DevBlog: Anno 117 Project Update November 2024

Hey Anno Community,

Not too long ago we’ve released a DevBlog on the first months of our work on Anno 117: Pax Romana, how we tackled starting a new Anno project and creating the vision. If you missed it, you can find the blog here.

 

But how are things looking like on Anno 117: Pax Romana right now, development-wise?

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.

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: 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 other platforms: Ubisoft Connect, the Epic Store, Xbox Series and PlayStation.

Wishlist Anno 117: Pax Romana on Steam now by following this link: Steam Wishlist.

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!

Union Update: Results of Narrative Vote & end-of-year stream

Hello Anno Community,

It’s November, going outside is becoming increasingly uncomfortable and 2024 is slooowly nearing its end. Before that, however, here are some updates and announcements from us for the end of the year: Let’s talk about the two previous Community Contests and the upcoming livestream.

Quest Design Contest

We’re excited to announce the winner of the second Community Contest.

You have spoken, and with a small but decisive lead, the “Weapons from the Stars” quest concept (link) took first place! (30% of the votes, followed by In Vino, Veritas with 24%) Clearly, the hunt for special metals to forge something unique for the people of Albion grabbed your attention.

A round of applause to its creator, Nathanael, and a big thank you once more to everyone who sent in their stories for the contest.

 

So, what’s next? – Our colleagues in the Narrative Team will take the winning concept and might start making some adjustments to make it fit the constraints of the game. We’ll also reach out to Nathanael in case of questions or before we would make any bigger changes to the quest structure.

The quest will then be implemented in the coming months to be ready for Anno 117: Pax Romana’s release in 2025.

Statue Contest Update

We also want to use this opportunity to give an update on the first content we held back in summer.

You might remember, “Annocius” by HiddenMoon79 won the community voting. Since then, our Art Team has been working first on a concept and then the 3D model for the in-game statue. The 3D model actually is finalized already, but misses some polishing. We’ll have a screenshot for you in the next Union Update.

End-of-year Livestream

As mentioned in the intro: we are planning one last livestream for the year – both as a way to recap what happened in 2024 as well as to showcase Anno 1800’s final Cosmetic DLC.

Community Developer Oliver is joined by two returning guests for this adventure: Artist Laura and Game Writer Jannika, who both poured their creativity into this last cosmetic pack.

Join us on Thursday, November 28th, at 5PM CET / 8AM PT / 11AM ET over on the Annogame Twitch Channel.

Union Update: Vote for your favourite Quest

Hello Anno Community,

Here we are, at the end of October, ready to launch the final phase of our second Community Contest: the voting!

Back in September, we challenged you to write a little in-game quest for Anno 117: Pax Romana – tied to the region of Albion and featuring buildings, people and themes of this region.

 

We ended up receiving so many entries that we had to adjust our internal timeline for the start of the voting. It took us longer than planned to settle on our five favourites from the far over one hundred quests that we received.

A huge THANK YOU to everyone who submitted their story, we could clearly see that you all added what you wanted to see in Anno 117: Pax Romana into those stories: from references to Anno 1800, pop culture or ancient mythology to stories with dramatic turns and humour-filled episodes.

 

To ultimately settle on the five finalists our main criteria were: originality, feasibility within the game features and narrative tools at our disposal and if the quest/story fits within our world.

So, after going through your submissions, we chose our favourite entries. Find below a short summary for each quest and a link to a PDF with the full quest.

IMPORTANT: Entries have been annonymized for the voting and translated into English if needed. Otherwise, the content has not yet been adjusted to fit the exact realities of the game. That means that any characters, features, buildings etc. mentioned in said quests that have not yet been confirmed by us are pure speculation by these authors The winning entry will be adjusted afterwards if necessary.

  1. In Vino, Veritas

A teacher at the local Grammaticus requires the assistance of the governor to prepare a meeting with scholars, including the delivery of suspiciously large quantities of wine.

Link to full quest

 

  1. Weapons from the Stars

A local smith argues the metal from a fallen star could be used for some very special weapons – assuming you can assist him finding and retrieving a piece of the fallen star in the first place.

Link to full quest

 

  1. Traditional Beer in Danger

Do Romans not also deserve beer? Balance the worries and needs of the local population with those of traditionalists and your requirements as a governor when it comes to the age-old tradition of brewing beer.

Link to full quest

 

  1. Spatha, no, Spathae!

New weapons for the Romans sound like a lucrative business – but the smith will need the support from the governor to start their ambitious project.

