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Anno 117 Pax Romana hands-on: Gorgeous, deep, and tricky to learn


After a return to form in Anno 1800, 117 aims to seize an even bigger audience.

Anno 117: Pax Romana is, first and foremost, gorgeous to look at. Credit: Ubisoft

Ubisoft provided flights from Chicago to Rome and accommodation so that Ars could participate in the preview opportunity for Anno 117: Pax Romana. Ars does not accept paid editorial content.

There aren’t any games quite like the Anno series, and based on some hands-on time at a recent press junket, I can say that the latest entry has the potential to be an appealing on-ramp for history buffs and strategy game fans who haven’t explored the franchise before—provided players approach it with a lot of patience.

The previous entry in the series, 2019’s Anno 1800, was seen as something of a return to form by longtime franchise fans, who weren’t as thrilled with the futuristic entries that preceded it. It reportedly reached 5 million players, which is quite a lot for a PC-focused strategy title, so 1800 was a popularization moment for the franchise, too.

Anno 117: Pax Romana, due later this year, aims to build on that momentum and turn the franchise into a crossover hit. While the Anno games have long been popular with a certain crowd (strategy gamers in Europe, and specifically Germany, where the games are developed), its addictive gameplay and top-tier presentation have the potential to appeal with even more people, provided publisher Ubisoft makes the right choices.

Throughout its decades of history, I’ve dabbled with the Anno series of strategy games, but it has always been on my “someday I think I’ll really get into this” list. Last month, I attended a press junket where a preview build of the game was available to play for about three hours—a chance to see if it successfully follows up on 1800. In my time with it, I found that the bones of the game are promising, and the presentation is outstanding. That said, the new-player onboarding experience will have to improve for the game to find new audiences.

How an Anno game works

Anno games are part city builders, part supply chain simulations. Like many builders, you lay down roads, build critical infrastructure like firefighting structures, and develop your population in size and wealth. But all of that dovetails with systems of developing and harvesting natural resources, converting them into produced goods, and turning those produced goods into both wealth and further development for your settlements.

You have to pay careful attention to where you place things. For example, warehouses are needed to store goods that you’re gathering or making, and those warehouses have to be strategically positioned to allow the right goods to flow from one structure to another.

Ultimately, you build settlements on multiple islands, connecting them with trade routes and naval units. Natural resources can be island-specific, so your islands end up with specializations. On top of all that, there’s a story, and there are other, AI-controlled leaders scattered around the map you have to either coordinate or skirmish with.

The Anno games have a unique identity, and there’s a lot to learn for new players, even if those players have played other city builders or economic sims (though, of course, prior background won’t hurt). That said, it all becomes relaxing and smooth as butter once you learn it. The game won’t satisfy players who are looking for conquest or tactical combat, though, as that’s not an emphasis.

What’s new in 117

You could argue that the main selling point of Anno 117: Pax Romana compared to its predecessors is its setting; it’s one of the most requested settings and time periods by fans of the franchise, and it’s a natural fit for the game’s mechanics.

I’ll admit I was swept up in the game’s aesthetic presentation while playing it. As the rosy subtitle “Pax Romana” implies, this is the Roman Empire at its most idealized. The wheat fields practically glow golden-yellow, the citizens work and mingle while wearing gorgeous and colorful clothes, and the music swells and soothes with ancient vibes.

Sure, the actual Roman Empire had something awful to offer to counterbalance every positive image we have, but Anno 117 prefers an escapist fantasy, much like many prior entries in the franchise. This is a game about enjoying the idealized aesthetics embedded in our collective cultural memories while building something you’re proud of, not tackling thorny historical or moral realities. It’s more SimCity than Frostpunk.

All told, the game’s artistic and technical presentation is top-notch. It pulls you into the setting, which is further thematically reinforced with the resources and products you gather and produce, as well as some of the new mechanics and the occasional story-based dialogue prompts. The aesthetic experience is easily one of the strongest parts.

