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DevBlog: Planning Anno – the Production Department

[p]Hey Anno Community,[/p][p]After introducing you to the setting and world of Anno 117: Pax Romana as well as several of its features, today we’re diving into the topic of HOW we make games – and look at the work of the Production department.[/p][p]That’s the team planning and organising the entire development process from the beginning and making sure we stay on track over the course of the multiple years that an Anno game takes until release.[/p][p]For all this, we’re talking with our Production Director Nadin, and Senior Producer Christoph. Both are Anno veterans and assuring a smooth development process for Anno games for many years already.[/p][p]Let’s first start with their roles specifically, since while both belong to the “Production Department”, we have a split in terms of responsibility: Producing and Project Management. As with all roles in our team, the Production department is deeply embedded into the rest of the development team here in Mainz.[/p][p][/p]
The Production Department
[h2]Project Management[/h2][p]We start with Nadin and Project Management.[/p][p]Project Management is about the management of hard facts: task planning, milestone planning (more on that later), budget & resource planning. It also means defining, and then always keeping an eye on the scope of the project – and adjusting it when necessary.[/p][p]Nadin and her team are planning the whole project with its individual phases (pre-production, production, post-launch) by transforming the Creative Vision (see this DevBlog on the responsibilities of Creative Director Manuel and Game Director Jan) into tasks. This always happens hand-in-hand with the different departments, as they – for example – need to provide time estimates for their tasks which then make their way into the production plan.[/p][p]As early as possible, a first plan is set-up to see how much time realizing this original vision would take – followed by discussions on how to make it fit within the given restrictions. Since the team’s health is very important, making sure the plan works with the capacities we have is central.[/p][p]Should we already identify issues at this early stage, the team tries to address this by:[/p]
  • [p]Adding more team members to the development (meaning, hiring additional people or outsourcing certain tasks)[/p]
  • [p]Reducing the scope (meaning, removing certain features or designs) or postponing features (e.g. moving a feature into the postlaunch period, like the co-op mode for Anno 1800).[/p]
[p]The management of those external partners is also a responsibility of the Project Management team: contract negotiations, onboarding and the monitoring of their progress.[/p][p]During production, the team is also regularly cross-checking the development progress with the plans, to make sure the project runs smoothly and avoids crunch – while also assuring we stay on track for the planned release date.[/p][p][/p][h2]Producing[/h2][p]Now, we take a look at Christoph’s team and “Producing”.[/p][p]Christoph himself describes the role of his team as one with both internal (dev team) and external (stakeholders) responsibilities. That includes the creation and management of workflows for the dev team, the checking of milestone results and goals as well as the organisation of meetings and syncs to facilitate communication within the departments (i.e. anything related to the project status).[/p][p]Part of that is also “risk management”, i.e. the anticipation of risks to the development. Those can be all kinds of topics and are coming from the whole team: worries about the timeline, problems with a certain tool which could cost more time, designs that may be difficult to implement or topics that could be tricky to communicate to our players. Anticipating (and subsequently addressing) takes a high priority throughout the whole development.[/p][p]On top of that, “externally” the Producing team also communicates with other stakeholders within the company. These are, for example, our production contacts at HQ-level, Editorial or Age Rating managers.[/p][p]Here exists, of course, a big overlap with Nadin’s responsibilities since both are working hand-in-hand when it comes to e.g. updating stakeholders or defining workflows. Meaning: for many tasks the distinction between Nadin and Christoph and their teams is not that clear-cut and requires close collaboration and steady communication on a daily basis.[/p][p][/p][p]Just as some production chains require two input goods (Garum needing Mackerels and Salt), a good production department needs close collaboration between both its teams.[/p][p][/p][p]Alright, their roles and scope of work established, let’s go in a bit more detail on the Production planning: Which phases does a game go through from first idea to release?[/p][p]Similar to the blog on creating the Creative Vision, it’s important to mention that while there are many similarities between how different dev teams approach creating their games, each tries to do things in a way that works best for their team and project. Accordingly, the length of the following phases is defined by each team individually. From experience, our Production Team roughly knows how long the Production of an Anno game will take – and taking this into consideration together with the targeted release date, and the defined length of a milestone (see further below), the Production Team can calculate the length of the phases and number of milestones.[/p][p][/p]
Planning an Anno production
[h2]Concept Phase & Pre-production – First Playable[/h2][p]It all starts with a vision – and then the concept phase. Here only a small team is involved in getting a feel for the game, outlining general game design, core features and innovations. The small team is not working in a vacuum, of course: Already in this stage the Production Team is involved assessing the potential scope and working on a first plan and estimates. This includes project goals, project size & cost as well as the overall timeline. Those points are further impacted by input and requirements from other stakeholders at the company. The project planning for a game like Anno 117: Pax Romana is rather comprehensive and it’s the Production Team’s duty to bring all stakeholders together.[/p][p]It’s also important to note that during these phases, the dev team is working on not only a high concept for each feature and mechanic, but also the detailed design documents (DDDs) for them. We’ll get to them in a future blog, but in short: These documents define the scope, as well as “must have” and “nice to have” elements of each feature before they’re being worked on and implemented into the game.[/p][p]Over time, more people are added to the new project and a first version slowly takes shape, a proof-of-concept basically: the “first playable prototype” (FPP). This version is an important check for us and our stakeholders if the concept works, or if we have taken a wrong turn somewhere and need to go back to the drawing board.[/p][p]Pre-production is the time where we build the foundation for main production. It’s a time to de-risk the project, a time where we can also test new or difficult features (that’s a topic we will also be addressing in our future DevBlog on Game Design) but also a time to get all the internal tools ready so that the team can start creating content efficiently.