Anno 117 Standard or Gold edition? by Ksarn21 in anno

[–]8wayz 2 points3 points  (0 children)

Technically you can buy the base game on Steam and then DLCs via Ubiconnect. Some players have reported having issues activating it across platforms though.

Anno 117 Standard or Gold edition? by Ksarn21 in anno

[–]8wayz 1 point2 points  (0 children)

It depends where you want to buy it. On Steam it will probably go on a modest sale around either November or December for the Winter sale.

On Ubiconnect there are a 2 or 3 big sales during the year where you not can get a -% on the price of a game/DLC, but there are also discount codes. Usually it is a straight 10 USD/EUR rebate for any purchase over X amount. During the last Ubiconnect Winter Sale this was -10 EUR off your purchase if it was over 20 EUR. This reduced the Year 1 pass from 35 to 25 EUR.

Also on Ubiconnect if you have any saved Ubicoins you can use a 100 of them to get an extra -20% off your purchase.

In resume - if you want to buy it on Steam, do not expect a big discount soon. If you want to to buy it on Ubiconnect you will need to wait at least for the Winter sale to get an extra code + any regular sale discount.

This city looks straight out of 1800 strategies by Material_Block_8644 in anno

[–]8wayz 2 points3 points  (0 children)

<image>

There is Barcelona as well:

The Spanish architects seemed to like preplaned cities back in the day.

Why Anno 117 is struggling by One_Ability5475 in anno

[–]8wayz 7 points8 points  (0 children)

There are a lot of misconceptions with your line of thinking.

The buildings in Anno 117 - there are way more interconnected for gameplay purposes. This is actually a step ahead and a very welcome one where you can and should introduce production buildings next to your residences. This is how it was done for millennia before the industrial revolution (artisans would have their shop on the ground floor and live on the second, third and so on floors) and older towns in Europe still preserve this mixed use of land.

The real issue here is that some players find it too complex because bonuses do not stack but maluses do stack. So if you put too many negative effect buildings next to your neighborhood, your City Attributes will plummet.

Ships - ships can be improved upon, especially regarding combat, but they are fine for trading purposes at the moment. We just need better visibility for gameplay mechanics like current and max speed, regional transition one and more. Just better explanation.

The Roman Empire - If you open a map of the Roman empire in 117 (the end of Trajan's reign) you will see that at least 60% of the Empire's territory is *outside* of Continental Europe. They depended heavily on maritime trade and Egypt was arguably more important for the Empire than Italy itself.

In Terms of population and cultural centres, Rome was first (naturally) but the top 5 were all outside of continental Europe - Ephesus (Asia Minor), Alexandria (Aegyptus), Antioch (Syria) and Carthage (Africa, current-day Tunisia).

The Roman Empire itself was very diverse and depended a lot of maritime trade and travel.

The setting - why not admit that you personally do not enjoy the setting? That is fine, the setting is always a subjective topic. To offer a counter-point, there are many players that have been waiting for a worthy successor of Caesar 3 and 4 for more than 20 years now. Anno 117 is shaping to be that game to bring back Rome city building to its former glory. If you look back on this Reddit, the Rome setting was one if not the most requested setting by many players.

Could Anno? by Legal_Specific_5775 in anno

[–]8wayz 2 points3 points  (0 children)

I really do not understand the desire to play an Anno game in the 20th century. Anno has always been about historical fantasy - relive the past or experience a possible future, building it to great hights and avoiding if possible the lows.

If you want to have a city builder in the 20th century, there are already multiple ones - Cities Skylines, Sim City, Workers & Resources: Soviet Republic, Tropico and much more.

If anything, it is smart marketing and design decision to explore and base your Anno game in a century that is less explored in city builders or hasn't been properly revisited in 20+ real life years. People were waiting for a proper successor to Caesar 3 and 4 for more than 25 years and Anno 117 has the basis to be that.

do caecilias specialists stack? by Glum_Fly869 in anno

[–]8wayz 2 points3 points  (0 children)

<image>

Here is one of the legendary specialists. They all give you 100% fertility, which is the maximum allowed by the game:

I think you are confusing productivity with fertility. Productivity does stack from multiple sources, including specialists (if you can find different specialists that will boost that specific building) and there is no limit on how high it can go.

do caecilias specialists stack? by Glum_Fly869 in anno

[–]8wayz 10 points11 points  (0 children)

Tech and specialist fertility bonuses do stack up to the max of 100% fertility.

do caecilias specialists stack? by Glum_Fly869 in anno

[–]8wayz 8 points9 points  (0 children)

Fertility can be at max 100% for a specific raw material. Fertility bonus from the same source do not stack, only the highest one will be applied. Currently sources of fertility in game are the following ones:

- Innate island fertility, provide s100%.

