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

Ubisoft Entertainment • 2025 • Xbox Series X|S, PC (Microsoft Windows), PlayStation 5
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.
Mostly a thinking game: you pause, inspect shortages, and untangle trade and housing problems, with almost no need for quick hands.
The first hours can feel menu-heavy, but the game becomes much friendlier once you understand how needs, production, and shipping connect.
Pressure stays steady and manageable, with most problems unfolding slowly enough that you can diagnose them before they become real disasters.
Games with a similar rhythm and feel, even if they look different