Anno 2070

Anno 2070

Artemis Feb 22, 2014 @ 6:20pm
Eco or Tycoon?
Which do you pick when you're starting a map or doing one of the global event maps? I basically always start Tycoon if the event/mission map has enough coal or oil to get by.
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Showing 61-75 of 75 comments
Strandly Nov 25, 2016 @ 11:06pm 
Originally posted by Idlihx10:
I'm new to this game so pardon me if it sounds like a silly question. I know Tycoons are huge polluters, and ecos have the advantage of pollution control. However, it wouldn't make sense for Tycoons to ignore ways to reduce pollution at least a certain extent. Poorer production means poorer profits. Are there any Tycoon buildings that help to offset pollution? These may not be as powerful as Eco pollution measures, but they should at least provide a way to address this issue as without it, pollution would completely spiral out of control indefinitely.

Neither faction has an advantage imo. Eco makes less pollution but they also make less power. Tycoon makes more pollution and more power. Personally, I think it's far more annoying dealing with Eco's power handicap than Tycoon's pollution handicap.

As far as pollution control buildings... I dunno, the only time I use the faction specific pollution buildings is the early game. Once I can build a Keeper I never look back.
Last edited by Strandly; Nov 25, 2016 @ 11:07pm
ElPrezCBF Nov 25, 2016 @ 11:38pm 
Thanks TrueChaoS! :steamhappy:
ElPrezCBF Nov 25, 2016 @ 11:41pm 
Originally posted by Strandly:
Originally posted by Idlihx10:
I'm new to this game so pardon me if it sounds like a silly question. I know Tycoons are huge polluters, and ecos have the advantage of pollution control. However, it wouldn't make sense for Tycoons to ignore ways to reduce pollution at least a certain extent. Poorer production means poorer profits. Are there any Tycoon buildings that help to offset pollution? These may not be as powerful as Eco pollution measures, but they should at least provide a way to address this issue as without it, pollution would completely spiral out of control indefinitely.

Neither faction has an advantage imo. Eco makes less pollution but they also make less power. Tycoon makes more pollution and more power. Personally, I think it's far more annoying dealing with Eco's power handicap than Tycoon's pollution handicap.

As far as pollution control buildings... I dunno, the only time I use the faction specific pollution buildings is the early game. Once I can build a Keeper I never look back.
I don't quite understand why have 2 factions if 1 always seems like a better choice over the other. When factions differ, it should be in some major mechanic that alters gameplay significantly AND is fun to manage at the same time. Now, it just seems like if you want a greater challenge, just pick Ecos.
TrueChaoS Nov 25, 2016 @ 11:59pm 
Originally posted by Idlihx10:
Originally posted by Strandly:

Neither faction has an advantage imo. Eco makes less pollution but they also make less power. Tycoon makes more pollution and more power. Personally, I think it's far more annoying dealing with Eco's power handicap than Tycoon's pollution handicap.

As far as pollution control buildings... I dunno, the only time I use the faction specific pollution buildings is the early game. Once I can build a Keeper I never look back.
I don't quite understand why have 2 factions if 1 always seems like a better choice over the other. When factions differ, it should be in some major mechanic that alters gameplay significantly AND is fun to manage at the same time. Now, it just seems like if you want a greater challenge, just pick Ecos.
Ecos and Tycoons play much more differently than you'd think on a surface glance. Tycoons don't really benefit from a higher ecobalance, whereas Ecos do. I'm a Tycoon player, but I will say, there ARE reasons to play Eco (they're also the most played faction, if you check global statistics). As their farms get massive production bonuses with a positive ecobalance, you are able to support a larger population with less raw produce farming in comparison to Tycoons. They are also less likely to suffer from Tornados due to their positive ecobalance.

Ecos are safe, Tycoons are fast.

