Anno 2070

Anno 2070

Doomjazzer Sep 1, 2021 @ 11:47am
Noob question about juggling multiple islands
Hi all, I'm new to Anno but learning as I play. One thing I'm not clear on is the whole concept of managing multiple islands. I see comments online of people having islands dedicated to production, etc.

Am I right in assuming that these specialised islands have no homes at all? I just want to be clear before I attempt this myself, as it seems counter-intuitive. I.e - where do the workers on these islands live?

Is it something you just handwave away for the sake of gameplay, or do I have to build a special building to ensure people with homes have access to the jobs on the island, etc?
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Showing 1-15 of 17 comments
FluffyNo3 Sep 1, 2021 @ 3:11pm 
Correct, you have one island for population (or one per population type) and all other islands are for production buildings only
arbeit57 Sep 1, 2021 @ 11:58pm 
Of course you can build houses on every island because that increases the income.
FluffyNo3 Sep 2, 2021 @ 5:06am 
Originally posted by arbeit57:
Of course you can build houses on every island because that increases the income.

You can do this, but you shouldn't. It's better to have all your population of one faction on one island
Doomjazzer Sep 2, 2021 @ 9:10am 
Originally posted by FluffyNo3:
Correct, you have one island for population (or one per population type) and all other islands are for production buildings only

Thanks for the help. Really enjoying the game but the tutorial has been lacking, so I've had to google more than I expected. (not as much as the average Paradox game at least)
FluffyNo3 Sep 2, 2021 @ 2:45pm 
Originally posted by Doomjazzer:
Originally posted by FluffyNo3:
Correct, you have one island for population (or one per population type) and all other islands are for production buildings only

Thanks for the help. Really enjoying the game but the tutorial has been lacking, so I've had to google more than I expected. (not as much as the average Paradox game at least)

Ya it's a steep learning curve, but once you get it, it's a great game. If you watch Youtube then I would recommend watching this guy's tutorials. He's hilarious and really good at the game, they helped me to learn the game a lot when I started playing

https://www.youtube.com/playlist?list=PLuHouiTQ8Jgpd971gbbiovmLEUr2WqX48
scooperfield Sep 13, 2021 @ 6:22am 
Doomjazzer, I thought exactly that myself some time ago. It is especially apparent in 1404-game, where there must be some workers in sandholes to all the reach people to get their luxury goods.
They changed that in 1800 where you have to have enough workers etc to produce those goods on the same island. So that solved that slave-issue. ;)
Doomjazzer Sep 13, 2021 @ 8:37am 
Originally posted by scooperfield:
Doomjazzer, I thought exactly that myself some time ago. It is especially apparent in 1404-game, where there must be some workers in sandholes to all the reach people to get their luxury goods.
They changed that in 1800 where you have to have enough workers etc to produce those goods on the same island. So that solved that slave-issue. ;)

Yeah, this along with the fact that goods are magically shared amongst depots took me a while to get used to. But it does lead to convenient gameplay, giving the game a 'pick up and play' aspect.
arbeit57 Sep 13, 2021 @ 9:29am 
I haven't run Anno2070 for two days. no connection to the server
God™ Sep 14, 2021 @ 4:24am 
Originally posted by Doomjazzer:

Yeah, this along with the fact that goods are magically shared amongst depots took me a while to get used to. But it does lead to convenient gameplay, giving the game a 'pick up and play' aspect.
You can put houses on every island (and give them only fish/activity) it helps with income and allows more houses to progress to the next stage but I'd advise against advancing any houses outside of your main island further than the base stage. As then you'd need to provide ressources like liquor/tea which the island might not have the fertility for.

Another con for building houses on every island is you're using up real estate that may be required for more farms later on in the game as the consumption requirements of even tea become quite significant.

Also having a dedicated production island is mostly useful for limiting the amount of trade routes you have. There's a very good Trading guide on steam that has 2 sections on setting up trade routes and making them more efficient. https://steamcommunity.com/sharedfiles/filedetails/?id=161079695
Last edited by God™; Sep 14, 2021 @ 4:25am
God™ Sep 14, 2021 @ 4:28am 
If you ever want to test your ability to plan and manage large production chains, I'd highly suggest the Monumentality single mission from Deep Ocean. In that mission you have to settle 5000 Eco/Tycoon Execs each and 2500 Geniuses as well as succesfully building all 3 factions' monuments. Which unless you're cheesing the game you'll need about 656 tycoon/eco houses each and 280 tech houses which will require about 63 different fisheries to support just for comparaison. :D
Last edited by God™; Sep 14, 2021 @ 4:31am
Doomjazzer Sep 14, 2021 @ 4:45am 
Originally posted by God™:
If you ever want to test your ability to plan and manage large production chains, I'd highly suggest the Monumentality single mission from Deep Ocean. In that mission you have to settle 5000 Eco/Tycoon Execs each and 2500 Geniuses as well as succesfully building all 3 factions' monuments. Which unless you're cheesing the game you'll need about 656 tycoon/eco houses each and 280 tech houses which will require about 63 different fisheries to support just for comparaison. :D

The last mission I did was Architect of the Future to build a single monument. It took me something like 13 hours with Tycoons lol. I don't want to imagine a 3 monument mission!

