Union Update: Multiplayer Hotfix, Livestream and Community Spotlight

Multiplayer Hotfix

First of all, we have an update on the multiplayer issues we communicated on previously and which you also reported to us over the last days.

This afternoon, we have released a hotfix on PC to fix several (the most severe) causes for desyncs – consoles will follow in a few days. Due to the patch timing, we will temporarily disable cross-play until all platforms are again on the same version number.

Your savegames will continue to function after this patch.

Bug Reporter & Known Issues

We also want to highlight again the Bug Reporter website. Use it to:

  • Report any bugs/issues you’re running into
  • Get an overview of issues we’re currently working on, and their status

We’ll regularly update the website and each ticket’s status following our investigations into your reports.

 

On this note, please also be aware we are currently investigating an issue affecting Steam and Ubisoft Connect and preventing players from launching Anno 117: Pax Romana. The game simply returns to the launcher after starting.

As a workaround, please try changing your Windows regional settings to English UK and restart your PC afterwards.

We’re actively working on resolving this issue and will keep you updated in regard to patches.

Next Patch

Talking patch, we’re currently working on a patch addressing multiple issues (see Bug Reporter). This patch is planned for the first half of December.

We’ll share more details on the content closer to its release but already want to highlight that we’ll address some reports on Albion map templates for the “Island Chain” layout. This will result in some changes to the seed numbers.

Livestream

This Thursday, we’re back with another livestream for Anno 117: Pax Romana, continuing our savegame from last Thursday, expanding our holdings in Albion – and maybe making our way into Latium? We’ll be relying on your tips to get us there.

Join us at the usual time – 5PM CET | 11AM ET – on https://www.twitch.tv/annogame

Community Spotlight

At the end of this Devblog, we collected some more creations that have been shared by you in the past couple of days while playing Anno 117: Pax Romana.

The first Screenshot by TheUnbrokenCircle (https://www.reddit.com/r/anno/comments/1ozufyt/small_rural_village/) features a beautiful village in Latium with the mighty Town Crier statue as a centerpiece – you can almost smell the sweet lavender scent of this area. And we’re sure that yours truly – the Town Crier – will be pleased.

r/anno - Small rural village

In the Screenshot from suazoom (https://www.reddit.com/r/anno/comments/1oyfpci/im_glad_a_game_like_this_exist_thank_you_for_your/) brings us to the mysterious province of Albion, where the thick fog is crawling around the Celtic city, embracing the moodiness of the province.

r/anno - I'm glad a game like this exist. Thank you for your hard working, Devs!

Status-Air926 (https://www.reddit.com/r/anno/comments/1ozqtmi/what_a_beautiful_game_especially_albion/#lightbox) posted a Screenshot from a beautiful Romanized City in Albion – if you’re staying true to Celtic traditions or embrace Roman ambitions is up to you, but we have to admit that those aqueducts and the terracotta roof tiles are looking absolutely fantastic in this environment.

r/anno - What a beautiful game! Especially Albion

Bread has been very popular amongst the Romans – this Screenshot by AeriDorno (https://www.reddit.com/r/anno/comments/1ozkq8z/this_city_is_brought_to_you_by_the_guild_of/) emphasizes the importance of the good. But it also needs to be up to quality standards – as stated, “The guild of millers uses only the finest grains. True Roman bread for true Romans.”

r/anno - This city is brought to you by the guild of millers. The guild of millers uses only the finest grains. True roman bread for true romans.

And, last but not least, for all beginners of Anno 117: Pax Romana we recommend checking out the video of Taka in which he shares 9 tips that help you get the best start in the game!

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Anno 117: Pax Romana – It’s launch day!

Hey Anno Community,

The day has finally arrived: Anno 117: Pax Romana is now available to play on PC, PS5 and Xbox Series X|S! After all the work and preparation for this day, it almost feels unreal to see the game live and all of you playing it and building your empire.

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And of course, the Ubisoft Mainz team is in full celebration mode today! And as you know, a great game deserves a great cake. Obviously, we have to share it (well, a picture of it) with you here:

Bug Reporter

The Bug Reporter tool is a way for you to not only report issues you run into while playing, it’s also the place you can find all previously reported bugs including their current status – as well as a list of issues we want to highlight for your convenience.

If you encounter any technical issue while playing Anno 117: Pax Romana, please report it right here on the Bug Reporter.

