Anno 2070

Anno 2070

249 Bewertungen
Anno 2070
Von Mazian
Reminders, Production Chains, Building Layouts, etc.
3
   
Preis verleihen
Favorisieren
Favorisiert
Entfernen
Credits & Disclaimer


Blue Byte, for making a great game.
Ubisoft, for ruining it with DRM.
Anno 2070 Wikia, for being a great online resource in times past.
Valve, for giving us the technology for Steam Guides.

I arrived at several of the Anno 2070 Wikia solutions (production layouts, etc.) on my own, but I admit to being inspired by it to create my own notes and layouts. The formatting/layout of this guide is mine. The information has been checked and may differ both in format and content (I have made additions and changes to what can be found on the Wikia) from the Anno 2070 Wikia... but if I didn't reference and give credit to the Anno 2070 Wikia, I'd be claiming others work as my own.
Guide Plan
I still plan to:
  • Record cool/useful Youtube videos and incorporate them.
  • Take screenshots of various layouts and incorporate them.
  • Mission summaries
  • Tips and tricks I've learned and regularly use
  • Build strategies
  • etc.
Introduction

(Eco cityscape. Eco Education Network in foreground, right, with Eco Leisure Center under construction in the background, center.)

Anno 2070

In Anno 2070 you play one of three factions:
  • Eden Initiative, aka Ecos


    The Eden Initiative believes in sustainable technologies and ecologically harmonious living. They are neither the most advanced technologically nor the most dangerous in warfare. They are, however, the best faction for clean, ecological development. They gain production bonuses from positive eco balance and have more technologies to help increase or maintain a positive eco balance than other factions.

  • Global Trust Inc, aka Tycoons


    Global Trust Inc excels at rapid growth. They are more dangerous in warfare than the Ecos, and suffer less from negative eco balance than the Ecos do. They are neither the most ecologically clean nor the most dangerous in warfare. They are, however, the best faction for rapid and profitable development and are the primary choice for scenarios where combat is expected. They cannot achieve a positive eco balance. They also are more likely to reach a disastrous eco balance resulting in an ecological catastrophy (Acid Rain, Tornados, etc.)

  • Scientific Academy for Advanced Technologies, aka S.A.A.T., aka Techs


    S.A.A.T. is an independent faction that players can use to augment their Tycoon or Eco playstyle. Techs have the ability to use underwater craft and build structures underwater. In the standard game, Both Ecos and Tycoons can access the S.A.A.T. tech tree by recruiting Tier 3 employees, Tycoon or Eco Engineers, and paying 10,000 credits at their Ark. In custom games, the game settings can be configured to allow a player to access the Techs at the start of the game. Techs are neither eco conscious nor fiscally conscious, nor do they expand quickly. They are, however, the most advanced and the most dangerous in warfare. Techs can produce both underwater as well as aircraft, which no other faction possesses. They can access underwater plateaus and the resources located on them.

    Additionally, with the release of the Deep Ocean DLC, Techs can be played as an independent faction.
Keyboard Shortcuts


Build
[ B ] - Selects the Build Menu

Build Road
[S] - Select standard road. NOTE: There is no hotkey for selecting the advanced road. If you want to be able to quickly build advanced roads, use Action buttons.

Clone
[N] - Selects the Eyedropper tool, allowing you to clone an existing structure. NOTE: Only works on basic structures, does not work on substructures, like farms, solar panels, etc. Also, I've noticed that most Deep Blue DLC structures cannot be copied. This is a bug, but I doubt Blue Byte has the resources to patch it. =(

Bulldoze / Demolish
[V] - Selects the demolish tool. Select any item to demolish while the tool is active. Click-and-drag to destroy multiple items of whatever you selected on the first click. NOTE: If you select an open field with trees and click-drag-release, all trees will be demolished at no cost.

Slow
[-] - Slow down gameplay. NOTE: I find this most useful when trying to click an NPC object in motion.

Fast Forward
[+] - Speed up gameplay.

Change Orientation
[,] [.] [middle mouse] - Rotate the object you are currently placing. Mostly aesthetic effect. The only gameplay effect is when a structure is not square (e.g., Community Centers are rectangular and their orientation affects the orientation of your town layout.)

Remember
[Ctrl]-[#] - Remember selected object(s). Reminiscent of Real-Time-Strategy game grouping.

Recall
[#] - Recall previously remembered object(s). Reminiscent of Real-Time-Strategy game grouping.
UPlay, Online vs Offline


Ubisoft's abysmal (biased? yes I am) digital rights management, DRM, requires that you be connected to their online servers even for solo play. Any achievements and discoveries made in Anno 2070 are synchronized with your online Ubisoft account. Additionally, access to Ark resources and technologies also require the Ubisoft DRM servers be accessible.

