Anno 2070

Anno 2070

ShakeNBakeUK Jan 5, 2014 @ 12:27pm
Campaign - Chapter 2
How the **** do you do this set of missions without running out of money..?

No matter what I do, I seem to run out of credits really fast, despite following everything the tutorial tells me to do.

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Showing 1-15 of 18 comments
Blodo Jan 5, 2014 @ 12:37pm 
Which stage are you on right now? There's a bunch of ways you can make money in the campaign:
1. Cautious spending: you need to look at the upkeep of what you build, and try to only build what you need, demolish what you don't need
2. Build and upgrade more houses: a large settlement will be necessary, taxation from a decently sized settlement far outweights the costs of running it as long as your production chains are relatively efficient
3. Trade: this one is for cash surges, you have to figure out which merchants come to your warehouses, try to develop commodities that these merchants will buy and then overproduce them for sale. The higher up the chain the items you sell are, the more money you will get from them. I find generally that overproducing advanced food tends to bring in a lot of money, as well as selling any construction material surplus (if you can afford it). Weapons and heavy weapons are also a good bet, heavy weapons take some money to establish but once they get going you will be rolling in money. High tech weapons belong to that category also.
ShakeNBakeUK Jan 5, 2014 @ 12:50pm 
Production wise - I literally only built one of everything that the tutorial tells me I need to progress, nothing more.

It just seems like I can't get any actual income no matter what I try..

Maybe they changed the tax income from the tech race in a patch or something? It just seems crazy. I had quite a lot of houses, and still my tax income was pretty much nothing. Also - they didn't seem to level up that much. I had to just keep building more and more of them with the 5 population limit, and I needed something like 150 population at some point? Lol.

I don't think the fish disease thing helps, cos it stops the houses from levelling up for ages.

But either way, I'm totally screwed, half way through 2nd stage and totally out of dollar, going to need to start again, but not sure what exactly I need to change in order to succeed...?
ShakeNBakeUK Jan 5, 2014 @ 1:34pm 
yeah there has got to be something really not working on this mission :S

I have now built 57 residences for the Techs, and they are only providing a tax income of 274.

I have been at -300ish credits in the top left for the whole mission.

There is some "comprehensive research funding regulations" thingy which is supposed to massively increase the tax income, but it doesn't appear to be working, cos I should have well over +1000 credits income if it was working as intended :S :S :S
Last edited by ShakeNBakeUK; Jan 5, 2014 @ 1:34pm
Blodo Jan 5, 2014 @ 1:39pm 
You need to get rid of the fish disease, then everything will go back to normal.
ShakeNBakeUK Jan 5, 2014 @ 1:54pm 
Got rid of the fish disease, still at -200 credits with 57 residences.
This is basically the stage where I run out of money (trying to build Shipyard) and become unable to progress :S

Another n00b question - how do I increase my maximum fleet size?? I can't seem to build any more ships (only have the 2 I was given at the start, and need to build another to complete a side-mission..)
Unholy Eve Jan 5, 2014 @ 2:42pm 
Originally posted by ShakeNBakeUK:
Got rid of the fish disease, still at -200 credits with 57 residences.
This is basically the stage where I run out of money (trying to build Shipyard) and become unable to progress :S

Another n00b question - how do I increase my maximum fleet size?? I can't seem to build any more ships (only have the 2 I was given at the start, and need to build another to complete a side-mission..)

Fleet size is set by your population.
Techs provide very little income (until they hit tier 3 with the addon)
Build more eco/tycoon houses as they provide you with your steady income.

Also check out the guide sections there really needed when your starting to play Anno as the campagin/tutorial doesn't tell you enough.
Bamwich Jan 5, 2014 @ 4:25pm 
I just got past this problem. I went Eco.
Once you get the antidote to fix the fish, build lots of Eco houses to increase your tax base. It'll take a while, but you'll need to increase your population in order to generate enough fleet capacity for the Viper anyway.
bukkie661 Jan 5, 2014 @ 5:07pm 
The best tip I can give you... From chapter two onwards, the entire campaign builds from the first mission in chapter two. The whole thing stands and falls by the ECO-scrubbers you're forced to invest in, and the achilles heel here is the second island that you need to bring to -50Eco from well over -250Eco.
If you went there early and placed the inefficient Eco-scrubbers, you ruin your taxbase. Concentrate on the first island till you get tier3 Ecos, the engineers. Place the mine-based Eco-scrubbers on the second island and you'll only need one inefficient eco-scrubber for the last few points to -50 on the second island.

Yana pays in the campaign an insane amount of money for cellphones and wood. She'll balance out your deficit, provided you maintain an economy on the brink of collapse.
Later on, the Tycoons will dump two badly managed islands on you. Be careful here. One island has the uranium plants. This island is mighty important!!! Not only does it gives you access to tech you only can get with 1200 tier3 Tycoons (Whatever you do, only build one building with tier3 tycoons!!), it will allow you to build a nuclear reactor. The second island is pointless. Delete everything on it after you've found the traitor, keeping the harbor intact apart from the fisheries.

The campaign purposefully keeps you at a disadvantage and no matter what I did, in the end I was paying for upkeep from my accumulated funds. At a certain point you'll have to say 'good enough' and shoot for campaign-completion.
ShakeNBakeUK Jan 6, 2014 @ 9:15am 
can anyone confirm / deny if the "comprehensive research funding regulations" buff is working correctly..?

if i select a residence, i can see the buff, but I'm not sure if it's doing what it says it should be doing. my theory is the +10% tax income from water is potentially "over-writing" it..?
brady Jan 6, 2014 @ 9:37am 
I had the same trouble with this mission my first couple tries. Here is what worked for me...

Rush the missions to get your fisheries running again, then focus on upgrading your population. I did this by using an all Tech faction population. It was not difficult for me, but I did have a nice amount of credit left over from the previous mission.
ShakeNBakeUK Jan 6, 2014 @ 9:58am 
I have an all tech population, over 100 residences, and still in the minus.

Something is seriously frickin broken here..

I'll try it again setting up an eco population at the same time, cos that seems to be the easiest way to do it. zzz
brady Jan 6, 2014 @ 10:31am 
100 residences is really not much. Are the buidings being promoted to the next tier? Have you increased taxes so they will not advance?
ShakeNBakeUK Jan 6, 2014 @ 2:05pm 
OMG YESSSSS I DID IT!! - Chapter 2 cleared!

continued on from my 100 tech residence save - sold a bunch of stuff using trading system, used my left over credits to purchase an eco town centre + set up their food chain, build a tonne of houses, ended up with around 120 tech houses + 120 eco houses. cranked the tax up to generate some income in the green, then once I had enough, lowered it again to let all the houses level up.

I think my main problem was not having enough Laboratories / Food / Drink for the scientists (because I could no longer afford buildings) - but when I figured out to sell stuff to the AI I realised that income doesn't really mean very much because you can generate soooooo much more credits from trading produce :3
Clovis Feb 22, 2014 @ 8:12pm 
Yeah, the whole tutorial really breaks down in the "Unforeseen Consequences" mission. Up until then you are literally told how many of each item to make (which is pretty annoying). Suddenly you are told to make a "Viper" with no explanation of the unit limit, how it is calculated, or how to increase it. I guess the data log says, but you didn't have to deal with that before.

Also, the economy suddenly matters with no warning or much discussion of how to run a better economy.

I wouldn't see this as much of a problem if the game through you into the deep end from the beginning, but that mission was a pretty bad difficulty spike.
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