If you require support because of technical issues or related to your account, please get in touch with the Ubisoft Customer Support.

Known Issues

Yesterday we published a blog with the Known Issues list (that can also be found on Bug Reporter), so make sure to check it out here.

Furthermore, we’ve released today with the 1.2 patch already included. This version is different compared to the Preview version you’ve seen in October and earlier this week from Creators. Amongst other things it contains:

  • Various bug fixes
  • Rebalancing of items, following playtest feedback
  • Changes to the map templates of both provinces, following playtest feedback
  • A yellow border around the screen when the game is in active pause mode

Anno 117: Pax Romana on streaming services

Unfortunately, the release of our game on Luna, GeForce Now and Blacknut has been delayed due to technical reasons. We’ll let you know as soon as we have an update.

Share your screenshots, videos and feedback with us!

If you’d like to share some feedback, screenshots or videos of your lovely cities, then do not hesitate to do so on Reddit or Discord, or simply tag us on Instagram or Twitter/X!

That is all from us today, as we don’t want to keep you away from your Governors’ duties.

You can take it from here, Anno Community!

Anno 117: Pax Romana – Known Issues & Bug Reporter

Hey Anno Community,

Anno 117: Pax Romana will release in just a few hours, allowing you to prove your skills as a governor!

To prepare you for the launch, we want to highlight a few issues below that have been earmarked for the next patch, and introduce you to the Bug Reporter tool.

Bug Reporter

The Bug Reporter tool is is a way for you to not only report issues you run into while playing, it’s also the place you can find all previously reported bugs including their current status – as well as a list of issues we want to highlight for your convenience.

If you encounter any technical issue while playing Anno 117: Pax Romana, please report it right here on the Bug Reporter

If you require support because of technical issues or related to your account, please get in touch with the Ubisoft Customer Support.

Known Issues Highlights

Below we’re listing some issues you’re likely to run into, and a workaround if available. All of the issues listed here and on the Bug Reporter right now are currently under investigation and planned to receive a fix in the near future.

Multiplayer

We currently observe two areas in Multiplayer we want to make you aware of:

1. We have upgraded the invitation flow in Multiplayer. Our goal was to reduce complexity and loading times by letting you invite players from an actually running game.

  • Unfortunately, this specific flow is currently not as stable as we would’ve wished for: Inviting another player into a game that is already in progress could lead to a TRAJAN connectivity error.
  • Joining a persistent co-op (i.e. live game) game that is currently in progress leads to the new player loading a singleplayer version of the save instead.
  • As a workaround for both issues: Please make sure you start or load a multiplayer/co-op game only after everyone has joined the lobby.

2. We currently see a few types of desyncs appear frequently, especially towards the endgame. Currently there is no workaround, but we can confirm the team is investigating the issues and working on improving the situation as soon as we can.

Research Tree

  • Changing the research speed via the game setup while research is ongoing can break the research queue
    • As a workaround, do not change the settings with ongoing research and load a previous save if you accidentally triggered the issue
  • Discoveries unlocked via the Hall of Fame unlock the entire cluster of discoveries next to them

 

Islands

  • One medium-sized Latium island has a non-functioning river slot
  • On a small Latium island buildings can be placed on a small mountain
    • We recommend avoiding placing buildings there, even if it’s tempting

 

Other

  • Screenshots taken via the F12 key on PC may appear visually corrupted
    • You can use the Print key instead, screenshots are saved in the \Documents\Anno 117 – Pax Romana\screenshot folder
  • Gamepad controls can become unresponsive when a land unit retreats
    • Opening and closing either the quick access or construction menu solves the problem

As mentioned previously, we’re working on fixes for the issues mentioned and will keep you updated both via the Bug Reporter website and the Anno Union.

Thank you for your support, trust and patience!

DevBlog: What about mod support?

Hey Anno Community!

Today we want to give you an overview of our efforts in terms of mod support on release, and a brief look into the future and what we’re planning for postlaunch.

Mod support at release

As previously announced, the mod loader is integrated into the PC version of the game right from the start. This means, mods in the mod folder are automatically detected and loaded when you start the game.

There are even a few example mods already pre-installed. You can find them and a small how-to textfile in your game installation folder under mods/

 

However, we’re not yet supporting mods with a dedicated in-game UI or in-game browser. That is planned for a later update (see further below in this article).

For now, you can install and activate mods the old way by extracting. zip files into the mods/ folder as outlined above.