[/p][p][/p][h2]Pre-Alpha & Alpha – Feature Complete and fully playable[/h2][p]This is also called the Main Production Phase. This phase has the goal to finish the implementation of all features, including a vertical slice of their content.[/p][p]Example: If the game has quests, the feature of quests should be implemented and come with 2-5 quests, so one can assess the feature, but the Narrative team does not have to finish ALL the quests.[/p][p]Accordingly, this phase is usually NOT about quality, so loads of things will be (visually & in terms of UX/gameplay) in an unpolished state. One could also say: This phase is about quantity NOT quality.[/p][p][/p][h2]Beta – Feature & Content Complete and Polished[/h2][p]Contrary to the Main Production, in Beta the team will swap priority and try to apply quality to all the implemented features and content. In addition to that, “missing” content (see Alpha Phase above) will be added, e.g. remaining quests, remaining NPCs and so on.[/p][p][/p][h2]Master – “Refined”[/h2][p]The last phase of production before the release: This one is mainly about bug fixing, performance and memory optimization but also leaves us room for e.g. adjustments to the balancing and similar feedback that we might still get from our players.[/p][p]It’s also in this phase where our game is submitted to first parties (e.g. Sony and Microsoft) for them to check and approve the version.[/p][p]When we reached this this point, we would be seeing the finish line, and the release of Anno 117: Pax Romana would be within reach (hello, November 13th!).[/p][p][/p][p]Building huge Roman cities in Latium is just a few months away.[/p][p][/p]
Milestones
[p]As discussed above, the Production team creates a roadmap in order to reach certain production levels at certain times. For those, we use milestones.[/p][p]To quote from our internal documentation: “A Milestone separates the Production into smaller, manageable chunks.” This helps us structure the overall development process, which means we have regular checks on the progress of the project. Accordingly, all milestones have the same length, as they all follow the same workflows.[/p][p]The team itself agrees on and commits to specific goals that need to be reached by the end of a Milestone. This usually means getting a specific feature or aspect of the game to a certain quality level. Both these quality levels as well as the Milestone goals are defined by the team itself in accordance with the overall production plan originally laid out, and some general Ubisoft guidelines.[/p][p]For example, while Level of Quality 0 (“L0”) means there has to be a detailed design of the feature that has been reviewed and approved, L1 means that the feature (even though in a very early state with placeholders and work-in-progress elements) is playable for the first time.[/p][p][/p][p]Our “Levels of Quality”, visualized via the World’s Fair from Anno 1800.[/p][p][/p][p]And what happens when we reach a milestone? Well, we celebrate, of course! We regularly have “Show & Tell” meetings where individual departments present their achievements of the last milestones to the rest of the team – and then enjoy some food and drink after.[/p][p]Additionally, we also regularly take Milestones as an opportunity to do playtests. Both external ones but also internal ones, when all of us can take some dedicated time to just focus on playing the game. And like our external playtesters, we also fill out lengthy surveys to judge and give feedback on our own game.[/p][p]However, as you can guess, not every milestone works like a charm. Estimated tasks might take longer, people might become sick and thus aren’t able to finish their work or we find out that a certain implementation sounded good on paper, but actually isn’t that fun when playing.[/p][p]All these learnings will need to be assessed, and the plan for the upcoming milestones needs to be adjusted.[/p][p]That means working in Producing and Project Management is not about creating that ONE plan: it’s about creating a plan and adjusting it over and over again to match the production reality – while keeping the project’s goals in mind.[/p][p][/p][p][/p][p]We don’t have THAT MUCH cake every time, that’s reserved for the big milestones.[/p][p][/p]
Feature Teams
[p]To achieve said Milestone goals, we assemble “Feature Teams”.[/p][p]These are smaller teams focused on a specific feature or feature group and made up of people from different departments that are all working on this specific feature (for example: roads or diplomacy). People usually are in multiple Features Teams (there are maaaaany different features) and together decide on the goals and are responsible for ensuring that the feature reaches said Milestone goals.[/p][p]They are supported by the Production team to assure proper workflows and scope: as discussed at the beginning, the development has to be thoroughly planned to account for the available time and staff; to assure we’re delivering a quality game on time and without crunch.[/p][p]Additionally, the Team Leads and the Core Group (made up of the Directors and Senior Leads) are guiding the process and are approving as well as checking the progress and the Milestone goals.[/p][p][/p]
Closing words & learnings
[p]We’re coming to the end of today’s DevBlog, time for some last questions to Nadin and Christoph:[/p][p]Are you really planning the whole development at the beginning? How flexible is it should something unforeseen happen?[/p][p]Yes, you need a first full plan at the beginning. This is important to keep control over the project’s parameters (Time, Budget, Quality). As soon as one of the parameters is in danger, we need to take counter measures to make sure the project stays on track. As said earlier, adjusting the plan to fit the production reality is a big part of our work.[/p][p] [/p][p]Both you and the team have worked on multiple Anno games over the years. Did that result in some “golden rules” for Production planning?[/p][p]If the plan is not fitting in the beginning it will NOT fit in the end => you have to adjust it right there to minimize the risks.[/p][p]Be realistic when estimating tasks => tasks that are estimated too optimistically will later-on result in the plan becoming skewed.[/p][p]Be open and honest: be it good or bad => only with transparency can you build trust within the team and towards our fans.[/p][p] [/p][p]Did you encounter situations of “let’s do it differently next time” and generally changes to how we produce games over the years?[/p][p]Production is about managing change. The best workflow is worthless, if it doesn’t fit the team’s needs. So yes: It is a constant evolution of reviewing what went well and what didn’t.[/p][p]This is especially true regarding planning: how to set up a plan (backlog) how to monitor, how to adjust the plan to be more flexible are key components of our work.[/p][p] [/p][p] [/p][p][/p][p]We hope you found this different but extensive insight into our development processes, and specifically the work of the Production department interesting.[/p][p]Do you have more questions that we did not answer in this blog? Want to know more about the work of specific other departments? Let us know in the comments![/p]

