DevBlog: Albion – Celtic deities, marshland and ponies

Hey Annoholics!

We’re back with part two of our DevBlogs on the province of Albion, covering everything we revealed last week at gamescom 2025 in Cologne.

In our first blog we introduced Albion itself, as well as the people that live there, the ways you can upgrade them – and the characters you can meet along the way. Today, we’re looking at Albion-specific aspects of features like Religion, the Discovery Tree and Military, as well as how decisions here can also impact both the province of Latium as well as your relationship with other characters.

After all, there’s more to culture and society than different types of food and public service buildings. A big part of ancient culture was Religion, and we wanted to represent that in our game as well.

Religion

Not too long ago we introduced you to the topic of worship and religion in Anno 117: Pax Romana: after building a sanctuary or temple you can select a deity per island to worship, providing you a variety of buffs. If a deity is worshipped across multiple islands, there’s also a global effect that can be unlocked and provides benefit to all islands you govern. The full details on the feature are described in this DevBlog right here.

 

The locals in Albion have their own deities as part of their polytheistic pantheon, just like the Romans. In your role as governor, you decide which deities are to be worshipped on each island – and if Celtic deities are among them.

Epona is the goddess of horses, and animals in general. Her worshippers increase the production of animal related production chains – as well as the speed of logistics carts. Additionally, it will allow you to build silos to store agricultural goods.

Mercury-Lugos is a romanized Celtic god, associated with trade and commerce. His buffs will boost your trade income as well as the loading/unloading speed of ships and carts.

Finally, there is Cernunnos, a mystical nature deity. His worshippers boost the production of goods from marshes and forests – and his ancient druidic wisdom will make your citizens healthier and smarter.

No matter which you choose, each will enhance your gameplay to suit your respective playstyle. All three deities need to be unlocked via the Discovery Tree first.

Worshipping deities will also result in the occasional festivals that you can decide to hold: With some support in the form of money or resources, your population will hold a parade in honor of the local patron deity, providing various buffs and preventing the outbreak of fires, plague and riots for its duration.

Discovery Tree

We mentioned unlocking deities, so, let us also briefly talk about the Discovery Tree. It’s here where you spend your Knowledge points to discover a great number of technologies across three branches: Economic, Civic and Military. These can be unlocks (like deities, units or buildings) or improvements (higher morale for units, production increases). Details on how to gain knowledge and how the Discovery Tree functions can be found in our dedicated DevBlog here.

 

Some technologies can only be discovered in a specific province and when fulfilling certain conditions. Only when in Albion, you can, for example, discover Celtic deities or research a technology that allows you to efficiently plant trees in otherwise unforested areas.

Other technologies are even exclusively usable in a specific province, and we want to highlight one specific technology: Marsh Drainage. You remember how we talked about the marshes in the first blog and also about the ways the locals use it for producing various goods? Well… if you romanize the local population, many of the products they are asking for are not using the marshland anymore. You’ll need more “normal” building space.

After researching Marsh Drainage, you can place sluice gates the border between marsh and ocean, and then construct canals inside the marsh. Within a certain radius around the canals, the water is drained and buildable land created. Finally space for more houses – or another bread production chain! Removing the canals will result in the marsh claiming back its territory – be mindful when rearranging or destroying canal tiles.

After this topic, we would also like to point out another important aspect: your decision to Romanize (or not) also influences your relationship with other characters!

Voada doesn’t like it when you drain swamps or worship Roman gods in Albion. Athr, on the other hand, doesn’t care – and Tarragon (one of the Roman rivals) can’t stand it when you get too close to Celtic customs.

The decision of how you want to deal with this and what consequences you are willing to live with is up to you.

Military

One of our most recent DevBlogs and livestreams have been related to the topic of military and warfare in Anno 117: Pax Romana.

As talked about there in detail, land combat is making a comeback in Anno 117: Pax Romana, after being present in several but not all past Anno games. While combat has never been – and never will be – the main focus on an Anno game, it still is one of the features we feel make up the unique character of the series.

At the same time, engaging in war is supposed to remain a choice: if you want to get along with everyone (or even disable opponents completely) or if you want to go to war and invade other islands is up to you.

 

While Anno 117: Pax Romana features a total of 11 different units, only some can be recruited everywhere. Others are unique to a specific province, like Legionaries in Latium – or Axebearers and Chariots in Albion.

Let’s take a closer look at these two Albion units.

Axebearers carry, as the name suggests, large axes – but don’t wear much in terms of armour. These infantry units are excellent shock-troops that deal plenty of damage and have an armour-piercing damage, to the great dismay of any legionaries. To show you them in action, we staged this little “ambush” against legionaries. You can also see the morale system in action here: after taking multiple casualties, the first group is even outflanked and accordingly breaks and runs.

Chariots fill a very interesting niche since they are combining the speed and mobility of a cavalry unit with the damage-from-a-distance of a ranged unit. They are excellent hit-and-run candidates that absolutely hate getting into close combat. In the video below, you can see them avoiding a group of Spearmen (which usually would be perfect against cavalry) while continuing to pepper them with spears from a distance.

As mentioned previously, all military units do not only cost money and resources to recruit, but also money and workforce in maintenance costs.

Of course you can also transport units between islands and between regions with your fleet – and widen your tactical arsenal in Latium with some chariots, for example!

Outro

This concludes our two DevBlogs on the province of Albion! Do you have any questions left? Leave them in the comment section below or save them until mid-September, when we’ll be holding a livestream covering Albion as well as some other aspects we recently talked about. And not much later, we’ll dive into the topic of Diplomacy – and also introduce you some of the characters you’ll be able to meet in Anno 117: Pax Romana.

 

Finally, let us once again remind you that you can check out Anno 117: Pax Romana in about one week: the time-limited demo is releasing on PC (Ubisoft Connect and Steam) on September 2nd and will remain available for two weeks.

Don’t miss this chance to try out our game – and let us know what you think!

DevBlog: Albion – A travel to the fringes of the Empire

Welcome, new governors, to the province of Albion!

The Emperor appointed you to govern this recently conquered province in the far north of the Empire and we can tell you: it’s a strange place for someone like you, used to the sunny shores and endless lavender fields of Latium.

Therefore, let us help you get acquainted with this Celtic province, from its landscape and weather over its challenges and opportunities to (of course) its people and the characters you should be aware of.

 

This may yet come as a great boon to you, governors, as your skills are already required next week:

From September 2nd until September 16th you will be able to take on the role of a governor in Anno 117: Pax Romana’s time-limited demo on PC!