The mod loader comes with nice improvements and a few changes over the previous version in Anno 1800. Namely:

  • ModOp improvements
  • additions for Lua scripts
  • built-in support for activation profiles and options (similar to iMYA tweaks in case you know them).

More details about the changes are documented in the mod loader GitHub repository which we highly encourage you to check out: https://jakobharder.github.io/anno-mod-loader/

Partnership with mod.io

We’re excited to confirm we’re partnering with mod.io on our mod support plans. mod.io is an industry-leading middleware solution for mods and user-generated content (UGC) support, used in hundreds of games.

After our collaboration on Anno 1800, mod.io will again become the home for mods for Anno 117: Pax Romana – and your way to easily both share your creations and download mods others created. You can find the dedicated Anno 117: Pax Romana page on mod.io here: https://mod.io/g/anno-117-pax-romana

This is just the beginning of this collaboration and we’re looking forward to sharing more in the coming months.

 

State of Tooling

Further, for the mod creators out there: the engine of Anno 117: Pax Romana is a continuation from Anno 1800, thus many community tools continue to work as is or need only some smaller adjustments.

RDA tools to unpack data work unchanged, e.g.

 

The Visual Studio Code plugin has been updated to support Anno 117: Pax Romana. A new addition are templates for empty mods with the standard file structure:

 

The Blender plugin still needs some work, but should be able to open most CFGs at this point already thanks to community efforts:

 

And finally, like in the past, we recommend visiting the modding Discord server for more resources and discussions with fellow modders:

 

A big shout out to all who have contributed to tools and documentation in the past: taubenangriff, xormenter, lukts30, Serpens66, Hier0nimus to name a few.

Road Ahead

There are two missing pieces when compared to Anno 1800: in-game UI with info tips and popups for activation, and a mod browser with download platform.

Both are topics we’re looking into bringing to the game in postlaunch – we’ll keep you updated.

If you’re wondering about mod support on console: for now, we’re focused on PC mod support.

 

We do expect new needs, requests and ideas raising in the modding community following the release. There is still some potential especially around the new Lua scripting options. Therefore, we plan to gradually improve the support here and are welcoming your input on this topic.

Union Update: Countdown to release

Hey Anno Community – it’s release week!

Anno 117: Pax Romana is releasing this Thursday, and we have our launch trailer ready for you below. Which player type are you?

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Twitch drops

Today at 6PM CET the “review embargo” for Anno 117: Pax Romana ended, meaning, you will now be starting to find articles and videos from various press outlets, as well as videos and livestreams from Content Creators online.

Additionally, you can earn the below Twitch Drops.

The middle ones, the ship and trading post skin, can be earned via any channel streaming Anno 117: Pax Romana. The special Twitch Drops from Gronkh and Cringer can only be earned on their channels.

Timing reminders

We’re closing this blog with some reminders on various timings:

  • You can now preload Anno 117: Pax Romana if you preordered the game
  • Anno 117: Pax Romana releases on Thursday, 12AM CET. Check out the map below to find the release time in your local time zone
  • Join us on Wednesday at 5PM CET on Twitch for the last developer livestream before release
  • And if you want to celebrate with us, join us for a release day livestream on Thursday, starting around 5:30PM CET

Union Update: Preload, release time and livestreams

It’s Friday! But it’s not just any Friday, it’s the last Friday before the release of Anno 117: Pax Romana!

As you can imagine, next week will not only be very exciting for us, but we also have a few more things planned. We also know that you’ve been waiting for news about the preload and release date. So, here we go:

Preload and release

Anno 117: Pax Romana will be available for download from Monday, 10 November, from 6PM CET onwards (provided the game has been preordered). The only exceptions are Xbox Series X|S (for technical reasons, the preload is already available) and streaming services (due to the nature of the service, there is of course no preload here).

The release is then on 13 November at midnight CET, so you’ll have the whole of Thursday to play. Check the world map below for when the game will release in your region.

Livestreams

There are a few more livestreams coming up next week, starting on Monday:

  • Monday, 10 November, from 7PM CET | 10AM PT, the Ubisoft News Team will be streaming.
  • Wednesday, 12 November, from 5PM CET | 8AM PT we will be streaming from the studio.
  • And on the release date, 13 November, from around 5:30/6:00 PM CET | 8:30/9:00 AM PT, we will be doing another livestream with various colleagues to celebrate the occasion.

