building would not count.

In Anno 117: Pax Romana, however, with the option of diagonal roads, we are suddenly faced with more ways in which roads and buildings could interact. For example, a road can just pass by one corner of the building – do we still count it as connected?

The answer is: yes, we do. The game will also help visualize this connection by adding a little cosmetic connection between road and building (marked in blue below). This way something like the below is possible, if you so desire:

As you can see, only 45° angles count for the road connection. 90° connection as in the example on the left side, still are not possible.

Well, that concludes our two-part series on the grid in Anno 117: Pax Romana! 

We hope this not only calms anyone who was worried that we’re getting rid of the grid, but also gave everyone who enjoys a little bit of a look behind the scenes some insights into our processes and the sometimes-unexpected challenges when doing changes to something so central like the grid. 

Please let us know if you liked these kind of development deep-dives and leave any open questions you might still have for us on our social channels, Discord or Reddit, so we can address them later.  

You can also expect to see the new diagonal building options in action later on in videos and livestreams. Until then: have a fantastic Friday!

DevBlog: Modular Ships

Hello Anno Community,

As you might have guessed from the title, today’s DevBlog will focus on modular ships in Anno 117: Pax Romana. If you watched our segment at IGN FanFest, you have probably heard Manuel Reinher, Creative Director, talk about this new feature; therefore, let’s have a closer look at modular ships!

Anno & ships: a 27 yearlong cruise (and counting)

Since 1998, ships have always played a key role in Anno games: whether you were transporting tools after desperately buying the whole stock from the travelling merchants in Anno 1602 or efficiently coordinating trade routes in Anno 1800, you certainly have sailed the high seas in some shape or form while playing Anno.

It should not be a surprise to you all, then, to see ships play a key role in Anno 117: Pax Romana. However, unlike earlier Anno games, Anno 117: Pax Romana will change things up a bit with a new feature: ships will be modular, and you will be able to select different types of modules to customise and specialise them for economic or military roles.

We spoke to Markus, Game Designer on Anno 117: Pax Romana about this new feature: “The idea of introducing modular ships to the Anno was going around already for a while. With the Roman setting we had the perfect platform to do it, since it is very true to how the Romans themselves built their ships. In Anno 1800, we made good experiences with the ship items and wanted to build on the experience of customizing your ships to the specific tasks you had in mind for them and represent your choices also in the visuals of your ships this time.”

Thus, just like Romans, in Anno 117: Pax Romana you’ll build your ships modularly: this design is historically inspired by their building techniques. Romans typically constructed their ship hulls with a flat deck and then attached different modules to them.

Ships: how do they work?

“They float on water”, you might answer. That’s true, however, we are not here to discuss physics.

Just like previous Anno games, you will build ships in the Shipyard. When opening its menu, you’ll be offered a list of pre-designed ships. Upon selecting and clicking on a ship, you will initiate the construction phase and consume the resources needed; the ship production, of course, will also require time. During this phase, the Shipyard will cost workforce and money; if the workforce is insufficient, the construction speed is reduced, resulting in longer production times.

In the Shipyard construction menu, you’ll be able to choose between three different types, based on the size of their hull, that you unlock throughout the game:

  • Penteconter – small ship
  • Trireme – medium ship
  • Quinquireme – large ship

It was interesting to see how the Romans built their ships. Roman ships had no straight lines, but they had fluent shapes, quite curved – and it’s really hard to model this into the game. So, we needed to simplify them in order to make them work.

-Rolf, Expert Artist

The new modular system

If you feel that none of the predefined ships quite suit your needs, then it’s time to customise them based on your preferences and requirements.

When it comes to the customisation of your ships (aka modularity), the hull will influence the number of modification slots your ship gets. Slots determine the cargo capacity of a ship and can be used to install modules. However, larger ships also mean slower acceleration – something you’ll need to keep in mind when preparing your fleet!

  • Penteconter: 2 modification slots
  • Trireme: 3 modification slots
  • Quinquireme: 4 modification slots

By adding modules, you will influence different aspects of your ship: its stats (e.g. health points, speed), its function (e.g. naval combat) and, of course, its appearance.