Link to full quest

 

  1. Intercultural Exchange

Find the right balance on the topic of Romanization by intervening in the education in Albion and providing the Grammaticus building with the means to teach the young and old.

Link to full quest

Had a thorough look and picked a favourite? Well, then it’s time to vote and have the concept of your choice turned into an actual in-game quest!

The voting is open until November 5th, end of day – you have one vote and your vote is completely annonymous.

 

Once again, a big shout out and thank you to everyone who participated, from all of us – and the Narrative Team specifically.

Have a fantastic week!

DevBlog: Defining a Creative Vision

How are we creating the vision for a new Anno game? Which challenges do we need to face when working on the concept of a new game? Let’s dive into the topic of designing an Anno game together with our Game Director Jan Dungel!

 

For this blog, we’ll first go a bit back in time to the beginnings of Anno 117: Pax Romana. Then we talk about the roles of Game Director and Creative Director in our team and about our overall approach to Game Design.

This is the first of two blogs on this subject: the second blog will go a bit more into the day-to-day work of the Game Design team on Anno 117.

First Steps

So, a little while ago, Anno 1800’s postlaunch was still ongoing and we started working on the console version, a small group of the team here in Mainz started brainstorming on the next project. Clearly, we wanted (and needed) a new project to follow after Anno 1800 – but what kind of project? In those discussions, several key points needed to be decided upon.

For example: What type of game do we want to create? – Well, that one was answered rather quickly: after the massive success of Anno 1800, of course we wanted to build on that with a new Anno title.

Part of this decision obviously had to be: What then should the setting for the next Anno game be? Now you know: it’s inspired by Ancient Rome!

Tied deeply into these discussions also was: What are our strategic goals for the new Anno game? For example, for Anno 1800 one huge goal was to go back to the roots – with the game being an answer to the feedback to Anno 2205.

Additionally, we checked if and how we achieved our goals for our last game(s) and evaluate past strategies and successes.

Questions like these set the baseline for all future discussions, therefore, let’s elaborate on the last two points a bit more.

Agreeing on strategic goals

One goal for Anno 117: Pax Romana, for example, is to provide once again a strong Anno for our fans and hardcore players after the massive success of Anno 1800; BUT we also have several points we want to improve on – a key being the experience for new players. That means tackling the topic of onboarding, for example. We are quite aware that saying things like this occasionally results in some worried faced within our core audience – but we consider it achievable, albeit challenging.

Game Designs job then ultimately is finding ways to achieve the goals we set ourselves for the new game.

Agreeing on the setting

Indeed, the setting for any Anno is one of the earliest things we decide on. That’s cause the setting itself can already answer strategic questions.

If we, for example, wanted to grow our Scandinavian audience (to use a VERY random example), maybe Vikings or the time of the Great Northern War would be well-suited.

It also immediately determines the narrative approach, as well as feature set. Anno 1800 could distinguish between sailing and steam ships, Anno 2070 could add aircrafts – and both examples impact logistics, warfare and more in these games and therefore have large impacts on many layers of the overall design.

And – as you know, we decided to set Anno 117: Pax Romana in an Ancient Roman setting. There were several reasons (and therefore also answers to strategic questions) for this, starting with the fact that (as we also know from previous surveys) Rome simply is a fan-favourite setting – something we know would go very well with our existing audience.

Rome, as a setting, also simply is an obvious choice for a builder game like Anno. Rome stands for a big empire, many different cultures, a network of trade (with plenty of trade by ship), centralised but also spread across many provinces (not unimportant when thinking about postlaunch opportunities) and the Romans themselves as builders – from towns to infrastructure to large public buildings.

The setting, also, has mass-appeal, and people know Rome and the Romans (to the point where parts of this knowledge might be considered stereotypes). That – to an extend – also provides a certain risk: we needed our own take, the Anno take, to the setting we have chosen.

There are so many aspects that appear in people’s minds when thinking about “the Romans”. The typical imperial legionnaires, political intrigue and Caesar’s murder, gladiators and all the ruins still visible today.

Self-identification

Another obvious question we had to ask ourselves, was: What type of game is Anno? And what makes Anno, Anno, from a Game Design perspective?

The first question is not that easy to answer, actually. And we see that often when following discussions between our fans as well.

Anno is a premiere builder game within the strategy genre – you’re doing far more than just building cities, though!

No, Anno goes beyond that and includes city building, deep economy simulation, 4X strategy elements and an immersive world with a narrative layer to hold it together and dive deeper into the setting. These systems interact with each other to a degree that Jan suggests Anno turns almost into a puzzle game.