An alien world

Albion is supposed to feel like a stark contrast to Latium: both from a narrative point of view (if you want to put yourself in the sandals of a Roman governor from the South for a moment) but also for you as players in front of your monitors:

Different parts of (real-life) Britain and its Celtic heritage served as inspiration for this region: green forests and hills but with far more elevation and harsh cliffs. A fog seems to hang over the lower parts of the islands most of the time and rain may come at any moment – but also create beautiful rainbows (is there a pot of gold hidden at the end? Who knows!) and add to the untamed feeling of the region.

And then there are the marshes: parts of most islands are covered in marshland which not only give the province its unique character but also come with important gameplay elements. How do you use the marshes? Are they opportunity or obstacle for your plans to govern this region – and importantly: its Celtic locals?

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This is deeply tied into a key gameplay mechanic for Albion: the topic of Romanization. We’ll explore it deeper in the following paragraphs but for a wider look at Romanization in general, we recommend checking out this older blog post, especially if you care about the historical context as well.

Meet the locals

Starting small – the Waders

In good old Anno tradition, the province of Albion also requires you to upgrade your population to progress, unlock new buildings, production chains and technologies. While there are five population levels (“tiers”) in total, they come with a twist, as mentioned above.

But let’s start at the beginning, with the Waders.

Waders are Celts, home to Albion and now confronted with a new reality: they’re suddenly part of the Empire! That means arranging themselves with a new reality and figuring out what kind of benefits there may be to gain by being ruled by this far distant emperor – cause there may indeed be some upsides to all this after all (“What have the Romans ever done for us?”).

Like the Liberti in Latium, the Waders are content with comparatively little:

Build residences, supply them with food (cockles or eels), build a public service building (market or bard’s hearth) and fulfil their third Needs category – fashion (shoes or tunica).

And like in Latium, the “Optional Needs” system (read more here) also applies here: fulfil all needs, build all production chains and public services or just the minimum to upgrade them further.

Remember the marshland? – The Celts of course found ways to use this biome for their daily life. Eels are caught in the marsh (while cockles require a coastal building) and the reed for the shoes is also grown there. A unique aspect of producing in the marsh is that every building only has one specific street connector spot – and that not every building can be built there (e.g. no residences).

Romanization: Smiths and Mercators

Alright, you fulfilled at least the minimum of all three Needs categories and are ready to upgrade – what now?

In contrast to Latium, where your population is upgraded in a “straight line”, in Albion you’re now faced with a choice. Remember we emphasized a few times already your role as a Roman governor? This is a topic we wanted to draw from in the provinces specifically: will you let the locals stick to their traditions – or have them embrace Roman ambition?

Upgrade your Waders to Smiths and let them stay on the Celtic path – or upgrade them to Mercators to have them start to embrace aspects of Roman culture, fashion and architecture.

Smiths will ask for cheese and beer but also drinking horns, while Mercators request sausages, bread and proper Roman amphoras.

Historically, the Romans tended to largely let locals keep their traditions as long as they remained peaceful (i.e. didn’t rebel) and paid their taxes.

In some cases, local customs and entire religious practises were even adopted and ended up spreading further throughout the empire – leading to e.g. the Mithras cult spreading to Britain or a temple dedicated to the Egyptian goddess Isis being located directly below our offices in Mainz, Germany.

 

Even when you’re romanizing the locals it’s important to keep in mind: these people are still Celts; Celts which have adopted various Roman customs, clothing styles and other cultural aspects.

No matter which path you take, your choice will be immediately visible: romanized residences and public services provide a striking visual contrast to Celtic construction methods and building styles.

Of beards and buildings: Aldermen and Nobles

With the necessary Needs of your Smiths or Mercators fulfilled, you can upgrade each branch one more time: Smiths to Aldermen and Mercators to Nobles.

Aldermen are among the most respected members of their people, deeply rooted in their culture with impressive mustaches. Considering their status, they will ask for a variety of goods and services – this is where your skills as a governor will get properly challenged: Imported wine from Latium? Fancy pelt hats? Chariots?

And then there are public buildings they will ask for, like the Alder Council where they can meet with the other Aldermen, discuss local politics and maybe have a beer. Building it will clearly show them, that you’re supporting their local traditions.

 

The Nobles, on the other hand, have taken further steps towards Romanization: they’re wearing their hair in Roman style (no beard) and dress accordingly. They will ask for those fancy togas from Latium and want you to build a proper Roman theatre – and an aqueduct to bring the water directly into the city. Building that will absolutely create a striking visual contrast to the Celtic parts of your island.

And as we can see the question already: as soon as you have reached Tier 3 with either the Celtic or the Roman path, you also unlock the respective other. Meaning, you can later create settlements with both traditional and romanized Celts living on the same island.

Friend or foe – new characters to meet

Last but not least: there are different characters to meet in Albion! We want to introduce at least some of them to you briefly. In the near future, we’ll dive deeper into the topic of diplomacy and will let you make the acquaintance of not only other characters but also the Emperor.

For now, let’s stay in Albion and look at one person who will watch your actions as governor very closely: Voada.

Voada is a Celtic Raider (similar in function to the “Pirates” of previous Anno games) and therefore very much set against you, the players, from the start: you are, after all, representing the Empire, the conqueror of this province.

Our team took quite a bit of inspiration from the historical character of Boudicca when creating Voada and her backstory and made her a fierce defender of Celtic traditions and the Celtic way of life.

Your relationship with her therefore depends heavily on how you use the “Romanization” mechanic: drain marshes, romanize the locals and worship Roman deities and she’s guaranteed to become your enemy, sending her raiders out to harass your trade routes and potentially even invade your islands. Let the locals embrace their Celtic traditions and… maybe you can become friends?

 

Another character we want you to meet is Manx. He’s a neutral trader, leader of his own tribe and comes with somewhat ambivalent feelings towards this new rulership. He appreciates the advantages that the Empire brings, the (expected) peace for the region, but is also worried about losing local culture.

You can trade various resources with him and receive quests that both benefit you but also tell you more about his backstory. Manx being a big fan of horses, his island features a large horse figure – inspired by the real “Uffington White Horse” in southern England.

Voada, Manx and Athr – three of the characters you’ll meet in Albion and each coming with their very own goals and expectations.

Finally, there’s Athr Iorgwyn. You didn’t think we’d make an Anno game without a member of the beloved Jorgensen family, did you?

Athr has dreams and ambitions: he’s a rival character who build cities and expands to other islands. Not into other provinces, however, he’s strictly staying in Albion (just like Dorian is only settling in Latium, for example).

