1. Anno 117: Pax Romana
  2. News

Anno 117: Pax Romana News

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

[h2]The new modular system[/h2]
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.

[h3]Modular ships and Items[/h3]
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.

[h2]Dev insights: some behind-the-scenes about the modular system[/h2]
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!

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!

Your Vote, Your Governor Edition!

[h3]Annoholics, help us craft the content of the collector edition of Anno 117: Pax Romana![/h3]

For this first session, you can choose between two designs for the for the box of the Governor Edition, as well as the Artbook cover!

Your Vote, Your Governor Edition! So, make your voice heard and VOTE until February 21st, noon CET!Veni, Vidi, Buildi

Anno 117: Pax Romana: Governor, Your First Mission Awaits!

2025 is the year of Anno 117: Pax Romana!


2025, we are on the road for an amazing year!
We can't wait to show you everything we've prepared for you and the game!



Where does it lead? What surprises lie ahead? Stay tuned to find out!
Your Voice Matters: Design the Anno 117: Pax Romana Collector Edition!


Annoholics we've heard your requests, and we're thrilled to announce that a Collector Edition for Anno 117: Pax Romana is on the way!
Help us craft a unique experience by voting on the designs for some of the elements, making this a collaborative creation. But remember, with great power comes great responsibility. So register now to join the voting process and let your voice be heard!

[previewyoutube][/previewyoutube]
Experience It First: Participate in the Beta Tests of the Game!


Be part of the game journey, Governor! Register to get the chance to join the different Beta Tests of Anno 117: Pax Romana!

Your feedback is important to us! Register here and maybe be among the lucky Annoholics who will have the opportunity to test early and provide feedbacks on our carefully crafted game.



Anno 117: Pax Romana will release in 2025 on PC, PlayStation 5 & Xbox Series X|S. Add it on your wishlist from Ubisoft Store and play Day-1 with Ubisoft+.

Veni, Vidi, Buildi!

https://store.steampowered.com/app/3274580/Anno_117_Pax_Romana/

Community Contest – Design an island for Latium

Hello Anno Community,

It is time for the third and final Community quest dedicated to Anno 117: Pax Romana – where we ask you to use your creativity and imagination to create something that will make its way into the game.

[h2]Your third and final quest[/h2]
From statue designing to quest writing, you have had quite some fun in the past few months! And we have loved seeing your creativity and imagination being applied to Anno 117: Pax Romana. This time, we challenge you to design an island for Latium, one of the twin provinces under your stewardship. Latium is close to the heart of the empire, a place of luxury and tranquility, covered in wheat and lavender fields. Cypress trees adorn paths and provide much-needed shade during the warm summers. With its beaches, open fields and breathtaking views, this province makes the perfect retreat for the wealthy.

General rules:
  • You have time until 9th February to submit your entry
  • Only 1 entry per person is allowed
  • Entries must be submitted to this e-mail address: [email protected] using the subject “Community Contest: Island”
  • Entries must be digital, i.e. if you did a paper drawing, you will need to scan or photograph it and attach it to your email
  • Entries must not infringe on any copyrights of third parties
  • Entries that have been created using AI tools will be excluded from the contest
Island-creation rules:
  • The island must be part of Latium, the Roman-inspired province
  • You can design your island on any medium you prefer (paper drawing, MS Paint scribble, 3D model, etc.,) and anything from a quick sketch to a detailed model is fine
  • Your island should be clearly visible, and its shape must be clearly defined in top-down view
  • The shape of the island should strike a balance between being interesting to plan and build a city in while looking visually appealing. A balance of a central, cohesive space together with more fractured or narrow spaces. Try to use natural elements like the coastline shape, rivers or cliff lines as your tools to define the space.
  • The island should feature at least one large, cohesive space that is suitable to start building a city in. That space should have a connection to a beach.
  • It should feature at least 3 mountainous elements that could believably host mines.
  • The island should have at least 1 river and up to 3 in total. Rivers may branch.
  • The island should use elevation in large, smooth gradients rather than a high frequency of hills. Mountains should believably support this elevation.
  • Forests should be well distributed across the island – in both smaller and larger formations.
  • Clearly mark all these terrain elements such as mountains, hills, as well as beaches and rivers; keep in mind that if something is not marked as a beach, it will be counted as a cliff-side






If you feel the need to add notes, descriptions, gameplay ideas behind your concept – feel free to do so.

Here is an example of how such an island design could look like, created by one of our Level Artists back in the days for Anno 1800:



Once the submission time is over, we will review your entries and select our favourite island designs with the help of the Level Art team. The finalists will then be published in the Anno Union, and it will be your turn to decide the winner of the contest by voting for the island that will make its way into the game. Voting will start in late February.

We hope you are as excited as we are for the last Anno 117: Pax Romana contest! Have fun designing your own Anno island – we cannot wait to see what you create this time! In the meantime, for any question feel free to comment or reach out on our social channels listed below.





*We reserve the right to make adjustments to the winning island design for it to fit the Anno 117: Pax Romana level design and balancing.