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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


Digital Trends
19-05-2025
- Entertainment
- Digital Trends
Anno 117: Pax Romana awakened the city building fanatic in me
For the 110 people working on Anno 117: Pax Romana, the upcoming city-builder from Ubisoft Mainz, every game in the franchise has led to its Winter 2025 release. The Anno series has had some hits and misses — its most recent game, 2019's 1800, is widely considered one of its best, while future-focused titles 2205 and 2070 had mixed results. But Pax Romana has something for die-hard tactics players, beauty builders, and even newcomers like me: the franchise's first-ever simultaneous release on PC and console, the reintroduction of land combat, the promise of finally bringing Anno to Rome, and major updates to existing game systems. Recommended Videos Some team members have worked on the series for 10, 15, or 20 years, know exactly what diehard Anno fans want (prettier palettes that take advantage of improved graphics, a greater variety of choice, more robust gameplay systems, and diegetic moments of hilarious catastrophe), and are determined to deliver. I travelled to Rome to be one of the first people in the world to go hands-on with Anno 117: Pax Romana and chat with creative director Manuel Reinher and game director Jan Dungel, emerging from the experience thoroughly jet-lagged and with a newfound appreciation for the series and the genre. Andiamo! A new Anno Anno 117: Pax Romana is the first game in the series since the beloved 1800, which was set during the Industrial Revolution. It's also the series' biggest historical leap backwards. The team didn't want to set the next Anno game during the bloody, war-fueled throes of the Roman Empire, but during the height of a 200-year-long period of peace and prosperity. 'Our fans have asked for this for a very long time,' Reinher tells Digital Trends. 'The power of Rome, it's a very appealing setting, but we struggled because with Rome there's a certain fantasy that is well-delivered, and delivered so often people have a certain expectation … We found Pax Romana is the playground for us, it ticked all the boxes. It's almost 200 years of stability in the empire, peak growth … and it's a good fit because conflict is not the core of the Anno experience.' In Anno 117, you'll play as a freshly appointed Roman governor in Latium, a province close to the center of the Empire, tasked with upholding that aforementioned peace and prosperity. Will you govern with an iron fist and hope that fear keeps the peace, or show empathy and kindness and pray to one of your chosen Gods that rival governors don't step on your exposed toes? And then there's Albion, the fog-covered Celtic lands where no 'civilized' Roman dares tread lest they face the ire of the strange, savage locales. You can go there, as well (though I didn't get to that during my hands-on), and decide what to do with the land and its people. Anno 117: Pax Romana hopes to offer players deeper, more meaningful choices than any other game in the franchise. A massive discovery tree, with over 150 'discoveries' divided into three main categories (economy, civic, and military), will help 'soften the linearity' players may have felt in previous titles. Researching improved storage capacities can help you store more product to trade with neighboring provinces, while civic research allows you to explore different religions, or build new public buildings. And you won't be locked to a certain branch on this discovery tree, you're free to research paved roads, or learn Latin, or beef up your military presence. Like any Anno game, 117: Pax Romana is centered around economic simulation with some traditional city builder mechanics and 4X strategy features sprinkled in. But 117 is bringing back a controversial feature players haven't seen in the franchise in a very long time: land combat. The team is pretty close-lipped about it during our preview, but confirmed Anno 117: Pax Romana will have both land and naval combat, with more depth when it comes to integrating the two, and the promise that only big, powerful cities can have a thriving military. But don't fret — Anno is not a war sim franchise, and the team considers land combat to be 'another choice, another tool.' Diplomacy could be your vibe, rather than wielding steel. Aside from gameplay features, the team wants 117 to be the 'most beautiful builder gamer, period.' There's a new day and night cycle that elicits some big 'ooohh' moments, like when the flickering fires of the lucernae come alive as the sun sets, or when burgeoning cities are cut through with gorgeous lavender fields. The added ability to create curved roads allows for more freedom in city layouts, and the team's attention to detail can be found in every pixel, from the waves breaking around a sailing ship to grain crops shifting softly in the wind. Ubisoft is excited to show people how multicultural ancient Rome was, how it pulled inspiration and even religions from Celtic and Egyptian lands, and how the expansion of the empire led to cultural exchange. 