There’re certainly a few elements of “King Arthur” in this character, with his focus on knights and building castles. In contrast to both Manx and especially Voada, he does not care about your decisions on the topic of Romanization. He himself is using whatever suits his interest best – and expects you to take similar actions yourself. While this, therefore, will not impact your diplomatic relationships negatively, you might clash with him over who gets to own which island…

Outro

But on the topic of war…. let’s keep Albion’s additions to this topic for the next blog post. In fact, in the second blog on Albion later this week we will also look at the unique aspects the province brings to the topics of Religion and the Discovery Tree. Today, we wanted to focus on the province and its people, since your decisions will not only impact the look of your islands but also the relationships with other characters – and the Emperor!

 

Finally, let us once again remind you that you can check out Anno 117: Pax Romana in about one week: the time-limited demo is releasing on PC (Ubisoft Connect and Steam) on September 2nd and will remain available for two weeks.

Don’t miss this chance to try out our game – and let us know what you think!

Anno’s panel schedule at gamescom

It’s gamescom week! Before many of us head to Cologne,  we want to update YOU on where to find US!

You can find the Anno booth, where you can play a demo of Anno 117: Pax Romana in hall 06.1, that’s directly right of the entrance to the hall when you enter from the main hallway.

Try our game yourselves in either Latium or Albion and learn the first steps of becoming a great governor.

In addition, throughout the week, we’ll be holding various panels in the Community Corner. Please find the full schedule for the week below (times in CEST, i.e. local time, which is UTC+2).

As you can see, we’re doing a variety of panels in English and German – and usually combined with a Q&A section so you can ask us any questions you might have.

Additionally, the panels on Thursday and Friday afternoon will be livestreamed on Ubisoft’s Twitch channel. All other panels will be “offline”, i.e. not livestreamed.

That said: don’t worry! You will find all information we reveal at gamescom later on also on also here on the Anno Union, and we’re also looking into a dedicated livestream in September.

 

As you might have noticed, we’re recording another episode of the Echoes of History podcast series live at gamescom on Thursday. This recording will be livestreamed as explained above and will later on also become a regular episode available via the usual means.

 

We’re looking forward to meeting some of you at gamescom this week!

Union Update: What to expect at gamescom 2025

It’s August and that means gamescom in Cologne is just around the corner. Time to tell you in some more detail what you can expect at the convention in about 3 weeks and update you on some other news around Anno 117: Pax Romana.

Closed Beta

The Closed Beta for Anno 117: Pax Romana took place in mid-July and we want to once again say “thank you” to everyone who participated and shared their feedback with us.

Just please keep in mind that the playtest was under NDA, meaning, anything you’ve played and experienced must only be shared on the dedicated Discord server or the survey you were sent.

If you haven’t been able to participate in the Closed Beta: don’t worry. This won’t have been the last hands-on opportunity.

And, we’ll of course share far more about the game with you in the coming weeks and months. Starting with…. gamescom!

Community Event

A few weeks ago we opened registrations for this year’s Anno Community Event that will take place on August 20th at gamescom.

From all registrations, participants were drawn at random and received an invitation via email earlier this week, on Monday. Please check your inboxes and get back to us until end-of-week if you’re able to attend.

In case of declined invitations, we will send out another round of invites to fill the slots we have for the event.

Gamescom Overview

There’s far more for Anno 117: Pax Romana at gamescom this year than only the Community Event, however!

We’re offering you a full Anno experience at our booth:

  • Get your hands on the game and discover both the provinces Albion and Latium!
  • Take some photos with our Anno booth as backdrop or next to one of the giant statues we found in ancient temples in Mainz and brought to gamescom.

In addition, directly next to it in the Ubisoft Community Corner, you can meet us and join various presentations and panels on Anno 117: Pax Romana.

Learn more about the province of Albion at the border of the Empire and the challenges and decisions you’ll be facing as a governor – and use the opportunity to ask us your questions.

Panels will be held multiple times each day from Thursday (21st) until Sunday (24th), no registration required (but seats are limited for each session). The full schedule for the week will be posted here on the Anno Union closer to gamescom.

History Hit Podcast

Can’t get enough of of the historical period of the Pax Romana which inspired our game? Then check out the first of several episodes of the “Echoes of History” podcast in collaboration with History Hit: Episode 1 – What is Pax Romana?

But what does “Pax Romana” mean? Was this really a peaceful period in history? Or have we misunderstood its meaning for centuries? Dr Hannah Cornwell and Matt Lewis from History Hit are investigating this classic puzzle.

Community Spotlight: Anno 1602 to Minecraft Converter

A short Community Spotlight this time but we really wanted to share this one:

Over on Reddit, Pretty_Tie3781 shared their current project: a program that converts your Anno 1602 islands into Minecraft!

They are still looking for some contributors that help recreating the remaining Anno 1602 buildings in Minecraft. If that sounds like something you might be interested in, why not reach out?

DevBlog: The Art of War in Anno 117: Pax Romana

Hey Anno Community!

It’s not a secret anymore: land combat makes its return in Anno 117: Pax Romana. Naval combat doesn’t go anywhere, of course, and warfare in general is just one of many aspects of the game.

Today, however, we want to put it in the focus and take a look at the military means at your disposal, should you decide to – or be forced to – exchange your plough for a sword.

Anno and Warfare

Historically, Anno games always had a warfare component; and while it – like other features as well – changed in scope and design from game to game, we very much believe it to be an important feature for the game.

At the same time, Anno games are builder games: the main fascination (and therefore also the focus we put in terms of development) is coming from discovering the world, settling new islands, building ever-growing cities and all the logistics and productions required to support it.

We also know we have a playerbase with sometimes strongly differing views on the topic: how important is warfare in Anno, should it be mandatory, how is it implemented, should there be land combat, etc.

In short: it’s a discussion that’s been happening both in our team as well as in our community for many years already.

In fact, back in the Anno 1800 days, our (back then) Creative Director Dirk wrote a great blog on the tradition of military in Anno games – we very much recommend you check it out: https://www.anno-union.com/devblog-the-art-of-war-i/

Now we’ve set the scene, time to take a look at how warfare looks like in Anno 117: Pax Romana and what this might mean for your cities and economy.

Naval Units

Let’s start on the ocean before we make our way to the land: Naval Combat!

Just a few weeks ago we talked about ship construction in detail: how you’re able to build your own ship setups via modules like additional sails, rowers and – of course – offensive modules like archer towers or catapults.

Have a look at the dedicated DevBlog here.

Different modules and other improvements can be researched via the Discovery Tree, to constantly increase the strength of your fleet.

The three different offensive modules (archer towers, scorpions, catapults) differ in range, accuracy, rate of fire and damage, making them useful in rather different situations. Catapults are slow and inaccurate, but archers are limited in range and can’t destroy fortifications.

Land Combat

Let’s invade someone! If you have a neighbour you really don’t like (in the game!) or if they have an island that should be yours (in the game!), sending an army is a valid solution.