Join us next week, feel free to ask questions, and celebrate with us on Thursday!

Official Anno 117: Pax Romana Soundtrack

Starting today, you can listen to the entire soundtrack of Anno 117: Pax Romana! Once again, we collaborated with Dynamedion.

The soundtrack is available on various streaming platforms, as well as in its entirety on the Ubisoft Music YouTube channel.

We hope you enjoy listening to it as much as we enjoyed working on it!

DevBlog: The Amphitheatre – a monument for the ages

What could be more Roman than the amphitheatre? Well, that’s what we thought, at least, and started working on the monument for Anno 117: Pax Romana. Let’s go over the history of monuments in Anno games – and then dive into the amphitheatre and its effects on your gameplay.

Monuments across Anno games

In Anno games, monuments are large projects that serve as prestigious landmarks and offer gameplay benefits. They are typically late-game buildings that require significant investment in terms of resources, workforce, logistics and, most importantly, time: it is important to keep in mind is that monuments are multi-phase construction projects. This means that monuments are built in stages, each requiring specific materials and/or conditions (e.g. being connected to your electricity grid).

Another important characteristic of monuments in Anno games is their uniqueness: they can only be built once per island, which emphasises the importance of their strategic placement.

Clearly, they are not the easiest projects to take on, especially when managing your already complex cities. However, monuments do not just simply exist in your cities, they also have rewarding effects: they boost city attractiveness, unlock special items or events, fulfil resident needs or even provide unique production capabilities.

That can be the huge cathedral in Anno 1404 that also plays a big role in the campaign, making you race against Cardinal Lucius: who can finish the cathedral first?

It can also be Leisure Center and Corporate Headquarters in Anno 2070 (with a third monument, the Science Forum, added with the Deep Ocean expansion), showing either your allegiance to one of the three groups – or your commitment to support multiple of them.

Anno 1800 then has the World’s Fair, hosting exhibitions that reward rare items, the Skyline Tower housing an enormous number of residents (added with the High Life DLC) and the Airship Hangar (added with Empire of Skies DLC) – and those were just some examples.

 

Anno 117: Pax Romana of course follows in these footsteps (otherwise we wouldn’t be writing this DevBlog) and has you build the great amphitheatre. Let’s take a closer look.

The Amphitheatre

When we think of Ancient Rome – or present Rome even, we might say – there is one thing that immediately pops in our minds: the Colosseum. So, let’s be honest: it wouldn’t be a game inspired by the Roman Empire if there wasn’t an Amphitheatre in it to invoke that very fantasy.

The Colosseum in Rome of course wasn’t the only amphitheatre in Roman times: many large cities had such arenas, varying in size, and their remains can still be seen today in many places (e.g. in Lyon, France, or in El Jem, Tunisia).

These amphitheatres could host crowds numbering in the tens of thousandth and were usually used for gladiatorial games.

This is also their purpose in Anno 117: Pax Romana – but first, you will have to build it!

How to build

When you have reached the fourth and highest population tier in Latium, Patricians, you can start the construction of the monument. The great amphitheatre is the biggest monument we have ever created for an Anno game, so, make sure to leave some space on your island! Each island can support one such arena.

There are four building stages to be completed by you before you can host any games in the amphitheatre. It all starts with the foundation:

Afterwards, there are stage two and three to complete, each requiring large amounts of increasingly more expensive resources – and workforce, of course. Each time you progress, the monument also changes visually: we highly recommend zooming in to discover all the details we put into this building.

And then, finally, the monument is finished: marvel at the arena with people training and preparing the next show, the rows upon rows of seats just waiting for audience, special lounges for the important people and the convenient sun covers (the velarium, as the Romans called it).

Effects

Right after construction finished, it’s time for a festival: parades will march through your city and people celebrate. Additionally, your architectural marvel will further increase your prestige, earning the respect of even the grumpiest of rival governors.

In a large area, the amphitheatre increases population (+3), happiness (+3) and prestige (+7). This will cover most large islands when placed strategically (but won’t cover the entirety of the huge island of DLC 1 – Prophecies of Ash – just in case you wondered).

 

It doesn’t stop there, of course: it’s only the beginning! You can now host different events in this arena to entertain your population. Different types of gladiator battles or even a naumachia – ship battles right in the arena. Let’s take a closer look at these events.

Events

There are three, to be precise, from small to large: the local gladiator games, grand gladiator games and the great naumachia.

