Anno 2070

Anno 2070

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Anno in-depth: Vehicles
By Glyphis
Everything you need to know about vehicles: costs, capabilities, firepower, etc.

The following vehicles will be discussed:

Section 1: Ships
- Paragraph 1: Warships
- Paragraph 2: Trade ships

Section 2: Submarines
- Paragraph 1: War subs
- Paragraph 2: Trade subs

Section 3: Aircraft

Besides these induvidual sections, I have also created some comparison tables. These will help you choose the best vehicle for any specific job.
   
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1. Ships
The first category vehicles is the category Ships. Ships can be devided into two types: Warships and Trade ships. Warship are primairly used for combat, though some could also be used for transporting goods. Trade ships on the other hand can only be used to transport goods.

1.1. Warships
Warships, as in the name, are primairly used in combat situations. Keep in mind that there are three types of combat: surface (land and water), underwater and air. Each warship has its advantages and disadvantages for each of these types of combat: some ships like the Colussus have a big advantage on surface warfare, but they can't fire at submerged units or aircraft.
1.1.1. Command ship
Name
Command ship
Unit type
Ship
Category
Warship
Building costs
  • 2500 credits
  • 12 ton building modules
  • 10 ton weapons
Maintenance costs
  • -30 balance
  • 5 fleet spaces
Hitpoints
350
Cargo slots
3 x 40 ton
Items slots
1
Attack power
(surface/underwater/air)
20/-/20
Special abilities
None
Build time
60 seconds
Unlock
360 Eco or Tycoon Employees
Build/Obtain
  • Tycoon Shipyard
  • Eco Shipyard
  • Ark*
Notes
  • (*)First ship in the game. When being destroyed, you can buy a new one in your ark for 3500 credits.
  • Although primairly used as a warship, the Command ship could also be used a trade ship due to its total loading capacity of 120 ton.
  • Upgrades like extra loading capacity, more fire power or faster movement can be reseached in your Academy.
1.1.2. Viper
Name
Viper
Unit type
Ship
Category
Warship
Building costs
  • 3000 credits
  • 20 ton building modules
  • 20 ton iron
  • 15 ton weapons
Maintenance costs
  • -60 balance
  • 7 fleet spaces
Hitpoints
500
Cargo slots
2 x 40 ton
Items slots
1
Attack power
(surface/underwater/air)
14/42/-
Special abilities
AX-C 5 Battle drone*
Build time
80 seconds
Unlock
1 Eco or Tycoon Engineer
Build/Obtain
  • Tycoon Shipyard
  • Eco Shipyard
Notes
  • (*)The Battle drone automatically attacks enemies who are within range with an attack power of 25/-/-. It can be deployed for 10 minutes and has a cooldown period of 12 minutes.
  • The Viper is extremely effective against submarines.
  • Upgrades like extra loading capacity, more fire power or faster movement can be reseached in your Academy.
[/tr][/table]
1.1.3. Hovercraft
Name
Hovercraft
Unit type
Ship/Hovercraft
Category
Warship
Building costs
  • 3500 credits
  • 10 ton building modules
  • 15 ton glass
  • 10 ton weapons
Maintenance costs
  • -50 balance
  • 8 fleet spaces
Hitpoints
350
Cargo slots
1 x 20 ton
Items slots
2
Attack power
(surface/underwater/air)
25/-/40
Special abilities
None
Build time
90 seconds
Unlock
1 Eco Engineer
Build/Obtain
Eco Shipyard
Notes
  • The Hovercraft is not able to go on land, as it is in real life.
  • The Hovercraft is extremely effective against aircraft.
  • The Hovercraft is one of the fastest vehicles in the game.
  • Upgrades like extra loading capacity, more fire power or faster movement can be reseached in your Academy.
[/tr][/table]
1.1.4. Colussus
Name
Colussus
Unit type
Ship
Category
Warship
Building costs
  • 5500 credits
  • 20 ton building modules
