3D gameIsland colony and economy-focused city builderOriginal by Ubisoft Blue Byte
The Anno series is built on the pleasure of turning a settlement of a few huts into an island-spanning trade empire. Every population tier demands new needs; farmers are happy with fish and clothing, while upper classes expect luxury goods from complex production chains. The right settlement layout, efficient chains and trade routes run by ships give players hours of satisfying optimisation.
A similar game rests on multi-step production chains, a population that climbs tiers according to its needs, buildings with an area of influence and a warehouse and logistics system. Island exploration, ships and trade routes, AI rivals and diplomacy form the second layer. Detailed, living city visuals, UI readability and late-game performance are the most labour-intensive areas of the project.

Why Anno works: the core loop

Systems you need to build a game like Anno
Production chains
Multi-step chains running from raw materials through intermediate goods to final products, whose ratios have to be worked out. Chain efficiency is the game's main puzzle.
Population tiers and needs
Basic and luxury needs for each tier; meeting them brings tax income and unlocks new buildings.
Area of influence and city planning
Buildings such as markets, churches and schools serving a set radius; the road network and settlement layout determine efficiency.
Island exploration and colonisation
Islands with different fertility, resources unique to each island and founding colonies in new regions.
Ships and trade routes
Routes that automatically carry goods between islands, merchant AIs and the threat of pirates. Visualising logistics is important.
Rivals, diplomacy and events
Trade, alliances or war with AI rivals; city events such as fires, plague and riots.
What goes into the first version, what comes later
First version (soft launch)
- 6–8 islands and 3 population tiers in one region
- 40–50 buildings and 10–12 production chains
- Area of influence, road network and warehouse logistics
- Shipbuilding and automated trade routes
- Sandbox mode and 2 AI rivals
Later updates
- A second region (new world) and inter-region trade
- A story campaign and scenario missions
- Naval combat and deeper diplomacy
- Co-op and competitive multiplayer, cosmetic packs
The hard parts of this genre
Economy balance
Production ratios, consumption rates and tier requirements of dozens of chains are interlinked. Spreadsheet-based simulation and in-game statistics tools are essential.
Late-game performance
Thousands of buildings, residents and ships are simulated at once. Separating simulation from rendering and smart LOD are required.
Teaching complexity
Introducing many chains and needs without overwhelming new players requires gradual unlocks and clear UI hints.
Team, timeline and budget
The estimate is based on the genre’s core systems, content volume, multiplayer and live-ops needs plus QA and project management: about 600 person-days for the full scope and 270 person-days for the first version. Cutting scope (fewer levels, one map, fewer characters) lowers the budget directly. Store accounts, servers, audio licences and user-acquisition budget are separate items. We send a fixed written price within 24 hours after the game design document.
Monetisation
Economy-focused city builders earn through premium sales and a season pass model. DLC that adds new regions, campaigns and mechanics, plus cosmetic ornament packs, provide long-term revenue from a loyal audience. Large free updates support these sales. Selling cosmetic content without breaking the core of the game builds trust.
Estimate your game budget and get a fixed quote
Let us scope it together and send a fixed written quote within 24 hours. NDA on request; you own the source code.
Calculated instantly from your choices, excl. VAT. A fixed written quote follows a free scoping call within 24 hours.
Choosing a game development company for a game like Anno
Most people searching “make a game like anno” are really looking for a reliable game development company. When comparing quotes, check four things:
- Can you play their released 3D games on your own phone?
- Are the source code, art files and store accounts transferred to you by contract?
- Do they build a playable prototype first and show a demo every two weeks?
- Are multiplayer servers, anti-cheat and scaling costs written into the quote?
Copyright and originality
Game mechanics on their own are generally not protected, but names, logos, characters, art, audio and level designs are. That is why we build a game “like Anno” with your own name, art and world. This is not legal advice; we recommend a trademark search before launch.
Frequently asked questions
How long does it take to make a game like Anno?
Production chains, population tiers and trade systems require a large amount of content and balancing work. Starting with a one-region, three-tier version and growing through expansions is the most realistic route.
Will there be copyright issues?
Production chain and population need mechanics are widespread in the city-building genre and generally free to use. The Anno name, UI design, characters and visual assets cannot be copied. This is not legal advice.
Can an Anno-style game be made for mobile?
It can, but the number of chains and the density of the UI must be simplified. Because mobile sessions are short, progression can be partly supported by timers.
What should I look for when choosing a studio to build a city builder?
Experience with economy simulation, large-scale rendering optimisation and UI design is critical. Ask them to show the tools they use for balancing.