I also personally find the Ecos easier to build for, as wood and glass are easier to get than concrete and steel, in my opinion.
Last edited by TrueChaoS; Nov 26, 2016 @ 12:00am
Strandly Nov 26, 2016 @ 12:11am 
Originally posted by Idlihx10:
Originally posted by Strandly:

Neither faction has an advantage imo. Eco makes less pollution but they also make less power. Tycoon makes more pollution and more power. Personally, I think it's far more annoying dealing with Eco's power handicap than Tycoon's pollution handicap.

As far as pollution control buildings... I dunno, the only time I use the faction specific pollution buildings is the early game. Once I can build a Keeper I never look back.
I don't quite understand why have 2 factions if 1 always seems like a better choice over the other. When factions differ, it should be in some major mechanic that alters gameplay significantly AND is fun to manage at the same time. Now, it just seems like if you want a greater challenge, just pick Ecos.

Well, if they're properly balanced then 1 of the factions wouldn't always seem better than the other. I think they probably are balanced but as a simple matter of preference I like starting as Tycoon best.

I see what you mean though that the difference doesn't seem huge. I don't see that as much of a problem since the major challenge of the game is maximizing land usage, and that's surprisingly difficult to do even with small differences between the factions.

If you're playing a quick game where you want to eliminate your opponent(s) as quickly as possible then it might not matter so much what you start with. Try a continuous game where you're planning to settle the whole map and make the biggest population possible and let me know how that goes though. =D :techs:
Last edited by Strandly; Nov 26, 2016 @ 12:12am
ElPrezCBF Nov 26, 2016 @ 12:38am 
Originally posted by TrueChaoS:
Ecos and Tycoons play much more differently than you'd think on a surface glance. Tycoons don't really benefit from a higher ecobalance, whereas Ecos do. I'm a Tycoon player, but I will say, there ARE reasons to play Eco (they're also the most played faction, if you check global statistics). As their farms get massive production bonuses with a positive ecobalance, you are able to support a larger population with less raw produce farming in comparison to Tycoons. They are also less likely to suffer from Tornados due to their positive ecobalance.

Ecos are safe, Tycoons are fast.

I also personally find the Ecos easier to build for, as wood and glass are easier to get than concrete and steel, in my opinion.
I don't know what are the reasons why Ecos is the most played. If I have to make a guess, it may be that they offer a greater challenge in contrast to simply charging first into efficiency, then cleaning up pollution as an afterthought with your vast amounts of resources. Of course, I'm speaking as a new player, though I'm a 1404 veteran, so if this isn't the case, please do correct me.

Or maybe the non-conventional nature of how Ecos work is what appeals to players, whether the differences between the two are huge or not. To be honest, my opinion of what "different" gameplay means for different factions is based on my experience with Endless Legend. But as this is a more reality than fantasy based game, I can see why there are limitations to faction differences.

Originally posted by Strandly:
Well, if they're properly balanced then 1 of the factions wouldn't always seem better than the other. I think they probably are balanced but as a simple matter of preference I like starting as Tycoon best.

I see what you mean though that the difference doesn't seem huge. I don't see that as much of a problem since the major challenge of the game is maximizing land usage, and that's surprisingly difficult to do even with small differences between the factions.

If you're playing a quick game where you want to eliminate your opponent(s) as quickly as possible then it might not matter so much what you start with. Try a continuous game where you're planning to settle the whole map and make the biggest population possible and let me know how that goes though. =D
I think if differences are confined simply to different bonuses/penalties, it should be fair to say that they are probably balanced. Non-balance only becomes a relevant issue to consider if fundamental mechanics are different between factions (like in Endless Legend) , which doesn't seem to be the case here.

Eliminating opponents can be a huge pain. If this plays like 1404, I'd think opponents would vary in difficulty depending on their behaviors.
TrueChaoS Nov 26, 2016 @ 1:10am 
Originally posted by Idlihx10:
I don't know what are the reasons why Ecos is the most played. If I have to make a guess, it may be that they offer a greater challenge in contrast to simply charging first into efficiency, then cleaning up pollution as an afterthought with your vast amounts of resources. Of course, I'm speaking as a new player, though I'm a 1404 veteran, so if this isn't the case, please do correct me.