  • 30 ton steel
  • 15 ton heavy weapons
Maintenance costs
  • -80 balance
  • 10 fleet spaces
Hitpoints
800
Cargo slots
1 x 40 ton
Items slots
2
Attack power
(surface/underwater/air)
60/-/-
Special abilities
Depth charges*
Build time
150 seconds
Unlock
1 Tycoon Engineer
Build/Obtain
Tycoon Shipyard
Notes
  • (*)Depth charges can be deployed to combat submarines.
  • The Colussus is extremely effective against surface treats like ships or buildings, but it very vulnerable against submarines and especially aircraft.
  • Upgrades like extra loading capacity, more fire power or faster movement can be reseached in your Academy.
[/tr][/table]
1.1.5. Raider
Name
Raider
Unit type
Ship
Category
Warship
Building costs
  • 2000 credits
  • 30 ton building modules
  • 15 ton weapons
Maintenance costs
  • -25 balance
  • 4 fleet spaces
Hitpoints
300
Cargo slots
2 x 40 ton
Items slots
2
Attack power
(surface/underwater/air)
15/15/15
Special abilities
None
Build time
90 seconds
Unlock
Succesfully defeat Hector's base. After that, Hector's plans will be dropped the ocean. When these plans are transported to your ark, you will be able to build the Raider in your Shipyard.
Build/Obtain
  • Tycoon Shipyard
  • Eco Shipyard
Notes
  • The Raider is a fast and agile ship which is almost as fast as an T38 Ocean glider.
  • Due to its speed, low maintenance costs and average cargo holds, the Raider could also be used as a cheap alternative for a trade ship.
  • The Raider can attack any type of vehicle, but only with little firepower. Sending them out in groups is recommended.
[/tr][/table]
1.1.6. Shark
Name
Shark
Unit type
Ship
Category
Warship
Building costs
  • 3000 credits
  • 25 ton building modules
  • 20 ton weapons
Maintenance costs
  • -25 balance
  • 4 fleet spaces
Hitpoints
350
Cargo slots
2 x 40 ton
Items slots
3
Attack power
(surface/underwater/air)
21/21/21
Special abilities
None
Build time
105 seconds
Unlock
Can only be unlocked for construction by defeating Keto's flagship and then recovering the technology from the wreckage. When you have found this technology, return it to your own ark in order to be able to build the Shark in your Shipyard.
Build/Obtain
  • Tycoon Shipyard
  • Eco Shipyard
Notes
  • Probably the best all-round ship in the game: low maintenance costs, decent firepower, capable to fire at any vehicle and a fair amount of cargo space.
  • Due to the three items slots, the Shark can carry up to three upgrades.
[/tr][/table]
1.1.7. Atlas
Name
Atlas
Unit type
Ship
Category
Warship/Aircraft carrier
Building costs
  • 5500 credits
  • 50 ton building modules
  • 50 ton carbon
Maintenance costs
  • -120 balance
  • 15 fleet spaces
Hitpoints
1000
Cargo slots
1 x 80 ton*
Items slots
0
Attack power
(surface/underwater/air)
-/-/-**
Special abilities
Aircraft maintenance***
Build time
180 seconds
Unlock
1 Genius (Deep Ocean DLC is required)
Build/Obtain
  • Tycoon Shipyard
  • Eco Shipyard
Notes
  • (*)The cargo slot should be filled with kerosine: all aircraft that will land on the ship will automatically be refueled if there is kerosine in the cargo slot.
  • (**)The boat itself cannot defend itself due to its lag of firepower. Therefore this ship should always be acompanied by other warships.
  • (***)The Atlas is capable of repairing and refueling either 2 Choppers or 1 Hawk. Besides repairing aircraft, the Atlas can also repair other vehicles when these are within range: it's like a mobile Repair dock.
  • Upgrades like extra loading capacity, more fire power or faster movement can be reseached in your Academy.
[/tr][/table]
1.2. Trade ships
