
Anno 117: Pax Romana ignited my passion for city building.
For the 110 individuals involved in the development of Anno 117: Pax Romana, the forthcoming city-builder from Ubisoft Mainz, each installment in the series has contributed to its release slated for Winter 2025.
The Anno series has experienced both successes and failures — its latest title, 2019's 1800, is widely regarded as one of its finest, while the future-oriented games 2205 and 2070 received mixed reviews. However, Pax Romana offers something for devoted strategy enthusiasts, builders who value aesthetics, and even newcomers: it marks the franchise's inaugural simultaneous launch on PC and console, the return of land combat, the long-awaited introduction of Anno to Rome, and significant enhancements to current gameplay systems.
Several team members have been part of the series for 10, 15, or even 20 years, possessing a deep understanding of what dedicated Anno fans desire (more visually appealing graphics, a wider array of choices, more comprehensive gameplay systems, and moments of chaos that fit well within the narrative) and are committed to delivering those expectations.
I journeyed to Rome to be among the first people globally to experience Anno 117: Pax Romana hands-on and to converse with creative director Manuel Reinher and game director Jan Dungel, emerging from this opportunity feeling distinctly jet-lagged and with a renewed appreciation for the series and its genre. Let’s get started!
A new Anno
Anno 117: Pax Romana is the first entry in the series since the acclaimed 1800, set during the Industrial Revolution. This title also marks the most significant historical regression for the series. The team aimed to avoid setting the next Anno game amidst the chaos of war during the Roman Empire, opting instead for the peak of a 200-year era characterized by peace and prosperity.
“Our fans have been requesting this for quite some time,” Reinher shares with Digital Trends. “The allure of Rome is a compelling backdrop, yet we faced challenges; with Rome, there exists a specific fantasy that has been portrayed so frequently that it creates certain expectations… We found that Pax Romana served as our playground; it met all our criteria. It represents almost 200 years of stability in the empire, peak growth... and it aligns well because conflict isn’t the core of the Anno experience.”
In Anno 117, players will take on the role of a newly appointed Roman governor in Latium, a province near the heart of the Empire, with the responsibility to maintain that aforementioned peace and prosperity. Will you rule with an iron grip, betting on fear to maintain order, or will you adopt an empathetic approach and pray to your chosen deities that rival governors don’t undermine your authority?
Furthermore, there’s Albion, the misty Celtic territory that no "civilized" Roman would dare enter for fear of the wrath of its wild, untamed inhabitants. You’ll have the option to explore this land as well (though I didn’t get to that during my hands-on experience), deciding how to interact with the land and its people.
Anno 117: Pax Romana aspires to provide players with more significant and impactful choices than previous entries in the series. A vast discovery tree, comprising over 150 "discoveries" categorized into three primary sections (economy, civic, and military), aims to alleviate some of the linearity players may have encountered in earlier games.
Improving storage capabilities can aid in accommodating more goods for trading with neighboring provinces, while civic research enables exploration of various religions or the construction of new public buildings. Furthermore, players won't be confined to a specific branch on this discovery tree; you’re free to research paved roads, acquire knowledge of Latin, or enhance your military presence.
As with any Anno title, 117: Pax Romana revolves around economic simulation, incorporating elements of traditional city building along with 4X strategy features. However, 117 reintroduces a controversial aspect that has been absent from the franchise for quite some time: land combat.
While the team remained somewhat reserved during our preview, they confirmed that Anno 117: Pax Romana will feature both land and naval combat, promising deeper integration between the two, indicating that only substantial, powerful cities will sustain effective military forces. However, there's no need to worry — Anno is not primarily a war simulation franchise, and the developers view land combat as merely “another choice, another tool.” You might prefer diplomacy over confrontation.
In addition to gameplay mechanics, the team aims for 117 to be the “most visually stunning builder game, period.” A new day and night cycle creates impressive moments, such as the flickering lights of the lucernae illuminating as dusk falls or vibrant lavender fields contrasting with growing cities. The newfound ability to create curved roads offers enhanced freedom in city layouts, and the team's meticulous attention to detail can be seen in every pixel, from the waves cresting around a sailing vessel to grains of




Other articles


Anno 117: Pax Romana ignited my passion for city building.
We thoroughly explored Anno 117: Pax Romana, gaining a comprehensive understanding of Ubisoft's Italian city-building game.