Videogames

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

by Luca Tremolada

3' min read

Translated by AI
Versione italiana

3' min read

Translated by AI
Versione italiana

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.

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"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."

The title, part of the long saga of the Anno strategy games, moves for the first time into antiquity. The year 117 A.D. is the time when Rome reaches its maximum extension, but also the beginning of a long tension between centre and periphery. The player plays the role of a provincial governor and must administer resources, found cities, weave trade, and ensure stability. Unlike traditional games of conquest, the focus here is on peace-building - that 'Pax Romana' which more than a historical fact is a political idea, the promise of universal order that every empire, from Rome to Washington, has sooner or later evoked.

"Roman culture," the game designer reflects, "also bears striking similarities to the modern world, creating an interesting twist: an Empire from the distant past, yet in many ways familiar today. Their political system resembled aspects of modern democracy and their legal framework influenced many laws today. They built roads, aqueducts, public baths and amphitheatres, just as modern cities rely on highways, plumbing, public transport and stadiums'.

As Roman governors, it is up to the players to decide whether they want to remain faithful to their local identity or whether they want to impose Roman ambitions - a feature called 'Romanisation' in the game. This choice affects the visual appearance of the players' cities: unlike their Celtic neighbours, Romanised residents will adopt classical Roman architecture, such as arches and tiled roofs."

The strength of the game then lies in the implicit message. In times of new geopolitical tensions, Year 117 proposes a reflection on power as responsibility. Peace is not the natural state of empire, but an unstable balance to be maintained day by day. Wealth does not come from conquest, but from the ability to reconcile differences. It is a historical but also political lesson, which finds in video games - more than in speeches - a ground for experimentation.

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  • Luca Tremolada

    Luca TremoladaGiornalista

    Luogo: Milano via Monte Rosa 91

    Lingue parlate: Inglese, Francese

    Argomenti: Tecnologia, scienza, finanza, startup, dati

    Premi: Premio Gabriele Lanfredini sull’informazione; Premio giornalistico State Street, categoria "Innovation"; DStars 2019, categoria journalism

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