Trade ships can only be used for transporting goods. Trade ships can be used to transport various goods and other items across the map. Keep in mind to choose the right ship for each task. For instance: when you have a simple trading route with just one specific good, you are not going to use a huge Container ship to transport that good: a simple Freight ship is more than enough.
1.2.1. Freight ship
Name
Freight ship
Unit type
Ship
Category
Trade ship
Building costs
  • 1500 credits
  • 12 ton building modules
Maintenance costs
  • -20 balance
  • 3 fleet spaces
Hitpoints
300
Cargo slots
3 x 40 ton
Items slots
1
Special abilities
None
Build time
80 seconds
Unlock
360 Eco or Tycoon employees
Build/Obtain
  • Tycoon Shipyard
  • Eco Shipyard
Notes
  • Simple and cheap trade ship, mainly used early in the game or on trading routes with low quantities of goods.
  • Upgrades like extra loading capacity, more fire power or faster movement can be reseached in your Academy.
[/tr][/table]
1.2.2. Cargo liner
Name
Cargo liner
Unit type
Ship
Category
Trade ship
Building costs
  • 2000 credits
  • 14 ton building modules
  • 20 ton wood
Maintenance costs
  • -25 balance
  • 4 fleet spaces
Hitpoints
400
Cargo slots
4 x 50 ton
Items slots
1
Special abilities
None
Build time
90 seconds
Unlock
1 Eco engineer
Build/Obtain
Eco Shipyard
Notes
  • Largest Eco trade ship, capable of transporting 200 ton of cargo (default, can be upgraded).
  • When empty or lightly loaded, the Cargo liner is by far the fastest trade ship in the game.
  • Upgrades like extra loading capacity, more fire power or faster movement can be reseached in your Academy.
[/tr][/table]
1.2.3. Container ship
Name
Container ship
Unit type
Ship
Category
Trade ship
Building costs
  • 2500 credits
  • 16 ton building modules
  • 16 ton steel
Maintenance costs
  • -30 balance
  • 5 fleet spaces
Hitpoints
900
Cargo slots
6 x 60 ton
Items slots
2
Special abilities
None
Build time
120 seconds
Unlock
1 Tycoon engineer
Build/Obtain
Tycoon Shipyard
Notes
  • Largest Tycoon trade ship, capable of transporting a massive 360 ton of cargo (default, can be upgraded).
  • My personal favorite: I use these ship in combination with the 'Container ship haulage diversification'-upgrade, adding 50% more capacity and 35% more speed, giving it a monsterous loading capacity of 540(!) ton of goods. Besides the huge cargo holds, it can also transport those goods (fully loaded) almost as fast as as a Viper warship.
  • Upgrades like extra loading capacity or faster movement can be reseached in your Academy.
[/tr][/table]
1.2.4. Oil tanker
Name
Oil tanker
Unit type
Ship
Category
Trade ship
Building costs
N/A
Maintenance costs
  • -90 balance
  • 1 fleet space
Hitpoints
1000
Cargo slots
8 x 60 ton (two cargo slots are invisible)
Items slots
0
Special abilities
None
Build time
N/A
Unlock
N/A
Build/Obtain
  • Bought from Hector for 60000 credits.
  • Hijack it yourself from Sokov's fleet.
Notes
  • Largest trade ship in the game, capable of transporting a total of 480 ton of cargo.
  • Takes only one fleet space, but is pretty expensive to keep running.
  • When you decide to hijack one from Sokov, keep in mind that these ships mainly sail in a large convoi, supported by Deep sea hunters, Choppers, Vipers and Command ships.
  • When the Oil tanker is destroyed, it will leak out oil. When this reaches a coast, the ecobalance on this island is effected by -500. This ability can also be used in warfare: just send an Oil tanker to an enemy island, let them destroy it and see their ecobalance drop, making them more vulnerable for natural disasters like tornadoes.
[/tr][/table]
2. Submarines
The second category vehicles is the category Submarines. Submarines can either float on the water surface, where they will react like a normal ships, but their main feature obviously is the underwater feature.

