anno-117 game sourced
Anno 117: Pax Romana
A Roman-era Anno city builder in which residents advance from Liberti to Patricians through categorized needs, buildings affect their neighbors, schools generate research, and modular ships guard multi-island trade.
core loop
settle Latium or Albion and house Liberti -> meet categorized needs with multi-island production chains -> residences advance toward Patricians -> schools produce research and temples belief -> ships carry goods on tracked routes -> defend routes and provinces
design notes
Anno 117 loosens the strict tier-need ladder: needs fall into categories that can be partly filled, and each good carries attributes with benefits and drawbacks for population, income, health, and satisfaction. Placement matters more than in Anno 1800 because production buildings help or harm nearby structures, paved roads extend building range, and diagonal placement is allowed. Belief tied to chosen gods grants scaling bonuses, a system with no exact taxonomy match (see run proposal).
relations
14 stored edgesGoods consumption
Needs are grouped into categories that can be partly fulfilled; each good's attributes add benefits and drawbacks to population, income, health, and satisfaction.
Population strata
Residences advance from Liberti up to Patricians based on access to goods and on nearby prestige or polluting buildings.
Production chains
Chains span multiple islands and provinces, linked by warehouses, waystations, and hubs.
Adjacency scoring
Production buildings have positive or negative effects on nearby structures.
Reputation
Standing with the emperor's successor Calidus can earn Consul status or Proconsular authority.
Tech tree
Schools generate research points for a tree of over 100 unlocks, including repeatable technologies.
Trade routes
Assigned ships carry goods between islands along routes that can be tracked and rerouted.
Unit commands
Melee, ranged, and siege units in a rock-paper-scissors system; warships protect routes from pirates.