 

Broadly, we separate land units into four types – infantry, ranged units, cavalry, artillery – with their own recruitment buildings.

As you might have guessed, you will also need to produce certain resources in order to train units in the first place: A group of Auxilia (medium infantry with spears), for example, requires weapons – for which you’ll first need to set up a production chain with a furnace, smith, and of course iron and coal production. Legionaries, on the other hand, also require expensive to produce armour.

 

While you start with a smaller selection of unit types, like the aforementioned Auxilia, as well as Archers, more unit types can be researched via the Discovery Tree. This allows you to later field the highly disciplined legionaries or heavy cavalry, as well as other specialised units.

The Discovery Tree also features a variety of upgrades, boosting aspects like unit morale, attack against fortification or accuracy.

A healthy mix of different unit types is one of the keys to victory: Auxilia with their spears are effective against cavalry, while Slingers or Archers are great to keep enemies at a distance. Cavalry is especially useful to flank opposing units or attack unprotected ranged units of your enemy. In short: we are using the good old stone-paper-scissors system here.

And then there’s artillery: the accuracy of Scorpios makes them great against individual units, while Onagers excel at the destruction of fortification.

In addition to the units’ health, you also have to keep an eye on their morale. If the morale becomes too low during combat, units might flee – and fleeing units can affect their nearby comrades, potentially leading to a larger rout. There is a chance for routed units to reform, otherwise they will ultimately vanish.

The Connections

Synergies

Both naval and land units will be needed to bring down your opponents: if your enemy has built a villa on their island, taking it is your main objective – simply destroying the trading post is not enough in that case.

Your ships will play a key role in not only shipping your troops to your opponent’s island, but also in clearing the landing by destroying defensive structures. Generally, as long as they are in reach, naval units can attack units and buildings on land, and land units can shoot back at naval units.

That also means that you can stop an enemy’s invasion by destroying their transports before they reach your shores.

Defences

Defensive structures you say? Oh yes! We’re giving you some options to defend your precious islands from rival governors.

Surround your island (or at least the important parts where the important people live) with a wooden palisade – or go the extra mile and research stone walls which require some proper artillery to take down.

Additionally, you can place defensive towers that fire back at any invaders and further slow their advance until you have gathered your own forces.

Economy

Every unit (naval and land) does cost:

  • Resources and money to be built/recruited
  • Money in maintenance
  • Workforce in maintenance

This means, your land and naval forces are deeply tied into your population and economy: you will need a large population and stable economy to support a big army. War is costly and must be considered carefully. The workforce you’re spending on troops and ships might also be needed to assure stable production of food or clothing – or in manning trade ships to supply the various islands under your governorship. Different unit types also require different types of workforce, meaning more advanced units require you to first have enough population of one of the higher tiers.

Units are therefore always tied to a “home island” in terms of workforce. Should you lose such an island, the game will automatically reassign units to another island with free workforce. If you do not have enough free workforce anywhere, then the units will slowly “desert”, i.e. lose health over time.

It’s also worth keeping in mind that time doesn’t stop when there’s a fight on land or sea: both attackers and defenders of course still have their empire to manage.

Production of goods and recruiting times also mean that quickly setting up a massive force or fleet is no small task either.

You want to see all this and more in action? Then check out our livestream on land combat from last week:

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Outro

War, of course, is only one way of solving conflicts: you can always opt for the diplomatic route, forging trade treaties and alliances with other governors and live in harmony with your neighbours. For some of them, this is indeed their favoured course of action, while others might prefer drawing their sword instead of engaging in negotiations. Well, and then there are pirates who will likely only keep their feet still if you pay them enough money.

There is also the option to only focus on the logistics layer (producing weapons and recruiting troops) while leaving any potential attacks or defences of your armies to the AI (auto-combat). For peaceful players, playing with easier, friendlier rivals or simply disabling them and pirates is always an option, making war and combat very much a choice.

 

All this of course was just a rough overview of the military system in Anno 117: Pax Romana. Do you want to learn more about how we developed unit behaviour, how the calculations work behind-the-scenes – and also get some tips from the devs? Let us know and we’ll look into tackling these questions in a future deep-dive devblog!

In the future, we’ll of course also dive deeper into the topic of diplomacy and introduce you to your rivals!

Union Update: Military Livestream and more

Hey Anno Community,

We hope your June is going well and you’re staying hydrated whilst it’s getting warmer and warmer out there. As you can imagine, the Anno team is busy working on the game (duh), preparing the next beta test (more news in a few weeks) and organising the upcoming blogs and events. But what, exactly? Let’s have a closer look.

June Livestream

First on the agenda is our upcoming developer livestream: mark your calendar for 25th June as we’ll go live on Twitch at 5:00 PM CEST / 8:00 AM PDT! Community Developer Oliver is joined by Product Manager Lisa, Creative Director Manuel, Game Director Jan and Game Designer Markus to talk about everything military: from naval combat to one of the most anticipated features we are (re)introducing in Anno 117: Pax Romana – land combat!

Plus, the following week, we will share a dedicated DevBlog on the topic.

gamescom 2025 – see you there!

While we’re super busy getting ready for later in August, we just wanted to post a little reminder about our presence at gamescom this year, 20-24 August. We can’t share much of what we’re preparing for that week, but we can give you a little sneak peek: we are organising a Community Event for Wednesday, 20th of August.

Just like last year, we will open the sign-ups in the next few weeks – so keep an eye on our social channels and the Anno Union if you want to join us in Cologne!

More news on gamescom in general will also follow in the coming weeks.

Anno 1800 – mod collection on mod.io

A short PSA for all of you who are either using or creating mods for Anno 1800: an update for mod.io who we have partnered with for mods on Anno 1800 now allows for the creation of “mod collections”.

Create a collection of your favourite mods for others to check out and subscribe to with just a single click – or, as a modder, bundle all your creations into a single collection!

You can read up more on the feature in this blog on mod.io and find some first Anno 1800 mod collections on this page.

Community Spotlight

It’s been a while since the last Community spotlight, don’t you think? Since we feel a bit nostalgic, we decided to pick some cool Anno 1800 screenshots we’ve seen around in the past few weeks.

Let’s start with this collection by u/Housemann91 on Reddit. Made in creative mode, this city feels like a patchwork quilt perfectly stitched together. It’s so pretty!

u/OnEst1_ is celebrating their 1-million population city in this post on Reddit! Look at those skyscrapers defining the horizon.

This widescreen screenshot by DSMROCKS on Steam looks stunning! Sometimes looking at your city from a different perspective makes you feel even more proud of what you’ve built.

This view of a medieval castle by night was shared by Welchs on the Annoverse Discord. It’s so peaceful and mysterious at the same time, we love it.

