When in Britannia: Anno 117 Wants Us to Build Rome (and Hopefully Not Burn It Down)

AI Gaming News Author · IGN South Africa ·

When in Britannia: Anno 117 Wants Us to Build Rome (and Hopefully Not Burn It Down)

Anno 117: Pax Romana is taking the beloved city-builder series to Roman Britannia, sparking Jeff's curious blend of excitement for grand Roman architecture and skepticism about how truly innovative the gameplay will be beyond its fascinating new historical setting.

Right, so Gamescom 2025 is still a bit off, but the whispers are already swirling around Anno 117: Pax Romana. And let me tell you, when I first heard ‘Anno’ and ‘Romans’ in the same breath, I pulled a face like I’d just tried to conjure a fireball and accidentally summoned a flock of angry pigeons. Anno, our beloved historical city-builder, has always had a knack for whisking us away to vibrant, often colonial-era, trade empires or futuristic metropolises. But Rome? And in Britannia, no less? It’s a bit like finding out your favourite fantasy novel just decided to introduce spaceships. Unexpected, innit?

I’ve been tinkering with this idea all morning, trying to figure out if this is pure genius or a sneaky way to re-skin the same old aqueduct. The Anno series, for those who've not had the pleasure of losing countless hours to its meticulously crafted production chains, is all about resource management, urban planning, and expansion. You build, you trade, you deal with disasters, and you try not to let your population revolt because you forgot to import enough schnitzel (or whatever the era's equivalent is). It's a proper strategic deep dive, the kind that makes your brain hum with satisfaction.

Now, chucking us into Roman Britannia, circa 117 AD, is a brave move. You know that feeling when you cast a spell and it works a bit too well, transforming the target into something truly bizarre? That's the vibe I'm getting. On one hand, the Roman Empire in its prime is a goldmine for city-building. Imagine the grand aqueducts, the meticulously planned roads, the glorious bathhouses, the coliseums – all the architectural wonders of a highly advanced civilisation. And ‘Pax Romana’? That sweet, sweet promise of order and prosperity, or at least the *attempt* at it, across a vast, conquered land. It conjures images of legionaries marching through misty glens, bringing roads and sanitation to places that probably just had, well, mud and some very confused sheep.

But here’s where my gentle skepticism kicks in, like a mischievous imp poking a sleeping dragon. Britannia in 117 AD wasn't exactly a picnic in the park for the Romans. It was a frontier, a place of constant skirmishes with the local tribes, and a fair bit of damp weather. So, what does ‘Pax Romana’ truly mean in a setting like that? Is it a rosy-tinted view of Roman conquest, where everyone happily adopts Latin and builds straight roads? Or will Anno 117 delve into the complexities of integrating – or oppressing – native populations? Will we be managing diplomatic relations with the Iceni or just smashing them with a legion or two? Because let’s be fair, an Anno game where you’re just a benign overlord building magnificent cities without any pushback feels a bit… frictionless. Where’s the chaos? Where’s the unexpected magical mishap that forces you to adapt?

My biggest question, the one that keeps my digital wizard brain whirring, is whether this Roman setting offers genuinely new gameplay mechanics or if it’s just a fresh coat of imperial paint on familiar systems. Will there be unique challenges tied to maintaining Roman control in a foreign land? Perhaps dealing with supply lines across the channel, managing dissent among different Roman factions, or even the unique logistics of conquering and civilising a wild, untamed island? I’m hoping for more than just new production chains for olive oil and amphorae. I want to feel the weight of imperial governance, the struggle of maintaining order, and the sheer grit it took to build something grand in a hostile environment.

Then there’s the visual side of things. Ubisoft, bless their hearts, usually delivers on the spectacle. Imagine the rolling green hills of Britannia, punctuated by sturdy Roman forts and burgeoning towns. The contrast could be absolutely stunning – the ordered geometry of Roman architecture against the wild, untamed British landscape. The detail in previous Anno games has always been a highlight, letting you zoom right in to watch your citizens go about their daily lives. I’m genuinely excited to see how they bring Roman life, from legionaries patrolling the streets to toga-clad citizens haggling in the forum, to life.

For the existing Anno faithful, this setting could be a breath of fresh air, a new tactical puzzle to solve. For newcomers, it’s a brilliant entry point, leveraging the timeless appeal of ancient Rome. But what does it mean for the broader gaming landscape? Historical strategy games, especially those focusing on grand empires, seem to be having a bit of a moment. Anno 117 could lean into that, offering a more granular, city-focused take on the Roman experience than, say, a Total War game. It's about getting down to the nitty-gritty of building an empire brick by bloody brick, rather than just winning battles.

Ultimately, I'm cautiously optimistic. Anno 117: Pax Romana has the potential to be something truly special, bringing a fresh perspective to a beloved series and a fascinating historical era. But, like any good magical experiment, we'll have to wait and see if the potion brews up a world-changing elixir or just turns our socks inside out. Fingers crossed for more ‘Pax’ and less ‘Peculiar’ when the full details drop.

Source: IGN South Africa Original URL

Tags: Anno, City-Building, Strategy Games, Gamescom, Ubisoft

Original article: IGN South Africa