It’s a unique mix and this is our specialization in the genre: we are Anno. And we call ourselves a builder game since these puzzle pieces, this complexity, is due to all the things players build in our games: cities, relationships, trading networks, fleets and strategies.

 

In fact, self-identification is key (we have talked about the approach by our Brand team previously), and we’re looking in detail at the evolution of our own games: Which new mechanics were introduced in past games? Which new features? Which features were tried and then never returned? Which features did we love and which ones did we not like?

That also includes putting ourselves into the place of the player, and asking the question: What are my expectations to an Anno game from this perspective? What are my needs and wishes when playing an Anno game? What excites me? What bores me? Accordingly, playing our own games, including older titles, also plays an important role for our Game Design team (and the onboarding of new Designers) in understanding what makes Anno, Anno.

In short: we need to become Anno players and remove ourselves from seat the of the developer for a bit. After all, ultimately, we’re (also) building the game for ourselves.

Let’s use one prominent example for this “Anno DNA” topic: Islands!

Islands are another unique selling point of Anno, a key ingredient since the very first game – and, phew, a much-discussed subject within our community as well. For us, islands – or at least the principle of islands: space limited areas with a logistics area between them – are core to the Anno experience. They would not need to be literal islands, but the limitation of space (through island size, number and design) and the challenges (see: puzzle!) that arise based on that are key – they create a purpose for the player and influence many other aspects of the game’s design.

Additionally, islands naturally communicate space: there’s no doubt where players can build and where they can’t. The separation between building area and logistics area is clear and doesn’t require and UI help or artificial map borders.

As many of you also pointed out in the past: islands are also a key aspect that makes us historically inspired but not historically accurate. Our real world does consist of many larger land masses, which are not present in an Anno game.

From Anno 1602 over Anno 1404 to Anno 1800 – the world is always made up of a multitude of islands with unique designs and terrain features. Easily visible by a quick glance at the minimap.

Finally, it’s important to note that we’re not working in a bubble: we’re performing quite a bit of research into what other games are doing. What are current industry standards for strategy games? (for UI/UX design, game design, narrative design etc.) And then there are of course playtests with members of our community – we’ll tackle that topic in a future blog.

Creative Directors and Game Directors – what’s the difference?

This is maybe a good time to stop for a second and ask: What does a Game Director do? And a Creative Director?

For us, both jobs’ responsibilities naturally overlap in many areas, since both are shaping the creative vision of the game.

Our Game Director Jan’s main task is translating the creative vision for Anno 117: Pax Romana into how the game is supposed to be. That includes narrative layers, Level Art (e.g. available building space) and Art (e.g. size of buildings) but also long-term plans (postlaunch) and all its implications.

He is directing the game and the team, with an emphasis on making sure the game is fun and that people are aligned on the vision and are not working in silos. For example, building size and island size need to work together for proper balancing, so, Game Design, Level Art and Art are in regular communication.

His tasks can go from high-level topics to low-level details like balancing.

The split in responsibilities is expressed in so far as that Jan is basically purely focused on the Anno team itself and on building the game.

Our Creative Director Manuel’s main mission is to come up with a strong creative vision for the project, communicate this vision to the team and stakeholders and to make sure that we stay on course over time. He is aligning, inspiring and challenging the team, mainly by providing direction on high-level topics. Off course he does this not alone, he is working closely with all disciplines of the Anno leadership team, most of the time with other Directors like Jan, to make sure that we achieve our goals and deliver a game that our fans and potential new audiences will love.

A big part of his work is also to represent the game and team outside of our studio. This can be within Ubisoft, or as a spokesman to our fans and press.  He is also working closely with Haye (Brand Director) and her team to make sure that the way we present Anno 117: Pax Romana is in line with the creative vision of the game.

 

It’s important to note that – as with many other aspects that we talk about in our blogs with game development insights – job descriptions are specific to Anno. Other projects and other developers might give roles with the same names different tasks and responsibilities.

Same goes for our approach to conceptualising a new game, the way our Production team (topic of a future DevBlog) works etc. Each project and team has different needs and priorities, there rarely is a “one-size-fits-all” solution to game development that can be just used for everything.

Outro

What followed these initial questions were weeks of research into the setting and potential features. Our Senior Writer Matt started outlining the world and exploring story angles, while all of them together also had to answer questions like:

  • Is the setting done too often already?
  • What will put us apart from other games?
  • And: Do we like it and actually want to work on it?

On the topic of features, we did some first decisions on which “old” features to keep, which to change and which are mandatory – for example, because of the setting chosen.