Community Event, Closed Beta invites and more

[p]Hey Anno Community,[/p][p]It’s July! More precisely it’s the 11th of July, a date perfectly suited for a news round-up for Anno 117: Pax Romana.[/p][p][/p][h2]Closed Beta[/h2][p]We start with a short public-service-announcement: Invites for the Closed Beta will be sent next week! Participants are randomly selected from all registered players, so, keep an eye on your inbox.[/p][p]Like past playtests, the Closed Beta is subject to an NDA – so everything you see or experience during the test cannot be shared publicly but ONLY on the channels outlined in the invitation.[/p][p][/p][h2]Gamescom event signup[/h2][p]As we announced last Monday, sign-ups for our Gamescom Community Event are now open! It will take place on 20th August, and just like last year’s Community Event, participants will be selected randomly. If you’re going to be around Cologne and want to attend the event and spend some time with fellow Annoholics and the Anno Dev Team, you can sign up here. You’ve got until Sunday 20th July to get your name on the list for a chance to be selected![/p][p][/p][p][/p][p]We’ll provide food and drink during the event as well as access to gamescom itself – travel and accommodation are not covered by us. Watch this space for more info on the Community Event and gamescom in general in the coming weeks.[/p][p][/p][h2]Dark Horse Comics x Anno 117: Pax Romana[/h2][p]We know how much you love the art of Anno, so we’ve teamed up with Dark Horse Comics for “The Art of Anno 117: Pax Romana”. From concept art to character designs and meticulously crafted environments, this artbook is a treasure trove for the true Anno fan. It will release on 9th December this year, more info are available here while you can preorder the book on places like Amazon or (comic) book stores.[/p][p]Find some impressions from the book below:[/p][p][/p][p][/p][p][/p][h2]Upcoming[/h2][p]In the coming days and weeks until gamescom we of course won’t leave you completely without news.[/p][p]You can soon expect a DevBlog on Game Production: Now that we’ve already talked about and shown so many parts of Anno 117: Pax Romana we’re taking a step back and look at the planning side of things. How are we planning a project like Anno 117: Pax Romana?[/p][p]We also really want you to meet your future rivals – or new best friends: We’ll be talking about the diplomacy system and introduce you to some of the characters you’ll meet in Anno 117: Pax Romana.[/p][p]And for more behind the scenes information, we’ll also be taking a look at the work of the Game Design team, their processes and the creation of feature concepts and design documents.[/p][p]Of course, you can also expect us to step in front of the camera for a livestream again, specifically on the Diplomacy topic, and share more updates on gamescom and generally news on Anno 117: Pax Romana with you![/p]