Though I am still new to the game (and franchise), so maybe that's not so bad. I was near to the peak in the graph that pops up at the end of the mission. I had too much production buildings on the main island, affecting energy and ecobalance, so that's one lesson learned. (I preferred my previous Eco playthrough for the mission to settle 2500 execs, as Tycoons seem pretty challenging for a noob)

The latest thing I'm trying to wrap my head around is juggling multiple factions. I got the Tech guys a lab, but didn't bother advancing them to academy, as it was already an endeavour sorting out the supply routes and finances of the Tycoons.

Is there a general consensus on how players deal with the Tech faction? At what point do you start to make housing for them? When they're first available? Or do you delay them for later? I imagine Academy technology is really useful, but it's a big commitment to dedicating time, money and resources to this faction, especially if the reason you started a mission or sandbox was another faction like Eco, etc.

I've got almost 50 hours in this game and haven't even touched war and combat. The only combat I've done is a couple patrol missions. I don't know how people juggle building up a civilisation while also doing war stuff. If you set up a game with aggressive NPCs, it feels like you would have no choice but to instantly start investing in defences and ships at the cost of building up your civ?
Last edited by Doomjazzer; Sep 14, 2021 @ 6:25am
God™ Sep 15, 2021 @ 1:11am 
Originally posted by Doomjazzer:
...(..., as Tycoons seem pretty challenging for a noob)

The latest thing I'm trying to wrap my head around is juggling multiple factions. I got the Tech guys a lab, but didn't bother advancing them to academy, as it was already an endeavour sorting out the supply routes and finances of the Tycoons.

Is there a general consensus on how players deal with the Tech faction? At what point do you start to make housing for them? When they're first available? Or do you delay them for later? I imagine Academy technology is really useful, but it's a big commitment to dedicating time, money and resources to this faction, especially if the reason you started a mission or sandbox was another faction like Eco, etc.

I've got almost 50 hours in this game and haven't even touched war and combat. The only combat I've done is a couple patrol missions. I don't know how people juggle building up a civilisation while also doing war stuff. If you set up a game with aggressive NPCs, it feels like you would have no choice but to instantly start investing in defences and ships at the cost of building up your civ?

Well tycoons require a little bit more strategizing than ecos when it comes to ecobalance so that's mostly where that challenge you feel comes from. As most buildings from tycoons pollute a lot which has an effect on farm productivity. "The long way there" is a great single mission showing how polluting the Tycoons are. It's a fairly simple objective where you have to get 3000 Tycoon Engineers but what throws a wrench in all that is you have to do so without ever going below -50 ecobalance for longer than 3 minutes.

In general I would say most players have basic Tech buildings supplied with fish/lab somewhere but stave off fulfilling further needs till they've unlocked all of their main faction's buildings.

Combat can be done in those moments of downtime waiting for your supplies/credits to resupply on islands however I haven't played any particular difficult missions since I've returned. The few where I had a Hector to deal with I did so early on (When I had access to a repair crane/harbor) and fairly easily while building all my houses and basic production.
domis86 Oct 8, 2021 @ 8:17am 
Originally posted by FluffyNo3:
Originally posted by arbeit57:
Of course you can build houses on every island because that increases the income.

You can do this, but you shouldn't. It's better to have all your population of one faction on one island

Incorrect - in early game is good to have few additional islands with "small villages" (with only fish) - as "GOD TM" explained above ( https://steamcommunity.com/app/48240/discussions/0/3042732979948150320/#c3042733612675649734 ).

When you settle new islands and it has decent amount of building space, then is only beneficial to setup quick small village there (houses + fish). It will basically generate gold for free.

In late game you can remove those villages if you need to build farms or industry there.
FluffyNo3 Oct 8, 2021 @ 6:33pm 
Originally posted by domis86:
Originally posted by FluffyNo3:

You can do this, but you shouldn't. It's better to have all your population of one faction on one island

Incorrect - in early game is good to have few additional islands with "small villages" (with only fish) - as "GOD TM" explained above ( https://steamcommunity.com/app/48240/discussions/0/3042732979948150320/#c3042733612675649734 ).

When you settle new islands and it has decent amount of building space, then is only beneficial to setup quick small village there (houses + fish). It will basically generate gold for free.

In late game you can remove those villages if you need to build farms or industry there.

Lol no. It's a very tiny amount of income. It's really not worth it
God™ Oct 9, 2021 @ 6:43am 
Originally posted by FluffyNo3:
Lol no. It's a very tiny amount of income. It's really not worth it

So I did a little testing just to make sure I'm not spouting BS.

1 filled up city center
2 activity buildings
6 fisheries
25 ecobalance
full pop

With taxation on III Stable (yellow), that's a net positive of around 781 credits or the equivalent of a Level 3 Eco/Tycoon Monument. So pardon my french but that "tiny amount of income" is free money in early-game and mid-game. Not to mention taxation is independent for every island so it won't hinder your main island's growth/ascension.
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Date Posted: Sep 1, 2021 @ 11:47am
Posts: 17