 

However: now we’re already entering the development territory and leaving the original “creating a vision” space. Therefore, we’ll cover this in a future DevBlog.

To briefly summarize: We’re always starting with asking some very fundamental questions (Type of game? Goals? Setting?) while identifying and reaffirming the series’ DNA and main pillars. Only after that we start exploring narrative and feature questions to create the basis for the game and slowly onboard the rest of the team. This is when the team starts creating high concepts and later detailed design documents.

Stay tuned for our follow-up blog when we talk about the day-to-day work of the Game Design team and how we document features and mechanics.

Did we leave anything unanswered? What do you see as absolutely core to the Anno DNA? And are there any questions you have for our Game Design team that we should answer in our next blog?

Leave us a comment below or share your questions with us on Discord!

Union Update: Contest, upcoming blogs and a spotlight

Hey Anno Community,

It’s been a week since the release of the Pirrrate Cove Pack for Anno 1800 – we couldn’t resist the urge to release it on “Talk Like A Pirate Day”. We hope you’re having a great time bringing some pirate-spirit into your settlements!

We have one more, one last, Cosmetic DLC releasing at the end of this year. It’s the end of an era for us – and we’ll have more information on this last cosmetic pack in the coming months.

Community Contest: Quest

The submission phase for our latest Community Contest ended last Sunday and we were blown away by the number of emails we received. Clearly, we struck a chord with this quest design contest!

Right now, we’re in the middle of going through all the quests we received and picking our favourites. We’ll update you, when the voting is about to start.

Thank you to everyone who participated. Amongst the ones we already went through, we have seen many creative ideas, humorous little stories and epic tales!

Upcoming

So, what’s coming up in terms of DevBlogs for Anno 117: Pax Romana in the coming months?

With a little bit of delay due to time constraints, the next blogs will go behind-the-scenes and look at how we develop games, starting with the development of the original vision for the game, followed by a look at the work of the Game Design department and the Production team.

The first of these blogs is planned for early October.

Community Spotlight

Let’s end today’s blog with a Community Spotlight!

First, we simply had to share this forged “A” by Kleseus. The coolest part is that he started with his project before we revealed that we had done the same thing with Owen from Gate Foot Forge, as previously shared. Great project, we love seeing our logo come to life like that!

And we have two massive construction projects we simply had to highlight here

The first one is by Erasmuze, the city of “Wienna” with its many palaces, museums and plenty of places to relax. And let’s not forget about the neighboring spa town of Karlshower. An impressive and beautifully detailed project inspired by the real cities of Vienna and Karlovy Vary.

More recently, he also shared an overview of his city of Santa Cruz in the New World – in case you’re looking for further inspiration.

Finally, with many Lego fans in the team here as well, we can’t help but direct your attention to this project on Lego Ideas for an Anno 1800 diorama. It’s a cute build of a harbour scene – and even includes the World’s Fair. If you like TangTaizong’s creation, you can support it on Lego Ideas.

Union Update: Community Contest – Write a Game Quest

Hey Anno Community,

We are here, once again, with a brand-new Community Contest for you! This is the second contest 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.

Your second quest

Whilst for the first contest we’ve asked you to sharpen your pencils and draw your own statue, this time around we challenge you to write a quest set in Albion, one of the twin provinces under your stewardship.

Just like the previous contest, you will need to follow some rules for your submission:

  • For the structure of your quest, please follow this template
  • Entries can be submitted in English, French or German
  • The quest giver must work in one of these buildings:
    • Farms (wheat, flax, sheep, …)
    • Mines (iron, copper, …)
    • Market
    • Brewery
    • Bakery
    • Mill
    • Hosier
    • Grammaticus (Roman school)
    • Shipyard
    • Brooch and Torc Maker
    • Cloak Maker
    • Smith
    • Eel catcher
  • The theme should clearly fit the setting
  • The quest must be set in Albion, the Celtic province
  • The quest can have up to 5 objectives maximum (objectives = what the player has to do to progress in the quest)
  • Each person can submit only 1 quest
  • You have time until 22nd September to submit your entry
  • Entries must be submitted to this e-mail address: anno-community@ubisoft.com using the subject “Community Contest: Quest
  • Entries must not infringe on any copyrights of third parties
  • Entries that have been created using AI tools will be excluded

And here are some recommendations from the Narrative Team:

  • Make sure there is motivation for the quest giver, and importance for the Governor (you!) to care about the quest and act on it.
  • Remember that for the objectives you can use different quest types: goods delivery, decision, picture puzzle – you choose!
  • If you feel like have an amazing idea revolving around other professions or places that were not mentioned above, feel free to add them in your questline, we might be able to adjust it to fit the game afterwards

Here’s an example for you:

Title: Where’s my wheat?
Quest giver: Mill – Miller

Intro dialogue: [Miller] Governor, I need your help. My last wheat delivery has mysteriously disappeared, but I urgently need a new batch in order to get the flour ready for a special delivery to Rome.