Your Provinces Await!

It all starts here. Watch the Official Release Date Trailer and get a feel for the world you are about to build, one villa at a time.

[previewyoutube][/previewyoutube]

[h2]Ready To Rule? Pre-Order Today![/h2]
Pre-order now to receive the Builder Pack, featuring exclusive in-game items. Be among the first to shape your legacy and the future of your provinces.
https://store.steampowered.com/app/3274580/Anno_117_Pax_Romana/

DevBlog: The Art of War in Anno 117: Pax Romana

[p]Hey Anno Community![/p][p]It’s not a secret anymore: land combat makes its return in Anno 117: Pax Romana. Naval combat doesn’t go anywhere, of course, and warfare in general is just one of many aspects of the game.[/p][p]Today, however, we want to put it in the focus and take a look at the military means at your disposal, should you decide to – or be forced to – exchange your plough for a sword.[/p][p][/p]
Anno and Warfare
[p]Historically, Anno games always had a warfare component; and while it – like other features as well – changed in scope and design from game to game, we very much believe it to be an important feature for the game.[/p][p]At the same time, Anno games are builder games: the main fascination (and therefore also the focus we put in terms of development) is coming from discovering the world, settling new islands, building ever-growing cities and all the logistics and productions required to support it.[/p][p]We also know we have a playerbase with sometimes strongly differing views on the topic: how important is warfare in Anno, should it be mandatory, how is it implemented, should there be land combat, etc.[/p][p]In short: it’s a discussion that’s been happening both in our team as well as in our community for many years already.[/p][p]In fact, back in the Anno 1800 days, our (back then) Creative Director Dirk wrote a great blog on the tradition of military in Anno games – we very much recommend you check it out: [/p][p]https://www.anno-union.com/devblog-the-art-of-war-i/[/p][p][/p][p]Now we’ve set the scene, time to take a look at how warfare looks like in Anno 117: Pax Romana and what this might mean for your cities and economy.[/p][p][/p][p][/p]
Naval Units
[p]Let’s start on the ocean before we make our way to the land: Naval Combat![/p][p]Just a few weeks ago we talked about ship construction in detail: how you’re able to build your own ship setups via modules like additional sails, rowers and – of course – offensive modules like archer towers or catapults.[/p][p]Have a look at the dedicated DevBlog here.[/p][p]Different modules and other improvements can be researched via the Discovery Tree, to constantly increase the strength of your fleet.[/p][p]The three different offensive modules (archer towers, scorpions, catapults) differ in range, accuracy, rate of fire and damage, making them useful in rather different situations. Catapults are slow and inaccurate, but archers are limited in range and can’t destroy fortifications.[/p][p] [/p]
Land Combat
[p]Let’s invade someone! If you have a neighbour you really don’t like (in the game!) or if they have an island that should be yours (in the game!), sending an army is a valid solution.[/p][p] [/p][p]Broadly, we separate land units into four types – infantry, ranged units, cavalry, artillery – with their own recruitment buildings.[/p][p]As you might have guessed, you will also need to produce certain resources in order to train units in the first place: A group of Auxilia (medium infantry with spears), for example, requires weapons – for which you’ll first need to set up a production chain with a furnace, smith, and of course iron and coal production. Legionaries, on the other hand, also require expensive to produce armour.[/p][p] [/p][p]While you start with a smaller selection of unit types, like the aforementioned Auxilia, as well as Archers, more unit types can be researched via the Discovery Tree. This allows you to later field the highly disciplined legionaries or heavy cavalry, as well as other specialised units.[/p][p]The Discovery Tree also features a variety of upgrades, boosting aspects like unit morale, attack against fortification or accuracy.[/p][p][/p][p]A healthy mix of different unit types is one of the keys to victory: Auxilia with their spears are effective against cavalry, while Slingers or Archers are great to keep enemies at a distance. Cavalry is especially useful to flank opposing units or attack unprotected ranged units of your enemy. In short: we are using the good old stone-paper-scissors system here.[/p][p]And then there’s artillery: the accuracy of Scorpios makes them great against individual units, while Onagers excel at the destruction of fortification.[/p][p]In addition to the units’ health, you also have to keep an eye on their morale. If the morale becomes too low during combat, units might flee – and fleeing units can affect their nearby comrades, potentially leading to a larger rout. There is a chance for routed units to reform, otherwise they will ultimately vanish.[/p][p][/p]
