Ubisoft Entertainment • 2025 • PC (Microsoft Windows), PlayStation 5, Xbox Series X|S

Ubisoft Entertainment • 2025 • PC (Microsoft Windows), PlayStation 5, Xbox Series X|S
Yes, Anno 117: Pax Romana is worth it if you love city builders that make planning feel cozy rather than punishing. Its big strength is the loop of spotting a shortage, reshaping a district or trade route, and watching a messy settlement turn into a thriving Roman city. The campaign is useful but short, so the real value lives in the sandbox-like empire building that follows. What it asks from you is attention. You do not need fast reflexes, but you do need to enjoy reading menus, tracing production chains, and spending whole sessions fixing one bottleneck after another. Buy at full price if that sounds relaxing and satisfying, especially if you already like Anno, city builders, or logistics games. Wait for a sale if you care a lot about strong story payoff, cleaner UI, or polished multiplayer. Skip it if you want action, constant novelty, or a game that feels great while half-distracted.
Players repeatedly praise the streets, districts, and cultural flavor. Settlements feel busy and believable, so growth looks like building a place, not just solving numbers.
Many players like that this entry is easier to read than older Anno games while still delivering the pleasure of tracing a shortage, fixing it, and seeing the economy recover.
A common complaint is that the story ends just as momentum builds. Players wanting a stronger narrative arc often feel pushed into open-ended play sooner than expected.
Several players say key supply and citizen details take too many clicks to find, which slows diagnosis and makes the early hours feel fussier than they should.
Shared empire play sounds great, but desyncs and connection issues are reported often enough that many players recommend it more confidently as a solo game.
The lighter rule set is a relief for players who found earlier entries overwhelming, but others miss denser late-game planning and a stronger sense of layered complexity.
Easy to pause and save, but the real payoff comes from nurturing one empire across many sessions until its trade web feels stable.
Anno 117 works better with a busy schedule than many big strategy games, but it still prefers regular attention. A satisfying stopping point is not just finishing the short campaign. It is finishing that guided start, then pushing one empire far enough that trade routes, housing upgrades, and multi-island supply chains feel stable and intentional. For most players, that means a few dozen hours rather than a one-weekend fling. The good news is that individual sessions fit nicely into 45 to 90 minutes. Full pause and manual saves make it easy to stop when life cuts in, and you can leave with one clear next task in motion. The bigger catch is coming back after a gap. A mature save can need 10 minutes of scanning storage, routes, and citizen needs before you feel oriented again. It is mostly a solo-friendly game, with co-op as a nice option rather than a requirement. That makes it flexible, just not completely frictionless.
Mostly a thinking game: you pause, inspect shortages, and untangle trade and housing problems, with almost no need for quick hands.
Anno 117 is a thinking-first game. A normal session starts with a quick scan of what looks wrong, then turns into detective work: which need is slipping, which warehouse is clogged, which island is missing a key input, and whether the cheapest answer is more farms, better roads, a trade route, or simply patience. The good news is that it asks for almost none of your reflexes. You can pause, zoom around, click through chains, and solve problems at your own pace. The tradeoff is that your attention still needs to stay pretty engaged. Once your empire spans several islands, you are holding a lot of moving parts in your head, and coming back after a break takes a few minutes of reorientation. If you like the calm satisfaction of finding the real cause behind a visible problem, this delivers beautifully. If you want something you can half-watch while chatting or folding laundry, it is less friendly than its relaxed pace might suggest.
The first hours can feel menu-heavy, but the game becomes much friendlier once you understand how needs, production, and shipping connect.
The hurdle here is learning how the economy thinks, not surviving punishing combat. The opening hours do a solid job of teaching the basics, and this entry is clearly friendlier than Anno 1800, but it still has a real hump at the start. Menus matter, supply chains stack on each other quickly, and some information is not surfaced as cleanly as it could be. Expect a few sessions where you fix one shortage only to discover it created another. The good part is that the game is usually patient with mistakes. A bad layout, inefficient route, or poorly timed upgrade costs you momentum more than it destroys the run. Once the core logic clicks, the experience shifts from why is everything breaking to I know exactly where the bottleneck is. That transition is the big reward. If you enjoy slowly becoming fluent in a system, this is satisfying. If you want instant comfort or spotless onboarding, it may feel fussy before it feels great.
Pressure stays steady and manageable, with most problems unfolding slowly enough that you can diagnose them before they become real disasters.
This is mostly gentle pressure, not white-knuckle stress. Problems matter, but they usually arrive as slow warning lights rather than sudden disasters. A food shortage, unhappy citizens, a clogged route, or a raid can make the city wobble, yet the game usually gives you time to read the issue and respond. That makes the emotional rhythm more like untangling a busy to-do list than surviving a crisis. The payoff is a steady feeling of order returning as numbers settle and neighborhoods start working again. On normal settings, mistakes are rarely cruel. You can rebuild, reload, or simply accept a short dip and fix it. The game gets more taxing once several islands interact, because small issues can ripple farther than you expect, but it still stays far calmer than survival games, horror games, or punishing strategy sandboxes. It fits well when you want to feel mentally occupied without getting wound up.
Games with a similar rhythm and feel, even if they look different