Accordingly, the required resources to start such an event increase: requiring later not just weapon and equipment for the gladiators and some food for the nobles in the audience but also luxury goods and – for the naumachia – access to a nearby aqueduct cistern. Larger events also cost more money and require more Patrician workforce.

After a preparation phase where these goods have to be transported to the amphitheatre, the games start. There’s something to gain from these investments, of course!

Hosting events will make your population happy and boost the productivity of different parts of your economy, buffs various attributes, provides bonuses to military units and at its highest stage even prevents uprisings and increases the frequency of festivals. Repeating the same event will unlock the respective higher rewards of its category the next time around.

These rewards slowly time out and can be reactivated by hosting another such event.

With an event ongoing, you can watch the ranks getting filled with people from your city: a huge crowd is watching the events in the arena. Simulating crowds of this size was no easy undertaking for us – that’s maybe a topic for its own DevBlog.

There will also be the occasional side quest or story event happening during these events that require your attention.

“Why is there no monument in Albion?” we have seen asked here and there in the past. Our colleague Gabriel gave a more extensive answer in the Reddit AMA yesterday, but we want to pick up the topic here briefly as well: ultimately, as with many aspects of game development it comes down to development efforts. And monuments are significant efforts across multiple departments, as they are not “just” a public service building but have significant gameplay attached to it. That said, Albion does have two huge public buildings for the Celtic path (even if they’re not multi-stage monuments) which are strong visual anchors on your islands up in Albion.

And for the future… working on some more monuments for a DLC sounds like fun!

With that, we’ve reached the end of today’s blog post. How long will it take you to construct your own amphitheatre? We’re looking forward to watching you race to its completion – as we have done already for the World’s Fair in Anno 1800.

And for everyone who likes to take it slow: find a great place for this monument on your island, maybe build a park nearby? Rebuild the historical area around the Colosseum? We’re curious with what you come up with!

DevBlog: An Empire built on Specialists

The Anno veterans among you will remember: back in 2009, Anno 1404 introduced the item mechanic for the first time to the series. Items are objects or people in the game that you slot into specific buildings or ships to modify some of their values, for example:

  • Increase the productivity of all sheep farms within a certain radius
  • Increase the happiness of all residence buildings near a market building
  • Increase the sailing speed of a ship
  • And many similar effects

The idea behind the introduction of this mechanic back then was, to deepen the puzzle aspects of an Anno game by letting you boost certain productions further, specialize your fleet for e.g. higher speed, or simply get the most out of a densely packed city. They are a tool that provides more choice for you, the player, on how to tackle the challenges in the game.

How items were handled differed a bit from game to game: Anno 1404 allowed slotting items in ships and your trading post, while Anno 1800 not only greatly expanded the number of items in the game but also added special buildings (Townhall, Harbor Master and Trade Union) where these items would be slotted to affect buildings in their vicinity.

Following the release and throughout post-launch we eagerly followed the discussions around the item mechanic (and the sheer volume of different items) in Anno 1800 and decided to adjust it on some levels for our next game – but don’t worry item-lovers, there’s still plenty to tweak and puzzle.

Hiring Specialists

Let’s take a look at how we’re tackling the topic in Anno 117: Pax Romana then.

Firstly, we did a small renaming: “items” are called “specialists” in Anno 117: Pax Romana. The reason is that all items are now people who you invite to work for you and who provide their services and special skills to your cities – therefore: specialists!

The specialists can mainly be obtained via quests or by visiting traders – they usually have some specialists visiting who you can hire for a certain sum. Additionally, the Discovery Tree and the Hall of Fame also offer ways to obtain specialists.

These specialists can then be slotted into either your villa and officia or your ships.

There are a total of 4 rarity categories for items. Higher rarity specialists have stronger effects but are – as their name suggests – harder to obtain. Specialists can affect residences, production buildings, public service buildings and ships.

Employing specialists

We acquired a few specialists, let’s put them to good use and take a look at where you can employ them.

Villa

As probably the first places you will slot a specialist in, your governor villa is your home as a governor and – especially in Albion – a symbol of Roman power and prestige. It has a large effect radius for items slotted here and provides other benefits, for example allowing you to recruit some personal guard units to defend your city in case of war.

It’s important to protect your own villa on each island, since capturing the villa is the way to overtake other player’s islands.