2.1. War subs
There are only two submarines in the game which are designed for combat: the Deep sea hunter and the Orca or Erebos. Only the Deep sea hunter has the capabilities to attack other vehicles. The Orca or Erebos can only launch nuclear missiles at enemy buildings.
2.1.1. Deep sea hunter
Name
Deep sea hunter
Unit type
Submarine
Category
War sub
Building costs
  • 6000 credits
  • 12 ton building modules
  • 35 ton carbon
  • 15 ton high-tech weapons
Maintenance costs
  • -80 balance
  • 8 fleet spaces
Hitpoints
350
Cargo slots
1 x 40 ton
Items slots
2
Attack power
(surface/underwater/air)
40/40/-
Special abilities
Dive
Build time
120 seconds
Unlock
50 Lab assistants
Build/Obtain
  • Submarine base
  • Bought from Hiro Ebashi (NPC)
Notes
  • Powerfull units against both ships and other submarines.
  • Pretty expensive to build, and it has relatively low hitpoints.
  • Upgrades like more fire power or faster movement can be reseached in your Academy.
2.1.2. Orca/Erebos
Name
Orca/Erebos
Unit type
Submarine
Category
War sub
Building costs
  • 10000 credits
  • 80 ton carbon
  • 15 ton high-tech weapons
Maintenance costs
  • -150 balance
  • 20 fleet spaces
Hitpoints
800
Cargo slots
1 x 40 ton
Items slots
1
Attack power
(surface/underwater/air)
-/-/-
Special abilities
  • Dive
  • Medium-range missile*
Build time
480 seconds
Unlock
Unknown
Build/Obtain
Submarine base
Notes
  • (*)The Medium-range missile is the main feature of this submarine: it launches a missile similar to the one launched from a Tycoon's missile launch pad. It costs 20000 credits to launch a missile and it has a 1 minute charge-up time. After the missile has been launched, there is a cooldown period of 45 minutes.
  • The Orca/Erebos can defend itself against other vehicles, but only with its missile. Therefore this submarine should always be accompanied by other warships/Deep sea hunters/aircraft.
  • The Orca and the Erebos are basicly the same vehicles, apart from their name and appearance.
2.2. Trade subs
There are two submarines designed for transporting goods: The T38 Ocean glider (also called Trimaran) and the Sisyphus.
2.2.1. T38 Ocean glider
Name
T38 Ocean glider (also referred to as Trimaran)
Unit type
Submarine
Category
Trade sub
Building costs
  • 4000 credits
  • 10 ton building modules
  • 30 ton carbon
Maintenance costs
  • -45 balance
  • 5 fleet spaces
Hitpoints
400
Cargo slots
4 x 40 ton
Items slots
2
Special abilities
  • Dive
  • EMP*
Build time
105 seconds
Unlock
50 Lab assistants
Build/Obtain
  • Submarine base
  • Bought from Hiro Ebashi
  • Ark**
Notes
  • (*)The EMP special ability temporarly disables other vehicles in its range. This ability works both on the water surface as submerged.
  • (**)After purchasing the rights to build Tech buildings, you can also buy a T38 Ocean glider from your Ark: this will cost you 5000 credits.
  • The second fastest unit in the game, just a little bit slower than the Hovercraft.
  • The only Submarine that is capable of colonizing underwater plateaus.
  • Upgrades like extra loading capacity or faster movement can be reseached in your Academy.
[/tr][/table]
2.2.2. Sisyphus
Name
Sisyphus
Unit type
Submarine
Category
Trade sub
Building costs
  • 3500 credits
  • 20 ton building modules
  • 25 ton carbon
Maintenance costs
  • -60 balance
  • 5 fleet spaces
Hitpoints
800
Cargo slots
6 x 60 ton
Items slots
0
Special abilities
  • Dive
  • Silent running*
Build time
120 seconds
Unlock
1 Genius (Deep Ocean DLC is required)
Build/Obtain
Submarine base
Notes
  • (*)The Silent running special ability makes the Sisyphus invisible when submerged for enemies (passive ability: used whenever submerged).
  • In essence the Sisyphus is just a Containter ship, but that one lags the ability to dive.
  • Upgrades like extra loading capacity or faster movement can be reseached in your Academy.
[/tr][/table]
3. Aircraft
The third and last vehicles category is the category Aircraft. There are only three types of aircraft available in the game: the Chopper, the Hawk and the Firebird. All three can only be used for warfare purposes: none can be used to transport goods.
Aircraft are unlocked when reaching 100 Lab assistants (Tech faction). Keep in mind that aircraft need a dedicated space on an airfield to idle. While being stationed at an airfield, your aircraft will automatically be repaired and refueled (which requires kerosine).