There are multiple types of modules that you can use, each one with a different feature:

  • Mast: additional speed when sailing with the wind on long distances, reaching higher max speed and higher speed when sailing between regions
  • Rows: additional speed, reaching higher minimum speed and acceleration, with smaller turn radius; it’s perfect for short ranges and combat
  • Reinforced Hull: additional HP
  • Archer Tower: shoots many small arrows in all directions on short range
  • Scorpio: shoots high-precision spears and deals high damage mid-range, only on the sides
  • Onager: Shoots rocks with high range and highest damage, but low accuracy and towards the front

With the construction menu, we wanted to show the player a preview of the ship configuration while setting it up. However, it was not feasible to only use regular 2D elements like Icons in the UI, as it would either look too simple, by just listing the elements, or too complex, by trying to show a preview in 2D which follows the exact same rules as the ship would follow in game. Therefore, we tried to show the full 3D model of the modular ship in the UI, the same as it would show up in game when built. That worked quite well, and we are going with that approach since then.

-Jannis, Gameplay Programmer

When building your ships, there will be some limitations in place. Each module can only be built a limited number of times per ship; for example, on a trireme you’ll be able to build only a maximum of 2 catapults or archer towers. If you like numbers, you might be interested in knowing that for a penteconter there will be up to 16 different combinations of modules, 60 for a trireme, and 114 for a quinquireme.

Once you finish adding modules to your ships, the cargo slots will be calculated from its original capacity minus the used modification slots. Each module always takes up exactly one cargo space slot. However, to ensure that ships always retain some cargo capacity, we have made sure that a certain number of cargo slots remain free and cannot be used for modules.

Be careful, though: you can choose and modify modules for each slot only during ship construction – once the ship is built, you won’t be able to modify its configuration anymore. And if you’re wondering: yes, you will be able to save your ship configurations! Each Shipyard has 2 slots per ship type, this means 6 slots in total. If you want to have a third custom ship, you will need to build a new Shipyard.

Modular ships and Items

We know what you’re about to ask – what about Items? Yes, just like in Anno 1800, you will be able to equip Ship Items. For example, each of your ship can have its own Captain equipped on board! But let’s not get ahead of ourselves, we’ll talk about this in more detail in the future.

Dev insights: some behind-the-scenes about the modular system

As you can imagine, implementing this feature came with its fair challenges – from different points of view. When it comes to Game Design, for example, Markus mentioned that it was crucial to design the system in a way that it as flexible as possible without breaking any logic or visuals, while keeping it simple and intuitive for players to use.

For the art team instead, one of the challenges was to understand how big a ship module should be in order to be compatible with the beloved Anno grid. It might not seem obvious at first, but just like roads and buildings, the grid applies to the ocean too – that means that ships move within the grid. “This required a lot of back and forth: first we prototyped by building simple grey blocks and figuring out if that measure worked in the grid, then we made it work visually.” – Rolf, Expert Artist

 

Jannis, Gameplay Programmer, told us about the challenges they faced to create a system that is flexible and at the same time easy to maintain. “The placement of modules on the ships is dynamical. As the number of possible combinations is quite high it is not possible to create static files for all combinations, but we have to create the ship dynamically on runtime in the game when a ship is created, as in we calculate on which positions which slot gets installed and place it visually and logically at that slot index.

How this happens is defined by a few rules that we had to iterate on a lot. Furthermore, we had to split the system into a logical part: ‘where and how should modules be linked to?’, and a visual part: ‘which 3D models are used in which situations?’. For example, a mast at the front of the ship has to look different than a mast in the center of it. This allows us to efficiently set up modular ships, validate each possible configuration and create different visual variations e.g. for special participants such as pirates.”

This means that, not only does each module have a different feature, but they also have a different priority in relation to other module types. This priority influences the slot the module will occupy when the ship is configured: each module has a preferred slot to be on; however, if the slot is already occupied by a module with higher or same priority, the module is placed on the next open slot that is further outside. If all slots further outside are occupied, it will move to the next open slot towards the middle of the ship. This is to make sure that placement of the modules will result in a nice, good-looking structure on the ship.

Workforce, construction and maintenance costs

Unlike previous Anno games, ships will now require workforce not only during the construction phase, but also to function. “We moved away from the more artificial and abstract influence limitation established in Anno 1800 to the more grounded and realistic workforce approach. This will lead to a much tighter tie between your economy and your Naval capacity.” Markus, Game Designer. However, this is a bigger topic that will be addressed in a future blog – so, watch this space if you’re curious to know more!

The construction and maintenance costs of the ships change depending on the installed modules. For example, rows will be more labour intensive then sails – this means they will require more workforce. Same thing for the Archer Tower compared to the Onager, as there are more soldiers involved.