There are a few other selling points, too. First, there are new mechanics, like a religion system, a more robust research tree, and the return of ground-based military forces to go along with the franchise’s standard light inclusion of naval conflict. I wasn’t able to engage with the army aspect in this demo, but I did get to touch on the religion system and the research tree.

Shortly into founding the settlement on your island, you can build a temple to one of the game’s deities. Each deity provides bonuses that help you specialize your focus. For mine, I chose Ceres, the Roman goddess of agriculture and fertility. That gave me significant bonuses for my farms. If I had chosen Poseidon instead, my ships would have moved faster, among other things.

You can pick a Roman deity as a patron for your settlement. Samuel Axon

Compared to strategy games that make religion a major factor in how the game is played, this system wasn’t particularly robust or deep in the demo I played, but as I alluded to above, it was a nice way to reinforce the aesthetic and the themes in the game. Plus, it gives you a way to customize what you’re building in a fun way.

The research tree sprawls out in multiple directions, winding around on different tangents. In my time with it, it seemed to be composed largely of numerical bonuses to things like yields or ship speed and wasn’t too focused on introducing totally new mechanics. It’s a nice inclusion in terms of just giving you more customization and choice, but it’s by no means a game changer, and it doesn’t represent a fundamentally new approach to the game.

It’s also worth noting that you can now build diagonal roads and place buildings diagonally on them, allowing you to free yourself from the rigid grid. That said, I found that grids still seemed optimal in most cases, so this is a perk for beauty builders (which is totally valid!), but it won’t generally sway folks focused on efficiency.

You can place roads and buildings (like this farm) diagonally now. (Don’t judge my building placement—I’m still learning!) Samuel Axon

There’s one other major feature I didn’t get to try out during my time with the game. The developers say that players will be able to choose to build either in a Rome/Mediterranean-themed network of islands or a British frontier-themed area from the start. I was only able to try the former during this demo.

It’s still a bit hard to get into

For the Anno games to become as mainstream as the developer hopes, they’ll have to become much easier to learn and get into. Anno 1800 made strides here with its story-based tutorial, though that tutorial was also criticized for some unnecessary busywork and being a bit too involved for existing fans.

Unfortunately, I felt during my time with Anno 117 that the onboarding experience was a step back from 1800. Right off the bat, the tutorial instructed me to do something but skipped a crucial step with no explanation, causing five minutes of confusion. As I progressed, story content guided me further along with objectives, but key systems were left unexplained. Since I played 1800 a bit before, I was able to figure it out, but I still had to ask for help from a nearby developer to progress on two occasions. Another journalist sitting next to me who had no prior experience with the franchise seemed totally lost.

On the bright side, the game benefits immensely from a beautifully thought-out user interface, which is ordered in a logical and intuitive manner. It’s particularly strong at giving the player a sense of the impact of the choices they’re about to make—for example, by indicating with overlays on nearby buildings how placing a building in one spot might be more advantageous than placing it in another. To some extent, this makes up for the relatively anemic tutorial, as many (but not all) of the game’s most important concepts are intuitively obvious from the user interface alone.

Data overlays on nearby buildings as the player places a new one

The UI does an excellent job of letting you know what the effects of your actions will be. Credit: Samuel Axon

That’s in stark contrast to another recent big-budget, mainstream strategy game release (Civilization VII), which offered robust onboarding tutorials but also had a user interface that at times failed completely to indicate to players what their choices meant.

Anno 117‘s mechanics themselves are intuitive once you’ve had the proper introduction, and I don’t think the game inherently needs to be difficult to learn. But the tutorial experience needs to improve to reduce that initial friction so new players don’t bounce off quickly. Anno 1800 may have been too heavy-handed here, but Anno 117 seems to overreact by going too far the other way.

The launch is months away, though, so there’s time to improve these things, and it wouldn’t take that much to do so. I’m hopeful, anyway.

Something for almost everybody

The Anno games scratch an itch that no other games do, and based on a few hours with a preview build, Anno 117 seems like a promising entry in that unique tradition.