Or maybe the non-conventional nature of how Ecos work is what appeals to players, whether the differences between the two are huge or not. To be honest, my opinion of what "different" gameplay means for different factions is based on my experience with Endless Legend. But as this is a more reality than fantasy based game, I can see why there are limitations to faction differences.
My personal observation is because the Ecos are portrayed as "the good guys". Everyone likes the environment, everyone wants to be the good guy. Global Trust is "the dirty corporate entity that cares only about itself", so no one wants to be them. I mainly put it down to cultural reasons, as we're all raised to think about the environment, and even the game itself loves to point out how bad Global Trust is for the environment all throughout the campaign and scenarios.

And besides, playing Ecos just LOOKS nicer, especially from the start when you don't risk dropping to -200 or lower pumping out all your industry.

Originally posted by Idlihx10:
Eliminating opponents can be a huge pain. If this plays like 1404, I'd think opponents would vary in difficulty depending on their behaviors.
Enemy difficulty does vary like in 1404, but it's less spelled out in 2070. Unfortunately the enemies in 2070 absolutely cheat, so they aren't that fun in my opinion. They have infinite resources and money, and their populations never do anything. They settle islands then proceed to fill the island out based on certain templates that are unique to each character.

Thor Stringberg is the hardest of all the AI characters to play with. Second place varies depending on who you ask, but in my opinion, it's Keto, followed by Vadim + Leon (must be in the same game, due to how they interact)

Originally posted by Idlihx10:
To be honest, my opinion of what "different" gameplay means for different factions is based on my experience with Endless Legend. But as this is a more reality than fantasy based game, I can see why there are limitations to faction differences.

[...]

Non-balance only becomes a relevant issue to consider if fundamental mechanics are different between factions (like in Endless Legend) , which doesn't seem to be the case here.
Nice, another EL player x3
Yeah, you aren't going to find anywhere NEAR that distinct in this game or series. Or even most games, really.
Last edited by TrueChaoS; Nov 26, 2016 @ 1:11am
Rootling Rattalion Nov 30, 2016 @ 10:14am 
Originally posted by TrueChaoS:
My personal observation is because the Ecos are portrayed as "the good guys". Everyone likes the environment, everyone wants to be the good guy. Global Trust is "the dirty corporate entity that cares only about itself", so no one wants to be them. I mainly put it down to cultural reasons, as we're all raised to think about the environment, and even the game itself loves to point out how bad Global Trust is for the environment all throughout the campaign and scenarios.

And besides, playing Ecos just LOOKS nicer, especially from the start when you don't risk dropping to -200 or lower pumping out all your industry.

This, though I suspect it is also because they are considered to be an underdog and a more personal organization. The Tycoons are a corporation, a big nameless organization.

Originally posted by TrueChaoS:
Enemy difficulty does vary like in 1404, but it's less spelled out in 2070. Unfortunately the enemies in 2070 absolutely cheat, so they aren't that fun in my opinion. They have infinite resources and money, and their populations never do anything. They settle islands then proceed to fill the island out based on certain templates that are unique to each character.

Thor Stringberg is the hardest of all the AI characters to play with. Second place varies depending on who you ask, but in my opinion, it's Keto, followed by Vadim + Leon (must be in the same game, due to how they interact)

I think it is a real bummer that the npc's are cheating, it withholds the combat in the game. Strategy becomes a lot less important.

Originally posted by Strandly:
Well, if they're properly balanced then 1 of the factions wouldn't always seem better than the other. I think they probably are balanced but as a simple matter of preference I like starting as Tycoon best.
...
Try a continuous game where you're planning to settle the whole map and make the biggest population possible and let me know how that goes though. =D :techs:

I think the factions have a pretty good balance, it also encourages a different play style.
tycoons 1 or a few larger cities whereas the eco's tend to go more towards a lot of smaller cities. which s in favor of the eco's becaus of the tax mechanics (after a certain amount of inhabitants tax/inhabitant drops)

For the biggest cities (I hink general pop also works) there is a separate thread here, build one and please do share it.
And when you want some change in the game there is the 2170 ARRC mod which mixes things up a bit.