3.1. Chopper

Name
Chopper
Unit type
Aircraft
Category
War plane
Building costs
  • 3500 credits
  • 5 ton building modules
  • 15 ton carbon
  • 20 ton weapons
Maintenance costs
  • -50 balance
  • 5 fleet spaces
Hitpoints
300
Attack power
(surface/underwater/air)
15/-/35
Items slots
1
Number of slots
used on Airport
1
Kerosine load
10 ton
Special abilities
Stealth detection*
Build time
90 seconds
Unlock
100 Lab assistants
Build/Obtain
Airport
Notes
  • (*)When using the special ability 'Stealth detection', all steathed units that are within range of the Choppers will become visible. When being activated, the effect lasts 10 minutes. After that, there is a 12 minute cooldown period. In other words: after being deployed for 10 minutes, you will have to wait 12 minutes before you can use the special ability again.
  • Attacking anything with just one Chopper is like attacking a tiger with a small branch: a waste of time, inefficient and above all, pretty dangerous. Group them up and pile your enemy.
  • The Chopper can also land on the Atlas.
  • Upgrades like more fire power or faster movement can be reseached in your Academy.
[/tr][/table]
3.2. Hawk

Name
Hawk
Unit type
Aircraft
Category
War plane
Building costs
  • 4500 credits
  • 5 ton building modules
  • 20 ton carbon
  • 5 ton high-tech weapons
Maintenance costs
  • -50 balance
  • 7 fleet spaces
Hitpoints
1000
Attack power
(surface/underwater/air)
-/-/20
Items slots
1
Number of slots
used on Airport
2
Kerosine load
15 ton
Special abilities
Takeover team*
Build time
150 seconds
Unlock
100 Lab assistants
Build/Obtain
Airport
Notes
  • (*)The special ability 'Takeover team' allows you to take over enemy Depots. It takes 10 minutes to completely capture a Depot. After using the special ability, there is a cooldown period of 5 minutes.
  • The Hawk can only attack air units.
  • The Hawk can land on the Atlas.
  • Upgrades like more fire power or faster movement can be reseached in your Academy.
[/tr][/table]
3.3. Firebird

Name
Firebird
Unit type
Aircraft
Category
War plane/heavy bomber
Building costs
  • 5500 credits
  • 15 ton building modules
  • 30 ton carbon
  • 25 ton high-tech weapons
Maintenance costs
  • -100 balance
  • 10 fleet spaces
Hitpoints
500
Attack power
(surface/underwater/air)
50/-/-
Items slots
1
Number of slots
used on Airport
4
Kerosine load
20 ton
Special abilities
Bombing run*
Build time
165 seconds
Unlock
1 Researcher
Build/Obtain
Airport
Notes
  • (*)The 'Bombing run' special ability unleashes a devistating bombing attack that can destroy almost any building or vehicle in 1 run. The cooldown period for this special ability is 5 minutes
  • The Firebird can only attack surface units, making it weak against enemy aircraft.
  • The Firebird is pretty slow and uses a lot of kerosine.
  • The Firebird cannot land on the Atlas.
  • Upgrades like more fire power or faster movement can be reseached in your Academy.
[/tr][/table]
Warfare comparison table
This table will give you a fast look into all the firepower available in the game. Using this table, you can choose the best vehicle for any specific task.
The best (default) in each class is marked.

