Latest news with #Anno117:PaxRomana


Geek Culture
20-05-2025
- Entertainment
- Geek Culture
Anno 117: Pax Romana – 6 Epic Thrills Of Governing Your Own Roman Empire
Ubisoft Mainz is set to redefine the historical, economic simulation and strategy genre with Anno 117: Pax Romana , an ambitious city-building game that promises to transport players into the heart of Rome's most fascinating era. Far from a traditional strategy title, this game offers players the exploration of empire-building during a time of relative peace and expansion. The development team's vision for the game goes beyond mere construction. Players won't just be building structures or manage resources, but also be able to establish an entire civilisation, with added cultural dynamics. As a newly appointed Roman governor, players will navigate complex political landscapes across two richly detailed provinces – Latium and Albion. The Latium province. Latium represents the quintessential Roman experience, with sun-drenched Mediterranean landscapes across rolling hills and vibrant coastal settlements. Meanwhile, Albion offers a more mysterious frontier, blending Celtic traditions with Roman conquest. The Albion province. The game's core innovation lies in its dynamic choice system. Every decision impacts your empire's development, whether you're fostering cultural integration, managing economic growth, or balancing diplomatic relationships. No two playthroughs will be identical, ensuring significant replay value. With a small but passionate team of just 110 developers, Ubisoft Mainz is crafting what could be the most immersive Roman Empire simulation to date. Launching simultaneously on PC and console this winter, Anno 117: Pax Romana isn't just a game, but a time machine to history's most complex civilisation. During a special hands-on preview for select global media held in Rome, Italy, Geek Culture got an exclusive sneak preview at a work-in-progress build of the game, to explore the first few hours in the Latium province. Even though not every aspect of the game build was playable, we did manage to learn quite a bit more about what fans of the long-running series, which made its debut in 1998, can expect from the game. Here are six exciting new features which strategy and city-building game fans should appreciate when the game hits shelves later this year. The eight attributes used in Anno 117: Pax Romana provides a comprehensive system for managing your Roman Empire's development. Money represents economic resources, while Population tracks the number of workers and city inhabitants, and Happiness measures citizen satisfaction. Cities reflect urban growth and development, while Health prevents diseases, and Knowledge indicates educational levels and technological discovery speed. Meanwhile, Piety reflects the population's devotion to gods and their divine benefits. But that's only seven because the eighth attribute remains a tantalizing mystery, hinted at by the developers but will only be revealed in future updates. These interconnected attributes create a simulation where each aspect of your settlement impacts its overall success, allowing players to strategically balance economic, social, and cultural factors in their empire-building journey. In the game's religion system, players must strategically select deities that align with their gameplay style and objectives, considering the unique bonuses each god provides. For example, Neptune, Roman god of the sea and fresh water, enhances maritime capabilities with faster ships and improved fishing, while Mars, god of war, boosts military performance through more loyal soldiers and reduced combat costs. The new shrine building placement allows players to offer tributes to multiple deities across different islands, creating complex religious strategies that multiply bonus effects empire-wide. Meanwhile, the global system tracks deity popularity, potentially granting empire-wide benefits if a particular god becomes dominant. This polytheistic approach enables cultural flexibility, letting players incorporate deities from various traditions like Roman and Celtic pantheons without locking them into exclusive choices. Ultimately, the religion system becomes a strategic tool where players can craft their empire's spiritual identity while gaining tangible gameplay advantages tailored to economic production, military strength, or cultural development. Ship customisation is a historically authentic and innovative feature in Anno 117: Pax Romana that allows players to build ships modularly, reflecting ancient maritime construction techniques. During that era, ancient civilisations didn't have diverse ship types like frigates or clippers, but instead built basic hulls and added components as needed. The game's system lets players customise their ships by adding different attachments, such as rovers, masts, and combat elements. Players can create faster ships by removing oars, add multiple masts, or equip combat-focused modules. This approach provides depth for micromanagement-loving players while offering pre-designed blueprints for casual gamers who prefer a simpler experience. The modular ship customisation not only adds strategic complexity but also maintains historical accuracy, allowing players to craft unique vessels that suit their gameplay style and reflect the innovative spirit of ancient maritime engineering. The developers aim to create a deeply integrated combat system where land and naval power are interconnected, so players don't simply buy military units, but must consider population, resource management, and strategic deployment. Different deities like Mars can provide military bonuses, while naval strategies with Neptune can enhance ship capabilities. The combat system is designed to be another strategic tool, not a mandatory path, allowing players to choose diplomatic or economic expansion if they prefer. By tying combat mechanics closely to core gameplay elements like population, resources, and cultural attributes, the game offers deep tactical choices that reflect the complexity of managing a Roman Empire. The diagonal street and building placement system allows players to create more organic, natural-looking city layouts compared to previous Anno games. The system enables players to build more creatively, with the ability to fit farm fields into the gaps between meandering streets and create more strategic placements like building resource camps in forests. This approach breaks away from rigid grid-based layouts of old, making city construction feel more fluid and realistic. The diagonal system is designed to enhance both the aesthetic beauty and functional efficiency of city-building, giving players more freedom to design their settlements in a more natural, less constrained manner. 