Well, we hope you enjoyed reading through this (quite long) blog on Modular Ships! As mentioned above, expect more to come on the ship topic, in which we’ll focus on naval combat and the ship system in general. In the meantime, if you have any questions, never hesitate to reach out!

Union Update: Recapping a busy February

Hey Anno Community,

We have a packed Union Update with news for you today, so, grab some coffee or some posca and read on.

First: As some of you noticed, we currently have some issues here on the website with the login and comment feature specifically. We’re working on a resolution and hope to soon discuss Anno with you in the comment section again.

Beta sign-up and playtests

A few weeks ago we announced that we’ll be having beta tests later this year and opened registrations. You can still sign up for those playtests by following this link .

Since we have received some questions since: No, don’t worry, invites haven’t been sent yet. These beta playtests still lie a bit further in the future – you can be sure that we’ll let you know both here and across all our other channels as soon as invites have been sent (just so you know when to check your inbox).

 

Talking about playtests: As mentioned previously, we have already done multiple smaller scale focus tests and diary studies for Anno 117: Pax Romana in the past. These are organized in collaboration with the Ubisoft User Research Labs who are organising similar smaller-scale playtests for all Ubisoft games. We tend to look for a variety of player profiles for those tests and are organizing tests with different focuses. If this sounds like something you might be interested in, you can register here.
Important: This registration does not guarantee you access to any such future playtests but merely adds you to a “pool” of people that the User Research Lab may select candidates from for future playtests.

IGN Fan Fest

For those of you who missed, Anno 117: Pax Romana was at IGN Fan Fest last week! Manuel Reinher, our Creative Director, presented a new feature that’ll be part of Anno 117: Pax Romana – modular ships. We’ve already seen much conversation about this on Reddit and Discord, so feel free to share your speculations and thoughts about it there as well!

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Devblogs

After our very obvious hint about diagonal roads back in January, last week we published the first DevBlog dedicated to the road system in Anno 117: Pax Romana, in which we give an overview of what changed from Anno 1800 and what that means for your gameplay experience.

If you like the DevBlog, then we’ve got great news for you! In the next few weeks and months, more DevBlogs will be published here on the Anno Union: the second blog on the road system topic, where we’ll dive deeper into the technical details and the challenges of the new road system; a devblog fully dedicated to the new modular ships feature, to follow up on the IGN Fan Fest showcase; another devblog dedicated to game design, and much more! So, watch this space if you don’t want to miss out on super detailed blogs on what’s going on behind the scenes here at Ubisoft Mainz.

What about modding?

From Anno 1800, we already know very well: some of you love to create and use mods. In fact, the Anno 1800 modding community saw a fantastic increase over the years, creating some absolutely fantastic, creative mods as well as a bunch of useful quality-of-life pieces. We’re very much aware of their contribution to the Anno 1800 community as a whole, and it was therefore something that we were happy to support in 2023 with official mod support and the collaboration with mod.io.

For that reason, we also want to provide mod support for Anno 117: Pax Romana as early as possible.
For release, we can confirm that a mod loader will already be integrated into the game.

Additionally, our colleague Jakob is happy to help you with information to adjust community tools to changed data formats.

 

There are more ideas and things we want to do but that’s not something we are ready to discuss yet. For now, it was important to us to assure our (modding-)community that modding support is very much on our radar for Anno 117: Pax Romana.

Island Contest

Annoholics, we have a winner! As you may have already guessed from our social post: Congratulations to Logan!  Your design will now become an actual island in Anno 117: Pax Romana and we’re looking forward to sharing updates on its progress with you in the coming months.

As usual, we would of course also like to thank you all for participating in this contest – which quickly became the most popular one of the three, with more than 140 valid entries! The team, especially Level Art, was super impressed by your creativity during the selection process: selecting only 5 entries was a hard task. We’ve put together a collage with all your entries (if yours is missing, apologies: they were A LOT and some of them might have been accidentally missed from this image).

Governor Edition Voting

As you might have guessed from our latest social posts and news, there will be a Collector’s Edition for Anno 117: Pax Romana – the “Governor Edition”. A couple of weeks ago we’ve asked you to vote for your favourite design for the case and the artbook cover of the Governor Edition. The voting was a very close one – today, we share the results here on the Anno Union with you all:

DevBlog: All roads lead to Anno

“The Road goes ever on and on,
Down from the door where it began.”

Bilbo Baggins, The Lord of the Rings by J.R.R. Tolkien

Very few things in an Anno game would function without roads: they connect all the player’s buildings on an island, starting at the harbour and connecting lonely woodcutters, houses in the towns and every other little production outpost.