Numbers-obsessed efficiency mavens can go quite deep with optimization to set up the best economic powerhouses possible, but the game’s systems are flexible enough to allow aesthetics-focused beauty builders to get creative and expressive instead—virtually any combination of those two approaches is viable, too.

The appeal is elevated by visuals that are definitely a cut above the usual for strategy, simulation, or builder games, and the Ancient Roman setting gives the game’s technical artists ample space to create an immersive experience.

Anno 117 doesn’t seem to reinvent the experience compared to 1800, but after the controversial attempts that preceded both of these titles, that may not be a bad thing. It’s fun once you get going—I found the minutes drifting away from me as I took in the sights and watched all the right numbers tick up at a satisfying pace because of my choices.

Ships approach a coastal town

The combination of creative city building, economic simulation, and naval-based combat and exploration with strong visual presentation makes the Anno series’ special sauce. Credit: Ubisoft

I’m not part of the existing core audience for this franchise, so it’s hard for me to predict how they’ll respond to it—there are a lot of finer details they’ll be sensitive to that I’m not yet. My guess, though, is that longtime fans will probably be happy with this one provided it gets most of those things right, with the usual strategy-game sequel caveat that post-launch content has made Anno 1800 much more robust than Anno 117 is likely to be at launch. There’s promise here for newcomers, but Ubisoft Mainz will have to keep working on that tutorial and onboarding experience to really break the dam the way they hope to. That’s really my primary concern about this title.

We’ll find out how that goes when the game launches on Windows, PlayStation 5, and Xbox Series X|S sometime later this year. One way or the other, I intend to play more of it when it releases to see if this is the first Anno game that becomes an obsession instead of a passing interest.

Photo of Samuel Axon

Samuel Axon is a senior editor at Ars Technica, where he is the editorial director for tech and gaming coverage. He covers AI, software development, gaming, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

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Manor Lords’ medieval micromanagement means making many messes

This peaceful, pastoral scene actually represents a ton of hard work!

Enlarge / This peaceful, pastoral scene actually represents a ton of hard work!

Slavic Magic

Do you ever look around at modern civilization and boggle at the sheer complexity of it all? Do you ever think about the generations of backbreaking labor needed to turn acres and acres of untamed wilderness into the layers of interconnected systems needed to provide basic necessities—much less luxuries—to both early settlers and their generations of descendants?

All that infrastructure work is much harder to take for granted after playing Manor Lords. The Early Access version of the game—which netted a million Steam sales in its first 24 hours last month—forces you to do a lot of the heavy lifting that many other city builders tend to gloss over. And while there are still a lot of Early Access rough spots, what’s already there can make you appreciate just how hard it is to build a functioning society from nothing but raw materials and hard labor.

Let go of my hand

In many other city builders, you act as something of a detached, bureaucratic god. Lay down some roads, set aside some zoning, and watch as the microscopic masses automatically fill in the details of the housing, commerce, and industry needed to create a functional society.

Not so in Manor Lords, where micromanagement is essential to survival. The five starting families in your initial settlement must be specifically guided to their tasks, spreading themselves thin between farming, resource gathering, and construction before the harsh winter sets in. There’s no easy residential zoning here—you have to lay out the four corners of every individual “burgage plot” that will be used to house a single family.

Getting your settlement this thriving takes a lot of learning by doing.

Enlarge / Getting your settlement this thriving takes a lot of learning by doing.

Slavic Magic

Assigning settlers to their necessary tasks isn’t exactly a “set it and forget it” matter, either. You have to direct your hard-working families’ efforts to where they’re most needed, as the town’s requirements change with the seasons. This is especially true throughout that all-important first harvest season, where the meager stocks of bread you start don’t go nearly as far as you might like.

And don’t expect Manor Lords to hold your hand through a first tutorial run, either. The Early Access version decidedly does not instruct you on the basics of survival, throwing your settlers into an open clearing with minimal tooltip instructions for what you need to do. That means figuring out the correct mix of agriculture, mining, and construction needed for survival can be a matter of trial and error in the early going.