After all the Anno 1800 pictures, we’d like to finish with something about Anno 117: Pax Romana – with this replica of the Grammaticus in Minecraft by cyan.

DevBlog: Knowledge and Discoveries

You wouldn’t be doing your job as a Roman governor correctly if you didn’t try to become ever more efficient at your job and find the best ways to tackle the challenges your population, rivals and the emperor himself are throwing at you.

So, let us today take a look at the Discovery Tree feature!

What’s the Discovery Tree?

The Discovery Tree in Anno 117: Pax Romana allows for the research of technologies (discoveries!), which offer additional options as well as improvements to many aspects of your governorship.

As you can see below, the Discovery Tree is split into three categories: Economy, Civic and Military – the names being rather self-explanatory as to what kind of discoveries await you in each.

Researching any technology requires Knowledge (more on that further below), with technologies further down in the tree costing you more knowledge.

Why a Discovery Tree?

Here we also come back to the topic of “choice” we have mentioned at various points before.

With the three different categories, you can set the focus that’s currently (or in general) important to you and invest time and resources into what fits best to your playstyle. The unlocks also expand your toolkit and allow you to tackle challenges in a different or more efficient way.

 

It also helps us to better highlight features and mechanics to players and make sure they’re not getting lost amongst tons of other unlocks. For example, the repair crane in Anno 1800 simply unlocked through progression at some point amongst various other new buildings – but was never explained to players. With the Discovery Tree, unlocking the repair crane is a conscious choice and assures that players will know that they unlocked it and can now use it to repair their ships.

Finally, similar to the Optional Needs the Discovery Tree also allows us to expand your options later on in postlaunch, potentially adding new discoveries and therefore more options and choice for you.

Knowledge is Power

How to research (knowledge)

Okay, now we’ve given you an overview – but how do you discover new technologies?

First, you require Knowledge. Knowledge is one of the eight attributes we talked about in a previous blog, and is gathered in the same way: needs and building buffs let building generate knowledge points.

Your first way of doing this will be by building the Grammaticus, a public service need for the Plebeians, which let’s all buildings in its vicinity (even the pig farmer!) generate +3 knowledge points. As with other buff buildings, the more houses and other structures are within the radius, the more knowledge you generate.

Another way to generate those points can be, for example, to supply your Eques (Tier 3 residents) with Writing Tablets (also +3 knowledge), a household need. Regular practise with those makes them smarter, of course, and helps you research faster. Wine on the other hand buffs your belief but counteracts your education efforts to a certain degree.

You see, we very much try to tie all the different systems in Anno 117: Pax Romana together.

Alright, now you have gathered some knowledge points, let’s discover a new technology!

Each technology has a certain knowledge point cost, and the more points you produce, the faster the technology will be discovered. The time is displayed directly in the Discovery Tree.

To progress through the tree, some technologies have to discovered in a certain order – and, you will occasionally have to fulfill certain conditions to unlock certain “gates” we call “Inspirations”.

For example, setting up trade routes, building a certain number of aqueducts or reaching a specific city status. Focusing on what’s important for your current situation and your general playstyle therefore becomes even more important – even if you ultimately, with enough time, are able to discover everything. We didn’t want to lock you out of certain technologies entirely, so, there are no “it’s either path A or path B” decisions.

Some technologies, and “gates” also are province specific. For example, only if you expand from Latium to Albion will you be able to research a discovery that allows your woodcutter to plant trees in those wide meadows, instead of relying on forest-areas.

 

Examples

Give us examples! What kind of discoveries have you hidden in the Discovery Tree?

Alright, alright, let us walk you through three examples in a bit more details.

  • A) Paved Roads: Not only do they look much nicer than dirt roads, they also let your transports travel faster, which extends the street range of buildings. A classic.
  • B) Blood of Terra: If you just dig deep enough, you’ll find iron everywhere! This allows mining of iron ore even on islands without a deposit – albeit at a greatly reduced rate.
  • C) Protective Entourage: A personal guard never hurts. This discovery increases the morale and toughness of your Auxilia troops.

As you might imagine, the feature underwent multiple iterations over the course of the development. Both visually – improving the structure and readability, making it easier to see in which direction you need to progress – as well as regarding its content: which discoveries make sense, where do we want to put a focus on (see the “why” section at the beginning), etc.

Summary

All in all, there are over 150 discoveries waiting for you. While you can queue the research of several of them, it’s always worth checking back to see if there’s a new Discovery that would help you now that you made some progress – or which requirements the next gates have, so you can work towards unlocking them.

While discovering new technologies is optional, they do provide you with a wider range of possibilities to build and supply your cities, optimise your production and get an advantage over your rivals.

Any questions on the Discovery Tree left? Do you want us to tackle a specific part of this feature in more detail in the future, for example in a livestream? Let us know!

Modding Spotlight: Towards New Horizons

Hey Anno Community,

Today is a great day for Anno 1800, as it marks the release of the “New Horizons” mod! After 5 years of hard work and effort, we wanted to celebrate the release of this highly anticipated mod together with its creators and the Anno Community as a whole. The team behind this massive project includes Taubenangriff, jje1000 and Hier0nimus – well-known names in the Anno modding community.

Who can explain the content of the mod better than the people behind this big project? So, we asked them:

What can Anno 1800 fans expect in the New Horizons mod?

In Vanilla Anno 1800, there are four regions, the Old World, New World, Arctic and Enbesa, each with their own population and production. In New Horizons, we are adding a fifth region, Horai, which is inspired by East Asia, mostly Japan and China. Horai itself has two population tiers, as does each Colony region, and its residents want products like porcelain, tea, sake and koto instruments. On top of that, the session comes with its own challenges and mechanics: First of all, your farm production in Horai is going to be regularly interrupted by monsoons, something you might have already experienced in the Seasons of Silver scenario. If you need additional workforce and money, you can provide your Horaiese population with street food, and if you look to complete fancy architecture projects, you can rebuild the Wonders of Horai on your islands.

Not only does New Horizons contain an Asian-inspired session, it also adds a sixth population tier in the Old World at the end of the progression where Investors can now upgrade to Magnates, who turn the endgame economy on its head by providing little income for high efficiency, and it should come as little of a surprise that Magnates primarily want goods from the Horai session.

As with previous Modding Spotlights, we’ve prepared for you an extensive Q&A with the team behind the mod – both about their modding experience as well as about the mod itself. Without further ado, let’s dive into it!

Q&A, Part 1: Modding experience

What would you advise someone who wanted to get into modding Anno?

Discovering your creative side takes a lot of effort and time, and you will never find out about it if you do not start off just creating things. Creative skills can be learned, and ultimately you do not have to be the best in your discipline to create cool stuff and have fun with it. It takes a bit of stubbornness and persistence to transform your vision into reality.