24-Hour Day & Night Cycle The new and improved 24-hour day and night cycle is designed to add depth and realism to the game's visual experience. With the addition of volumetric clouds, atmospheric weather effects, sparkling lakes and rivers, and even lavender fields help create a sense of wonder and immersion for players. The cycle helps make the game world feel more alive and dynamic, allowing players full control over how the environment changes throughout the day, from morning light to evening shadows. This feature contributes to the game's goal of creating a majestic, timeless world that feels both beautiful and realistic, enhancing the overall visual storytelling of the game. Anno 117: Pax Romana releases this winter on PC, PlayStation 5 and Xbox Series X|S. Yonk is a geek who is fortunate enough to have an equally geeky Star Wars fan for a wife, who owns a LEGO Millennium Falcon encased in a glass coffee table as their home's centre-piece. Anno 117 Anno 117: Pax Romana Ubisoft


Geek Culture
20-05-2025
- Entertainment
- Geek Culture
Building Worlds & Breaking Boundaries With The Architects Of 'Anno 117: Pax Romana'
One way to move forward is to go back to before where it all started, and that's what Ubisoft Mainz is doing as it redefines historical strategy gaming with Anno 117: Pax Romana , an ambitious city-building game that promises to transport players into the heart of Rome's most fascinating era. The eighth game of the long-running real-time strategy, economic simulation video game franchise, which made its debut in 1998, is set to take place in an era long before the events of the other games in the series, and while each game is a standalone exploration of diplomacy, trade and resource management with other civilizations, as well as battles over land and sea, Pax Romana will continue the series' complex gameplay that has won over a legion of fans. But far from a traditional strategy title, this game offers players an exploration of empire-building during a time of relative peace and expansion. Creative Director, Manuel Reinher. When Manuel Reinher, Creative Director at Ubisoft Mainz, speaks about Ancient Rome and about developing the upcoming sequel during that era, his passion is palpable. 'The Roman Empire has an everlasting appeal,' he says to select media in Rome, Italy, during an exclusive preview of the game in April 'Symbols like the Colosseum aren't just landmarks, they're gateways to entire worlds of stories.' And it's through this philosophy that drives this next chapter, as it's a strategy game that's more than just city-building, offering historical storytelling through gameplay, says Game Director Jan Dungel, who chimes in with a knowing smile,. 'We're not creating a game. We're creating an experience.' But with the last game in the series, Anno 1800 , released in 2019, the team knew they faced a unique challenge, of developing a game that resonated with fans, but how do you make a deeply complex strategy game that's appealing to newcomers without alienating the fanbase? The simple answer is, you don't. Middle: Manuel Reinher (Creative Director), Right: Jan Dungel (Game Director). 'Our goal was never to make the game less deep,' Dungel explains. 'Hardcore Anno players would revolt if we stripped away the complexity they love.' Instead, the team implemented subtle innovations and players can now take their time, build at their own pace, and explore without feeling overwhelmed. 'We've created a world that's welcoming,' Reinher promises, 'but still rich with strategic depth.' With previous titles, the structure was more linear, and players had to accomplish all needs before they could venture further, to another island or province to build another city, and then proceed to do more from that point. This didn't allow for much freedom, and understandably, players started to drop out at this point because it had gotten a little too repetitive. The current team specifically wanted to address this issue with Anno 117, so that the more casual players can take their time to build their city, and won't be forced to go to another island and build another city. 'So this was the strategy that we chose to actually still allow those who wanted to go big with everything and enjoy a deep, complex game, but also allow the more easygoing players to actually do what they want and not force them to follow a fixed path like how some players who want to accomplish everything', explained Dungel. Reinher also explained how the team invested a lot into player onboarding, transforming what was once a complex and intimidating experience into a more welcoming journey. 'We have now a lot more onboarding tools than ever before,' Reinher explains, highlighting the game's new approach to guiding new players. Specifically, the team introduced permanent help features, with a small question mark symbol appearing next to UI elements that players can click to get more information at any time. Additionally, they've integrated an in-game advisor who serves as a narrative guide and system explainer. 'He will also tell you more about the systems in the background to understand it,' Reinher notes. Unlike previous iterations where new players might have felt overwhelmed, these tools are designed to provide context and clarity without disrupting the core complexity that veteran Anno fans love. The goal, as Reinher sees it, is to make the game more accessible while maintaining its strategic depth, ensuring that both casual players and hardcore strategy enthusiasts can find enjoyment in Anno 117: Pax Romana . And what players might see as simplifying the game actually has some level of historical accuracy, explains Dungel, who shares how the modular ship customisation feature is rooted in authenticity. 