Anno 117: Pax Romana makes me happy and proud of my city as the sun rises on the cobblestone market street that rises from busy ports on the colorful Mediterranean waters to the new forum high on the hill above. It took a while, but after arriving somewhat late and at an awkward moment with 2205, I feel like I’ve finally connected with this series that I’ve had a somewhat difficult connection with. Though brilliant mechanics for trade, naval warfare, and the blending of cultures offer opportunities to right the ship, its complicated economics can still seem to wobble wildly off their axis and put you in a dismal failure cycle.
If you’ve played prior games in the series, you’ll recognize and find the fundamental process in Anno 117 to be efficient. In order to accommodate diligent liberti, or liberated individuals, you begin by constructing modest homes, somewhat blatantly avoiding the practice of Roman slavery. They can climb the social ladder to become snobbish patricians who demand all types of exquisite foods from around the world after their necessities are satisfied.
Simply having access to goods, which is a citywide issue, has an impact on these marketing. Living close to prestigious structures like theaters and shrines, however, is another factor. Stay away from ones that are unpleasant or polluting, such as a charcoal burner. I adore how this organically results in higher-class housing clusters on significant market streets, dropping off into working-class neighborhoods in more industrial locations. It enhances the sense of a genuine, dynamic city. Additionally, since paved roads increase those structures’ range, you can experience the benefits of that improvement right away.
Zooming in to see my little toga-clad residents going about their daily lives is quite enjoyable. Every structure, from a magnificent villa to a picturesque lavender farm, is full of character and detail. A strong sense of location is created even by the pristine green meadows and serene blue waterways teeming with marine life. Perhaps the only thing that didn’t impress me were the role models for advisors and leaders. They have a lot of personality, however there were some serious lip sync problems, particularly in some of the campaign moments, which made it appear like a much older game or a poorly dubbed film.
Anno 117’s intricate commerce system makes it truly come to life
There are other places to discover and take advantage of besides Latium’s sunny beauty. You eventually have the ability to sail to foggy, rocky Albion, or Britain, which has its own population, resources, and aesthetic. Based on some of the marketing, I was a little concerned that Anno would go too far into othering clichés about “mystical Celts” here, but it’s actually a rather realistic and grounded portrayal. The most intriguing decision you have in this area is whether to totally Romanize your new subjects or adhere to Celtic customs. Each has pros and cons, and you can eventually combine them to create some potent combinations.
But Anno 117’s intricate commerce system makes it truly come to life. You will need to set up production chains for luxury items that may draw resources from two or three distinct islands and then transport them across the globe map from one region to another in order to genuinely satisfy the demands of the two regions’ demanding nobility. I can know exactly where my next delivery of cheese is and even divert it to a different location because each delivery requires a separate ship assigned to the trade routes.
Anno 117 is also a decent role-playing game. I particularly enjoy its naval combat, which I had to learn fast in order to defend my trade routes from increasingly ferocious pirates. I finally became rather proficient at moves like trapping a cunning tiny pirate ship in a bay where there would be no escape. Maneuvering ships feels genuine and substantial, and their mobility varies depending on whether they rely on sails, oars, or both.
It’s also a fairly nice role-playing game, and I particularly enjoy the naval combat.
Combat on the ground is fine. With a limited number of melee, ranged, and siege units that can perform a variety of tasks, it fulfills its duty. If you have a strong fleet, you can succeed without ever engaging in a land combat, but in the few instances that I did, I discovered several intriguing strategies to investigate. I truly like that it feels more like a true RTS than a half-baked minigame.
With one intriguing exception—the Emperor operates somewhat differently—diplomacy is essentially straightforward. He will make demands on you, and your reputation with Rome will be impacted by your success, failure, or refusal. You can’t actually form treaties with him. You earn perks when he likes you. You are penalized if he doesn’t. However, there are some really potent benefits at both ends of the spectrum. You can either play nice and be appointed Consul, or you can so successfully challenge his power that you become Proconsular, Caesar-style.
Though it’s essentially more of an extended instructional, there is a respectable plot campaign. It merely touches the surface of the mechanics you may play with in endless mode, yet it took me less than ten hours to finish. You can play as either Marcus or Marcia; the latter is a kind of crazy “Weekend at Bernicus” scenario in which you assume your husband’s governor responsibilities. Though it’s not exactly Shakespeare, it has a cast of endearing characters and some intriguing plot points. In the end, the Canaanite Ben-Baalion offered me an emotionally fulfilling option and was a very charming partner.
Some of the original Anno problems still exist, such as the fact that very vast economies are prone to death spirals and can become cumbersome. Food disruptions induce population declines, which in turn lead to underemployment in food buildings, which further reduces food supply and causes population declines. I once had to start over when I unintentionally altered the patron deity of a big city, rendering it immediately bankrupt and practically unrecoverable because of lost agricultural bonuses. However, as long as you have money, placing up buy orders for whatever you’re out of will help you get out of many difficult situations, so trading is kind of the hero here once more.
Verdict
Some of the original Anno problems still exist, such as the fact that very vast economies are prone to death spirals and can become cumbersome. Food disruptions induce population declines, which in turn lead to underemployment in food buildings, which further reduces food supply and causes population declines. I once had to start over when I unintentionally altered the patron deity of a big city, rendering it immediately bankrupt and practically unrecoverable because of lost agricultural bonuses. However, as long as you have money, placing up buy orders for whatever you’re out of will help you get out of many difficult situations, so trading is kind of the hero here once more.
