I am new to Anno and very much enjoy Anno 117, and it has given me an idea for an Anno that would be set in the Komnenian Byzantine Empire, immediately after the Second Crusade, in 1150 AD.

What makes this year interesting for Anno is that the Second Crusade has just concluded and the empire is battered but experiencing a bit of a pax, but it is not fully healthy either. You already have dense cities, ports, roads, and long established trade routes. At the same time, decades of war, raids, and population movement have left large areas underdeveloped, damaged, or nearly empty. Some cities exist but function badly. Others are half ruined. Some regions are ready to grow but are held back by logistics or instability.

You are not only building from scratch, but also inheriting messy systems that need to be untangled and optimized. You are fixing things that technically work but clearly should work better.

Manuel Komnenos is at the height of his power. The state still functions, and is focused on expansion.

You would play as an imperial administrator tasked by Manuel I with stabilizing and rebuilding regions of the empire. You'd be implementing epoikismos, state led resettlement programs. You are ordered to repopulate empty areas, organize refugees, and restore strategic towns. Some regions start with existing settlements that still have bits of Roman infrastructure online. Roads, harbors, aqueduct routes, but they are damaged, inefficient, or poorly placed. Other regions are close to empty and let you build clean layouts from the ground up.

The map would be split into large regional zones rather than one uniform space. Western Anatolia, the central plateau, the Aegean, the Balkans, southern Italy, Armenia. Each region pushes you in a different direction. Western Anatolia is productive early on but crowded and constrained. The plateau gives you space and flexibility but worse fertility and longer supply lines. Southern Italy leans heavily into naval trade. Armenia is defensible and valuable but unforgiving if something goes wrong.

Constantinople sits above all of this as a permanent high-tier demand city. Later, you can expand it, but it never stops pulling in food, building materials, and luxury goods. It forces the rest of the map to work together. You are not trying to make one perfect city, you are trying to keep an entire system feeding the always-hungry capital.

Some settlements begin as ruins or weak towns with leftover infrastructure already placed. You might have road layouts or harbor slots that are clearly inherited rather than optimal. Investing resources restores them and makes them more useful. New settlements are the opposite. You choose everything from the start and can specialize them early.

Over time you end up with a mix of dense, awkward legacy cities that require optimization, and new towns that are more efficient but take more planning and work.

Population. You have farmers, artisans, merchants, clergy, military households, administrators. Each group consumes different goods and unlocks different buildings. Bread is the baseline. Olive oil and wine sit in the middle. Silk, dyes, luxury crafts, and books drive late game trade and prestige.

Population movement matters. Refugees can arrive suddenly after raids or unrest. If you can house and feed them, they become a huge boost to workforce. If you cannot, unrest and productivity problems follow. Growth helps, but unmanaged growth causes real problems.

Administration works more like capacity than influence. Each province has limits. Governors affect output, upkeep, and stability. As you expand production chains and population, administrative strain builds. If you push too hard, efficiency drops gradually across the region. It should feels slow, stubborn, and bureaucratic in a way that fits the theme.

Policies are long term trade offs. Tax relief speeds growth but hurts income. Religious tolerance stabilizes mixed regions but can cost prestige or trigger court resistance. You are constantly choosing between short term gains and long term stability.

External pressure never fully goes away. Turkic raids in Anatolia damage frontier production and push refugees west. Bulgarian unrest affects Balkan output. Pecheneg and Cuman incursions disrupt Danubian regions. Norman activity interferes with southern Italian trade. These are not game ending disasters, but ongoing stresses that force you to adapt.

Rarely, a Crusade goes through your area and becomes a logistical nightmare but also maybe allows you to unlock special buildings or helpful events (if well-managed).

Byzantium has some really beautiful buildings and aesthetics, and I think Anno is the perfect vehicle for a Byzantium city-builder.

  • It would need to be 1152 for a start.

    Mixed feelings, one I wanted to be the one to say it but two so glad it's the top comment

    Saaaaame. Way too late to the party lol

    I didnt even read the text, such infame things shouldnt be public!

  • I like how motivated you are

    Abviously it would never be a direct byzatium simulator, but I find it likely that the next Anno could be a medieval one. The only problem is that 1404 is already great and has the two great differences (orient vs occident) well thought out. You could, however, definitively have a session in frankia, one in constantinople, one in arabia, one in iberia, another in Scandinivia, etc

    Agree. Hanseatic trading league.

    Thanks! I think itd be different from 1404 in that it would be more historically focused and less general. For example, for orient in 1404, minarets are common, whereas Byzantium did not use Islamic architecture.

  • If you placed it 2 years later people would have felt it was more realistic

    I didnt know that! 1152 it is.

    In case you weren't aware, all Anno games thus far have added up to 9, so that's why they're saying 1152, hehe.

  • I am more in love with the hypothetical Anno 900. Think about it. Rome vanished and a dark age began. Europe is struggling to re-emerge again. Muslims conquered the Iberian peninsula. Vikings are pillaging, have established Danelaw while countless wars rage in Britain to establish a unified England.

    This is the hypothetical Anno War that was once planned. And they can make it with land masses and land trade routes. It would be amazing. It would provide a scenario where factions would be truly different and antagonistic.

    It would be cool to explore some of these periods from a non western centric perspective, as in play as the feudal era Japanese or Chinese empires, as part of the ottoman or Persian empire, etc.

    Yes thats one of the reasons I'd love a byzantine game. It is largely ignored in medieval imagination which are heavily dominated by western narratives.

    I don't think this would work as an Anno game. Compared to other city builders, Anno works for pretty dense settlements and if you look at medieval cities, they really aren't dense. It fits the era better to just make a different city builder - something like foundation or manor lords.

    In western and northern europe yes, but this is not the case in the Mediterranean where there were dense and wealthy urban cities throughout. And some of the Eastern Roman cities were very dense and well populated-- roman planning never really left. Not just Constantinople -- Adrianople, Thessaloniki, Nikaea, Trabizond were all major urban centers.

  • Not gonna happen cuz cross sum of Anno games is always 9

    they are open to surrender this logic by the way. So don't take this too seriously.

  • Thank you all for letting me know this should be 1152. I didnt know the 9-sum rule! 1152 works just as well.

  • So, more like 1152 to stay true to the Annos tradition.

  • I would REALLY love to see a post 2. WW setting. Anno Cold War. Thats my wet dream.

    Problem is we can't have an Anno in the 1900s, the numbers are greater than 10 and the series just wouldn't the same :P

    Well, they could technically call it "Anno '81" for example. But I don't think we will ever get an Anno like this. I personally just think that the Setting just does not fit for Anno.

    Yes, but I heard from some people close to the devs, that they are open about surrendering this number quirk. A really strong game theme is more important than a little tradition after all.

    Imagine how much juice they would never tap inside the 20th century if they stuck to it.

    Im juat teasing, im all for breaking the fun but meaningless tradition for a good setting.

    On a serious note though I still kinda doubt they'll touch the 1900s.

    soo, instead of aquaducts we are building walls then? :P

    yes, and instead of gods we decide between communism and capitalism ;)

    yeah.. dlc will be the DDR and supplying people with trabbis can take like a whole lifetime of playtime

    ultra late game mechanics ;)

  • Sounds a bit like 1404