Anno 117: Pax Romana Demo — Rome Reimagined in a City-Builder’s Dream
- Jonathan Sutherland
- Sep 19
- 3 min read
The Anno franchise has long been the gold standard for city building strategy games, blending economic simulation, exploration, and political intrigue into a seamless loop of expansion and refinement. With Anno 117: Pax Romana, Ubisoft ventures into the heart of the Roman Empire, offering players a chance to govern provinces during one of history’s most iconic eras. The recent demo, though brief, gives a tantalizing glimpse into what could be the most ambitious Anno title yet.

At its heart, Anno 117 retains the classic gameplay loop that fans adore: resource management, citizen satisfaction, and urban expansion. But this time, the backdrop is 117 AD, and you’re a Roman governor overseeing Latium and Albion, two provinces with distinct cultural and strategic challenges.
City-building mechanics feel instantly familiar to veterans of Anno 1800, with roads, production chains, and residential upgrades forming the backbone of development.
The needs system returns, requiring players to meet thresholds for food, clothing, and other essentials to unlock building upgrades.
A new Discovery Tree replaces traditional tech trees, allowing for strategic progression in welfare, religion, and military capabilities.
Where Anno 117 begins to differentiate itself is in its layered systems that reflect Roman society:
Religion plays a central role. Players can dedicate islands to specific gods, influencing citizen happiness and unlocking unique bonuses.
Risk and happiness are now tied to environmental factors and production layouts. Fires, unrest, and disease can spread if cities aren’t carefully planned.
The Research Tree introduces meaningful unlocks, but some players noted that it gates basic functionality behind progression, which may frustrate early-game strategists.

Unlike Anno 1800’s limited land warfare, Pax Romana brings back land combat alongside a modular naval system. While the demo didn’t allow full exploration of these mechanics due to its time limit, glimpses of unit deployment and strategic positioning suggest a more robust military layer.
Diplomatic choices also influence province development. Aligning with Roman traditions or pursuing independent paths can shape the narrative and gameplay outcomes.
Graphically, Anno 117 is a mixed bag. Some players praised its day-night cycle, architectural detail, and immersive Roman aesthetic. Others criticized performance issues and visual fidelity, especially when compared to Anno 1800.
The game runs on a new engine, and while it captures the grandeur of Rome, optimization remains a concern for mid-range systems.
The UI received mixed feedback, with some calling it cluttered and unintuitive during the demo.
Ubisoft’s decision to cap the demo at one hour of playtime sparked widespread frustration. For a game built on slow-burn strategy and layered systems, this restriction felt counterproductive.
Players couldn’t fully explore military units, religious systems, or late-game production chains.
Some users abandoned the demo mid-download upon learning of the time cap, citing it as a poor representation of the game’s depth.

Anno 117: Pax Romana’s demo is a paradox. It showcases a game rich in potential—complex systems, historical flavour, and strategic nuance—but undermines itself with technical hiccups and a restrictive time limit. For fans of the franchise, the core loop is intact and enhanced. For newcomers, the demo may not offer enough to justify a pre-order.
If you're someone who thrives on iterative design, workflow optimization, and creative branding, Anno 117 could be a playground of possibilities. The layered systems invite experimentation, and the Roman setting offers thematic depth for storytelling and identity-building. But wait for post-launch reviews and performance patches before diving in—especially if you're planning to integrate it into content creation or strategic analysis.
Let me know if you'd like this adapted into a blog post, review format, or even a branded piece for your creative ventures. I can also help you brainstorm how to leverage the Roman theme for your “Final Boss” branding series.
IS all this enough to revive Ubisoft and adored game studio? lets wait and see until the full release. !!