The Connections
[h2]Synergies[/h2][p]Both naval and land units will be needed to bring down your opponents: if your enemy has built a villa on their island, taking it is your main objective – simply destroying the trading post is not enough in that case.[/p][p]Your ships will play a key role in not only shipping your troops to your opponent’s island, but also in clearing the landing by destroying defensive structures. Generally, as long as they are in reach, naval units can attack units and buildings on land, and land units can shoot back at naval units.[/p][p]That also means that you can stop an enemy’s invasion by destroying their transports before they reach your shores.[/p][h2]Defences[/h2][p]Defensive structures you say? Oh yes! We’re giving you some options to defend your precious islands from rival governors.[/p][p]Surround your island (or at least the important parts where the important people live) with a wooden palisade – or go the extra mile and research stone walls which require some proper artillery to take down.[/p][p]Additionally, you can place defensive towers that fire back at any invaders and further slow their advance until you have gathered your own forces.[/p][p][/p][h2]Economy[/h2][p]Every unit (naval and land) does cost:[/p]
  • [p]Resources and money to be built/recruited[/p]
  • [p]Money in maintenance[/p]
  • [p]Workforce in maintenance[/p]
[p]This means, your land and naval forces are deeply tied into your population and economy: you will need a large population and stable economy to support a big army. War is costly and must be considered carefully. The workforce you’re spending on troops and ships might also be needed to assure stable production of food or clothing – or in manning trade ships to supply the various islands under your governorship. Different unit types also require different types of workforce, meaning more advanced units require you to first have enough population of one of the higher tiers.[/p][p]Units are therefore always tied to a “home island” in terms of workforce. Should you lose such an island, the game will automatically reassign units to another island with free workforce. If you do not have enough free workforce anywhere, then the units will slowly “desert”, i.e. lose health over time.[/p][p]It’s also worth keeping in mind that time doesn’t stop when there’s a fight on land or sea: both attackers and defenders of course still have their empire to manage.[/p][p]Production of goods and recruiting times also mean that quickly setting up a massive force or fleet is no small task either.[/p][p]You want to see all this and more in action? Then check out our livestream on land combat from last week.[/p][p][/p]
Outro
[p]War, of course, is only one way of solving conflicts: you can always opt for the diplomatic route, forging trade treaties and alliances with other governors and live in harmony with your neighbours. For some of them, this is indeed their favoured course of action, while others might prefer drawing their sword instead of engaging in negotiations. Well, and then there are pirates who will likely only keep their feet still if you pay them enough money.[/p][p]For peaceful players, playing with easier, friendlier rivals or simply disabling them and pirates is always an option, making war and combat very much a choice.[/p][p] [/p][p]All this of course was just a rough overview of the military system in Anno 117: Pax Romana. Do you want to learn more about how we developed unit behaviour, how the calculations work behind-the-scenes – and also get some tips from the devs? Let us know and we’ll look into tackling these questions in a future deep-dive devblog![/p][p]In the future, we’ll of course also dive deeper into the topic of diplomacy and introduce you to your rivals![/p]

Developer Livestream: Anno 117: Pax Romana gameplay with the devs (rebroadcast)

[p]Want to see some Anno 117: Pax Romana in action? - Then check out this rebroadcast of our most recent Developer Livestreams here on Steam: From Religion and deities over Knowledge and the Discovery Tree to military– if you’re curious to know more, then don’t miss out![/p][p][/p][p]Like what you're seeing? Anno 117: Pax Romana is available for pre-order now![/p][p]You can also leave us any feedback, as well as wishes for topics you want to see us cover in future livestreams and DevBlogs in the comments.[/p]