Real-Time Strategy Games of the 2010s Codexery

Anno 2205

A futuristic city-builder with lunar colonies and streamlined gameplay.

Anno 2205

Anno 2205 is a city-building and economic simulation game with real-time strategy elements, developed by Blue Byte and published by Ubisoft. It is the sixth game in the Anno series, set in the future and allowing players to establish colonies on the Moon. The game was released worldwide on 3 November 2015 and received mixed reviews at launch.

Quick Facts

Title
Anno 2205
Developer
Blue Byte
Publisher
Ubisoft
Series
Anno
Platforms
Microsoft Windows
Released
3 November 2015
Genre
City-building, Real-Time Strategy
Modes
Single-player
Director
Dirk Riegert
Composer
Dynamedion

Facts from the source article.

Lore & Background

Anno 2205 continues the futuristic direction of Anno 2070, departing from the historical settings of earlier installments. Players assume the role of a corporate leader competing against other corporations to develop advanced technologies. The game begins with building metropolises on Earth, where population growth depends on constructing housing and satisfying citizen needs through goods production and infrastructure such as robot production facilities. Buildings can be relocated, upgraded with modules, and enhanced to improve efficiency. Satisfied citizens produce more goods, while unhappy citizens abandon their buildings.

As players progress, they conduct research in arctic regions to enable cost-effective rocket launches to the Moon. Lunar colonization involves building cities inside craters, managing asteroid shields, and constructing unique greenhouses for food production due to the Moon's lack of atmosphere. Arctic outposts require careful management of heating areas. The game introduces a session mode allowing simultaneous control of cities on Earth and the Moon, with trade routes connecting colonies to share resources. Cities are five times larger than in predecessors and support at least eight different sessions. Pollution and underwater gameplay from Anno 2070 were removed. Information is presented visually through icons rather than text, and the story structure allows players to choose whether to complete missions during free play.

Naval battles are optional and occur only in remote regions; owned sectors can be blockaded, requiring fleet intervention. Expanding computer players were removed. A post-release update (1.6) added the option for corporations to join the stock market, introducing shares, auctions, corporate espionage, and monopolization. The game lacks online multiplayer, as the developer wanted players to focus on their own cities.

Reader's Guide

Anno 2205 represents a notable shift in the Anno series toward a more streamlined, future-oriented experience. Its significance lies in expanding the franchise's scope to include simultaneous management of Earth, arctic, and lunar colonies via the session mode, a feature that increased strategic depth despite the removal of elements like pollution and underwater gameplay. The game's mixed reception stemmed from praise for its graphics and animations, but criticism for its over-simplistic gameplay compared to predecessors, lack of randomly generated maps, combat limited to side missions, and absence of multiplayer, which reduced replay value. The removal of expanding computer players and the optional nature of naval battles further simplified the experience. Post-release support included free expansions like Wildwater Bay and paid expansions Tundra, Orbit, and Frontiers, the latter added to the Season Pass after player criticism. The Big Five Pack update reintroduced disasters and added stock market mechanics, offering additional layers of corporate competition. Despite its mixed reviews, Anno 2205 demonstrated Blue Byte's willingness to innovate within the city-building genre, though its streamlined design divided long-time fans of the series.

Did You Know?

Genre Foundations and Design Philosophy

A city-building game places the player in the role of an overarching planner and leader, surveying a settlement from above and steering its long-term growth and management. Rather than commanding individual units in combat, the player makes strategic decisions about where structures go, how salaries are set, and which work priorities take precedence, after which the city organically develops in response. Titles in this space are broadly classified as construction and management simulations, a category that also encompasses well-known franchises like SimCity, Cities XXL, and Cities: Skylines. The Anno series, which ultimately produced the futuristic entry Anno 2205, belongs squarely within this tradition. What distinguishes the genre from, say, a real-time strategy title is the absence of a single enemy to defeat; instead, success is measured by the health, satisfaction, and economic balance of the population under the player's stewardship. This open-ended, systems-driven design philosophy is the common thread linking every entry in the genre, from the earliest text-based experiments to the most graphically ambitious modern releases.