A villa comes with several slots to put specialists in. The higher your Prestige attribute, the more slots you unlock. Prestige is earned via certain needs and public buildings, as well as your city status and ornaments (incl. the beautiful marble roads).

If we look at two examples of specialists that you may want to employ in your villa, we’d have:

  • The Vesseler: Reduces the needed workforce (-25%) and upkeep cost (-50%) of taverns in range
  • Iain Thespis, Brightener of Days: Increases the Happiness of all residences in range by 1.8

Officia

With the villa having a large but limited radius, the way to affect other parts of your islands with the buffs from specialists is by building Officia.

An Officium is a smaller administrative building with a smaller radius and just two item slots (later three, if you progressed very far in the Discovery Tree). The radius of a villa and officium, or multiple officia, cannot overlap.

How many officia you can build per island depends on how many “permits” you have acquired. Additional permits are unlocked via your island prestige, as well as the Discovery Tree.

Ships

Some specialists are experts at guiding ships. These captains can only be slotted in naval vessel, with each ship having exactly one slot for such a specialist. Things are rather straightforward here, so, let’s also check out two such captains:

  • Thunderous Bolter: Increases the accuracy of scorpiones (+15%) and their attack speed (+20%)
  • Unburdener: Decreases trade prices (-5%) and reduces cargo weight slowdown (-25%)

How and to which degree you are going to make use of specialists is up to you. For us it was important to provide another mechanic for you to specialize your cities and fleet but also further boost production buildings or tax income and this way enabling you to squeeze the most out of the limited space you have on each island.

DevBlog: Entering the Hall of Fame

Your deeds as governors do not go unnoticed! The fame you earn with your achievements, big and small, will make you known across the Empire. Accordingly, successful governors will be able to enter the Hall of Fame!

What they can find there… well, let’s take a look in today’s DevBlog.

A famous tradition

The Hall of Fame in Anno 117: Pax Romana follows in the footsteps and combines the best aspects of similar features of past Anno games: the rewards you receive in Anno 1404 for fulfilling achievements, the Ark of Anno 2070 and the Grand Gallery with its Golden Tickets in Anno 1800.

In brief, the Hall of Fame is a place where you spend “Fame” to unlock additional ornaments, player logos and more to use in your game. It’s a way to reward you for your achievements in your current game, and it all carries forward into all your future savegames. This means more ways to customize your player profile for your savegames – but also more ways to shape your gameplay experience with Anno 117: Pax Romana.

 

In the following paragraphs we’ll talk about how to gain “Fame”, how the Hall of Fame works and what kind of content you can find there.

Earning Fame

In your role as governor, you’ll surely achieve great things: monuments built, alliances negotiated and wars won. With every milestone reached, every achievement, you fame will increase.

This fame, these “Fame Points” are the currency you use to unlock content in the Hall of Fame.

Each in-game achievement (called “accolade”) for Anno 117: Pax Romana provides a certain number of Fame Points. All platform achievements (e.g. from Ubisoft Connect or PlayStation) have an in-game equivalent but to give you more ways to gain Fame, we’ve added a whole bunch of additional achievements only in-game.

If you complete an “achievement set”, you gain a bonus. A set is always made up of 9 (hah!) achievements on a specific topic, e.g. “Insightful Sage” with a variety of achievements around both the research and the religion features.

You can look up these information at any point directly in the game.

Exploring the Hall of Fame

Time to take a look at the Hall of Fame itself:

It’s split into (currently) two large categories – one for Latium and one for Albion. Both categories are further split into multiple “tiers”, each containing various things to unlock. Unlocking any of the items will ultimately lead you to unlocking additional tiers and even more content.

As you can see on the screenshot below, a tier can contain all kinds of different unlocks:

  • Ornaments and skins (e.g. for a ship or a residence)
  • Customization options (e.g. sigils and colours for your profile or variants of music tracks )
  • Gameplay shortcuts (e.g. items/specialists)

Shortcuts allow you to speed up the early game, especially if you’re an Anno expert already – and thereby increase replayability, since it gets you going much faster. It’s another way for you to customize your game the way you want.

These unlocks are available account-wide and not tied to a specific savegame. This means, an unlocked ship skin can be used in every single one of your savegames without limit. The unlocks from the Hall of Fame can be disabled in the game settings if you don’t want to make use of them for a specific savegame.

Three proud ships flying the Moss-Bedecked, standard and Syrah’s Vassal skins.

