
The release of Anno 117: Pax Romana has triggered a massive divide in the strategy community, with a loud faction of players accusing Ubisoft Mainz of selling a "glorified map pack" at full AAA price. The forums are burning with comparisons to Anno 1800, claiming that underneath the marble columns and Roman togas beats the exact same industrial heart we have been playing for years. This episode investigates if these "Reskin" allegations are a legitimate consumer warning or just internet rage.
We strip back the visuals to look at the raw mechanics. It is undeniable that the UI layout, the trade route menus, and even the specific "click-feel" of placing warehouses have been lifted directly from the previous engine. We analyze the supply chain logic—does farming grain in Albion feel too much like farming grain in the Old World? We discuss whether this familiarity is a polished foundation or a lack of innovation that makes the Roman Empire feel bizarrely modern.
However, we also look at what is new. We dive deep into the "Governor" system and the narrative choices that allegedly set this title apart. Does the ability to "Romanize" or "preserve" local cultures in provinces like Albion offer enough strategic divergence to justify the ÂŁ70 price tag? We test if the removal of certain micromanagement layers actually improves the flow or if it just dumbs down the challenge for a mass audience.
Finally, we give a verdict on whether the dual-province start of Latium and Albion is a true evolution of the franchise or just a mirrored version of the Old World/New World dynamic. If you are on the fence about buying, or feeling the déjà vu while playing, this breakdown will tell you exactly where the "new" game ends and the "old" game begins.