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Anno 117: Pax Romana News

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!

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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.

DevBlog: Anno 117 Project Update December 2024

Hey Anno Community,

While – as communicated before – you will have to be a little bit more patient until we show you our “baby” in action, we nevertheless want to give you an update on the current state of the development today. So, how are things looking like on Anno 117: Pax Romana right now, development-wise?

What happened in the last months
Over the last months, we have made very good progress on the game and recently reached an important milestone which, of course, demanded to be properly celebrated with cake.



Having implemented the vast majority of features, with more content being added each milestone, we wanted to put the game in the hands of players once again and organised our largest playtest yet (a one-week diary study) in September.

We very much appreciated the input from all participants who – in this very much still in-progress version with certainly not final balancing – provided us valuable insights into topics like the progression, various UI elements (e.g. trade route setup or the location of the game speed options) and the age-old question of island size.

So, what are some of the most recent additions and improvements for Anno 117: Pax Romana?

  • We have made large steps in regard to the islands and terrain, having recently overhauled many of the island designs as well as trees and rock textures and – going by the feedback from the last internal presentation – reached “I want to go there on vacation” territory.
  • Since a few months, there now also are work-in-progress versions of NPCs and the diplomacy system to deal with – no more “I can grab any island I want” situations in the playtests. Time to build more Triremes and protect those trade routes!
  • The life of your citizens has always been an important aspect of Anno, and Anno 117: Pax Romana is no different. Reason enough for our animator to add a completely new set of feedback units (people and animals) to the game. Plus, we went and did some motion-capture! More on this in a future DevBlog.
  • We’ve also made great strides on the topic of controller support, building on the learnings of Anno 1800’s console version. Providing the best experience for each platform without negatively impacting another remains one of our key principles.


Let’s take a look at some islands!
We have just mentioned that we made significant progress on the islands in the past months. So, as a little (early) Christmas present, we’re excited to give you a first small look at the world of Anno 117: Pax Romana with some early screenshots of the two provinces: Latium and Albion!

Keep in mind these screenshots have been taken from a work-in-progress version of the game and do not reflect the final quality of the game.





This is the province of Latium, close to the heart of the Empire: wide open areas, sandy beaches, lavender fields and cliffs to stand on and watch the sunset from.

“We took strong inspirations from the beautiful Amalfi coast and the bay of Naples. Our goal was to create the typical warm and welcoming Anno feeling. A place that delivers on the fantasy of a game set in this era. It’s sunny, you feel a mild breeze – it’s a place where even the rich Romans in ancient times liked to spend their vacations.” – Manuel Reinher, Creative Director





The province of Albion, much further in the north, has its own visual design: rocky landscapes with high cliffs and mountains, marshy areas, fog and rain – a significant change in scenery.

“We wanted to create a striking contrast between the provinces and the mystic Celtic Albion is perfect for that. It’s the most alien place within the Empire. It’s wet, misty, full of marshland – a place far from home where no civilized Roman wants to be. You will face new challenges in this province, but also new exciting opportunities that these wetlands and the local people unlock in your adventure as a governor.” – Manuel Reinher, Creative Director.


These are the lands our dear Towncrier wandered through back in June in our reveal trailer (Build it!), as you might remember. We’re sure he would also really, really enjoy wandering through these lands in-game…

Anno 117: Pax Romana on Steam

In further news, as you've likely noticed since you're reading this post: We’re pleased to confirm that Anno 117: Pax Romana will be available on Steam from Day 1 when it releases in 2025 together with all the other previously communicated platforms.

You can wishlist Anno 117: Pax Romana on Steam now via the Store Page and follow us to not miss out on any future articles.

We can’t wait for you to get your hands on the game next year on the platform of your choice!

A look into the future
For the next months we have plenty on our hands, including – of course – the feedback points from the latest playtest, all the while planning our communication for 2025.

There’s work to be done on the character portraits and the quests, but also on the music side of things: it wouldn’t be an Anno game without a fantastic soundtrack!

As mentioned above already, we’re also busy working on the UI elements for the many menus that help you with your tasks , as well as the general user experience, the look and feel for Anno 117: Pax Romana.

And there’s the topic of incidents: it wouldn’t be an Anno game without the occasional fire, for example. How often and in which way these appear and how players can act against them, however, are topics the team is still exploring further.

This topic of course also plays into the general topic of “difficulty”, which we touched on above when we talked about the recent playtest.


We will continue to give you the occasional more general development updates like this in the future and – next year – will be able to show you gameplay and impressions of these topics as well.

Until next time!