Objective 1: After the last cargo of wheat has mysteriously disappeared, a local miller asks for your help in gathering and delivering the wheat needed for the mill to prepare flour for an important delivery to Rome [goods delivery]. Once you deliver the wheat, the miller thanks you and gifts you a reward.

Objective 2: However, it seems that overnight the new cargo has mysteriously disappeared again and the miller asks once more for your help, this time to investigate and search for the culprit. The miller gives you some hints, but it’s your time to search for the wrongdoer who has been stealing the wheat [picture puzzle].

Objective 3: You find the culprit and by all surprise it’s a flock of sheep! The overly demanding (and extremely smart) sheep had grown bored of the food provided by the farmer, and took advantage of the night and the sleepiness of the farmer to sneak out, looking for food. It’s now your turn to decide whether to punish the careless farmer or let them go with a warning [decision]. If you decide to punish the farmer, the miller will give you a reward [option A]. If you decide to let the farmer go with a warning, the farmer will have a reward for you instead [option B].

Outro dialogue:

  • Option A (miller): A fair punishment, Governor. Take this, as a sign of my gratitude!
  • Option B (farmer): You’re too kind, Governor! I promise I will take better care of my flock. Take this, as a sign of my gratitude!

If you’re looking for some inspiration to get your creativity flowing, check out this DevBlog on the world of Anno 117, or this deep dive on Romanization!

Once the submission time is over, we will review your entries and select our favourite quests with the help of the Narrative Team. The finalist entries will then be published on the Anno Union, and it will be your turn to decide the winner of the contest by voting for your favourite quest. Voting will take place at the end of September.

We hope you are as excited as we are for this contest and, most importantly, have some fun while writing your quest – we cannot wait to read your entries! In the meantime, for any questions feel free to comment or reach out on our social channels listed below.

*We reserve the right to make adjustments to the winning story in order for it to fit the narrative of Anno 117: Pax Romana.

DevBlog: Cultural crossroads in the provinces

Salvete Anno Community!

What happens when a Roman governor is sent to a province of the Empire? Well, you’ll be able to decide for yourself sometime later but let us already talk about it today: Let’s take a look at the “Romanization” feature!

Historical Context

Let’s start with a look at the real Roman Empire which we used as inspiration. It’s worth keeping in mind here that as with so many historical topics, historians are working with limited evidence on those ancient times.

“Romanization” is usually defined as a process of cultural integration of the people in the provinces of the Roman Empire.

But from what we know, the “Romanization” of local peoples in the provinces tended to vary quite a bit depending on location and culture. It often was a slower, indirect process but at the same time, we shouldn’t forget that the provinces themselves were usually established after brutal military conflict.

While cities were founded and a certain level of administration set up, the Romans main focus was on peace and – very importantly – taxation. Plenty of the local administration was left in the hand of local leaders, chiefs, or kings. Similarly, Roman intervention in people’s lives often was very limited, with no requirements to give up the local ways, culture or religion. Historians have a hard time defining to which degree this Romanization was planned but also how both Romans and locals looked at it due to limited written records on the topic.

There was a large motivator for people in the provinces to “romanize”, however, meaning: learn Latin, dress like Romans and adopt more Roman customs – career and influence! To make a military or political career, but also to stay relevant and compete with rivals on a local level, there was no way around becoming more Roman.

Of course, this was just a broad overview, and there are plenty of differences (for example between the Eastern provinces and Gaul or Britannia) and nuances that would go beyond the scope of this blog – after all, we want to talk about Anno 117: Pax Romana as well.

We’ll be adapting aspects of these historical events in Anno 117: Pax Romana – but as our Senior Game Writer Matt wrote in the DevBlog in July: we need to cherry-pick and take liberties with the history to keep the game FUN.”

In Anno 117: Pax Romana

As mentioned above, Romanization is a process in the provinces, therefore, this mechanic will be present in Albion – and not Latium, which basically is at the heart of the Empire.

At a core level, in your role as a governor, you can decide if your subjects in Albion should embrace the Roman way or stick to their traditions. That’s of course a rather game-y way to represent this topic: an actual governor did not have such a way to decide people’s culture. In Anno 117, this decision will lead to very different needs and requests towards you that will go beyond food and clothes but will also reach into topics like culture, traditions and mentality. More on those aspects at a later date.