They enable the transportation of goods and visualize the delivery time and distance of said goods via transportation feedback units with carts or wagons. They play a key role in the city planning for players and help organize the different parts of an island.

And, lastly, all kinds of other feedback units (i.e. pedestrians, animals, etc.) spawn on them as well and make the world look livelier and more believable.

 

Importantly: They are sticking to the grid like everything else in the game. But… what if we expanded your options in the grid for Anno 117: Pax Romana?

In our two-part series on the Anno grid and roads, we first give you an overview of what changed and what that means for your gameplay experience. In the second blog we’ll dive deeper into the “how” and “why”, the technical details and challenges we faced in making this happen.

Roads in Anno 117: Pax Romana

To be perfectly honest with you, this was not the first time we thought about breaking up the usual 90° angle grid for Anno. Each time we ran into issues, felt that the solution would not quite live up to what we thought was important to Anno and/or decided that our time was better spent on other features, adding more value to the game and for our players. After all, one does not simply rework the Anno grid system.

Until now!

In Anno 117: Pax Romana the grid is reworked with additional functionality to allow for 45° angles of roads and buildings. This does help making both streets and anything connected to them look significantly more organic, and can certainly change up the look and feel of both building your cities and setting up your production chains.

 

We have also put work in making corners and street connections look smoother, creating automatically smooth curves instead of sharp corners. The streets also automatically adjust and straighten when buildings are placed near them (e.g. when players place a house directly in the corner in order to waste as little space as possible space) for a more appealing look.

As Anno 1800 veterans, you can otherwise expect similar behaviour as you’re used to: roads are adjusting to the terrain elevation, they’re creating bridges when you draw them over a river and change to a pier-style version when built on the coast. You can also expect different road types, with better versions costing more but providing some benefits.

A look under the hood

That was a VERY quick overview but how are roads working now, from a design point of view? Let’s get into the technical details with the support from Nicolas from Game Design, Christian and Johannes from Gameplay Programming, Tim from 3D Programming and David from Art.

The grid in Anno 117: Pax Romana is made of single tiles which are further divided into 4 sub-tiles, while Anno 1800 only had single tiles. This was a necessary change to allow for diagonal building, since we can now make any objects you place also correctly fit into the grid diagonally, see below:

Isn’t this now just much better looking than the zigzag from before? See below for a direct comparison when building a road from A to B:

Another change to support both diagonal roads and the improved visuals in terms of smooth curves: streets are now graphs, instead of being rendered tile by tile. This essentially allows us to render the entire section from one node to the next (see image below) which does make it look more coherent and takes any intersections into consideration.

One downside of this change is that it’s not possible anymore to build a road that covers exactly one grid tile. A road will always have to be at least two grid tiles long.

As a result of these changes and the increased number of ways roads can intersect, we couldn’t use the same way we handled road tiles on Art and rendering side in Anno 1800 where each possibility had its own complete version created by the Art team. Back then, we worked with sets of road tiles like this:

In 45° the number of possible intersections is drastically increased. Calculating that number is actually not trivial, because street intersections are not limited to one tile so they can overlap with other intersections creating something that can lovingly be described as a huge mess.

You remember the sub-tiles of each main tile? Based on them, we decided that Art would create a smaller subset of pieces which then would be assigned to the correct position (according to context) to form roads based on the code created by the 3D Programming team.

That doesn’t mean that this process is easy – this picture shows quite nicely what’s possible when building multiple pieces, curves and intersections close together – and all of that has to work and look pretty:

Building smoothly

Important for us was that players can switch between the “good old” 4 directions that served the Anno series so well over the last 25 years or all 8 directions we offer you now on the fly: you can enable and disable the option at any time.

This also meant that intuitiveness played an important role when we designed the update to the grid and road system: Despite these new options, our focus was to still make building roads as straightforward and simple as before, where a few clicks connect two points on the island no matter how they are orientated in the grid.

Accordingly, all buildings also automatically align themselves to the placed roads next to them, no matter if they are built in 45° or 90°. You can still manually rotate them to your liking, of course

On that note we’re sure you’ll appreciate another quality-of-life feature that made its way into Anno 117: Pax Romana from Anno 1800’s console version. Hovering with a road in build mode over any building allows you to build a road that surrounds the whole building with just a single click. This way you can quickly have a block of residences surrounded by a road – or a warehouse, like in the example below. Have a look!