If you lose connectivity with those servers (you attempt to play offline, or attempt to play while Ubisoft's DRM servers are offline), you lose access to all your saved account information. Technology advancements, Ark resources, Ark technologies, etc.

This means that if you are playing a game and the DRM servers go offline, all of your technological advancements and Ark resources get removed until your game client can reconnect with the DRM servers. This can cripple a continuous game. (And it's happened to me.)
Production Chains - Overview
Overview
A production chain is a chain of structures that collect raw resources and convert them into an end product.

Renewable (Fertilities) vs Non-Renewable (Resources)
Renewable fertilities do not deplete an island/plateau and can be collected indefinitely. Non-renewable resources have a remaining-quantity count that can be collected from the island plateau. When a resource is exhausted, it can no longer be collected.

There is also two special kinds of renewables: (1) resources which are renewable and do not require a fertility, (2) resources which are infinite on a plateau but finite on land.

Examples:

Renewable (aka fertilities)
  • Fish
  • Tea
  • Liquor
  • Trees (*Requires a Tree Nursery to be renewable. Trees do not multiple on their own.)
  • Vegetable
  • Rice
  • Fruit
  • Grain
  • Manganese
  • Diamond
  • Corn
  • Algae
  • Flavor
  • Lobster
  • Truffle
  • Grapes
  • Sugar Beat
  • Coral

Renewable, no Fertility required
  • Meat
  • Dairy
  • Fat
  • Enzyme
  • Lithium

Renewable via Metal Converter, plateau only
  • Iron
  • Copper
  • Gold
  • Uranium
  • Platinum

Non-renewable (aka resources)
  • Basalt
  • Iron
  • Coal
  • Limestone
  • Sand
  • Oil
  • Uranium
  • Gold
Ubiquotous Production Chains
Fishery
125 credits * -5 upkeep * -1 power * - eco
1 building module * 2 tools
Eco Production Chains - Tier 1
Building Modules
150 credits * -10 upkeep * 2 power * 0 eco
3 tools

Final Production
Raw Resources

Smelter
1 @ 100%

Basalt Extraction
1 @ 100%

Tea
100 credits * -10 upkeep * -1 power * - eco
2 building modules * 1 tools
Eco Production Chains - Tier 2
Tools
2600 credits * -95 upkeep * -12 power * -15 eco
18 building modules * 30 tools

Final Production
Intermediate Production
Raw Resources

Tools Workshop
4 @ 100%

Iron Smelter
2 @ 100%

Iron Ore Mine
2 @ 100%


Coal Mine
1 @ 100%

Wood
1850 credits * -30 upkeep * -10 power * -12 balance
5 building modules * 7 tools

Final Production
Raw Resources
[/tr]

Sawmill
4 @ 100%

Tree Nursery
1 @ 100%

Health Food
950 credits * -30 upkeep * -4 power * -5 eco
5 building modules * 7 tools * 12 wood

Final Production
Raw Resources

Health Food Factory
1 @ 100%

Farmhouse
2 @ 100%


Rice Farm
1 @ 100%

Communicators
1750 credits * -95 upkeep * -16 power * -20 eco
5 building modules * 20 tools * 6 wood

Final Production
Intermediate Production
Raw Resources

Electronics Factory
2 @ 100%

Chip Factory
2 @ 100%

Sand Extractor
1 @ 66%


Copper Mine
1 @ 100%

NOTE:
  • The Sand Extractor is not fully utilized in this production chain resulting in surplus Sand.
  • One Glass production chains can be combined with two Microchip production chains to fully utilize one Sand Extractor.
  • To achieve 100% utilization, you need 2 Sand Extractors, 3 Copper Mines, 6 Chip Factories, 6 Electronic Factories.


Weapons
2600 credits * -115 upkeep * -10 power * -11 eco
14 building modules * 24 tools

Final Production
Intermediate Production
Raw Resources

Munitions Factory
2 @ 100%

Iron Smelter
2 @ 100%

Iron Ore Mine
2 @ 100%


Coal Mine
1 @ 100%
Eco Production Chains - Tier 3
Glass
900 credits * -100 upkeep * -7 power * -10 eco
10 building modules * 13 tools * 10 wood

Final Production
Raw Resources

Glassworks
1 @ 100%

Limestone Quarry
1 @ 100%


Sand Extractor
1 @ 33%


NOTE:
  • The Sand Extractor is not fully utilized in this production chain resulting in surplus Sand.
  • One Glass production chains can be combined with two Microchip production chains to fully utilize one Sand Extractor.
  • Three Glass production chains can be combined to fully utilize one Sand Extractor.