But most importantly, do it for the fun, not for the result. And you will always have learned something valuable in the process.

 

Did you have any prior modding knowledge or specific skills (programming, 3D Art, UI Design, …) when starting to mod Anno?

We had and have a lot of talent on the team that was involved, and what we can do covers pretty much the entire palette that you might need when creating and modding games. That reached from being very capable at reverse engineering and programming to bringing 3D art skills or general knowledge of how to code mods for Anno 1800. But most importantly, no single person on the team could do everything, so it was very important to assign tasks based on who could do what. This collaboration was very important during development, because this way every task could be handled by someone who knew what they were doing.

 

The skillsets on the team could be very specific, we even had someone on the team who specialised in Sound Engine modding, which became very handy when porting and implementing resident voice lines from other Annos into 1800, because none of the others on the team could have done that. Some of us also used New Horizons to expand and practice their skillset, like learning and improving 3D art skills with and for the project, which was a great learning opportunity.

How did you get into modding? What prompted you to create Anno 1800 mods specifically?

Taubenangriff: I used to do record building on Anno 2070 a lot before 1800 came out. That was roughly the time where I learned general programming. Then 1800 came out and it all started at a white empty Plaza tile that was missing from the release, but which I wanted to build. So, I tried my luck on it, it worked, and through that I got to know a lot of awesome people that also tried their luck with modding Anno 1800. Mind you, that was even before there was a modloader for the game.

Well, in the midst of that pioneer era of modding, we started getting better and better and eventually went crazy with our ideas – that is when New Horizons was born out of pure hybris and megalomania. Well, and now 5 years later I’m here and it’s done.

 

Not too long ago we did an interview with Hier0nimus. You can check it out here.

Q&A Part 2: Behind-the-scenes of the “New Horizons” mod

For the second part of this spotlight, we were of course very curious how the team handled the development of the “New Horizons” mod.

 

Did you know what you were committing yourself to when starting the project?

No, absolutely not. This project is the result of the pure stubbornness to complete a vision that we came up with years ago. We knew that this project was not going to be easy, it was going to be a lot of work, but the scope kept on growing and growing – which primarily came down to increasing standards. When you compare the visual quality of the early Anno 1800 mods with mods that are more recent, there is a huge apparent upgrade, and that upgrade coincides with our skillset and toolstack growing.

So, not only did we create all of New Horizons, but we also updated old assets multiple times, because we just knew that we could do better than what we created earlier.

 

You’ve mentioned multiple times in reddit posts or videos the different contributors to the mod. How big of a team worked on this mammoth project? How did you collaborate?

We always had a core team, which for the first two years or so pretty much consisted of Taubenangriff doing art content by himself, but the core team expanded to 2-3 people, namely bringing in jje1000 to create and overhaul a lot of art assets and Hier0nimus for coding and item work. Moreover, a lot of people joined to contribute in the form of individual projects over time, where they would create a single part of the mod, i.e. a set of ornaments, a single wonder or the magnate houses. So, in total around 15 people worked on the project but they never did so at the same time.

 

To organize our effort, we set up half-yearly milestones where we would define tasks in advance and distribute the work among the team, and regularly shared our progress internally, as well as using version control to backup, manage and bring together our work.

But we also regularly stepped in to help each other complete our tasks, so that everyone could bring in their skillset where it was suited for best. This was perhaps the most important part in getting the mod to a reasonable quality level, being pragmatic about who should commit on doing what on often very limited time and resources.

Well, we know Anno 1800 doesn’t always make modding very… straightforward. What were your main challenges? How did you tackle them?

The main challenge during the development was that we could often not edit certain parts of the engine – like islands. Often, we then wrote our own tools to give us those possibilities for New Horizons, which were often then made public and have since become widely used in the modding community.

 

What is something players will have to get used to that they don’t know from the unmodded Anno 1800?

The regular seasons in Horai will certainly be a challenge for players, as storage space suddenly is a central resource. You will need to stockpile 30 minutes’ worth of farm production to get through a monsoon unimpeded, and that means you will need to invest extra space into building storages – but there is only so much building space to work with, and every tile that goes towards storage cannot be used for production buildings.

 

If you install the optional Item Rebalancing that comes alongside New Horizons, your items also suddenly will do different things – as an example, you cannot circumvent Steam Carriage production with Susannah Brightwoman anymore. But I want to stress the optionality of this, this is meant to be part of the mod, but ultimately up to your choice whether you care about better balancing or not.

If other players want to know more or have questions, where would you want them to go?

I reckon this is pretty much a standard answer by now, but you can always find us on the Anno 1800 modcorner discord. Don’t be shy, join and ask your questions there .

And you can visit the New Horizons modpage on mod.io: https://mod.io/g/anno-1800/m/new-horizons

 

 

A big thank you to the “New Horizons” team for taking the time for this modding spotlight and congratulations once more on the release of the mod!

We love seeing the Anno 1800 community still going strong and are sure this long-awaited mod will make many in the community very happy.

That brings us to the end of today’s blog. Make sure to check out “New Horizons” on mod.io and as usual: leave a nice comment over there for the mod creators if you enjoy their work.

DevBlog: Attributes & Building Buffs

Your population is always demanding something new: food, clothes, public buildings, … what do you get from it? Why fulfil all these demands?

Well, alright, because it’s part of the core gameplay-loop of course; but also cause each need you fulfil gives you something in return: citizens pay more taxes, have a lower chance of setting their own houses on fire or are simply happier and less prone to rebel against your glorious governorship.

These bonuses of needs and – as you’ll soon see – also buildings we call “Attributes”.

In today’s DevBlog we will take a look at how we handle these attributes in Anno 117: Pax Romana and how we spice it up with a new little puzzle system.

If you haven’t watched our livestream on the topic, we also recommend to check it out here.

Attributes General

Anno veterans know: attributes are nothing entirely new, things like income, happiness or population have already been a part of past Anno’s and picking which needs to fulfil first and which additional happiness needs (Anno 1800) to fulfil for bonuses are a part of progression strategy.

 

In Anno 117: Pax Romana, attributes are values provided by different buildings, but to large parts by residences and are primarily increased by fulfilling their needs. Let’s use an example and reference the topic of “Optional Needs” which we have discussed in the previous DevBlog.

Providing your Tier 1 residents with Fish (+1 Population, +1 Income), Tunics (+2 Income) and access to a Market (+1 Population, +1 Income) means all residences supplied this way give you +2 Population and +4 income total (and the residence is now upgradeable).

If you provide them with Porridge (+2 Population), Pileus (hats) (+1 Income, +1 Happiness) and access to a Tavern (+1 Population, +1 Happiness) on top, each residence will provide you with the total following attribute values: +5 Population, +5 Income, +2 Happiness.