A Long Lineage of Urban Simulation

The roots of the city-building genre stretch back to 1964, when Mabel Addis wrote The Sumerian Game, a text-based mainframe program modeled on the ancient Sumerian city of Lagash. That concept was later adapted into The Sumer Game in 1968, eventually becoming known as Hamurabi. The first true simulation entry, Utopia, appeared in 1982 for the Mattel Intellivision, though its primitive resolution meant each island offered only twenty-nine buildable slots for schools, factories, and other structures. The genre truly crystallized in 1989 with SimCity, developed by Will Wright beginning in 1985. Because it lacked the arcade action that dominated the 1980s market, publishers initially shied away until Broderbund agreed to distribute it. The gamble paid off: SimCity sold a million copies by late 1992 and went on to inspire an entire wave of open-ended software toys, including Wright's own The Sims, the best-selling computer game of all time. Real-world urban developers have also drawn on SimCity's systems-thinking approach, using its interactive models to prototype city-improvement projects before implementation.

The Anno Series' Signature Approach

The Anno series entered the city-building landscape in 1998 with Anno 1602, and from its very first entry it carved out a distinct identity. Where SimCity focused on a single continuous cityscape, Anno titles demand that players juggle networks spanning multiple islands, manage shipping lanes that connect them, and balance the escalating needs of distinct population classes. The series is known for an intense commerce simulation that rewards both micro-level resource management and macro-level logistical planning. Specialization pressures—expeditions, influence, diplomacy—add layers of strategic decision-making beyond simple construction. Graphics detail was a hallmark from the start, setting Anno apart visually as well as mechanically. Over the course of its evolution, the franchise broadened its temporal scope, moving from historical settings into industrial-age and ultimately futuristic environments, a trajectory that culminated in entries like Anno 2205. This blend of granular supply-chain management with sweeping inter-island strategy gave the series a gameplay texture that few other city-builders replicated, making it a recognizable pillar of the genre alongside SimCity, Caesar, and The Settlers.

Diversification and the Broader Ecosystem

The years surrounding Anno 1602's release saw the city-building genre explode into a wide variety of sub-styles. In 1992 and 1993, Impressions Games launched Caesar, which replaced radius-based service coverage with individual walker agents—market ladies, priests, barbers—who physically traveled streets to deliver services, shifting the focus to street topology and housing evolution. The Settlers, also 1993, turned medieval commerce into a visible production chain running from woodcutter to sawmill to finished building. Transport Tycoon (1994) narrowed the scope to bus, train, tram, and boat route planning, and its open-source successor OpenTTD kept that spirit alive. Stronghold (1993) blurred the line between city-building and real-time strategy by adding siege warfare to settlement management. By 2001, Tropico wrapped elections and coups in Caribbean satire, while Startopia moved the genre into space-station construction. SimCity 4 (2003) was later praised as a standard-setter. Against this rich and varied ecosystem, the Anno series' multi-island, commerce-driven identity stood out as a uniquely detailed and logistically demanding branch of the family tree.

Frequently Asked Questions

What is Anno 2205?

Anno 2205 is a city-building and economic simulation game with real-time strategy elements, serving as the sixth entry in the Anno franchise. Players manage resource chains and grow settlements across Earth, the Arctic, and the Moon in a far-future setting.

Who developed and published Anno 2205?

Blue Byte handled development while Ubisoft took on publishing duties. The title launched worldwide on 3 November 2015.

What makes Anno 2205 different from earlier Anno games?

It introduces lunar colony-building as a core mechanic, letting players expand their economy beyond Earth to the Moon. The game also splits its focus between a temperate Earth map and a frozen Arctic environment, each with distinct resource chains.

Does Anno 2205 include multiplayer modes?

No, the game is strictly single-player. It offers no online or local multiplayer, focusing entirely on the player's own colony management and economic progression.

How was Anno 2205 received at launch?

The game drew mixed reviews in November 2015, with some players praising its more streamlined economy while others felt it lacked the depth of earlier entries. Despite the divided reception, it remains a notable step in the Anno series' shift toward a more accessible design.

More in Real-Time Strategy Games of the 2010s 1-22

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →