DevBlog: Planning Anno – the Production Department

Hey Anno Community,

After introducing you to the setting and world of Anno 117: Pax Romana as well as several of its features, today we’re diving into the topic of HOW we make games – and look at the work of the Production department.

That’s the team planning and organising the entire development process from the beginning and making sure we stay on track over the course of the multiple years that an Anno game takes until release.

For all this, we’re talking with our Production Director Nadin, and Senior Producer Christoph. Both are Anno veterans and assuring a smooth development process for Anno games for many years already.

Let’s first start with their roles specifically, since while both belong to the “Production Department”, we have a split in terms of responsibility: Producing and Project Management. As with all roles in our team, the Production department is deeply embedded into the rest of the development team here in Mainz.

The Production Department

Project Management

We start with Nadin and Project Management.

Project Management is about the management of hard facts: task planning, milestone planning (more on that later), budget & resource planning. It also means defining, and then always keeping an eye on the scope of the project – and adjusting it when necessary.

Nadin and her team are planning the whole project with its individual phases (pre-production, production, post-launch) by transforming the Creative Vision (see this DevBlog on the responsibilities of Creative Director Manuel and Game Director Jan) into tasks. This always happens hand-in-hand with the different departments, as they – for example – need to provide time estimates for their tasks which then make their way into the production plan.

As early as possible, a first plan is set-up to see how much time realizing this original vision would take – followed by discussions on how to make it fit within the given restrictions. Since the team’s health is very important, making sure the plan works with the capacities we have is central.

Should we already identify issues at this early stage, the team tries to address this by:

  • Adding more team members to the development (meaning, hiring additional people or outsourcing certain tasks)
  • Reducing the scope (meaning, removing certain features or designs) or postponing features (e.g. moving a feature into the postlaunch period, like the co-op mode for Anno 1800).

The management of those external partners is also a responsibility of the Project Management team: contract negotiations, onboarding and the monitoring of their progress.

During production, the team is also regularly cross-checking the development progress with the plans, to make sure the project runs smoothly and avoids crunch – while also assuring we stay on track for the planned release date.

Producing

Now, we take a look at Christoph’s team and “Producing”.

Christoph himself describes the role of his team as one with both internal (dev team) and external (stakeholders) responsibilities. That includes the creation and management of workflows for the dev team, the checking of milestone results and goals as well as the organisation of meetings and syncs to facilitate communication within the departments (i.e. anything related to the project status).

Part of that is also “risk management”, i.e. the anticipation of risks to the development. Those can be all kinds of topics and are coming from the whole team: worries about the timeline, problems with a certain tool which could cost more time, designs that may be difficult to implement or topics that could be tricky to communicate to our players. Anticipating (and subsequently addressing) takes a high priority throughout the whole development.

On top of that, “externally” the Producing team also communicates with other stakeholders within the company. These are, for example, our production contacts at HQ-level, Editorial or Age Rating managers.

Here exists, of course, a big overlap with Nadin’s responsibilities since both are working hand-in-hand when it comes to e.g. updating stakeholders or defining workflows. Meaning: for many tasks the distinction between Nadin and Christoph and their teams is not that clear-cut and requires close collaboration and steady communication on a daily basis.

Just as some production chains require two input goods (Garum needing Mackerels and Salt), a good production department needs close collaboration between both its teams.

Alright, their roles and scope of work established, let’s go in a bit more detail on the Production planning: Which phases does a game go through from first idea to release?

Similar to the blog on creating the Creative Vision, it’s important to mention that while there are many similarities between how different dev teams approach creating their games, each tries to do things in a way that works best for their team and project. Accordingly, the length of the following phases is defined by each team individually. From experience, our Production Team roughly knows how long the Production of an Anno game will take – and taking this into consideration together with the targeted release date, and the defined length of a milestone (see further below), the Production Team can calculate the length of the phases and number of milestones.

Planning an Anno production

Concept Phase & Pre-production – First Playable

It all starts with a vision – and then the concept phase. Here only a small team is involved in getting a feel for the game, outlining general game design, core features and innovations. The small team is not working in a vacuum, of course: Already in this stage the Production Team is involved assessing the potential scope and working on a first plan and estimates. This includes project goals, project size & cost as well as the overall timeline. Those points are further impacted by input and requirements from other stakeholders at the company. The project planning for a game like Anno 117: Pax Romana is rather comprehensive and it’s the Production Team’s duty to bring all stakeholders together.