And finally, the important question: How does the team prefer to build their cities in Anno 117: Pax Romana? And which approach would they recommend players as default option – using all 8 directions or only the “traditional” 4?

 

Nicolas: “I personally like having different neighbourhoods (different cluster of residences, production) and each one can have different orientation.

I also like to orientate element based on the shape of mountains, coasts and rivers. It creates very dense and optimal clusters and still feel very organic.

One of my favourite aspects is have farm field with various shape. Bye-bye angular farm fields!”

 

Johannes: “I usually play in a manner, where I want to reach my next goal as efficiently as possible – and for me that works best when fully sticking to a 90° angle.

However, it’s a totally different thing when playing multiplayer. My focus then switches away from building efficiently towards building more interestingly looking districts. This takes more time and space but also feels rewarding when I can delight / surprise my multiplayer-partner with the more organic look.

Outro

As you see: While Anno 117: Pax Romana stays true to the grid (that has become central to the series and makes everyone happy who loves building as efficiently as possible) we did introduce more flexibility on top of what you’re used to. Those came with their own set of challenges during design and development but also new opportunities to change up the visual style of your cities and islands, more freedom to build your islands the way you want. Despite the added complexity through the diagonal option, building roads in this expanded grid feels as intuitive as before.

Other features in the game use a similar functionality to the roads… more on that later. Completely unrelated: Did you know that the historical Romans built a ton of aqueducts?

 

We did mention “challenges” a few times throughout this blog, as well as implications for other parts of the game – more on this in the second part of this DevBlog in the coming weeks.

So, for today: We hope you got a good first idea of what to expect in Anno 117: Pax Romana. If you have any questions on the grid or the topic of roads, don’t hesitate to share them with us!

Union Update: Vote for your favourite Island Design

Hey Anno Community,

It’s time for the last phase of our third and final Community Contest dedicated to Anno 117: Pax Romana – voting for your favourite island design!

Back in January, we challenged you to design your very own Latium island and submit your creation for a chance of your design becoming an actual island in Anno 117: Pax Romana. Well, you clearly understood the assignment and sent us SO MANY amazing designs!

We would like to take this moment to thank each and one of you who submitted an entry for the contest, your creativity and attention to details always amazes us. We had an incredibly hard time to only select a handful of them for the voting, there were so many fun designs!

So, after diligently going through all your submissions, the Level Art team has chosen 5 finalists for this contest.

PLEASE NOTE: Entries have been annonymised for the voting. The content has not yet been adjusted to fit the exact realities of the game. That means that any landscape elements, features, buildings etc. mentioned in these designs that have not been confirmed by us are pure speculation by these authors. The winning entry will be adjusted afterwards if necessary.

Click on any of these images to open them in a separate tab if you want to take a closer look.

We know – it’s hard to choose! Once you feel ready, cast your vote by clicking on the button below! Your vote is completely annonymous.

You will have time to vote until March 2nd end-of-day. We cannot wait to see the results of the voting and celebrate the winner.

Thank you all once again for participating in this contest, it’s been amazing to see your engagement and excitement for the game, throughout this.

Anno 117: Pax Romana at the IGN Fan Fest

And, at the very end of this blog, we want to direct attention to Thursday: As part of the IGN Fan Fest, our Creative Director Manuel will also talk about Anno 117 and reveal a new feature.

Tune in on Thursday at 7PM CET/10AM PT for the IGN Fan Fest. The Anno 117: Pax Romana segment will likely start around 8:30PM CET/11:30 AM PT.

Union Update: Beta Registration & Collector’s Edition

Hey Anno Community,

let us quickly update you on two recent pieces of news!

Register now for beta tests

You can now officially sign up for upcoming beta tests later this year via this website!

We’ll have more information on the exact dates of these tests in the coming months. From all registered players we will randomly draw a certain number of people based on the goals of the tests.

These tests serve to both collect your feedback on the game and its features as well as test performance and stability on all platforms and different kinds of hardware configuration.

The Anno 117: Pax Romana Collectors Edition

Just last week we confirmed with a teaser a question that many of you have already been asking: yes, Anno 117: Pax Romana will receive a Collectors Edition: the “Governor Edition”!

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You can register now via this link to not miss any future news on the Governor Edition. We’ll reveal more on the content of the edition later this year…

 

… but wait, we actually have a little sneak-peak already! In fact, we even need your input!

Right now, until February 21st, you can vote on your favourite design for the Governor Edition’s box, as well as the artbook that’s going to be included in the edition. Follow this link to the poll!

We’re very curious which designs you prefer!