![]() We are even going further to allow for those players who would prefer to only play on their starting map, as we aim to make the move to a second session entirely optional. Allowing this flexibility is important for us with Anno 1800. ![]() These players prefer to make the move to another session much later in the game, once they feel fully familiar and comfortable with the gameplay. We know that exploration and that sense of discovery it instils are important aspects for some of our players, so we want to allow you relatively early on to set out and discover not only new islands, but also new sessions.īut there are also those players who prefer a “my home is my castle” approach, and who are more reluctant to move beyond their home island. From a certain point on, players will be able to decide if they want to move to a new session. One session? Multiple sessions? It is up to you!īy comparison, the multisession gameplay in Anno 1800 is a lot more flexible. ![]() This lead to some players feeling limited in their ability to play Anno the way they want to, including the option of moving to additional sessions at their own pace (or not at all, even). While it was possible to stay in your first session for as long as you wanted, this effectively limited your game progress. However, the multisession gameplay implementation in Anno 2205 did not fully deliver on this, as players were quickly required to settle in additional sessions to progress in the game. The gameplay freedom to do as you please within the provided systems has been a core pillar of the Anno philosophy since we started with 1602. So read on for much more details how we achieved this. To spoil the good news- we have made major improvements to each one of these aspects. We identified four main parts that we wanted to address to ensure that the multisession gameplay fully met our expectations. Moreover, players seemed to like it as well, voting the multisession gameplay as one of their favorite new elements of 2205 (alongside the ability to move buildings and production modules).ĭespite all that, our post-mortem analysis of Anno 2205 also showed us that there were many avenues where we could go even further to improve the multisession gameplay beyond that game’s implementation, as the expansion of the game across several sessions had some big implications. At the basic level, we were pretty happy with this new feature as it offered us many new game design possibilities. Our goal for it was to create a larger, persistent game world while combining various different maps (in the case of 2205 for example, Earth and Moon). This allowed players to connect several separate worlds (called “sessions”), and to transfer goods between them. Multisession gameplay is a fairly new element for the Anno series, as it was first introduced with our last game Anno 2205. To be fully able to appreciate the changes we made to the system in Anno 1800, we first have to circle back a bit. As we had always planned to start our proper DevBlogs with a meaty subject, this seemed like a perfect candidate to do so. One topic that I keep coming across during my evening reading that many of you seem to have questions about is the so-called multisession gameplay. Our entire team is following the comments and feedback on the Anno Union with great interest and that of course includes myself. In today’s extensive DevBlog, he will explain a core aspect of our new game: the multisession gameplay. Starting things off is our Creative Director Dirk Riegert, who has been working on the series since the Anno 1701 days. Stock Trade Floor represented by a block of ornaments.Time to get serious! As previously announced, we want to use the Anno Union to give you more insights into various aspects of Anno 1800. Modular design, can be build in a large grid of identical city blocks.Ħ Corporation modules represented by ornaments. Late game city block, expensive but fulfills all service needs. The layout (176x157) consist on:Ĭorporation HQ Housing Layouts HQ Layout I There are ± 486 unused squares with ornaments (orange & bright green). This city layout is an conceptual example of an big city. Special thanks go out to arbogli for providing this layout There are only 14 unused squares with ornaments. This city layout is an modification of the previous "City Layout III" maximizing the public buildings range and the space used for housing. So place your public buildings centrally so as to extend their reach in all directions. ![]() This city layout is an perfect example of how you can fit an Infodrome into your starting city.The further away a house is from a public building, the more of its supply it will consume. ![]()
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