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Anno 117: Pax Romana News

BUILD YOUR ROMAN EMPIRE

[h2]DISCOVER HOW TO BUILD YOUR LEGACY[/h2]
It's Here Governor! Finally, get your first look of Anno 117: Pax Romana Gameplay Trailer.
[previewyoutube][/previewyoutube]
[h2]DIG DEEPER INTO ROMAN TRADITIONS[/h2]
Take your first deep dive into what it means to be a Great Governor.[previewyoutube][/previewyoutube]
https://store.steampowered.com/app/3274580/Anno_117_Pax_Romana/

Anno 117: Pax Romana Gameplay Reveal

Hey Anno Community!

Today’s a special day for us since we are excited to show you a first, longer look at Anno 117: Pax Romana and how you should go about to become a great governor! And who better to tell you all about it than our old friend, the Town Crier:

[previewyoutube][/previewyoutube]

We hope you enjoyed this overview of some of the core mechanics as well as new features of Anno 117: Pax Romana!

For the first time in Anno, you step into the role of a character — a newly appointed governor, a position of power in the Roman Empire. Being a governor will allow you to experience Rome first-hand like never before, from awe-inspiring spectacles like the Naumachia in the Amphitheatre to the untamed Celtic wetlands of Albion.

“I have so many more questions and want to see more!”, we hear you shout. Well, don’t worry: Your favourite content creator might just have exactly what you’re looking for. We’re very excited to see the reactions from so many of them from around the world and strongly recommend you to have a look!


We won’t stop there, of course:

This Wednesday, May 21st, we’ll be streaming Anno 117: Pax Romana live from the studio! Join Game Director Jan, Art Director Reiko and Community Developer Oliver on Twitch at 5PM CEST/3PM UTC/11AM EDT to learn more about some of the new features – and ask questions directly to the developers.

Anno 117: Pax Romana is releasing in Winter 2025 - wishlist now!



Upcoming

And, well, of course this is very much just the start: We’ll soon go into detail on many more topics and features of the game. You can expect:
  • DevBlogs on two new features, Religion and the Discovery Tree, coming very soon
  • Developer insights into other features as well as the work of specific departments over the coming weeks and months
  • More livestreams with the Anno team
  • More details on the Governor Edition (Collector’s Edition)
  • An AMA on Reddit
  • And much more!


Let us know which topics you want to hear and see more about and do not hesitate to drop your questions in the comments below.

For talking to other fans and discussing every little detail hidden in the trailer: Why not join the Anno subreddit or the Annoverse Discord server!

The Anno Team

Anno 117: Pax Romana Preview—A Perfect Balancing Act


I am no stranger to strategy games, especially lately, and I have been keeping an eye on Anno 117: Pax Romana. Ubisoft was kind enough to let me go hands-on with the latest game in the Anno series, and though the game is definitely a balancing act, I am looking forward to the full release of the title, especially in 4K.





Recently, I have been spending a lot of time with Civ VII, but before that, I was playing Citadelum. Anno 117: Pax Romana feels like the perfect combination of the two, blending city building, strategy, relationship building and exploring all in one. I was introduced to a sandbox version of the game, so I was lacking extreme game detail, like tutorials and received a bit of backstory. You are a newly appointed Roman Governor, who has been given your position by the Emperor himself, so the pressure is on.











Like most city builders, you start with very little, and as you grow your population and upgrade buildings, more resources become available. To... Read more

Union Update: Livestream, Steelbook voting, and more

Hey Anno Community,

As we get closer and closer to our gameplay reveal, we wanted to recap some news for the upcoming weeks. We know you’ve been waiting for this for a long time: on Monday 19th May we will reveal the gameplay for Anno 117: Pax Romana! So, keep an eye on our socials around 6 PM CEST/4PM UTC/12PM EDT to not miss our trailer. Plus, you might spot some of your favourite content creators sharing their first impressions and hands-on on the game starting Monday evening as well.

Developer livestream

Cannot get enough of the Anno 117: Pax Romana gameplay reveal? Well, we got you covered – tune in on May 21st, 5 PM CEST/11 AM EDT at twitch.tv/annogame for a livestream dedicated to Anno 117: Pax Romana! During the live stream we will show you the game in action, whilst giving you the opportunity to ask your burning questions in chat. Community Developer Oliver and Community Manager Celeste will be joined by Game Director Jan and Art Director Reiko to talk about the game and discuss new features: some you may already know about, others… not so much.

We hope to see you there!

Steelbook voting – and the winner is…




It’s official, with 78% of the votes, the colourful mosaic has emerged as the clear winner and will be the steelbook design for the Governor’s Edition!

With this, we conclude the voting campaign for the Governor’s Edition. If you’re interested in the Anno 117: Pax Romana Collector’s Edition, don’t forget to register your interest here to not miss any future news on the topic.

We’ll have more details on the Governor Edition soon.

Future playtests

Whilst our current Technical Test is coming to an end, we wanted to remind our beloved community that more tests are planned for the future – so if you haven’t been invited to this one, don’t worry! There will be more opportunities in the future. Just make sure you have registered your interest here!

Anno 1800 reached 5 million Players!

Let’s close this Union Update with some more FANTASTIC news: we’re super excited to share that Anno 1800 has passed the 5 million players milestone! It’s amazing to see the outpouring of love for this title, 6 years after its release, on the dawn of Anno 117: Pax Romana.



Anno Community – 5 million times thank you to each and every one of you, for the constant support through the years.

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.




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!