# Anno for CPC!

**URL:** <https://forum.cpcwiki.eu/t/anno-for-cpc/225>\
**Category:** Games!\
**Tags:** asm, conversion\
**Created:** [September 2, 2026, 12:47pm UTC](https://forum.cpcwiki.eu/t/anno-for-cpc/225 "2026-09-02T12:47:51Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![SRS](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/srs/32/258_2.png) [@SRS](https://forum.cpcwiki.eu/u/SRS)\
**Post date:** [September 2, 2026, 12:47pm UTC](https://forum.cpcwiki.eu/t/anno-for-cpc/225/1 "2026-09-02T12:47:51Z")

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# **ANNO CPC v1.26**

_Original game concept: Jonathan Cauldwell (ZX Spectrum, 2004)._

Build. Explore. Conquer. A Civilization-Style Strategy Game for the Amstrad CPC 464

**4000 BC. One settler. An unexplored world.**  
Found your first city, discover valuable resources, research new technologies and build an empire powerful enough to survive four rival civilisations.

Every map is procedurally generated, so every game begins with a new strategic challenge. Will you expand quickly, invest in your cities, dominate the seas — or build an army and conquer your neighbours?

**ANNO CPC** brings classic 4X strategy to the Amstrad CPC 464, with a large scrolling world, city management, technology research, military units and AI opponents — **all running on a standard 64KB CPC.**

👑 THE PURIST EXPERIENCE: JUST THE GAME!

- **No Title Screen:** The game boots instantly within seconds. No flashing logos, no waiting. You are directly on the map.
- **No Music, No Sound Effects:** Designed for pure concentration. No annoying beeps or repetitive loops. Perfect for long, deep strategy sessions while listening to your own vinyl, favorite music, or podcasts in the background.
- **100% Core Mechanics:** 100% of the four-month development went into the AI, procedural world generation, and deep 4X strategy.

🕹 KEY FEATURES

- **Procedurally generated 96x96 tile worlds:** Choose between Islands, Continents and Pangaea maps.
- **Deep 4X Gameplay:** Explore, settle, develop and conquer.
- **Units & Combat:** 7 unit types, from Settlers to Swordsmen and Hoplites.
- **Urban Development:** 8 city buildings for growth, production, defence and income.
- **Technological Progress:** Three research paths (Infrastructure, Military and Culture).
- **Smart Opponents:** 4 AI civilisations with different strategies.
- **Technical Marvel (lol):** 16-colour Mode 0 graphics, tile-based scrolling map, and minimap overview

# More info and download here: [ANNO 1.26 CPC by SRS](https://srs-cpc.itch.io/anno4kbc)

 ![gu3FWv](https://forum.cpcwiki.eu/uploads/default/original/1X/561c0fda668c6d1fb4aae0c96847b2efd5c9ab02.png)

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<div class="post-metadata">

**Author:** ![Gryzor](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/gryzor/32/7_2.png) [@Gryzor](https://forum.cpcwiki.eu/u/Gryzor)\
**Post date:** [September 2, 2026, 1:36pm UTC](https://forum.cpcwiki.eu/t/anno-for-cpc/225/2 "2026-09-02T13:36:06Z")

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Damn I need some time to play this!

One question - why mode 0 and not 1? I would think with some clever dithering it’d be better suited?

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**Author:** ![SRS](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/srs/32/258_2.png) [@SRS](https://forum.cpcwiki.eu/u/SRS)\
**Post date:** [September 2, 2026, 7:00pm UTC](https://forum.cpcwiki.eu/t/anno-for-cpc/225/3 "2026-09-02T19:00:05Z")

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As a matter of fact I first did a more direct conversion - Mode 1 is nearer to Spectrum but - the original works quite good using the spectrums color attributes to draw a quite good difference look for five players units and buildings. On the CPC, using symbols only and just three colours wasn’t much fun. Even with dithering of tiles and sprites instead of symbols it gave not much better results for the playing experience.

Yes, the Mode 0 sprites and tiles are not as detailed due to resolution, but the way it works saves a lot of graphic ram (each unit/building is one sprite and coloured on-the-fly for each player) and RAM is a concern with map, city data, unit lists and so on. It also helps with recognizing own and enemy property easy and feels more playable this way.

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**Author:** ![RETO\_AMSTRAD](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/reto_amstrad/32/61_2.png) [@RETO\_AMSTRAD](https://forum.cpcwiki.eu/u/RETO_AMSTRAD)\
**Post date:** [September 5, 2026, 11:08pm UTC](https://forum.cpcwiki.eu/t/anno-for-cpc/225/4 "2026-09-05T23:08:50Z")

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I loved the game. Can the warriors be healed?

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<div class="post-metadata">

**Author:** ![SRS](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/srs/32/258_2.png) [@SRS](https://forum.cpcwiki.eu/u/SRS)\
**Post date:** [September 12, 2026, 7:05pm UTC](https://forum.cpcwiki.eu/t/anno-for-cpc/225/5 "2026-09-12T19:05:26Z")

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Happy you like it! The warriors can’t be healed in this game — it’s meant to be a tough, old‑school challenge and as near to the spectrum original as possible.

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**Author:** ![SRS](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/srs/32/258_2.png) [@SRS](https://forum.cpcwiki.eu/u/SRS)\
**Post date:** [September 13, 2026, 4:44pm UTC](https://forum.cpcwiki.eu/t/anno-for-cpc/225/6 "2026-09-13T16:44:18Z")

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Update available: [https://srs-cpc.itch.io/anno4kbc/devlog/1662665/minor-update-to-127](https://srs-cpc.itch.io/anno4kbc/devlog/1662665/minor-update-to-127)

Fixes:

- Infoscreen on Suspended Settler Production (Text, Mode-Change)

- Lost check for Technology enabled before building a mine

Improvement:

More balanced gameplay: now human player needs SMITHYS to build advanced troops (Swordsman, Hoplite), like AI already had to

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<div class="post-metadata">

**Author:** ![SRS](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/srs/32/258_2.png) [@SRS](https://forum.cpcwiki.eu/u/SRS)\
**Post date:** [October 13, 2026, 5:51pm UTC](https://forum.cpcwiki.eu/t/anno-for-cpc/225/7 "2026-10-13T17:51:21Z")

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Update 1.32

Fixes:

- Infoscreen on Suspended Settler Production: Mode-0 back-switch

in the suspend dialog path fixed (text display)

- Player: Lost check for Technology enabled before building a mine added

- Player: Mine could be built without the required science researched, fixed

- AI: City-name pointer now resets correctly past 100 cities (no more garbled names)

- AI stuck on settler fixed: the decision masks were inverted

(militarists built ~94% settlers); now weighted correctly

Improvements:

- More balanced gameplay: the human player now needs SMITHYS to build advanced troops (Swordsman, Hoplite), like the AI already had to

- More city names for the AI

- Max units and max cities per player with overflow protection

- Dynamic shared budget: units (255) and cities (128) are split across the living civilisations; the player gets the rounding remainder, and

units of eliminated AI civs are cleaned up

- City screen now shows “Cities X/Y Units A/B” (slots used vs. limit)

- Civilisations count as alive from the start and are only eliminated on losing their last city (fixes the starting budget)

- AI build strategy by mentality: balanced civs build walls after mill/kiln,

expansionists build harbours on coastal cities, militarists stay purely military

- New help screen on key ‘h’ - lists all keys (map + unit)

- Science screen now shows the accumulated research points per category (Infrastructure, Military, Culture)

- Internal code optimisation (peephole) for tighter, faster code