'In ancient times, they didn't have different ship designs like clippers or frigates,' he explains. 'They built one light hull and then added components to it.' This historical insight directly inspired the game's innovative ship-building mechanic. 'We wanted to create ships the way they actually built them,' Dungel says, highlighting how players can now customise vessels by adding different modules. Want a faster ship? Add more rowers, or have two masts. Preparing for combat? Attach additional armaments such as archer towers. This new system offers unprecedented flexibility, while remaining true to historical practices. 'It creates a lot of nice possibilities,' Dungel notes, emphasizing that the feature caters to different player types. For micromanagement enthusiasts, it offers deep customisation, while casual players can simply select pre-designed blueprints. 'As a casual player, you just need to click a button, and you'll have a perfectly fine ship,' he adds, underlining the team's commitment to making the feature both complex and accessible. Thus providing depth without overwhelming players. On land though, Reinher is equally excited about giving players the ability to build diagonal roads as 'it completely transforms how players can build,' he says. 'It's about giving players more creative freedom while respecting the game's core grid system.' Dungel's enthusiasm for the military feature in Anno 117 stems from a strategic understanding of modern strategy game design. 'We know that city builders and strategy games tend to have this part of potential warfare,' he explains, highlighting the feature's importance in creating a more immersive gameplay experience. For Dungel, the military component is more than just a combat mechanic, it's a way to deepen the game's world and expand its appeal. 'We wanted to have the military part from day one in the game,' he says, emphasising the feature's integral role in the game's design. The ability to build armies, potentially lose them, or even overtake other territories adds a layer of complexity and excitement. 'It creates possibilities and deepens how the world can be immersive,' Dungel notes, pointing out that this approach not only enriches the gameplay but also attracts new audiences who enjoy multi-dimensional strategy games. By incorporating military elements that feel organic to the historical setting, the team has created a feature that promises to engage players beyond traditional city-building mechanics. And what about the long-standing traditional of having the numbers in the franchise's game titles always adding up to nine? If there's a reason behind it, the team isn't sharing. 'Maybe it's superstition,' Dungel laughs. 'We like it, our fans like it, maybe there's a deeper meaning behind it. You'd have to join the team to find out', Reinher adds, with a grin on his face. Clearly, Anno 117: Pax Romana isn't just about building cities. It's about creating worlds, telling stories, and inviting players to become architects of their own historical narratives. 'We're not just making a game,' Reinher says, his eyes sparkling with enthusiasm. 'We're creating a universe.' Anno 117: Pax Romana releases this winter on PC, PlayStation 5 and Xbox Series X|S. Yonk is a geek who is fortunate enough to have an equally geeky Star Wars fan for a wife, who owns a LEGO Millennium Falcon encased in a glass coffee table as their home's centre-piece. Anno 117 Anno 117: Pax Romana interview Ubisoft


India Today
15-05-2025
- Entertainment
- India Today
Prince Of Persia remake is coming in 2026
Can we say there's finally a clear timeline for the much-delayed Prince of Persia: The Sands of Time remake? If you are unaware, Ubisoft has confirmed that The Sands of Time remake will arrive by the end of March 2026. This means the title is expected to launch sometime during Ubisoft's 2025-26 financial year. While that's still a while away, it's at least a concrete window — especially after years of silence, delays and developmental troubles. To give a little recap, the remake was originally announced in 2020, and since then, it has had a rocky journey so far, including fan backlash to its first trailer, developer changes, and the game essentially going back to the drawing latest update came during Ubisoft's earnings report for the 2024-25 fiscal year, where it outlined its plans for the next year and confirmed the Sands of Time remake as part of its upcoming line-up. Alongside the remake, Ubisoft also revealed titles such as Anno 117: Pax Romana, Rainbow Six Mobile, and The Division Resurgence are all targeting the same launch window. But we are here to talk about the Sands of Time remake. While Ubisoft had previously mentioned a vague 2026 timeline, this new statement helps narrow it down to a January-March release. Of course, that is assuming there are no further delays — something fans will be understandably wary of given how long the project has already taken. For those who've been following the game, the journey has been anything but smooth. The original remake was in development at Ubisoft's India-based studios in Mumbai and Pune, but following criticism over poor visuals and a general lack of polish, Ubisoft shifted the project to its Montreal and Toronto teams. This transition brought a major overhaul, with the game reportedly being rebuilt from the ground up, including fresh animations, combat mechanics, and a complete visual familiar with the project have also hinted at a more authentic take on the setting. This includes casting a new actor of Persian origin for the Prince's role, replacing Yuri Lowenthal, who voiced the character in the original the delays, Ubisoft appears committed to delivering a better version of the game than what fans first saw. The success of Prince of Persia: The Lost Crown earlier this year has likely helped boost internal confidence, reminding Ubisoft that there is still strong interest in the a fan myself, I am now only waiting for when Ubisoft decides to show the game again. A re-reveal trailer is expected any time now, considering we are less than a year away from the expected release. Stay tuned to India Today Tech for all the latest on the Prince of Persia: Sands of Time remake.