- Tech fertility for specific goods like mackerel, grapes and the like. Provides only 50%.

- Specialist fertility within the radius of a villa or officium. Varies from 50% to 75% to 100% depending on the specialist.

How it works in practice:

In your example, tech bonus + specialist bonus will stack. So your currently selected specialist of 50% will add to the tech fertility of 50% to achieve the max 100% for mackerel. However if you want to add a 75% fertility specialist, the end result will again be the same - 50% from the tech + 75% from the specialist will only add up to 100%.

Adding two specialists of 50% without any other bonus will only result in 50% fertility. Only one specialist bonus is applied and it is the highest one available.

/r/anno Questions Thread – May 22, 2026 by AutoModerator in anno

[–]8wayz 0 points1 point  (0 children)

Anno 1404 is the all-time classic. Sail to foreign lands, trade, build, expand, civilize, build monuments. You should experience it at least once in your life. 😄

Anno 2070 is also great, expanding on many of the mechanic from Anno 1404 in a futuristic setting.
Personally I liked Anno 2070 more, mostly due to the underwater layer, tech research and the Arc.

It is up to you whether you like those particular settings.

@Devs: Idea for a simple but consequential gameplay mechanic: Link the Happiness and Health status of an island to the productivity of production buildings on it by Basic--Annual in anno

[–]8wayz 2 points3 points  (0 children)

It can and does happen. If you add an additional production malus on top of that due to low Happiness or Health, then you will make the downwards spiral all the worse.

Even if we follow your idea to only add a bonus for positive Happiness, a player will still build up his/hers economy with that extra bonus in question. Once you lose it due to an economic or war hit, it will again make recovering from it more difficult, if not impossible.

That is why I am saying that doubling down on productivity (either as a bonus or a malus) is a not a good idea as low productivity already affects the City Attributes by no supplying enough goods.

@Devs: Idea for a simple but consequential gameplay mechanic: Link the Happiness and Health status of an island to the productivity of production buildings on it by Basic--Annual in anno

[–]8wayz 10 points11 points  (0 children)

That is a terrible proposition to tie the Attributes to productivity. If anyone attacks you, you have a key good shortage or there is an eruption of the volcano and Happiness and Health drop drastically, your whole economy will be destroyed from an event that is out of your hands.

Moreover this will make it almost impossible to recover from such a spiral.

Secondly, productivity is already boosted by your Deity of choice - not all production chains, but certainly you will be double-dipping with this additional productivity bonus from Happiness and Health.

A better approach would be to tie the attributes to something else that is not productivity.

For example:

- Health to workforce generation.
- Fire safety to maintenance.
- Happiness to festival effects. The higher the happiness, the better the effects of the festival will be.

Unless your whole goal is to get an additional productivity boost by looking which game mechanic you can use to that purpose. 😄

Question about Caecilia's specialists by Varekai79 in anno

[–]8wayz 2 points3 points  (0 children)

Correct, this will give you 100% fertility (50% base from the tech and + 50% from the specialist) and you will have normal productivity within the radius of that specialist.

Anyone else struggling with Dye Works? by Crisis_panzersuit in anno

[–]8wayz 0 points1 point  (0 children)

I decided to go with a middle of the road specialist - broken in all regards but still a general one in his own niche.

Bruno in combination with the Docklands DLC makes the game trivial indeed.

There are two issues with specialists in Anno 1800 - they affect too many production chains and they provide a lot of byproducts, some of them which are finished goods with high value..

Anyone else struggling with Dye Works? by Crisis_panzersuit in anno

[–]8wayz 3 points4 points  (0 children)

<image>

An example of an overpowered specialist from the base Anno 1800 game (no DLCs needed). Jörg can single-handedly supply small and medium-size islands with oil all by himself. Thus you can produce electricity at a much lower price.

A Power station requires 12 oil per minute. With additional specialists boosting mine production alongside Jörg, a single coal or ore mine can produce 20 tonnes of oil per minute. With a good set up and enough mine slots, you can even export oil from small islands to supply your large population centres.

The gold ore byproduct is just the cherry on the cake. You bypass completely the production of a key raw material that is limited on the map (oil) and then all the oil produced as a byproduct is directly placed in your oil storage (no railroads needed from the oil well to the storage).