It’s also important to note that during these phases, the dev team is working on not only a high concept for each feature and mechanic, but also the detailed design documents (DDDs) for them. We’ll get to them in a future blog, but in short: These documents define the scope, as well as “must have” and “nice to have” elements of each feature before they’re being worked on and implemented into the game.

Over time, more people are added to the new project and a first version slowly takes shape, a proof-of-concept basically: the “first playable prototype” (FPP). This version is an important check for us and our stakeholders if the concept works, or if we have taken a wrong turn somewhere and need to go back to the drawing board.

Pre-production is the time where we build the foundation for main production. It’s a time to de-risk the project, a time where we can also test new or difficult features (that’s a topic we will also be addressing in our future DevBlog on Game Design) but also a time to get all the internal tools ready so that the team can start creating content efficiently.

Pre-Alpha & Alpha – Feature Complete and fully playable

This is also called the Main Production Phase. This phase has the goal to finish the implementation of all features, including a vertical slice of their content.

Example: If the game has quests, the feature of quests should be implemented and come with 2-5 quests, so one can assess the feature, but the Narrative team does not have to finish ALL the quests.

Accordingly, this phase is usually NOT about quality, so loads of things will be (visually & in terms of UX/gameplay) in an unpolished state. One could also say: This phase is about quantity NOT quality.

Beta – Feature & Content Complete and Polished

Contrary to the Main Production, in Beta the team will swap priority and try to apply quality to all the implemented features and content. In addition to that, “missing” content (see Alpha Phase above) will be added, e.g. remaining quests, remaining NPCs and so on.

Master – “Refined”

The last phase of production before the release: This one is mainly about bug fixing, performance and memory optimization but also leaves us room for e.g. adjustments to the balancing and similar feedback that we might still get from our players.

It’s also in this phase where our game is submitted to first parties (e.g. Sony and Microsoft) for them to check and approve the version.

When we reached this this point, we would be seeing the finish line, and the release of Anno 117: Pax Romana would be within reach (hello, November 13th!).

Building huge Roman cities in Latium is just a few months away.

Milestones

As discussed above, the Production team creates a roadmap in order to reach certain production levels at certain times. For those, we use milestones.

To quote from our internal documentation: “A Milestone separates the Production into smaller, manageable chunks.” This helps us structure the overall development process, which means we have regular checks on the progress of the project. Accordingly, all milestones have the same length, as they all follow the same workflows.

The team itself agrees on and commits to specific goals that need to be reached by the end of a Milestone. This usually means getting a specific feature or aspect of the game to a certain quality level. Both these quality levels as well as the Milestone goals are defined by the team itself in accordance with the overall production plan originally laid out, and some general Ubisoft guidelines.

For example, while Level of Quality 0 (“L0”) means there has to be a detailed design of the feature that has been reviewed and approved, L1 means that the feature (even though in a very early state with placeholders and work-in-progress elements) is playable for the first time.

Our “Levels of Quality”, visualized via the World’s Fair from Anno 1800.

And what happens when we reach a milestone? Well, we celebrate, of course! We regularly have “Show & Tell” meetings where individual departments present their achievements of the last milestones to the rest of the team – and then enjoy some food and drink after.

Additionally, we also regularly take Milestones as an opportunity to do playtests. Both external ones but also internal ones, when all of us can take some dedicated time to just focus on playing the game. And like our external playtesters, we also fill out lengthy surveys to judge and give feedback on our own game.

However, as you can guess, not every milestone works like a charm. Estimated tasks might take longer, people might become sick and thus aren’t able to finish their work or we find out that a certain implementation sounded good on paper, but actually isn’t that fun when playing.

All these learnings will need to be assessed, and the plan for the upcoming milestones needs to be adjusted.

That means working in Producing and Project Management is not about creating that ONE plan: it’s about creating a plan and adjusting it over and over again to match the production reality – while keeping the project’s goals in mind.

We don’t have THAT MUCH cake every time, that’s reserved for the big milestones.

Feature Teams

To achieve said Milestone goals, we assemble “Feature Teams”.

These are smaller teams focused on a specific feature or feature group and made up of people from different departments that are all working on this specific feature (for example: roads or diplomacy). People usually are in multiple Features Teams (there are maaaaany different features) and together decide on the goals and are responsible for ensuring that the feature reaches said Milestone goals.