Bio Drinks
1500 credits * -80 upkeep * -6 power * -10 eco
6 building modules * 16 tools * 22 wood * 18 glass

Final Production
Raw Resources

Health Drink Factory
1 @ 100%

Fruit Plantation
2 @ 100%


Dairy Farm
1 @ 100%

NOTE:
  • Fruit Plantations benefit from eco fertility bonuses. Dairy Farms do not. This can lead to imbalances in the provided production chain.

Pasta Dishes
1550 credits * -120 upkeep * -14 power * -31 eco
24 building modules * 33 tools * 25 wood * 38 glass

Final Production
Intermediate Production
Raw Resources

Pasta Production
2 @ 100%

Flour Mill
1 @ 100%


Farmhouse
2 @ 100%

Grain Farm
3 @ 100%

NOTE:
  • Grain and Farmhouse benefit from eco fertility bonuses. Flour Mills do not. This can lead to imbalances in the provided production chain.
Eco Production Chains - Tier 4
3D Projectors
9000 credits * -590 upkeep * -139 power * -12 eco
148 building modules * 114 tools * 12 wood * 8 glass

Final Production
Intermediate Production
Raw Resources

Projector Plant
2 @ 89%

Rare-Earth Borer
2 @ 100%


Diamond Harvesting Station
1 @ 100%

Manganese Excavation Robot
1 @ 100%

NOTE:
  • In order to get 100% productivity for all steps, you would need a 16 Projector Plants supported by 18 Rare Earth Borers (9 Manganese Excavation Robots) and 9 Diamond Harvesting Stations.

Service Bots
8850 credits * -725 upkeep * -114 power * -48 eco
72 building modules * 86 tools * 92 wood * 72 glass

Final Production
Intermediate Production
Raw Resources

Robot Factory
2 @ 100%

Chip Factory
1 @ 100%


Biopolymer Factory
2 @ 100%

Sand Extractor
1 @ 33%


Copper Mine
1 @ 50%


Corn Farm
4 @ 100%


Aquafarm
2 @ 100%
Tycoon Production Chains - Tier 1
Building Modules
100 credits * -10 upkeep * -3 power * -4 eco
3 tools

Final Production
Raw Resources

Smelter
1 @ 100%

Basalt Crusher
1 @ 100%

Power
400 credits * -20 upkeep * +60 power * -20 eco
2 building modules * 7 tools

Final Production
Raw Resources

Coal Power Station
1 @ 100%

Rotary Excavator
1 @ 100%

NOTE:
  • A Coal Power Station consumes 100% of the output of a Rotary Excavator. If you build the Coal Power Station first, you will always run at less than 100% power output due to resource transportation delays. Always build the Rotary Excavator first, allow a short delay, then build the Coal Power Station, or build a surplus Rotary Excavator to produce more coal than required for your operation.

Liquor
50 credits * -5 upkeep * -1 power * -2 eco
2 building modules * 1 tools
Tycoon Production Chains - Tier 2
Tools
2050 credits * -55 upkeep * -10 power * -18 eco
9 building modules * 17 tools

Final Production
Intermediate Production
Raw Resources

Tools Workshop
2 @ 100%

Iron Smelter
1 @ 100%

Iron Ore Mine
1 @ 100%


Rotary Excavator
1 @ 100%

Concrete
1650 credits * -50 upkeep * -20 power * -20 eco
19 building modules * 28 tools

Final Production
Raw Resources

Concrete Factory
1 @ 100%

Limestone Quarry
1 @ 100%


Sand Extractor
1 @ 33%

NOTE:
  • Tycoons have no other use for Sand.
  • You can operate three Concrete Factories per Sand Extractor to achieve 100% sand utilization.

Convenience Food
550 credits * -35 upkeep * -10 power * -11 eco
6 building modules * 11 tools * 18 concrete

Final Production
Raw Resources

Food Supply Factory
1 @ 100%

Meat Factory
2 @ 100%


Flavor Lab
1 @ 100%

NOTE:
  • Meat Factories are not affected by eco balance while Flavor Labs are, which can result in an imbalance to Convenience Food production chains.