Personally I topped at almost 70k on a single island with at least 2 more of those cities possible (possibly a third even). Though 2 notes: is build using aforementioned mod on a map added by that mod (think it is possible to get it separately). Without the mod I would drop to about half the pop (35k) an a single island though because production would hardly suffer (if at all) I would de able to support 2 population islands.
ElPrezCBF Nov 30, 2016 @ 5:31pm 
Originally posted by TrueChaoS:
Enemy difficulty does vary like in 1404, but it's less spelled out in 2070. Unfortunately the enemies in 2070 absolutely cheat, so they aren't that fun in my opinion. They have infinite resources and money, and their populations never do anything. They settle islands then proceed to fill the island out based on certain templates that are unique to each character.

Thor Stringberg is the hardest of all the AI characters to play with. Second place varies depending on who you ask, but in my opinion, it's Keto, followed by Vadim + Leon (must be in the same game, due to how they interact)
About AI opponents having infinite resources, I think there are 2 sides to it. On one hand, it's annoying because they don't play by the same rules in this aspect. But on the other, war is commonly the most viable way to expand on a map especially with an opponent that aggressively land grabs. Would you prefer to capture an island with all its resources intact or mostly depleted? If the AI's resources get depleted, the player would be "scripted" to always rush the AI before they run out, which isn't what I'd like to see.

Originally posted by TrueChaoS:
Nice, another EL player x3
Yeah, you aren't going to find anywhere NEAR that distinct in this game or series. Or even most games, really.
Well, I'm not expecting such diversity of course, but that doesn't mean games have a blank cheque to copy and paste traits for different factions with minimal differences. Although factions are not as diverse here as EL, its mechanics for each faction have noteworthy differences beyond simply different bonus types like what you see in Civ.
Alice Nov 30, 2016 @ 8:25pm 
1.eco develop /upgrade much faster than tyc cause buildings requirement.
2.eco can handle ecobalance better and produce more populationa than tyc.
3.eco 's shipment efficiency is better with no item slots
4.eco executives generates less credit than tyc(almost 50%)(but still well enough)
5.eco can attain tech factions faster,which means better army better tactics
6.eco factory takes less place and environmental friendly
7.eco requires better layout to satisfy power needs



1.tyc dont suffer much lost form ecobalance lost(-50 is the deadline)
2.cheper building and (concrete seller) high energy out makes a mass productions line for surplus sellling(fuel rod/champagne)
3.executives give more money
4.colossus is the best ship ever
5.nuke is the best ultimate
6.land oil driller is much cheaper than oil rig
7.container with cards is the ideal trade ship ever
8.better military better land occupation
9.tyc doesnt require a good layout the satisfy power/ecobalance

are we clear?
Last edited by Alice; Nov 30, 2016 @ 8:27pm
Originally posted by LARA:
5.nuke is the best ultimate

I disagree,
shield generator > nuke
Nuke doesn't protect against natural disasters or other nukes. whereas the shield gen does.
Scover Apr 10, 2023 @ 6:47am 
Ironically, tycoons are better at managing pollution early to midgame, just spam Waste Compactors. It outplays the pitiful Eco Weather control station.
rafaoadrth Apr 25, 2023 @ 11:30am 
Hi guys, sorry for bothering you and I need help. I installed the game and I got the loop bug. I tried to solve it, but it asks for a serial number that I receive with the game.
rafaoadrth Apr 25, 2023 @ 11:34am 
but I don't know what this number is or where to find it can someone help me
Ragnarr Loðbrók Apr 28, 2023 @ 4:37pm 
Originally posted by rafaoadrth:
but I don't know what this number is or where to find it can someone help me
contact steam and ubisoft support
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