(Please note: as we are still very much in development, these and any other balancing values mentioned throughout this blog might still change.)

You can check which kind of attributes each residence is currently providing for you and each respective island directly via the object menu of the building.

Let's look at a slightly more advanced example. It wouldn't be an Anno game inspired by ancient Rome if there was no wine! Alternatively, however, you could also fulfill the food need with cheese... but cheese is produced in Albion, requiring expansion to a new province and a trade route to import the sought-after product to Latium. Provide one? Provide both? The choice is yours. And what could those yet unannounced attributes be...?

It’s not just happiness, income and population, though: we also include fire safety, health and some others (that are related to features we haven’t talked about yet) in this attribute group. Having such a wide range of different attributes and linking them to the needs system means, that we have more options to work with for the needs – and you get a larger number of choices to fulfil the needs that make the most sense for your playstyle or the island’s current situation.

We also want to provide more overall visibility on your islands’ “values” , and therefore now list all these attributes and the source of e.g. the -100 fire safety points in detail in a dedicated bar at the top of the screen. This will make it much clearer to you what’s contributing to the positive or negative value and will help you address e.g. the low fire safety by moving buildings or adding new ones.

Let’s take a closer look at what has an impact on said attributes.

Attributes Details

Of course, needs are something we have already touched on in far more detail in our DevBlog on “Optional Needs”. We highly recommend checking out how needs are handled now in Anno 117: Pax Romana and how we increase your flexibility in regard to with which types of production chains you want to engage with, how fast and where you want to expand to and how this helps you setting your own level of game complexity.

Fulfilling needs plays the main role in how you make money and increase your population: all attribute values a residence provides are dependent on the needs they are supplied with. Higher-level needs also provide higher attribute values, both for fulfilled needs and as buffs (if they’re buildings – see the “Building Buffs” section below).

We always try to link the attributes of a need narratively to the object in question, so that soap – besides increasing your income – also increases the health attributes of the residences supplied.

 

We also differentiate between two major different layers for the attributes: island values and global values.

An island value impacts island-related features like incidents (fire safety, health, happiness) or workforce, while global values (like province-wide population) unlock new buildings and needs. Income of course also is a global value that can be accessed from any province or island.

 

Finally, on the topic of calculation, attributes are calculated with decimals and then summed up over the island (e.g. 10 houses with 10% fulfilment provide 10×0,1=1 income), so you’re not losing out on partial values. We’re only rounding numbers for displaying it in the UI, meaning, an income of 1,1 provides 66 money per hour, not 60.

While workforce is linked to your population (or rather: the population attribute of a residence), it’s calculated via a workforce factor that’s also displayed in-game: not every citizen is a worker.

There'll be 8 attributes in Anno 117: Pax Romana. Income, population, happiness, fire safety, health, and... three others which we'll talk about in the not-so-distant future.

Building Buffs

But wait, we basically only talked about the impact of needs on the attributes of your residences. However, those aren’t the only things that have an impact on your attributes. Let’s talk about “building buffs”.

At the core, this also isn’t something entirely new, since e.g. a fire station already existed in Anno 1800. It increases the fire safety in its vicinity and helps should any fires break out after all. This principle exists the same way in Anno 117: Pax Romana, but we’re now providing more visibility on the fire chance in your city: In the aforementioned attributes bar at the top, you can see how high the fire safety of your island is, which buildings have a positive and which have a negative impact.

The fire station (or Vigiles in Anno 117: Pax Romana), therefore is a buff building.

Similarly, a public service building essentially also provides a buff to residences within its area: if it’s a residence need, it counts towards its fulfilment and gives attributes. If it’s not a need, it still provides additional attributes to the affected residence (and other buildings in its radius)  in the form of a status effect.

What’s new in Anno 117: Pax Romana, however, is that production buildings now also provide buffs (and debuffs) to buildings in their vicinity.

Let’s use the bakery for this example: Within a certain radius around it, the bakery provides a buff of +2 income and a debuff of -2 fire safety to all buildings. This leaves you with the interesting choice of where you want to want to place it: somewhere outside where the reduced fire safety may only impact a few other production buildings? Or in the city to make the most of its income buff?

Other production buildings similarly come with a range of buffs and debuffs which can greatly impact your island attributes. The intention here is to give you something else to puzzle with within your cities and to further home in on the attributes that you need most.

This buff is always applied to all buildings within its radius, which you can already see while constructing the building in question:

Need more money? Well, you'll have to accept lowering the fire safety attribute as well.

As mentioned earlier already, we try to tie the attributes narratively to the object they’re originating from, and anything with an open fire naturally is a risk for any city. Please be careful.

These buffs are non-stackable, meaning that the hat maker, for example,  will only give residences +1 income, multiple hatmakers in the vicinity do not provide the income buffs multiple times

It’s also important to note that the building in questions needs to be functional (e.g. neither damaged/destroyed nor paused) to apply the buff – and production buildings have a productivity threshold which decides if the (de)buff is applied or not.

And finally, to answer a question from previous week’s livestream: Supplying the need to a residence (e.g. hats, to receive +1  income and +1 happiness) and the residence being in vicinity to the production building (+1 income) count as two separate buffs, meaning, the result here would be +2 income and +1 happiness.

Outro

This concludes our two blogs on the topic of Needs and Attributes, which essentially are an evolution of the systems our veterans know from previous Anno games. The Building Buffs are a new feature, which we hope has an impact on your city building strategies.

The Needs Attributes are also closely tied to for example incidents (fire safety, health, happiness) and ways to reduce the chance of them happening, workforce and its relationship to your military (ships require workforce to be built) and some more features which we will talk about in the coming months.

To summarise, our goals are more choice for you which needs to fulfil, greater transparency on the different island attributes and more ways to influence said attributes if you want to get the most out of your cities and production chains.

We’d love to read your comments on these changes and are also happy to answer any further questions you might have on the topic. Leave them in the comment section!

DevBlog: Fulfil Needs Your Way

Sometimes playing Anno feels like being a bird parent trying to fulfil the needs of the ever-demanding offspring: Your citizens want clothes, they want sausages, beer, carpets, pasta and energy drinks. Let’s also not forget the marketplace, tavern, laboratory or the concert hall.

Granted, your citizens pay taxes (usually) to make up for the hassle, but they really make you work for that.

In short: needs are a core aspect of Anno gameplay loop, you fulfil them to make money, to make your people happy and to level up residences in order to progress through the game.

 

Want to see us talk about today’s DevBlog subject? Then have a look at our past livestream from April 15th!

