A Governor’s Cross-Sea Struggle for Power and Prosperity
The Anno series has a long and storied history. The first installment, developed by 'Max Design' in the Austrian countryside of Schladming, was released in 1998, giving the franchise a legacy of nearly 30 years.Though visuals have evolved and developers have changed, the Anno series’ core design DNA has stayed remarkably consistent.
The upcoming 'Anno 117: Pax Romana' also embodies the traditional genes of the Anno series. Despite new visuals and a fresh era, the game preserves the series’ familiar essence.

Game Title: Anno 117: Pax Romana
Genre: Simulation
Release Date: November 14, 2025
Review copy: Pre-release version
Developer: Ubisoft Mainz
Service: Ubisoft
Platform: PC
Play: PC
Ancient Romans did not live on bread alone.
Solve the puzzle of supply and demand
The Anno formula remains clear: limited land, scattered islands, and constant trade.
Although the gameplay has been somewhat simplified by the time of Anno 2205, this design has remained consistent from the first game to this one, Anno 117. As the administrator of a province under the emperor's command, the player must pioneer an uninhabited island and expand your province by balancing exploration, production, and trade.
In the process of executing this, very standardized city builder rules are added. You just need to build basic residences and lay the foundation to supply necessary items. The characteristic here is that, compared to other city builder types, you can control the supply of items and logistics movements in a more detailed manner. Fulfilling needs and development through this is the core of the Anno series.

▲ The city being created feels like a byproduct
For example, to obtain the very basic construction material 'wood', you only need to create a lumberyard and a sawmill; however, the difficulty of crafting varies greatly depending on the item. For instance, to craft the food item 'sausage' for the peasant class, you must establish a pig farm, a herb farm, and a charcoal kiln to supply meat, herbs, and charcoal.
Of course, not all materials can be sourced from a single island. Since this work focuses on the early 2nd century, the peak of the Roman era, it incorporates a variety of luxury goods and construction materials. While terracotta can be readily sourced from any island, concrete and marble might not be present on some islands at all. When it comes to agriculture, items like olives and caviar cannot be produced if they do not exist on the island in the first place. Players must import scarce materials through the central trading post and export surplus goods to balance commerce.

▲ If you don't have it, you have to buy it. Finding and mining it is just too difficult...
Ultimately, what needs to be satisfied is the residents' satisfaction. The desire to live in a good place is the same whether it's now or then, so the more goods are circulated, the higher the satisfaction with life on the island will be. The vagrants can survive with just a tavern and some fish, but as they move up to the peasant class, they demand sausages and wheat bread, and the knightly class requires silver brooches, togas, and writing tablets. Finally, when they reach the noble class, Patricians eventually demand lavish amenities and delicacies like caviar-topped oysters and jellied bird tongues.

▲ The island’s citizens grow steadily more demanding.
Ultimately, the 'Anno' game series appears to have a very complex and multi-layered structure, but fundamentally, it is a game that involves solving the puzzle of needs and supply. This means that there must be an aristocratic or knightly class that demands everything in order for high-grade military units, ships, and culture to flourish, allowing players to witness the picturesque Roman colonies that can only be seen in game trailers.
Ancient Rome has too much to do.
Managing Two Provinces at Once
In the process, gamers must control many aspects directly. In addition to the province of 'Latium', which follows the traditional Roman style, there is also the province of 'Albion', which encompasses the Celtic culture centered around England, in Anno 117. When the first province grows sufficiently, a notification will inform players that they can settle in the second province. From that point on, they must manage both provinces simultaneously.

▲ While working hard, I unexpectedly received a new assignment.

▲ I must start with the shantytown, but there's nothing I can do. I'll have to develop it here, too.
Albion and Latium are so far apart that direct trade between them is impossible. From this point on, the gamer must control both Latium and Albion in real-time. On one side, they must dig for caviar and oysters to satisfy the Patricians' gourmet desires, while on the other side of the world map, they must start digging for clams to feed the new vagrants.
Of course, both of these provinces become so busy that you can't think of anything else until they are somewhat on track. Since playing one side doesn't mean the other is idle, if you leave Albion for a while and return, you may return to find riots, ruined buildings, or a rival governor’s army at your gates.
Moreover, Albion and Latium are entirely different neighborhoods, distinguished by their cultural spheres. Although their processes may be similar, they are fundamentally distinct. Latium obtains most of its resources from dry land, while Albion gathers various items from wetlands, possessing completely different building materials and needs. Cultural choices can narrow the gap, but their fundamental differences remain.