'Religious ideas, technologies, resources, they travel from one province to the other,' Reinher explains. This ancient melting pot helped stabilize the empire. 'People are surprised by that fact … This happened 2,000 years ago. Ideas travelled like this, and it's a fascinating story that breaks the boundaries of what we all have in our minds when we think about such an economic empire.' Roman onboarding Ubisoft Mainz promises Anno: 117 Pax Romana's gameplay experience is for both newcomers and old heads alike, thanks to an improved onboarding system. 'Anno can be quite complex, but it's rewarding step-by-step,' Dungel says. 'You don't need to completely understand the universe to enjoy [the games].' To describe sitting down to play an Anno game for the first time while surrounded by the cold stone walls of an ancient Romane estate as 'surreal' wouldn't do it justice. Overwhelmed by the game's systems and in awe of the Horti Sallustiani (the gardens of Sallust), I worry I won't be able to create an Empire my ancestors would be proud of. I consider lingering around the craft services table and eat as much olive bread (a staple of the Romane diet) to avoid embarrassing myself. But I have a job to do, and gawking at the marble structure soaring overhead won't do me any good. So I sit down, load in, and am immediately tasked with placing my governor's villa somewhere on this newfound island that's far enough inland to avoid getting attacked by coastal invaders, but central enough that it can easily connect to warehouses and other important commerce buildings. An in-game pop-up urges me to ensure that my villa is connected to another important building, but fails to tell me I have to build that second structure. I glance around, helpless, until someone comes over and walks me through it, just for me to immediately get stuck again because I can't see a missing pixel of road that means the buildings were technically still not connected. I let out a grunt of frustration. I am jetlagged and my brain is functioning at its lowest possible capacity. I need more olive bread. Soon enough, my Italian ancestors smile upon me. I start to get the hang of things after my little roadblock (teehee). I build a sawmill in the center of a forest to ensure we have a steady supply of wood, and place a collection of houses for my lowest class working folks probably a bit too close to the governor's house for a man of his stature's liking (I believe in solidarity across classes in my ancient Rome). I ring the workers' homes with purple wildflowers, place a tavern and a market close enough to their quarters so that they buff everyone who lives there (which helps you earn more money faster), and send my sole ship out to treaty with a neighboring isle. '[Building Anno 117] was a little bit challenging, because we have very different audiences,' Dungel admits. 'Some people want to collaborate, they are super hardcore, they want to value share and network, but some people are more casual. For the first time, we decided we would try to find a way to please both of these groups, not make it less deep and less complex, but give an option for people who want to go more casual. That's why you don't have to deliver all the needs [requirements for every population tier that must be filled in order to progress] … you don't have to immediately go to another province.' Though I stumble at first, after about 1.5 hours of playtime, I have a tier 3 city sprawling out before my eyes, complete with soap production, ship-building, tunic and sandal makers, tilers, and a temple to worship our chosen goddess, Ceres, who helps boost our farms' output. There's a plethora of emergency services, including doctors, Vigiles Urbani (basically Rome's NYPD), and firefighters, the last of whom successfully snuff out a fire that starts near my sheep pasture. I even have a massive new ship that can carry far more cargo than the one I started with. But my city is net negative, and losing money fast. I get a loan, then another, then another, and then I start to panic. Despite my efforts, there just aren't enough people to produce my much-needed products (the pretty lady on a neighboring island really wants tunics), or enough raw material for the people to form into something usable for the empire. I need to build more homes to get more able-bodied workers, but I don't have enough lumber, and my island is looking more and more like a desert every minute. Even the Anno experts next to me are struggling with their financials. 'I can't take another loan,' one player bemoans. Before I can right my ship, the hands-on is over. I had just gotten my negative income out of the triple digits and was in the process of conquering another island that had some crucial resources (olives, mackerel), when we were given a times-up signal. 'I was getting the hang of it!' I protest. 'I just need more plebeians!' The Ubisoft dev who pulled me from the depths of dirt road despair two hours earlier laughs. He has just seen a new city builder player be born before his eyes. Anno 117: Pax Romana releases later this year for PS5, Xbox Series X/S, and PC.