Anno's reputation precedes himself. Each game in the strategy has a basic premise based on the order of production, developing your citizens and building a kingdom across different time periods.
This formula has not changed completely since the release of 1602 in 1998. I have poured hundreds of hours during my life, so I reported Anno 117: Pax Romana returns. Anno is back, baby.
Pax Romana, peace in Rome
Anno 117: The PAX Roman took something from the ancient times and this setting, as you would expect from the series 'is very beautiful. Latium, though a Roman island in the Mediterranean, is a sun-baked field of scree cliffs and wide beaches. Albion, a post-Celtic Grandein game, is a green land full of shocking things and thick marshland. They each have their own unique profiles, with unique AI opponents to go up against and an engaging soundtrack to draw you in.
Papers, your knowledge requires sardines, garum, and porridge. Anba albion, your fighter requires form and chicken. The elite citizens, known as eques, have a desire for cheese, but it can only be obtained from ochs that have been raised in Albion. 117 prompts you to create a state that gathers these two areas, connected to a single vision, instead of seeing them both separately to deal with them separately.
Despite my first fear that this jump in place will be jarring or annoying, rather smooth, and you will not find yourself in two constant moments between two areas. You can usually leave the latium or albion alone while the new production takes place.
Unfortunately, conflict was inevitable when the Romanian army met the resistance of the Celtic rebels, although in the previous game, war was an absolute choice. You can spend your time peacefully fishing for two, and you can easily eliminate the AI enemies if you want to experience the peace box.
The ability to build a road at a diagonal angle feels like such a simple thing, but it transforms the old efficient mill into a building that is more fun. The city of Anno 117 is without a doubt the most interesting (and beautiful) that I have ever seen at home.
The first few problems begin to emerge…
Why is the mini map a square map in a circle? Such a small nitpick but it really stuck with me in the end.
Despite the useful way 117 manages to include two separate areas, there are still one or two sticking points. The UI does not contain important information: There is no way to easily see how many resources are available between my areas, and you do not know what benefits the citizens who benefit from these resources. Overall, the UI feels a little weird and going through the menu leaves me scratching my head more than not. Civilization 7 doesn't seem so naive and character-driven, but there's something about its tone and its simplicity that's so naive.
I imagine that I will eventually get used to the changes and changes in the new menu, but after several hours, I still see 117 that I am having a hard time getting used to.
This is a huge problem to have many hours in the yard 1800 because it is a problem with the user experience. I'm used to other games, and the changes are a bit stingy so far. I imagine that I will eventually get used to the changes and changes in the new menu, but after several hours, I still see 117 that I am having a hard time getting used to.
The relationship between Latium and Albion also feels a little off. Back to cheese, it can only be copied in Albion. It doesn't really make sense to me, and if I try to look at the game in a video game with all the mechanics you expect, I still don't understand why the Romans didn't create the Silk Island romo.
Pecorino Romano is one of Italy's most famous cheeses and has been produced around Rome (in the region known as Latium) for thousands of years. I understand why it's done this way – placing the route between areas is satisfying and gives the game an extra challenge – but I feel like I could have been introduced in a more interesting way. When I want to hit a game, I don't mean…
It may have been like that at the start of Anno 1800, but I got so used to playing so many DLC packs that I forgot it was like at the start of Anno. A few mechanics between areas that have become better.
On a more positive note, the way you can choose the Celtic tradition or go down a path that avoids the Celts is a nice mechanic. Once you've caught up with the noble natives of Albion, you can decide to follow your fellow citizens to the royan-celts, which requires resources, resources, and rich goods. It creates this unbiased marketing website that makes you feel like a real governor.
Fighting on land is simple but work
Ground combat was a feature of previous Anno Games, especially 1404, which had the camping mechanic. The new anno game has avoided ground fighting, but 117 brings it back in full but not complete. This isn't anno: Total War, but it's also a bit of an interesting mechanic that can be done as well. Even in the campaign, you can decide to decide to end the conflict with the Celts by carrying out research for them, such as Reuniting VAADA (the leader of the Celtic) with his imprisoned brother.
There are a few different types of elements – such as archers, assistants and taunts – that have some type of stone letter writing. It's important, but still nothing like seeing a large Roman ship crossing the cold waters of Albona only on the seashore and the strong storm. The battle is implemented in a way that is not a pester player who should not play with the mechanics, but in depth to please those who want to build a large Romanian army.
About 1,000 hours a year…
There's a lot to learn and a lot to tweak in Anno 117: Pax Romana, but I've had fun along the way. Performance on the 4090 i9 system was stellar with very few frames or crashes, and timing and menus were smooth.
DLC is guaranteed, and Anno is the type of game that will get a lot of it. The first planned piece takes the game to Egypt and will come later this year. Take it as you will, but as a long-time fan of the series, I'm not too upset about breaking more DLC.
Anno 117 isn't reinventing the wheel, but ground fighting and the ability to adjust your city's roads and textures effectively bring more satisfaction to a strategy format that lacks a method.
Anno 117: Pax Romana
- published
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November 13, 2025
- ESRB
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Teens / alcohol, language, mild violence, in-game purchases, users interact
- Beautiful location and attention to detail
- Fighting on land is simple but work
- The diagonal path allows you to adjust your city
- The UI takes some getting used to
- Many regional administrations are not convinced
- The game may feel a little barebones compared to previous games