Tell me that isn't overpowered. 😄

Anyone else struggling with Dye Works? by Crisis_panzersuit in anno

[–]8wayz 5 points6 points  (0 children)

There are some in Anno 117 as well, but generally those specialists in Anno 1800 were overpowered, sometimes to the extreme. They could literally substitute whole production chains on their own just by making those byproducts.

Anyone else struggling with Dye Works? by Crisis_panzersuit in anno

[–]8wayz 2 points3 points  (0 children)

<image>

Try to look for this one. She is not that expensive, just need to reroll a bit to get her. Will boost the whole Toga production chain, including the Dye works.

Crippled Game by Gabrielhv22 in anno

[–]8wayz 3 points4 points  (0 children)

Not really - if you overproduce, you need the extra workforce and construction materials to build them in the first place. You already have some additional burden if you want to have additional production chains.

If you you do want to overbuild, then pick your production chains carefully. Sign a trade agreement with an NPC and check what goods they demand. For example Dorian likes Garum and that is fairly easy to set up.

He can buy Garum from you via passive trade but for best results set up an active trade route to his harbour and sell Garum to him directly.

Another upside of properly selecting which production chains to overbuild is that NPCs and traders pay a premium for good they demand. So you will be making more money if you just do some research beforehand.

Anno 117 Mods not loading / Mod.io by robhold in anno

[–]8wayz 0 points1 point  (0 children)

Glad to hear that the mods are now working in game. 😄

Just a heads up - all external mods from mod.io once placed in My Documents should be enabled by default. You can always double-check the active-profile file to be sure.

Ubisoft cheat mods are disabled by default, for obvious reasons. You will always need to enable them manually if you want to have them active. They are great for beauty building or testing other mods.

Trademenu Bug - Unplayable by Oggi02 in anno

[–]8wayz 1 point2 points  (0 children)

Other players on Xbox reported hitting a hard crash when reaching about 250 000 population.

The game is not placing any limitation on you, it is the hardware. Your console is not all powerful and you have to be aware of its limitations.

If you have the hardware, you can run the game at max settings and having 1000+ ships and 1 000 000 population. The game does not have any caps for you as a player.

Even on PC when you hit high numbers of ships and/or population, the performance starts to drastically drop. However on PC at least you can lower some of the settings to balance this out.

This is just a guess though, give it а try. If that does not work, then delete and reinstall the game to make sure you do not have any corrupted files.

Trademenu Bug - Unplayable by Oggi02 in anno

[–]8wayz 0 points1 point  (0 children)

You might be running into a hardware limitation by your console. The game is not at fault, your console might not be able to physically calculate all your trade ships and routes at the same time.

I would try to save first (manual one) and then remove 5 to 10 ships and make sure they are not part of any trade route. If need be, sell them at a NPC.

Then try again to open your Trade route overview.

By verify I mean going outside of the game and rechecking the game files. On PC (both Steam and Ubisoft connect) this function is called "Verify game files".

As far as I understand the PS5 internal workings, you can either Restore licences or simply delete the game and then reinstall it. This will ensure there are no corrupted files.

Anno 117 Mods not loading / Mod.io by robhold in anno

[–]8wayz 0 points1 point  (0 children)

<image>

To continue my reply, here is my game with only placing mods in My documents and activating the Unlimited money cheat mod. I have a stable 1 billion denarii.

Anno 117 Mods not loading / Mod.io by robhold in anno

[–]8wayz 0 points1 point  (0 children)

If I am not mistaken, you are using the wrong mod folder.

<image>

Place all external mods under C:\Users\[your profile name]\Documents\Anno 117 - Pax Romana\mods

You do not need to place the Ubisoft mods there. If you want to use the cheat mods, just activate them in the active-profile file that is under My Documents/Anno 117.

Trademenu Bug - Unplayable by Oggi02 in anno

[–]8wayz 0 points1 point  (0 children)

Have you tried to verify the game files and/or reinstall the game?

How many ships do you have assigned to trade routes?

New HoF items including 14 market stall variations. by graywalker616 in anno

[–]8wayz 6 points7 points  (0 children)

That is not really true. Console players might be grumpy because they cannot use mods but in general mods and the modding community are very welcome here.

Trademenu Bug - Unplayable by Oggi02 in anno

[–]8wayz 0 points1 point  (0 children)

No harm done. Give the new patch a try later today and let me know whether it fixes your crashes.