▲ The needs vary depending on which development path is pursued.

▲ Celts who raise cattle, harvest reeds, and catch eels in the marsh
Of course, due to the nature of the Anno series, once the game gets on track, most administrative tasks become automated, and from that point on, you can manage the city relatively easily by choosing dilemma options. Trade can also be automated by setting up the trading post to automatically purchase the necessary items, and since there are no citizens beyond the Patrician, you can balance production and consumption, and as long as you bolster your military strength, the number of elements you need to worry about decreases significantly.
The challenge is timing — the second province unlocks just as the first becomes busiest, overwhelming the player. Most construction simulators tend to be busiest in the early stages, gradually reducing the tasks as time passes. However, this game ensures that just as you start to feel relaxed, the second settlement opens up, keeping you excessively busy and not giving you any time to catch your breath.

▲ I have to take care of my friends' beliefs, too.

▲ We should also hold a festival.
Anno’s trademark competitive design is what truly elevates the experience. While most city builders may include external trade elements, they are fundamentally closer to single-player experiences. Conversely, the Anno series involves up to three competing governors in a single game, who continuously compete against the player throughout the experience. They can occupy nearby islands and may even declare war at times. Furthermore, there exists a colossal mediator and influential figure known as the "Emperor," who oversees everything. Gaining the Emperor’s favor is vital for diplomacy, and his quests can’t be ignored if you hope to maintain reputation.
As a result, Anno 117 does not give gamers a moment of respite until the very moment the game ends. Since Albion's entry also occurs simultaneously with all other competitors, at some point, players juggle two provinces like twin game boards while competing with up to three rival governors. Whether by gaining the emperor's favor to politically isolate the opponent or by nurturing elite soldiers to physically crush them.

▲ You have to deal with competitors who boast even without an army

▲ You must sell items that are left over. Is triangular trade really that significant?
Ancient Rome Demands a Governor, Not a Merchant
A game that must be played with the heart of a governor, not a mayor.
In summary, Anno 117 is a very hectic simulator that retains the characteristics of the existing Anno series, including narrow land, many islands, and the puzzle of supply and demand through trade, while also having to manage two settlements simultaneously.
When you start the game, you can enjoy the fun of creating a charming island colony by setting up a small settlement on your own little island. However, once the game gets into full swing, you must consider how to efficiently utilize the little land to satisfy the overwhelming demands of the citizens, while also taking into account the conflicts with rival governors.

▲ There are sometimes scary friends like this.
Therefore, if you simply think of it as one of the many city builders and play, you may quickly feel a disconnect from typical city-builder pacing. n Anno 117, city building is just one of the fundamental elements of the game; ultimately, the course of the game hinges on who becomes more economically prosperous, can exert political power through this, and can establish military defenses. The Emperor frequently issues demands and stirs conflict among governors, keeping the game far more complex than a simple city-builder.
The fun of 'building your own city' that can be felt in general city builders is inevitably relatively low. This is fundamentally because the land is too narrow. Just as modern society depends on laborers as well as elites, Anno 117 requires lower-class workers to sustain its industries. herefore, while the city center may be bustling, the outskirts inevitably contain shabby housing and pig farms. Amidst this, to enhance urban values, attract value-added industries, and operate in a Dubai-like manner where everything is resolved with money, one must contend with the limited land for quite some time.

▲ It's somewhat gratifying to see my Roman friends playing happily.
Fortunately, Anno 117 is easy to learn thanks to a lengthy, well-structured campaign. Gamers learn the game in Latium, flee to Albion after being chased by the rebels, and need to develop the Celtic settlement. Through it, players learn the ropes of politics, trade, and citizen management.As content designed to help players understand how the game operates, the campaign works 100% perfectly, and it is genuinely enjoyable to play just the campaign.
However, you should be aware that this game has a different direction from a typical city builder before you play it. The gamer is the governor, not the market, and you must play the game with the mindset of the governor to fully appreciate Anno 117. It’s less about right or wrong design and more about whether the approach suits the player’s taste.

▲ It's a bit strange that the Battle Pass system is included.
For those who embrace its demanding style, Anno 117 is deeply satisfying. It compresses topics ranging from politics, administration, religion, military, to diplomacy, ensuring nothing is left out. But if you’re looking for a traditional city-builder, you may want to think twice.
This article was translated from the original that appeared on INVEN.
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