Q&A

Finally, let us give you some answers to questions you might be asking yourself after reading this blog.

Q: Can the unlocked Hall of Fame content be used in multiplayer?

A: Yes, if enabled by the host. Cosmetics, however, are always available.

 

Q: Is the early unlock of discoveries and specialists not impacting the gameplay balancing?

A: Yes, it is impacting the gameplay by speeding up some parts of the early game and allowing new strategies for experts to start a new game run. As mentioned earlier in this blog, making use of these unlocks is optional and can be disabled in the settings for each save.

 

Q: Are you planning to monetize the Hall of Fame and offer “Fame” points for money?

A: We’re following the Grand Gallery approach from Anno 1800 here. Therefore: no, all content will always remain unlockable for Fame only, and Fame will always remain a currency you gain exclusively via playing.

 

Q: Are you planning to expand the Hall of Fame with more content in postlaunch?

A: Yes, the Hall of Fame will be expanded upon after release.

 

Q: Can I unlock everything in the Hall of Fame with the achievements included at release?

A: While more sources to gain Fame are planned to be added to Anno 117: Pax Romana in postlaunch, the game currently already provides you with enough Fame to unlock everything in the Hall of Fame.

Union Update: Art livestream, Reddit AMA and upcoming blogs

Hey Anno Community,

with less than three weeks until release, there’s plenty of news to share and blogs and other announcements to come. Let’s give you an overview below so you don’t miss any of it.

Upcoming livestreams

We’ll have several more livestreams coming up in the next weeks!

We’re starting this Thursday, October 30th, with one focused on the work of our Art team with Marion, Senior Animator, and Rolf, Expert Artist. Tune in at 5PM CET | 12PM EDT on twitch.tv/annogame!

Afterwards, expect livestreams on:

  • November 4th
  • November 13th (release day!)
  • Somewhere between November 17th and 19th

Always on our Twitch channel and always at the same time. Mark those days in your calendar!

 

Reddit AMA

You have more questions and didn’t receive an answer during one of our livestreams? Don’t worry, we got just the thing:

On November 5th, we’ll hold an official AMA on the Anno Subreddit. A dedicated thread will be opened the day before, allowing you to post your questions in advance.

Alternatively, you can also post them during the AMA itself where several members of the dev team will be answering as many questions as we can from about 5PM CET to 7PM CET (11AM EST – 1PM EST).

Join us and ask any questions about the game or game development you might have!

Upcoming DevBlogs

There are also a few more DevBlogs coming up in the next 2 weeks leading up to the release:

  • The Hall of Fame: unlock additional cosmetics or gameplay shortcuts via in-game achievements (October 28th)
  • Villa and Specialists: boost production chains and squeeze even more knowledge points out of your residences (October 31st)
  • Amphitheater: built the grand monument in Latium and host games for your people (week of November 3rd)
  • … and a few more topics.

We don’t stop after release, however, since we really want to cover topics like music and sound, as well as some other aspects from the development of anno 117: Pax Romana that we didn’t get to shine a light on yet.

Year 1 Content overview

Have a first look at the content that’s included in the Year 1 Pass for Anno 117: Pax Romana. You can expect three new pieces of content to launch in the first year of the game, which you’ll have instant access to upon their release with the Year 1 Pass. 

 

Prophecies of Ash 

In Prophecies of Ash you’ll discover a large, untamed island in Latium, perfect for building massive cities. A wild untamed land abundant with resources, unique cultural encounters, a new deity to worship, and plenty of strategic depth await. But be wary, as the island also features a towering volcano with a burning desire to erupt. 

The Hippodrome 

Inspired by the legendary Circus Maximus, one of the largest stadiums ever built in the ancient world, you’ll be able to construct your own arena and host thrilling chariot races to delight and excite your citizens, boosting your prestige and attracting elite specialists from across the Empire. 

Dawn of the Delta 

A new province, vast deserts, a mighty and fertile river – it all awaits you, along with a host of unfamiliar gods and a new culture. Journey to the distant Egyptian frontier to expand your reach and influence and establish a new foothold in this faraway land replete with new experiences, challenges, and unique needs. 

Collectors Edition unboxing

What’s in the Governor’s Edition? We received an early version here in the studio and filmed an unboxing video for you. Watch below when Brand Director Haye, Art Director Reiko and Creative Director Manuel unpack this collector’s edition for Anno 117: Pax Romana with Community Developer Oliver.

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