Your provinces will always start with the local culture, this is how you, as a governor, are finding the province upon your arrival. That was a very important element for us, since we want you to get a feeling for the region, for its people and their culture.

But after you have started setting up the basics, it’s time to decide on the next steps. Gameplay-wise, this will take the form of upgrading your residences from Tier 1 to Tier 2. Will you make your Waders (Tier 1) embrace the Roman way? Then they will renovate their houses in Roman style, with red-tiled roofs. The “Mercators” of Tier 2 are on the road to Romanization, resulting in a vastly different look for your city – and very different demands from your population.

Letting your Waders stick with tradition, Tier 2 will instead see the arrival of the “Smiths”. The level of urbanization will also increase, but smaller huts will make place for larger houses and their needs and demands will speak of a synergy with their environment and the local customs.

Both ways are valid options for you as the governor but be prepared to not only have a visually distinct look of your respective cities, but also set up entirely different production chains and public service buildings.

Beyond that, forces outside your control might also have an eye on your decision and will react according to their own interests. You will certainly see the topic of Romanization to be covered in quests and the campaign as well.

Needs and Production

Now, let’s take a look at two production chain examples.

The local, Celtic population in Albion very much prefers to live in harmony with the environment, like the swamps that have been mentioned before. Understandable, that they also prefer to wear trousers in the colder (and wetter) climate up north, far away from the sunny Latium.

Let us today take a look at the trousers production chain: local sheep and weld to use as dye come together in the “Hosier”, whose services are much sought-after.

For Romans, however, who saw more kinship to, for example, the people of Greece or Anatolia (who, like them, lived around the Mediterranean), using trousers was a weird, alien thing. It was a clear distinction for them between the cultured Roman and barbarians from the north (Gaul, Britannia, Germania). Even more in the time of the Principate, when ever more people from across Empire came to Rome and even joined the Senate.

The “official” stance on trousers blurred over the years, but remained a factor for a significant length of time.

Only logical, that in order to appear more Roman and get access to higher offices, locals had to adjust to Roman dress code. In Anno 117: Pax Romana, your “romanized” population will at some point ask for togas. Let’s also take a look at their production chain:

Flax to be turned into cloth by a weaver, snails who produce the precious Tyrian Purple and a loom to produce the togas.

However, here we suddenly have a complication: Snails and the expertise for producing the dye is only available in Latium! Indeed, not all goods will be producible locally, and will instead have to be shipped all the way from Latium to Albion.

Other goods might have to be shipped from Albion to Latium, of course, but that’s a topic for another day (and blog).

Over the course of your governorship, more decisions will be asked of you: from your people, other parties and likely also the Emperor himself!
The choice for the Roman or Celtic way affects each island independently, leaving you with plenty of choice on how you want to approach your role as a governor. Such a decision will immediately impact your next steps in setting up an island thanks to different production chains and public service buildings. Later on, you will also be able to have both ways on the same island – as long as you can deal with the increase in complexity in satisfying the demands of two rather different cultures at the same time.

So, future governors: have you already decided which path you want to follow? Or will you be looking for a middle-ground?

Leave us your comments and questions below!

Union Update: Winner of the statue design contest

Hey Anno Community,

 

We have a winner! And against all our internal predictions, it has nothing to do with the Jorgensens.

No, you chose Annocius, the new god of Anno, as your favourite in a quite exciting, but ultimately decisive vote. Congratulations to HiddenMoon79 who designed it!

Combining 32% of the votes, “Annocius” won the Community Vote, ahead of “Latona” by Lucianus with 24% of the votes in second place.

 

Well, and what’s next? – We’ll sit together with our colleagues in the Art Team and discuss how to translate the drawing by HiddenMoon79 into a first concept art – checking with its creator to make sure we don’t stray too far from the original. This we will then later follow-up with drafts of the 3D model.

On all this progress, we’ll keep you updated here on the Anno Union. Congratulations once more to the winning design!

Below you can find a collection of all valid entries to the contest. A big thank you to everyone who sat down to create their vision of an Anno statue. We very much enjoyed going through all the entries and hope you also had fun creating them.

Q&A

As the second part of today’s blog, we’re tackling some recent questions related to the upcoming Community Event in Cologne.

 

When will you send invites to the Community Event in Cologne?

We sent out the first round of invites on Monday to a randomly selected group of people. Please make sure to check your inboxes and spam folders, just in case. As mentioned in said email as well, we would need confirmation by Sunday.

