Anno 117: Pax Romana is releasing on November 13th, and we want to make your experience with the game as smooth as possible. For this reason, we’ve put together a little “survival guide” directly from the devs to help you get started.
If you’re new to Anno or haven’t played Anno 117: Pax Romana yet, we recommend activating “Full Tutorial” in the game settings and starting with the Campaign. The story will slowly guide you into your role as Roman governor, from the tiniest settlement to a small town and all way into the province of Albion.
Anno 117: Pax Romana is a complex game and learning and understanding some mechanics might take some time – take it slow and don’t be afraid of restarting for a more successful second attempt.
The basics
Your first decision: Campaign or Endless mode
If you’re new to Anno in general but also if you enjoy a good story, we recommend starting with the campaign. In the role of either Marcus or Marcia learn how to be a good governor under the tutelage of your advisor and imperial slave Ben-Baalion. This mode slowly introduces the different features of Anno 117: Pax Romana while also involving you in a story that doesn’t just involve your character’s personal future, but also the events in the wider imperium!
If you’re an experienced player or simply want to get started right way, pick the Endless mode. You can still activate the tutorials to learn the basics along the way but in contrast to the campaign there are no artificial restrictions – and you can pick your starting province! Select Latium for a regular playthrough with large, inviting islands – the classic Anno experience. Select Albion for a more challenging experience with marshlands and two potential population paths.
First steps
Whichever game mode and province you choose, your first steps will be very similar: you start with a trading post at an island and should set up a timber production first. Build two woodcutters and two sawmills in the forests near the trading post. Make sure each woodcutter has the minimum number of trees in its radius, as displayed when hovering the building over a forest. Less trees means lower productivity.
All buildings in Anno 117: Pax Romana require a road connection: production buildings to transport goods, and residences to consume goods and services. Production buildings also require Workforce as well as a warehouse in range (see range indicator on the roads) – your Trading Post at the coast also counts as a warehouse. Therefore, connect your wood production chain with roads to your trading post.
To address the need for workforce you require population. Your available workforce is displayed in the top left of the screen. Build some residences further inland and make sure they all have a road that connects them to the trading post. People will only move into those residences if specific needs (with the population symbol) are fulfilled. For a start, building a Fishing Hut (Latium) or Cockle Picker (Albion) are great to fulfil the “Food” need and when unlocked you can follow that up with the Market which should be placed near the residences.
Be aware that in Albion, some buildings – like the Eel Grabber – will have to be placed in the marshland.
Supplying your population
Let’s take a closer look at “Needs”. The menu of a residence (Liberti in Latium or Waders in Albion) shows you three Needs Categories: Food, Public Service and Fashion. You will need to provide at least one Need per category to upgrade your residence.
Each Need also provides certain Attributes: you can check those by hovering over the respective good or building. Sardines from the Fisher for example provides +1 Population and +1 Income, Porridge provides +2 Population. For the beginning, you want to focus on Population and Money to stabilise your economy and acquire enough workforce. Only when a need is fulfilled will the residence provide the respective Attributes and e.g. increase your population on the island.
You can provide all needs (e.g. both Sardines and Porridge as food in Latium) to have your residences provide as many attributes as possible. While not necessary to advance further in the game, this way you can maximise the number of residents per house or gain additional income.
Production chains and times
Early production chains are relatively straight-forward in terms of production time: Both the Woodcutter and the Sawmill each have a 30 seconds production time, meaning, you need one of each for the most efficient production rate.
Same goes for the Hemp Farm and the Spinner (to produce Tunics), for example.
Later you will encounter trickier production timers: the bread production chain has a 60 seconds (Wheat Farm) 30 seconds (Grain Mill) and 60 seconds (Bakery) combination. Meaning, for maximum efficiency, you would want to place 2 Wheat Farms,1 Grain Mill and 2 Bakeries.
Clicking on one of your warehouses gives you an overview of how many goods of each type you have and if the stock is going up or down. Only build so many production buildings to provide for all your current residences – setting up more than you need right now only cost you money.
Making money
You will start each game with a deficit and will have to find ways to increase your income soon. Let’s cover a few ways to manage money and make MORE money.
Firstly, your money will mainly be used to cover maintenance costs. All production buildings, public service buildings, ships and later military units cost your maintenance. Make sure to not build more of those buildings than you need at the current time. Hovering over the money icon in the top bar tells you exactly where you get money from and what it is being used for.
In addition, almost any construction – buildings, roads, ships – also cost a one-time sum upfront.
To make money, provide goods and services to your residents and keep building more houses! Keep an eye on goods and services that specifically provide money (e.g. sardines, eels or a market) – when these needs of your residents are met, your income will increase.
The second main way to make money is via area effects: production buildings like the Hat Maker or Spinner also effect all buildings within a certain radius, each building producing one additional gold. Build those near residences (but don’t forget to have a warehouse nearby for the transport of the goods) to profit from their buffs.
You don’t want to overproduce too much or immediately set up every new production chain but keep growing your settlement slowly and make sure your production and finances are stable before taking the next major step.
From village to small town
With the basics covered and your economy and finances stable, your village is flourishing! Time to take the next step and upgrade your residences to the next level.
Upgrading and progressing
To progress in Anno 117: Pax Romana, unlock larger, more impressive buildings, new production chains and features – in short: become more powerful – you will need to upgrade your residences to the next level (or “tier”).
When you have supplied your residences with at least the minimal number of needs (for Tier 1, Liberti or Waders, that’s fulfilling one need per each of the three categories) the upgrade button with the arrow will become available.
The second population tier, no matter which province you’re in, will come with additional Needs and a new, fourth Needs Category (Household), requiring you to set up additional production chains and building new public service building – like the Sanctuary, for example. You don’t have to rush to fulfil these needs immediately but can very much approach it at your own pace.
Look at what kind of attributes each Need provides and select the one most useful to you: Do you need to make more money? Do you want to research? Are your people unhappy?
To progress beyond Tier 2, you will need to fulfill needs worth three supply points in each category. Tier 1 needs provide one such point each, Tier 2 needs provide two points each. You can check this by clicking on a residence and looking at the supply bar of each category.
Upgrading in Albion
While in Latium, upgrading to the next population tier happens in a straight line (Tier 2 are the Plebeians), in the province of Albion things are a bit different:
You’re faced with the choice to either upgrade the Celtic way (to the Smiths) or start Romanising your population (and upgrade to the Mercators). Each path will not only visually shape your city but also come with its own set of needs and buildings. Feel free to pick whatever path seems more attractive to you, the differences are visible on the selection screen.
Your choice isn’t permanent, when progressing further in Albion, you will later be able to also upgrade your population the other path.
More help and tips & tricks
In addition to reading this blog, we recommend heading over to the Anno subreddit or the Annoverse Discord server to talk with other players, ask questions or discuss strategies.
Our welcoming community is always happy to answer questions and help our new players – big thank you to our awesome community!
If you feel you have a good grasp of the basics, check out our blog with advanced tips and tricks.





