They are supported by the Production team to assure proper workflows and scope: as discussed at the beginning, the development has to be thoroughly planned to account for the available time and staff; to assure we’re delivering a quality game on time and without crunch.

Additionally, the Team Leads and the Core Group (made up of the Directors and Senior Leads) are guiding the process and are approving as well as checking the progress and the Milestone goals.

Closing words & learnings

We’re coming to the end of today’s DevBlog, time for some last questions to Nadin and Christoph:

Are you really planning the whole development at the beginning? How flexible is it should something unforeseen happen?

Yes, you need a first full plan at the beginning. This is important to keep control over the project’s parameters (Time, Budget, Quality). As soon as one of the parameters is in danger, we need to take counter measures to make sure the project stays on track. As said earlier, adjusting the plan to fit the production reality is a big part of our work.

 

Both you and the team have worked on multiple Anno games over the years. Did that result in some “golden rules” for Production planning?

If the plan is not fitting in the beginning it will NOT fit in the end => you have to adjust it right there to minimize the risks.

Be realistic when estimating tasks => tasks that are estimated too optimistically will later-on result in the plan becoming skewed.

Be open and honest: be it good or bad => only with transparency can you build trust within the team and towards our fans.

 

Did you encounter situations of “let’s do it differently next time” and generally changes to how we produce games over the years?

Production is about managing change. The best workflow is worthless, if it doesn’t fit the team’s needs. So yes: It is a constant evolution of reviewing what went well and what didn’t.

This is especially true regarding planning: how to set up a plan (backlog) how to monitor, how to adjust the plan to be more flexible are key components of our work.

 

 

We hope you found this different but extensive insight into our development processes, and specifically the work of the Production department interesting.

Do you have more questions that we did not answer in this blog? Want to know more about the work of specific other departments? Let us know in the comments!

Union Update: Community Event, Closed Beta invites and more

Hey Anno Community,

It’s July! More precisely it’s the 11th of July, a date perfectly suited for a news round-up for Anno 117: Pax Romana.

Closed Beta

We start with a short public-service-announcement: Invites for the Closed Beta will be sent next week! Participants are randomly selected from all registered players, so, keep an eye on your inbox.

Like past playtests, the Closed Beta is subject to an NDA – so everything you see or experience during the test cannot be shared publicly but ONLY on the channels outlined in the invitation.

Gamescom event signup

As we announced last Monday, sign-ups for our Gamescom Community Event are now open! It will take place on 20th August, and just like last year’s Community Event, participants will be selected randomly. If you’re going to be around Cologne and want to attend the event and spend some time with fellow Annoholics and the Anno Dev Team, you can sign up here. You’ve got until Sunday 20th July to get your name on the list for a chance to be selected!

We’ll provide food and drink during the event as well as access to gamescom itself – travel and accommodation are not covered by us. Watch this space for more info on the Community Event and gamescom in general in the coming weeks.

Dark Horse Comics x Anno 117: Pax Romana

We know how much you love the art of Anno, so we’ve teamed up with Dark Horse Comics for “The Art of Anno 117: Pax Romana”. From concept art to character designs and meticulously crafted environments, this artbook is a treasure trove for the true Anno fan. It will release on 9th December this year, more info are available here while you can preorder the book on places like Amazon or (comic) book stores.

Find some impressions from the book below:

Upcoming

In the coming days and weeks until gamescom we of course won’t leave you completely without news.

You can soon expect a DevBlog on Game Production: Now that we’ve already talked about and shown so many parts of Anno 117: Pax Romana we’re taking a step back and look at the planning side of things. How are we planning a project like Anno 117: Pax Romana?

We also really want you to meet your future rivals – or new best friends: We’ll be talking about the diplomacy system and introduce you to some of the characters you’ll meet in Anno 117: Pax Romana.

And for more behind the scenes information, we’ll also be taking a look at the work of the Game Design team, their processes and the creation of feature concepts and design documents.

Of course, you can also expect us to step in front of the camera for a livestream again, specifically on the Diplomacy topic, and share more updates on gamescom and generally news on Anno 117: Pax Romana with you!

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.

Union Update: June FAQ

Hey Anno Community!

With the big gameplay reveal for Anno 117: Pax Romana behind us, we’ve put together a high-level overview of all recent news, as well as some general information on the game.

Find below information on some of the most frequently asked questions as well as links to further resources.

And don’t worry if we haven’t answered your questions just yet – far more news coming soon in the next weeks and months until November 😉

General

Q: What’s the release date for Anno 117: Pax Romana?