Name
Unit type
Hitpoints
Attack power
(surface)
Attack power
(underwater)
Attack power
(air)
Command ship
Ship
350
20
-
20
Viper
Ship
500
14*
42
-
Hovercraft
Ship
350
25
-
40
Colussus
Ship
800
60
-
-
Raider
Ship
300
15
15
15
Shark
Ship
350
21
21
21
Atlas**
Ship
1000
-
-
-
Deep sea hunter
Submarine
350
40
40
-
Ocra/Erebos***
Submarine
800
-
-
-
Chopper
Aircraft
300
15
-
35
Hawk
Aircraft
1000
-
-
20
Firebird
Aircraft
500
50****
-
-

Notes:
  • (*)'Attack drone' special ability not included.
  • (**)The Atlas can only repair damaged aircraft.
  • (***)The Orca or Erebos can only fire medium-range missiles once every 45 minutes.
  • (****)'Bombing run' special ability not included.
  • All these attack powers are by default. Upgrades for more firepower or more hitpoints can be researched in your Academy.
Trading comparison table
This table gives you a nice overview of all the trade vehicles in the game and their capabilties.

Name
Unit type
Hitpoints
Cargo slots
Cargo total
Item slots
Freight ship
Ship
300
3 x 40 ton
120 ton
1
Cargo liner
Ship
400
4 x 50 ton
200 ton
1
Container ship
Ship
900
6 x 60 ton
360 ton
2
Oil tanker
Ship
1000
8 x 60 ton*
480 ton
0
T38 Ocean glider
Submarine
400
4 x 40 ton
160 ton
2
Sisyphus
Submarine
800
6 x 60 ton
360 ton
0

Notes:
  • (*)Two cargo slots are invisible.
  • Some warships could also be used as a trade ship.
  • Upgrades for larger cargo slots or faster movement can be researched in your Academy.
14 Comments
Mak0Frag Jun 27, 2021 @ 5:08pm 
2021
MILAREPA Apr 19, 2015 @ 1:00pm 
c'est pour quand en français,?
Stinger Apr 7, 2015 @ 7:15am 
Wow!!! Thanks for the guides.
the2pages Jul 25, 2014 @ 2:27pm 
can you do some arrc 2170 ship guides for the mod users?
Glyphis  [author] May 28, 2014 @ 2:21pm 
Tnx for letting me know LawtonFamily2: I'll patch them asap.
U
Ventura May 28, 2014 @ 5:37am 
Actually, on a second readthrough I noticed three other things: some of the trade ships include a note that upgrades for more fire power can be researched in the Academy, the Sisyphus notes say it is like "a Containter ship, but one that lags (lacks?) the ability to dive" (should be "but one that has the ability"), and the Atlas notes say it CAN repair other vehicles but the Warfare Comparison Table notes say it CANNOT.
Ventura May 27, 2014 @ 7:01pm 
The only issue I have with this is that you display attack power as surface/sub/air, but the game (and wiki) displays it as air/surface/sub. That keeps throwing me off. Other than that, I love it. Why didn't I have this when I started playing?! *thumbs up* *favorite*
giberr Feb 13, 2014 @ 8:44am 
A TON OF WORK in this guide. Really helpful. I like it!
Glyphis  [author] Nov 6, 2013 @ 2:28am 
All pictures have been changed from a FloatLeft position to a Inline position. This should solve your problem [Ne]Firzen.
Firzen Nov 5, 2013 @ 12:30pm 
The Steam browser displays it correctly.
After a quick view at the source with Firebug, I found out that the images have a class named floatLeft assigned, which gives them a float: left attribute. If you were able to remove that Firefox would display it as intended.