Learning the hard way

My first run at building a Manor Lords settlement ended in a disaster of harvest timing. After building my first field and farmhouse, I went multiple in-game months before realizing I had to specifically tell my settlers to start planting wheat for the coming harvest. By the time I forced a meager early harvest, my citizens were already going hungry, and I started over so I didn’t have to watch them slowly starve.

I started the planting earlier in my second run, but my meager group of settlers still started going hungry in the summer, months before the wheat would be ready to harvest. This time, I forced my citizens to tough it out through the lean months, building a windmill and a communal oven to be ready to make delicious bread when the time came. But when the harvest started, those buildings steadfastly refused to start processing the wheat and baking the food my citizens desperately needed.

I had to consult the Internet to figure out that my farm workers were mysteriously not threshing the gathered wheat so it could move down the bread production line. Forcing the farmers to focus their work on the farmhouse somehow shocked them out of this reverie, but not before the hungry citizens had tanked the approval level needed to help my settlement grow.

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An Interview with Cities: Skylines 2 developer’s CEO, Mariina Hallikainen

Exclusive interview —

A hugely successful early game can become a developer’s own worst enemy.

Colossal Order CEO Mariina Hallikainen

Enlarge / Colossal Order CEO Mariina Hallikainen, from the company’s “Winter Recap” video.

Colossal Order/Paradox Interactive/YouTube

It’s not often you see the CEO of a developer suggest their game is “cursed” in an official, professionally produced video, let alone a video released to celebrate that game. But Colossal Order is not a typical developer. And Cities: Skylines 2 has not had anything close to a typical release.

In a “Winter Recap” video up today for Cities: Skylines 2 (C:S2), CEO Mariina Hallikainen says that her company’s goal was to prevent the main issue they had with the original Cities: Skylines: continuing work on a game that was “not a technical masterpiece” for 10 years or more. The goal with C:S2 was to use the very latest technology and build everything new.

“We are trying to make a city-building game that will last for a decade,” Hallikainen says in the video. “People didn’t understand; we aren’t using anything from Cities: Skylines. We’re actually building everything new.” Henri Haimakainen, game designer, says Colossal Order is “like fighting against ourselves, in a way. We are our own worst competition,” in trying to deliver not only the original game, but more.

Cities: Skylines 2‘s Winter Recap, with reaction to the game’s launch from staff and plans for future updates, including performance improvement and a forthcoming expansion pack.

“Everything new” and “more” has often meant “not optimal,” as we noted after the game’s launch. It has led to some remarkable candor from the developer, and its publisher. Madeleine Jonsson, community manager at publisher Paradox Interactive, says that in order to work with players’ feedback about the game, “we have to just speak about these things insanely candidly.” That’s why, in last week’s patch notes, and Colossal Order’s “CO Word of the Week,” players can read not just about the typical “major bug fixes and performance improvements,” but that Cities: Skylines 2 (C:S2) should see better performance in areas with lots of pedestrians—and, “yes, they now have level of detail (LOD) models.”

Just before Colossal Order issued that patch and went on holiday break, Hallikainen spoke with Ars at length about offering up that kind of gritty detail to players, the decision to release C:S2, the difficulty of following up a game that saw nearly 10 years of active development and more than 60 downloadable content packs, and more on the specific issues the team is working with players to improve. And why, out of everything that’s coming up for C:S2—including a Ports and Bridges expansion—modding support is perhaps the most exciting for her.

Modding, something the Cities: Skylines community has already started without any official tools, will further reveal the promise of the simulation her team has been working on for years. And, presumably, it’s a chance to look forward to something exciting and unknown rather than pull things from the past forward for re-examination—like I essentially asked Hallikainen to do, repeatedly.

The interview has been edited and condensed for clarity. It was conducted on December 12 between Hallikainen in Finland and the author in the Eastern US.

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