Anno 117: Pax Romana will release on 13th November 2025.

For all the Annoholics asking why the game is not launching on 7th November so we would get 11/7/2025 (following American dating format) as release date – the answer simply is that it’s never a good idea to release a game on a Friday. 😉

 

Q: What will Anno 117: Pax Romana cost? What kind of editions are available? When can I pre-order?

You can preorder Anno 117: Pax Romana now!

There are three different editions:

  • Standard Edition at 60€
  • Gold Edition (base game + Year 1 Pass) at 90€
  • Collector’s Edition at 160€ (only available physically at retailers)

You can find out more about these editions here.

 

Q: Where can I wishlist or preorder the game?

You can wishlist or preorder Anno 117: Pax Romana on your platform of choice:

 

Q: Will all the DLC you announced as part of the Year 1 Pass also be released on PlayStation 5 and Xbox Series X|S?

Yes, all announced gameplay DLC will also be released on consoles.

 

Q: Where can I find the trailers you’ve published so far?

 

Q: Will you be at gamescom 2025 in Cologne?

Yes, Anno 117: Pax Romana will be at gamescom from August 20th to 24th – we’d love to meet you there!

Q: Will there be more playtests before release? I signed up for beta tests but didn’t get an invite yet.

Yes, the Technical Test in May was not the last playtest and there will be more opportunities to play the game before its release in November.

 

Q: Where can I discuss further with fellow Anno fans?

Two great places to start are the Anno subreddit and the Annoverse Discord server.

Features 

Q: Will Anno 117: Pax Romana have a campaign? What’s the story about? 

Anno 117: Pax Romana will feature a campaign, putting you in the role of a young governor. We will reveal more about the story later this year. 

 

Q: Will Anno 117: Pax Romana have multiplayer? 

Anno 117: Pax Romana will allow you to play with or against other human players in PvP and co-op multiplayer. 

 

Q: Are you bringing back land combat? How does the military aspect of the game look like? 

Anno 117: Pax Romana will allow players to fight rivals with both warships and land units if they so desire. Ships can be built using different modules, while on land a variety of unit types are at the player’s disposal – together with fortifications for defense. 

We’ll soon reveal more on the military and will then update this blog. 

Q: What is the “Religion” Feature? 

Choose which deities to worship on your islands in sanctuaries and temples, increase the belief of your citizens and unlock powerful local and global buffs for your empire. 

More details in this dedicated DevBlog.

 

Q: What is the Discovery Tree? 

Via the Discovery Tree, players can research new technologies and improvements, as well buildings and military units. They allow the further optimisation of economic, civil and military matters, increasing production, improving troop morale or unlocking new deities to worship. 

More details in this dedicated DevBlog.

 

Q: What did you change regarding the Needs system? 

Needs are now sorted into categories (e.g. food, clothing, …), and each category will only have to be fulfilled to a certain level in order to upgrade residences. Fulfilling as many needs as possible still provides you with bonuses in the shape of extra income, happiness, population and more. 

More details in this dedicated DevBlog. 

 

Q: What are attributes? 

Attributes describe the overall workings of your islands and your empire overall: fire safety, happiness, income and the other five attributes are broken down into detailed overviews to allow you to optimise or adjust where necessary. Low fire safety? Seems like those bakeries are the culprit – nothing an aqueduct can’t fix! 

More details in this dedicated DevBlog.

 

Q: When will you tell and show us more about the other province, Albion? 

We’ll talk more about Albion specifically later this year at gamescom. 

Until then, make sure you’ve checked out our blog post on Romanization. 

 

Q: Will Anno 117: Pax Romana have an active pause feature? 

Yes, it’s possible to pause the game and issue certain commands – even though certain calculations will require the game to be unpaused. 

 

Q: Does Anno 117: Pax Romana support cross-play and cross-save features between PC and consoles?

Yes, both features are supported, allowing you to play with friends on other platforms, or even share saves between platforms.

 

Q: Can I play with mouse & keyboard on Playstation 5 and Xbox Series X|S? Can I use a controller on the PC?

Yes to both questions 🙂

 

Q: Are you planning more DevBlogs and livestream to talk about diplomacy and NPCs, trade, the lategame in Latium, system specs, multiplayer, sound, beauty building, … ? 

There are so many more aspects of Anno 117: Pax Romana we want to still talk about and show you – don’t worry, we’ll have plenty of content planned for the coming months. 