Needs in general

This hasn’t changed much in Anno 117: Pax Romana, on first glance: We still separate needs into two types: consumption needs and service needs.

The former require the player to produce goods (e.g. Porridge) in certain quantities which are then consumed by the residence. As long as enough goods are produced, the need fulfilment slowly rises to 100% and the need is considered fulfilled.

As in past Anno games, the consumption is always calculated for the whole island (“island demand”) and goods are consumed directly out of the island storage. Like in Anno 1800, you can also pause needs (which also pauses the consumption of the respective good).

Service needs are fulfilled via public service buildings. Accordingly, they are fulfilled by the residence simply being within the radius of the service building.

 

If you’ve played any of our previous games, all of this should feel familiar, just like the next part: Fulfilling needs is how you advance through the game. If you fulfilled enough needs, residences can be upgraded to unlock the next population tier, as well as new buildings and production chains.

The actual activation of a need (i.e. when the people demand for it and start consuming it) is tied to the amount of population of each tier of an island.

Making things optional

Alright, so, but what has changed?

A quick look into the object menu for any residence building will immediately make our Anno veterans stop: needs are ordered in categories! Let’s compare the needs of the Farmers from Anno 1800 with the needs of the Liberti from Anno 117: Pax Romana.

These changes in Anno 117: Pax Romana we sumarised under the feature name “optional needs”.

The different types of needs now all belong to one of multiple categories, for example food, fashion or public services. Higher population tiers have additional need categories that unlock as you progress.

Providing a residence with any kind of good will contribute to the overall supply value of a category. Reach the required supply threshold in all categories and the residence is ready to be upgraded.

 

Let’s dive a bit deeper into these supply values with two colleagues from the Game Design team: Christian, Senior Game Designer and Jan, Game Director.

Each need has a certain supply value for a category. For example, delivering porridge OR sardines to our residents is equal to a supply value of 1 each. Luckily, the supply threshold for food for the Liberti tier also is exactly 1, meaning we can already consider this category “done” by simply supplying one of the two food needs. If we now also fulfil the “fashion” and “public service” category, we can level-up this residence.

The food category of the Plebeians, however, has a supply threshold of 3. Even if we supplied both sardines and porridge, it wouldn’t be enough. We will have to set up at least one of the new food production chains to reach this threshold.

As a general rule, the supply threshold of a category is always lower than the sum of all supply values of a category – and it will increase with each upgrade of a residence. That means, you will not need to provide all the needs of a category and not setup all the production chains at your disposal, but you also can’t just stick to only providing the lowest (and easiest to produce) type of need in a category.

To visualize this a bit better, have a look at the object menus of a Libertus and Plebeian residence side-to-side. You can see:

  • Each needs category has a certain minimum threshold, split into multiple bars
  • Each need has a certain value, also represented by bars, which feeds into the category threshold
  • The food category of Plebeians has a higher threshold than the Libertus food category
  • Fulfilment is represented in green (regular) and golden (more than minimum)

As you might have guessed from the context already, however, upgraded population tiers keep the needs of all previous tiers. Your early game goods and public buildings will therefore continue to be useful, and you can decide if you want to reach the supply thresholds of the different categories by also fulfilling multiple lower-level goods or fewer higher-level ones that each provide higher supply values.

You can’t provide lower-level population tiers with higher-level goods or services, though.

 

What happens if you provide a residence with more than the required supply threshold, you might ask.

Well, let’s first take a closer look at the individual needs: Each need, no matter if a consumption need or a service need also provides certain attributes.

For example, providing your residents with sardines gives you +1 income and +1 population per residence, while providing them with porridge gives you +2 population for this particular residence. Garum (a need of the second population tier in Latium) gives you +2 income and +1 happiness for said residence, just to name another example.

Accordingly, assuring more than the minimum supply for a category means the respective residences also receive additional attributes – providing both sardines and porridge nets you +3 population and +1 income from the food category per residence.

When a consumption need is only partially fulfilled, you also only receive a part of the attribute bonus (e.g. only +1 population instead of +2 when fulfilling the porridge need only to 50%). At the same time, however, this also means you can reach the supply threshold of a category by combining several partially fulfilled needs.

 

These “needs attributes” in Anno 117: Pax Romana encompass more than just income, happiness and population and require some more explaining. Today, we’ll leave it at this since it’s enough to understand the basics of the “Optional Needs” feature – and go into more detail in a separate DevBlog soon.

Implications

So much for the “how”, let’s take a look at the impact of these changes on the game and the answer to the “why” question.

Firstly, something we have already alluded to earlier in this blog: choice and flexibility.

This was especially important since we wanted to let players choose the level of complexity for the game themselves. The goal here is to give enough choice that both veterans as well as newcomers can enjoy Anno 117: Pax Romana, and for the latter to slowly grow into their role as governor.

With a lucky combination of fertilities on your starting island, you might even be able to continue to progress through the population tiers there for longer, allowing you to stick to fewer islands and only expand later, if you so desire.

This focus on choice also impacts the type and complexity of production chains you can pick: how many complex needs do you fulfil? Will you go for fewer but more complex production chains or more but less complex ones? Which ones take up more space?

Another point of choice also related to the provinces: As already announced last year, you will be able to start in either of the two provinces at the start of a new game. With the optional needs system, you will be able to remain in a single province and still reach the highest population tier by solely relying on providing needs that you can produce locally.

Higher population tiers mean more needs – and more choice! Let’s compare the needs categories of a Libertus with that of a Plebeian. As mentioned earlier, there’s also a fourth category added now: household goods.

As mentioned, it was equally important to us to provide challenges and reward experienced players if they provide their citizens with more than the minimum of needs category. The additional attribute bonuses will help you sustain ever larger cities and militaries, compete more effectively against opponents and strategically grow your influence in both provinces by, e.g., taking key islands.

Making use of both provinces will therefore provide different rewards and options. As will Romanising your population in Albion – if you manage to provide them with goods imported from Latium – and following both the local and the Roman path at the same time.

 

Lastly, this system also gives us as developers more flexibility: new content and new needs can be integrated into the game much easier than it has been the case in Anno 1800. It gives you more choice and makes expanding the game easier for us, if we’re looking at the topic of “postlaunch”. And we already have more different needs in the basegame compared to Anno 1800!

Outro

We hope this has given you a good idea of the changes we have done to the needs system and how it gives you, the player, more flexibility in terms of how you want to set up your islands both in Latium as well as Albion and how you can scale the challenges of the game to a degree you feel the most comfortable with.

Additionally, there’s a cool new puzzle aspect to city building that will hopefully also motivate you to build more than the minimum required production chains. What that is? Well… that’s a topic for a future DevBlog.

Until then, leave all your questions and feedback below, we’re looking forward to your comments!