“If a man were called to fix the period in the history of the world, during which the condition of the human race was most happy and prosperous, he would, without hesitation, name that which elapsed from the death of Domitian to the accession of Commodus.”
― Edward Gibbon, The History of the Decline and Fall of the Roman Empire
“They make a desert and call it peace.”
—Tacitus, Roman Historian, quoting the Scottish chieftain Calgacus.
As announced with the reveal of Anno 117: Pax Romana just a few weeks ago, we’ll be taking you on a journey through the development of our game over the months until release.
Today, we’ve asked our Senior Game Writer, Matt Cook, to lead us through the world of Anno 117 and how we create Anno worlds inspired by ancient history.
Pax Romana
117 AD. A time of peace… mostly.
The Roman bubble has expanded to bursting, swallowing territory from the Atlantic coast to the fertile crescent in the east. Rome has absorbed countless societies and cultures through conquest, that it is now obliged to call part of Rome, whether or not it is able to govern them.
Gone are the days of powerful voices in the Senate on such matters—ambitious officials gather instead around the Emperor’s throne; a seat easy to fall into, easier still to fall out of. Under the Pax Romana, these Emperors look to consolidate and build. Great projects are now no longer just for the city of Rome. In distant provinces, new cities (neapoles) are springing up to gather local taxes, feats of engineering are undertaken— walls, bridges, aqueducts. This is a global roman template, urban and geometric, to be unboxed wherever Rome is sovereign.
Ambitions for the provinces such as these, fuel decadent fashions back home. Like blood around the body, the heart of the empire controls the flow of goods, luxuries, technology. Its people have demands that must be met!
But some of these fringe provinces, Albion chief among them, are like the wild west. Governed by displaced indigenes, washed-up soldiers, outlaws, and you the player, the freedoms on offer here, don’t yet outnumber the dangers.
To the Romans, Albion is a land of both poverty and opportunity— underdeveloped, but strong in horses, metals and metalworking expertise. As a Roman Governor, you preside over a wilderness, and a people whose culture long pre-dates your own—how will you rule? How open will you be to their ways?
Inspiration vs. Authenticity
The broad outline described above shouldn’t be too contentious to historians, but how much do we stick to history in the actual game? In short, the answer is: we need to cherry-pick and take liberties with the history to keep the game FUN.
Anno is a world of islands. It has no real-world place names, no real-world people, no strict measure, even, of the passing of time. This immediately paints a picture of a parallel universe that does not necessarily have to follow the rules of our own world – while still feeling real!
Roman buildings you’ll see in game are both meticulously researched by the artists, but also products of artistic liberty and design requirements. As for Celtic buildings, sometimes an artist’s guess may anyway be as good as a historian’s. We must always remind ourselves that we are dealing with a period of history about which evidence is often limited.
Still, we designers are committed to sound research, and keen to incorporate as much detail, large and small, that we think creates a true (and fun!) impression of the time period. From beliefs to technological exchanges, we aim to show how Rome’s provinces began to invert the identity of Rome itself.
Naturally we invest in creating plausible historical characters too. We decided, for instance, that we want female characters to play a greater role in our parallel version of history than they did back in Roman times (Everything in the history points to a deeply patriarchal society in which women had very little power or freedom). Nevertheless, we strive to make them appear in roles that have some credibility, though in at least one case we break the rules entirely, simply because we like the idea of doing so. This is the trump card in Anno, reserved for the moments a better version of the game needs us to let go of realism.
The Provinces
Latium
With its serene breezes, azure coves, fields of wheat and lavender, Latium is a forgotten treasure of a province, close to the heart of the empire. Years ago, a volcanic eruption devastated local cities, driving people away from the province, allowing nature to take over.
Now, in the time of the Pax Romana, many officials, including the Emperor, question why such a gem should remain deserted for old superstitions. In their view it is time for renewal: for new cities to spring up where nature ran riot, for the curse of history to be buried once and for all. Surely, with its beaches, villas and marinas, this place will make the perfect retreat for the wealthy of Rome, and be the perfect opportunity for an upcoming Governor to make a name for themselves.
Superficially, it’s paradise, the epitome of Roman Italy— tranquil, restful, a place of luxury and for pleasure-seekers looking to swim with the dolphins. Still, the brighter the summer, the thicker the shade: mysterious forces operate below the surface here, that may at first go unnoticed.
Albion
Roman invaders first encountered the white cliffs of Albion generations ago. Several times they attempted to master the marsh-ridden land and its warlike people, never entirely managing to do so.
When they want to prove themselves, Emperors always look to Albion for triumph and trophies because expeditions to Albion are like mythic quests to Romans. To them, the Celts appear as far removed from civilisation as anything in the imagination.
Still, on paper, they call Albion a Roman province, and exports of strange culinary delicacies plucked with grimy hands from its muddy mires are becoming ever more popular back home—call it a taste of the exotic.
Celts just do everything differently, and while the Romans consider some of them beastly barbarians, they are at the same time fascinated by their craft and ideas, and have no compunctions taking what they need from them, if it works.
As for the Celts, those who come to your cities in Albion in search of shelter may no longer have a tribe or a place to call home. For although the Romans have brought destruction to their door, they also offer peace (a very rare thing in those days), education, warm baths and best of all…wine!
We hope this article also sets your imagination loose and we’re curious: What was your first thought on seeing the announcement of Anno 117: Pax Romana? Which event, theme or even personality was your first association for the Roman Empire and its provinces? We’re looking forward to your comments!
Der Beitrag DevBlog: The Anno world and authenticity erschien zuerst auf Anno Union.