Today, we just covered a fraction of the questions you likely have, so: don’t hesitate to leave a comment to tell us what you’d like us to talk about or go into more detail on!

Anno 117: Pax Romana – Release Date and Pre-order

Hey Anno Community,

What an exciting weekend filled with even more Anno 117: Pax Romana news! But first, let’s make it official here on the Anno Union too:

We’re excited to announce that Anno 117: Pax Romana will release on 13th November 2025 on PC, PlayStation 5 and Xbox Series X|S!

 

Now that we got the biggest news out, let’s have a quick recap of everything that happened during the weekend.

PC Gaming Show & IGN Live

If you tuned in to the PC Gaming Show last night, then you’ve probably spotted the new Anno 117: Pax Romana trailer:

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If the song is not stuck in your head yet, then you probably haven’t watched the video enough!

Another video was shared yesterday during IGN Live, this one with a focus on the military aspect of the game: it shouldn’t be a surprise for you all anymore that land combat will make a comeback in Anno 117: Pax Romana. Check out the trailer with our Creative Director Manuel here:

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If you’d like to know more on military and combat, we’ll publish a DevBlog here on the Anno Union in the upcoming weeks and will also cover the topic in a livestream: so, keep an eye on our socials and the news ticker here if you don’t want to miss out.

Pre-order the game now! 

Yes, you read that right: you can now pre-order Anno 117: Pax Romana prior to its release on November 13th on your preferred platform! You can pre-order the game for PC here:

And the Console Edition here:

There are different Editions of the game available, plus, if you pre-order game you will get the special “Builder Pack” as extra content.  

Standard Edition

This includes the base game (digital key for PC, digital key or physical copy for Console) of Anno 117: Pax Romana.

Build your provinces with unmatched detail, flexibility, and scale. Watch kids chase dogs through the streets or admire thousands cheering in the arena. Build upon the land that you see, from the beautiful heartland of Latium to the mysterious Celtic wetlands of Albion… where no civilized Roman wants to be.

Design the cities of your dreams at the peak of the Roman Empire as you balance your people’s needs with the relentless demands of the emperor. Forge alliances across the empire or showcase your might with strategic land battles and naval combat. You may even defy the emperor himself—but not without consequences.

Gold Edition

The Gold Edition includes the base game, plus the Year 1 Pass: this means the three upcoming DLCs, as well as the Day 1 Content (3 Player Sigils, 1 Ship Skin, 1 Ornament).

Governor’s Edition

Finally, let’s take a closer look at the Governor’s Edition: this will include everything included in the Gold Edition and MUCH more. This physical edition will only be available from retailers and only for PC (Ubisoft Connect) and PlayStation 5. Let’s have a look at what’s inside:

  • Steelbook
  • Forged Anno symbol
  • Albion & Latium coins
  • Amphitheatre 3D puzzle
  • Artbook
  • 3 lithographs
  • Town Crier’s letter
  • Blueprint of the Tesserae Works

Curious to know what all this content looks like? Here’s a shiny video showcasing everything:

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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!

DevBlog: Religion – Belief and Worship

Hey Anno Community,

Not too long ago we told you about Attributes and Needs in Anno 117: Pax Romana, and how fulfilling them will grant you bonuses for your island. In that DevBlog we hinted at 8 different attributes, but didn’t reveal the full list to enjoy the suspense for a little bit longer.

Well, it’s now time to reveal one of those previously hidden attributes: Belief! What does Belief do and what is it connected to? Well, as the word suggests, it is connected to Religion: this is a brand-new feature added for the first time to an Anno game.

The Background

There are different reasons why Religion and Belief have been added to Anno 117: Pax Romana. Firstly, this will allow an additional level of customisation for our players, who will have the chance to strengthen their island identity by choosing which deity to worship on their islands. Secondly, it was important for us to portray the polytheism and cultural diversity of the ancient world which Anno 117 is inspired by.

As you might already know, Roman religion was primarily polytheistic, involving the worship of numerous deities who were believed to influence all aspects of life, by playing an important role in daily events. Among these deities, for example, we can find Jupiter – also known as Jove – god of the sky and thunder, who was worshipped in Rome itself. Or if we think of the “home” of Anno, Ubisoft Mainz: did you know that our office is built above a Roman Sanctuary of Isis and Magna Mater?

How is this been translated in Anno 117: Pax Romana? Let’s now take a closer look at this new feature and its impact on your settlements.

