- Anno 117
- Game Update
Anno 117: Pax Romana – Patch 1.6.1
Release Date: July 9th, 2026, at 12 PM CEST
Improvements & Changes
- Earthquakes have revealed additional building space on Cinis
- This change is savegame-compatible and expands the buildable area on Cinis
- For technical reasons, to keep it compatible, no new mine/river slots or coastal area are added to the new areas
Bug Fixes
Gameplay
- Fixed a crash related to resolving large incidents
- Fixed an exploit with gamepad controls where players could obtain free goods at a trader
- Fixed an issue where a rival’s vassalized islands could not be reclaimed by players
- Fixed an issue with vassalized islands not being released after their owner was defeated
- [DLC 01] Fixed an issue with Vigiles not repairing buildings destroyed by the volcano/volcanic tremors
- Fixed a (Trajan) error for players rejoining a multiplayer match after having surrendered
- Fixed various savegame compatibility issues
Art/visuals
- Improved preview visibility of mosaics from the “Marvellous Mosaics” pack
- [DLC 01] Fixed some issues with certain construction areas on Cinis not being accessible when using a gamepad
UI & Text
- Notifications from trade routes now only show actual errors, not warnings
- Fixed an issue where the “Ground Patterns” category had the wrong or missing text when using gamepad
- Fixed Obsidian notification in mines and rivers not disappearing on consoles
- Fixed Governor Villa UI not showing the construction time of garrison units
- Fixed missing Infolayer Icon which displays the same buildings above same Military buildings
- Affected buildings: Barracks, Equitum Campus, Siege Workshop, Repair Crane and Shipyard
- Fixed size of L2 Radial Menu on Consoles
- Fixed “You can now travel to different provinces” bubble reappearing after closing it
- Fixed positive “Cherished” reason shown as negative in Trade treaty infotip
Quests & Achievements
- Fixed the “Terra Firma” accolade sometimes not unlocking correctly
- [DLC 01] Fixed an issue with Caecilia’s questline sometimes not triggering
- [DLC 01] Fixed the “The Setting of the Sun – Eruption” quest sometimes not starting
Comments
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Hi Anno team,
First, some context: I’m a long-time Anno fan. I pre-order every title on day one, spent countless days and nights in Anno 1800, pre-ordered the Anno 117 Gold Edition, and I’ve been enjoying it immensely — especially since Update 1.5. Thank you for the continued trade route improvements; this suggestion builds directly on that work.
I’d like to share an idea I’ve been wishing for since the early days of the series — one that addresses a pain point I’ve also seen raised across community discussions. I genuinely believe it would add a remarkable layer of strategic depth to the game.
THE PROBLEM: A CONCRETE EXAMPLE
Island A produces olives. Island B turns them into olive oil. I set up a route:
“Load 50 olives at A → unload at B → load olive oil at B → unload at C.”
After a few cycles, the chain can deadlock: B’s olive storage fills up, so the ship cannot unload its olives at B. Because its cargo slots are still occupied, it cannot pick up the olive oil either — and C stops receiving oil. The entire supply chain collapses until I intervene manually.
In the early game this is a manageable annoyance. But in the late game, with dozens of routes and hundreds of stops running, it becomes a real problem: ships drifting around the map effectively doing nothing useful, and the screen filling up with dozens of “there is a problem with your trade route” notifications. Instead of growing my empire, I find myself spending my session repairing routes — which seriously diminishes the quality and enjoyment of what should be the most rewarding phase of the game.
The existing advanced options I currently rely on do not really solve this:
“Wait until fully loaded” forces me to wait for A’s storage when what I actually care about is B’s or C’s stock level. Sometimes I do not want a full load at all — I want the ship to depart the moment the destination runs low, with whatever is available.
“Discard cargo if storage is full” means throwing away goods I worked to produce, which feels wrong in an economy game.
THE SUGGESTION: AN OPT-IN “ADVANCED CONDITIONS” PANEL
I am not asking to change the current trade route system in any way. Everything should work exactly as it does today, by default, for everyone.
The idea is a purely optional panel in the route editor — hidden unless the player opens it — where experienced players can attach trigger rules to a route, or to individual stops. These rules could be combined with AND / OR operators.
For example:
“Start the route when olive stock on Island B drops below 30.”
“Load olive oil at Island B when its stock exceeds 50.”
“Depart when olive oil on B exceeds 30 AND olive oil on C falls below 20.”
“Depart when olive oil stock on C falls below 20 OR olive oil stock on D falls below 15.”
That last OR pattern unlocks something genuinely useful: imagine one feeder island supplying two consumer islands. With an OR condition, a single supply route could become active when either consumer island needs goods, instead of running constantly regardless of demand.
While a route’s conditions are not met, the ship would simply wait at anchor at its previous stop or home port and resume automatically once the conditions are met. Routes without any conditions defined would behave exactly as they do now — zero impact on players who do not want this.
WHY I THINK IT IS WORTH IT
Ship-based logistics is the backbone of Anno, and it is a core system where strategic expression could go even further — today we can only set fixed quantities. Condition-based triggers would turn route planning from “set amounts and hope” into genuine supply chain design, prevent many deadlocks like the one above, and add enormous strategic depth for players who opt in.
There is solid precedent that this mechanic works and is loved: OpenTTD’s conditional orders and Factorio’s train schedule wait conditions, with AND / OR logic, are among the most praised logistics features in their genres. An Anno take on this — applied to island stock levels — would fit the series perfectly.
Since it would live behind an optional “Advanced Conditions” toggle, it would not add any complexity for new players and could be introduced without changing how existing routes behave or cluttering the default UI.
Thank you for reading, and for the great post-launch support on Anno 117. I would be happy to elaborate or provide more scenarios if useful.
A dedicated fan from Ankara 🙂
I just use the one ship that has 10 slots. With that you can pretty much cover all islands.
Can also just have your port set to maintain stock that way it’ll sell anything over minimum. – Let’s say you can hold 500 olives if you set it to maintain it at 400 the trade route should never load out.
Lastly one other way is just buy everything only items I continually run out of are building materials.