Should several people drop out for whatever reason, we will send out more invites over the next days.

 

Are you showing something exclusive at the Community Event?

Yes… and no. Attendees will get the information of our next DevBlog a little bit earlier than the rest – and delivered in person by Lead Game Designer Andrea and Senior Game Writer Matt.

However, we will follow this up in the days after with an article covering the same topic here on the Anno Union for everyone.

When is the next Anno 117 DevBlog coming?

Due to unforeseen circumstances, we had to push the blog planned for early August back to a later date – which, unfortunately, creates a little gap in terms of content here on the Anno Union. The next DevBlog will therefore release on the 22nd/23rd of August as mentioned above.

After that we’ll talk about Game Design and Game Production.

 

Do you have news on the last two Cosmetic DLC for Anno 1800?

Two more Cosmetic DLC are planned for Anno 1800 and will still release this year. The next one is not that far off anymore, and we might have a first teaser later this month, then the full details in early September – the release-month.

The other one will be released at the end of the year and is still in development, information on that will still have to wait a little bit.

 

I have problems with adding comments below articles, how do I fix that?

Some of you reached out to let us know you’re experiencing problems with commenting on blogs on the Anno Union since the update.

Due to the website update, this often seems to be related to browser caching. Please try deleting your cache (and potentially cookies) and try again. Should the issues remain, please reach out to us e.g. via Discord and we’ll investigate.

Union Update – Vote for your favourite Statue

Hello Anno Community,

Here we are, ready for the next phase of the first Community Contest dedicated to Anno 117: Pax Romana! In case you’ve missed it, here’s a little refresher for you all.

Back in June, we challenged you to design your own statue based on a silhouette we provided and submit your creation for a chance of your design to be transformed into an ornament for the upcoming Anno game.

First of all, a huge THANK YOU to each of you who submitted their statue – we were extremely happy to see our inbox getting filled with your art!

In fact, there was so much cool stuff, we didn’t have an easy time choosing. Our main criteria were: originality within the given constraints and how well it fits within the (narrative and artistic) vision for Anno 117.

So, after going through your submissions, we chose our favourite entries – 5 in total:

1 – The Jorgensen Fountain

Bente and Leif reimagined as Venus and Amor. We loved the idea of romanising two existing Anno characters – not sure the Romans know what a “Jorgensen” is, though.

2 – Mysterious Figure

A trusty advisor? A time traveller? We don’t know, but it piqued our interest!

3 – Latona

In reference to the myth related to Latona and her children: Apollo and Diana. We loved the creative potential of having 3 characters “merged” into one statue.

4 – Annocius

Doesn’t Anno deserve its own divine representation? Turning Anno into “Annocius”, the god of the 9, sounded good to us.

5 – Ocean Figure

Of course, the sea is a major element in any Anno game. If this is a monument to brave fishermen or more – we loved the statue casually holding the squid’s arms.

Well, Annoholics, it’s now up to you to decide which entry will make its way into the game as an ornamental statue – that you will be able to personalise your cities in Anno 117: Pax Romana with! You can submit your vote here.

The voting is open until August 4th, end of day – your vote is completely annonymous.

A big shout out and thank you to everyone who sent their entry – it really means a lot to us, and it shows the love you have for the Anno series (we will share all of them after the voting is over).

If your entry wasn’t selected this time, or if drawing is not your favourite creative outlet, fear not – there will be more contests coming up! In the meantime, don’t forget to vote for your favourite statue and share with us any question or feedback you might have in the comments below.

DevBlog: The Anno world and authenticity

“If a man were called to fix the period in the history of the world, during which the condition of the human race was most happy and prosperous, he would, without hesitation, name that which elapsed from the death of Domitian to the accession of Commodus.”
Edward Gibbon, The History of the Decline and Fall of the Roman Empire


“They make a desert and call it peace.”

 Tacitus, Roman Historian, quoting the Scottish chieftain Calgacus.

As announced with the reveal of Anno 117: Pax Romana just a few weeks ago, we’ll be taking you on a journey through the development of our game over the months until release.

Today, we’ve asked our Senior Game Writer, Matt Cook, to lead us through the world of Anno 117 and how we create Anno worlds inspired by ancient history.

Pax Romana

117 AD. A time of peace… mostly.

The Roman bubble has expanded to bursting, swallowing territory from the Atlantic coast to the fertile crescent in the east. Rome has absorbed countless societies and cultures through conquest, that it is now obliged to call part of Rome, whether or not it is able to govern them.

