So the empire becomes a video game: Anno 117, Pax Romana arrives
Ubisoft turns Rome into a political and management laboratory. According to game director Jan Dungel, the challenge of building - not conquering - an empire
With Trump back in the White House and wars redrawing borders and alliances, the idea of empire seems to be back at the centre of the collective imagination. It is a return that both disquiets and fascinates, because empire is both order and domination, progress and violence, memory and propaganda. In this context, the video game Anno 117: Pax Romana by Ubisoft Mainz comes as a curious experiment: an empire not to be conquered but to be built, managed and understood.
So let us start here: if today's geopolitical narrative seems to turn the lights back on the idea of empire - expansion, influence, national identity - Year 117 offers us a curious counterbalance: not the empire to conquer, but the empire to build, refound and manage.
"Actually," says Jan Dungel, game director of Anno 117, "when we were looking for a new setting, two main reasons guided us to create Anno 117: Pax Romana.
Firstly, the Roman Empire has consistently ranked among the top three most popular settings in our community. The second reason is that the Romans themselves were exceptional builders who created impressive cities, structures and monuments. Their empire was vast, spanning several provinces with different cultures, and we felt it was a perfect match for a game Anno.
With the historical period of the Pax Romana, a time of relative peace after years of conquest, we are able to let players experience a different story of the Roman Empire: one of coexistence and diversity. It provides the ideal canvas for the most ambitious Anno game to date."