How does it work?

You’ll be able to unlock the Religion feature as soon as you have settled a few Plebeians on one of your islands: this will allow you to place a small temple in your city – the sanctuary.

Once you’ve built your sanctuary, it will be time for you to choose the patron deity of this very island, aka the primary deity you want your residents to worship on that island. You’ll be able to do so from accessing the Religion menu from any religious public building. Every island you have settled can have its own patron that its population worships.

At first, you will only have the option to choose among four deities, but you will unlock more by reaching specific conditions in the game and discovering them via the Discovery Tree. More on that feature in the next DevBlog.

Your starting deities will be Ceres, Neptune, Minerva and Mars; based on your playstyle and what you would like to achieve, it’s important for you to pick the right one: each deity will have its own unique effects for your cities, production and units.

Buff effects

These Patron god effects are unlocked by gathering Devotion over time – with Devotion being tied to the Belief (more on that in a second) in the chosen island Patron. To unlock a buff effect, you will need to reach a specific threshold of Devotion on the progress bar in the dedicated menu. Whenever the Devotion passes a marked threshold, you unlock an improvement to the primary or secondary Patron effect.

What if you would like to change your Island Patron, switching from a peaceful farming community to a war economy? Don’t worry, you can still do that. However, changing the Patron resets the Devotion to zero.

Let’s look together at an example: Neptune, protector of freshwater and the sea. If you choose Neptune as your island Patron, your fishers will feel significantly more courageous: you will notice an increase in productivity of all sea food. Additionally, you’ll attract master craftsmen who not only construct ships faster but also make them more durable.

Ceres blesses your agriculture and population! Her worshippers can increase the yields of farms and the production and storage of farming goods.

And Mars… well, he’s not so much a deity of growth and construction but your troops will have higher morale and fight better when global devotion to Mars is high enough.

Local vs Global effect

Not only do Patrons have a local effect on your islands, but they also have a global effect on all provinces, affecting all islands under your control. This is the effect of your dominant Patron. A Patron becomes “dominant” when its global devotion is larger than a certain threshold: the Patron that has the most added-up devotion on all islands you control becomes the dominant Patron.

Let’s go back to the Neptune example: his global bonus will affect your ships speed, making them faster when sailing the high seas across the map.

The Belief Attribute

Alright, let’s take one step back and talk about HOW you increase Devotion – and Belief.

As we mentioned at the beginning of this blog, Belief is one of the new attributes introduced in Anno 117: Pax Romana. The two main ways of increasing the Belief attribute are:

  • Public buildings (like the Sanctuary we showed earlier) which affect building in their radius, resulting in them each providing Belief
  • Goods which you provide via the Needs categories (like for example Wine)

There may be some other way (e.g. via items), but let’s keep it at that for now. In short: the more buildings are affected by various effects like these, the higher your Belief.

Devotion in turn comes from your island’s Belief. Over time, Devotion will rise to the same value as the island’s Belief. Therefore, the more Belief you have, the more Devotion will result from it, unlocking the higher buffs mentioned above.

Where do gods live?

As you probably have gathered from the paragraphs above, Anno 117: Pax Romana doesn’t feature “physical” deities which roam your cities or throw lightning bolts at people who offend them.

What we wanted to represent in our game is rather the psychological effect: your people are worshipping certain deities, and find courage and motivation in doing so. They believe that this worship has an effect and work harder (e.g. farmers worshipping Ceres) or fight better (when worshipping Mars).

The sanctuary we showed you earlier is a rather humble place of worship. Later, you will be able to construct mighty temples to dedicate to your Patron of choice. Not only do they influence a much larger area of your island, but they also provide much higher Belief buffs to the surrounding buildings.

No matter which Patron you choose for your respective island: the sanctuaries and temples, as well as the priests they spawn will visually change to fit the worshipped deity.

The ancient time we were inspired by was a polytheistic one, and while each island can only dedicate itself to one dominant Patron god, you can still construct shrines to other deities. These shrines will buff buildings in their vicinity and increase your attributes like fire safety, happiness or income further. It pays off to be a devoted governor.

“What about Albion?”, we hear you ask. Well, let’s say the Celts have their own deities and places of worship. More on that later this year.

In the world of Anno 117: Pax Romana, gods are very present in the minds of your citizens. Increase your population’s Belief and unlock powerful bonuses to strengthen your economy or navy by worshipping Patron gods on your islands.  