Gone are the days of powerful voices in the Senate on such matters—ambitious officials gather instead around the Emperor’s throne; a seat easy to fall into, easier still to fall out of. Under the Pax Romana, these Emperors look to consolidate and build. Great projects are now no longer just for the city of Rome. In distant provinces, new cities (neapoles) are springing up to gather local taxes, feats of engineering are undertaken— walls, bridges, aqueducts. This is a global roman template, urban and geometric, to be unboxed wherever Rome is sovereign.

Ambitions for the provinces such as these, fuel decadent fashions back home. Like blood around the body, the heart of the empire controls the flow of goods, luxuries, technology. Its people have demands that must be met!

But some of these fringe provinces, Albion chief among them, are like the wild west. Governed by displaced indigenes, washed-up soldiers, outlaws, and you the player, the freedoms on offer here, don’t yet outnumber the dangers.

To the Romans, Albion is a land of both poverty and opportunity— underdeveloped, but strong in horses, metals and metalworking expertise. As a Roman Governor, you preside over a wilderness, and a people whose culture long pre-dates your own—how will you rule? How open will you be to their ways?

Inspiration vs. Authenticity

The broad outline described above shouldn’t be too contentious to historians, but how much do we stick to history in the actual game? In short, the answer is: we need to cherry-pick and take liberties with the history to keep the game FUN.

Anno is a world of islands. It has no real-world place names, no real-world people, no strict measure, even, of the passing of time. This immediately paints a picture of a parallel universe that does not necessarily have to follow the rules of our own world – while still feeling real!

Roman buildings you’ll see in game are both meticulously researched by the artists, but also products of artistic liberty and design requirements. As for Celtic buildings, sometimes an artist’s guess may anyway be as good as a historian’s. We must always remind ourselves that we are dealing with a period of history about which evidence is often limited.

Still, we designers are committed to sound research, and keen to incorporate as much detail, large and small, that we think creates a true (and fun!) impression of the time period. From beliefs to technological exchanges, we aim to show how Rome’s provinces began to invert the identity of Rome itself.

Naturally we invest in creating plausible historical characters too. We decided, for instance, that we want female characters to play a greater role in our parallel version of history than they did back in Roman times (Everything in the history points to a deeply patriarchal society in which women had very little power or freedom). Nevertheless, we strive to make them appear in roles that have some credibility, though in at least one case we break the rules entirely, simply because we like the idea of doing so. This is the trump card in Anno, reserved for the moments a better version of the game needs us to let go of realism.

The Provinces

Latium

With its serene breezes, azure coves, fields of wheat and lavender, Latium is a forgotten treasure of a province, close to the heart of the empire. Years ago, a volcanic eruption devastated local cities, driving people away from the province, allowing nature to take over.

Now, in the time of the Pax Romana, many officials, including the Emperor, question why such a gem should remain deserted for old superstitions. In their view it is time for renewal: for new cities to spring up where nature ran riot, for the curse of history to be buried once and for all. Surely, with its beaches, villas and marinas, this place will make the perfect retreat for the wealthy of Rome, and be the perfect opportunity for an upcoming Governor to make a name for themselves.

Superficially, it’s paradise, the epitome of Roman Italy— tranquil, restful, a place of luxury and for pleasure-seekers looking to swim with the dolphins. Still, the brighter the summer, the thicker the shade: mysterious forces operate below the surface here, that may at first go unnoticed.

Albion

Roman invaders first encountered the white cliffs of Albion generations ago. Several times they attempted to master the marsh-ridden land and its warlike people, never entirely managing to do so.

When they want to prove themselves, Emperors always look to Albion for triumph and trophies because expeditions to Albion are like mythic quests to Romans. To them, the Celts appear as far removed from civilisation as anything in the imagination.

Still, on paper, they call Albion a Roman province, and exports of strange culinary delicacies plucked with grimy hands from its muddy mires are becoming ever more popular back home—call it a taste of the exotic.

Celts just do everything differently, and while the Romans consider some of them beastly barbarians, they are at the same time fascinated by their craft and ideas, and have no compunctions taking what they need from them, if it works.

As for the Celts, those who come to your cities in Albion in search of shelter may no longer have a tribe or a place to call home. For although the Romans have brought destruction to their door, they also offer peace (a very rare thing in those days), education, warm baths and best of all…wine!

We hope this article also sets your imagination loose and we’re curious: What was your first thought on seeing the announcement of Anno 117: Pax Romana? Which event, theme or even personality was your first association for the Roman Empire and its provinces? We’re looking forward to your comments!