Business Mayor
14-05-2025
- Entertainment
- Business Mayor
Ubisoft says its Prince of Persia remake will finally arrive by early 2026
In Ubisoft's latest earnings release, the company reveals that it expects the Prince of Persia remake to be one of the games that will help its bottom line during the next fiscal year, FY2025-2026. Since Ubisoft's FY2024-2025 ended on March 31st, 2025, that means the new game will have to go on sale before March 31st, 2026. But that also means it could arrive any time now. We're already two months into FY2025-2026. I'd be surprised if we didn't get an announcement at the Summer Game Fest next month. Ubisoft suggests that its top games in FY2025-2026 will be Assassin's Creed Shadows and Siege X, but names Prince of Persia as one of the games that'll contribute alongside Anno 117: Pax Romana, Rainbow Six Mobile and The Division Resurgence . I'm eagerly awaiting the chance to try it, as the original is one of my top five favorite games of all time. I loved its storytelling, voice acting, incredible music, and its then-groundbreaking ability to rewind time. But I won't deny I'm a bit worried. The remake is far from the most-delayed game at Ubisoft, of course: I believe Beyond Good and Evil 2 currently holds the all-time record at over 15 years since it was first announced. Incidentally, the first BG&E game shipped just a month after Prince of Persia: The Sands of Time . READ SOURCE


Reuters
14-05-2025
- Business
- Reuters
France's Ubisoft full-year net bookings fall 20.5%
May 14 (Reuters) - France's largest video game maker Ubisoft ( opens new tab on Wednesday posted a 20.5% fall in full-year net bookings to 1.85 billion euros ($2.07 billion) due to delayed releases and the underperformance of some of its leading titles. For fiscal 2025-26, the maker of the blockbuster franchise "Assassin's Creed" projected stable net bookings year-on-year. Net bookings for the first quarter are forecast at 310 million euros. Ubisoft said fiscal 2025-26 results will benefit from its strong back catalog, especially "Assassin's Creed Shadows", and the release of "Siege X" which is expected to strongly grow franchise net bookings. It also cited the projects "Anno 117: Pax Romana", "Prince of Persia: The Sands of Time remake", "Rainbow Six Mobile" and "The Division Resurgence". "After a review of our pipeline, we have decided to provide additional development time to some of our biggest productions to create the best conditions for success," CEO Yves Guillemot said in a statement. As a result, he said, Ubisoft's largest brands should release "significant content" over the next two years. In March, the company faced a make-or-break moment with the launch of "Assassin's Creed Shadows" as it grappled with falling revenue, a sinking stock price and takeover speculation. Ubisoft said the game delivered the second-highest Day 1 sales revenue in franchise history and set a new record for Ubisoft's Day 1 performance on the PlayStation digital store. At the end of March the company set up a subsidiary for its "Assassin's Creed", "Far Cry", and "Tom Clancy's Rainbow Six" franchises. China's Tencent ( opens new tab will invest 1.16 billion euros for a 25% stake in the new subsidiary, valued at about 4 billion euros. After the Tencent transaction closes, the group expects to maintain a consolidated net debt position of around zero. Ubisoft said it plans to announce a new group organisation by the end of the year to better serve gamers' needs, improve game quality and drive disciplined capital allocation. ($1 = 0.8923 euros)