Are you worshipping Mars to wage wars on your rivals or prefer to see your cities grow and thrive by promoting the worship of Ceres, Minerva or Neptune? The choice is yours!  

 

Stay tuned to next week when we talk about the Discovery Tree – and yet another new attribute: Knowledge! 

Until then, leave any feedback or questions below in the comments! 

Union Update: Anno 117: Pax Romana Gameplay Reveal

Hey Anno Community!

Today’s a special day for us since we are excited to show you a first, longer look at Anno 117: Pax Romana and how you should go about to become a great governor! And who better to tell you all about it than our old friend, the Town Crier:

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We hope you enjoyed this overview of some of the core mechanics as well as new features of Anno 117: Pax Romana!

For the first time in Anno, you step into the role of a character — a newly appointed governor, a position of power in the Roman Empire. Being a governor will allow you to experience Rome first-hand like never before, from awe-inspiring spectacles like the Naumachia in the Amphitheatre to the untamed Celtic wetlands of Albion.

“I have so many more questions and want to see more!”, we hear you shout. Well, don’t worry: Your favourite content creator might just have exactly what you’re looking for. We’re very excited to see the reactions from so many of them from around the world and strongly recommend you to have a look!

We won’t stop there, of course:

This Wednesday, May 21st, we’ll be streaming Anno 117: Pax Romana live from the studio! Join Game Director Jan, Art Director Reiko and Community Developer Oliver on Twitch at 5PM CEST/3PM UTC/11AM EDT to learn more about some of the new features – and ask questions directly to the developers.

Anno 117: Pax Romana is releasing in Winter 2025 on Ubisoft Connect, Steam, PlayStation 5 and Xbox Series X|S. Wishlist now on your platform of choice!

Upcoming

And, well, of course this is very much just the start: We’ll soon go into detail on many more topics and features of the game. You can expect:

  • DevBlogs on two new features, Religion and the Discovery Tree, coming very soon
  • Developer insights into other features as well as the work of specific departments over the coming weeks and months
  • More livestreams with the Anno team
  • More details on the Governor Edition (Collector’s Edition)
  • An AMA on Reddit
  • And much more!

Let us know which topics you want to hear and see more about and do not hesitate to drop your questions in the comments below.

For talking to other fans and discussing every little detail hidden in the trailer: Why not join the Anno subreddit or the Annoverse Discord server!

The Anno Team

Union Update: Livestream, Steelbook voting, and more

Hey Anno Community,

As we get closer and closer to our gameplay reveal, we wanted to recap some news for the upcoming weeks. We know you’ve been waiting for this for a long time: on Monday 19th May we will reveal the gameplay for Anno 117: Pax Romana! So, keep an eye on our socials around 6 PM CEST/4PM UTC/12PM EDT to not miss our trailer. Plus, you might spot some of your favourite content creators sharing their first impressions and hands-on on the game starting Monday evening as well.

Developer livestream

Cannot get enough of the Anno 117: Pax Romana gameplay reveal? Well, we got you covered – tune in on May 21st, 5 PM CEST/11 AM EDT at twitch.tv/annogame for a livestream dedicated to Anno 117: Pax Romana! During the live stream we will show you the game in action, whilst giving you the opportunity to ask your burning questions in chat. Community Developer Oliver and Community Manager Celeste will be joined by Game Director Jan and Art Director Reiko to talk about the game and discuss new features: some you may already know about, others… not so much.

We hope to see you there!

Steelbook voting – and the winner is…

It’s official, with 78% of the votes, the colourful mosaic has emerged as the clear winner and will be the steelbook design for the Governor’s Edition!

With this, we conclude the voting campaign for the Governor’s Edition. If you’re interested in the Anno 117: Pax Romana Collector’s Edition, don’t forget to register your interest here to not miss any future news on the topic.

We’ll have more details on the Governor Edition soon.

Future playtests

Whilst our current Technical Test is coming to an end, we wanted to remind our beloved community that more tests are planned for the future – so if you haven’t been invited to this one, don’t worry! There will be more opportunities in the future. Just make sure you have registered your interest here!

Anno 1800 reached 5 million Players!

Let’s close this Union Update with some more FANTASTIC news: we’re super excited to share that Anno 1800 has passed the 5 million players milestone! It’s amazing to see the outpouring of love for this title, 6 years after its release, on the dawn of Anno 117: Pax Romana.

Anno Community – 5 million times thank you to each and every one of you, for the constant support through the years.