Plastics
1050 credits * -75 upkeep * -16 power * -17 eco
7 building modules * 12 tools * 16 concrete

Final Production
Intermediate Production
Raw Resources

Plastics Factory
1 @ 100%

Oil Refinery
1 @ 100%

Oil Driller
3 @ 100%
Tycoon Production Chains - Tier 3
Steel
2500 credits * -80 upkeep * -14 power * -26 eco
16 building modules * 24 tools * 8 concrete

Final Production
Intermediate Production
Raw Resources

Steelworks
1 @ 100%

Iron Smelter
2 @ 100%

Iron Ore Mine
2 @ 100%


Rotary Excavator
2 @ 100%

Luxury Meals
1900 credits * -150 upkeep * -27 power * -19 eco
21 building modules * 23 tools * 58 concrete * 28 steel

Final Production
Raw Resources

Gourmet Factory
2 @ 100%

Lobster Farm
1 @ 100%


Truffle Farm
4 @ 100%

NOTE:
  • Lobster Farms require aerial lifters to transport products.
  • Need to double check, but I believe Lobster Farms are not affected by eco balance, which may potentiate a production imbalance.

Power
4600 credits * -210 upkeep * +492 power * -22 eco
22 building modules * 24 tools * 42 concrete * 46 steel

Final Production
Intermediate Production
Raw Resources

Nuclear Power Plant
1 @ 100%

Fuel Element Factory
1 @ 100%

Uranium Mine
1 @ 100%

Champagne
1300 credits * -90 upkeep * -15 power * -10 eco
14 building modules * 24 tools * 26 concrete * 12 steel

Final Production
Raw Resources

Campagne Celler
1 @ 100%

Vineyard
2 @ 100%


Sugar Beet Plantation
1 @ 100%

Heavy Weapons

Final Production
Intermediate Production
Raw Resources

Arsenal
1 @ 100%

Explosives Factory
1 @ 100%


Iron Smelter
2 @ 100%

Uranium Mine
2 @ 100%


Iron Ore mine
2 @ 100%


Rotary Excavator
2 @ 100%
Tycoon Production Chains - Tier 4
Jewelry
3550 credits * -170 upkeep * -26 power * -21 eco
45 building modules * 41 tools * 33 concrete * 22 steel

Final Production
Intermediate Production
Raw Resources

Jewelry Manufacturer
1 @ 100%

Gold Smeltery
1 @ 100%


Diamond Harvesting Station
1 @ 100%

Rotary Excavator
1 @ 100%


Gold Rifinery
1 @ 100%

Pharmaceuticals
20800 credits * -1180 upkeep * -198 power * -112 eco
258 building modules * 330 tools * 324 concrete * 308 steel

Final Production
Intermediate Production
Raw Resources

Healthcare Office
4 @ 100%

Chemical Plant
4 @ 100%


Rare-Earth Borer
6 @ 100%

Fat Factory
12 @ 100%


Aquafarm
4 @ 100%


Manganese Excavation Robot
3 @ 100%
Tech Production Chains - Tier 1
Functional Food
1100 credits * -80 upkeep * -9 power * - eco
14 building modules * 6 tools

Final Production
Raw Resources

Functional Food Factory
1 @ 100%

Aquafarm
1 @ 100%

Energy Drinks
1500 credits * -130 upkeep * -12 power * -9 eco
21 building modules * 18 tools * 11 carbon

Final Production
Raw Resources

Energy Drink Factory
1 @ 100%

Sugar Beet Plantation
1 @ 100%


Coffee Plantation
1 @ 100%

Carbon
10400 credits * -120 upkeep * -58 power * -22 eco
30 building modules * 48 tools

Final Production
Intermediate Production
Raw Resources

Carbon Factory
1 @ 100%

Oil Refinery
1 @ 100%


Coal Mine
1 @ 50%

Oil Rig
1 @ 100%

NOTE:
  • Without a surplus of Oil to compensate for transportation delays, the Oil Refinery can never operate at 100%.

Kerosene
3900 credits * -105 upkeep * -28 pwoer * -10 eco
32 building modules * 26 tools * 10 carbon

Final Production
Intermediate Production
Raw Resources

Fuel Factory
1 @ 100%

Oil Refinery
1 @ 100%

Oil Rig
1 @ 100%

NOTE:
  • Without a surplus of Oil to compensate for transportation delays, the Oil Refinery can never operate at 100%.
Tech Production Chains - Tier 2
High-Tech Weapons
6150 credits * -140 upkeep * -22 power * -27 eco
17 building modules * 36 tools * 6 carbon

Final Production
Intermediate Production
Raw Resources

High-Tech Weapons Factory
1 @ 100%

Chip Factory
2 @ 100%


Iron Smelter
1 @ 100%

Sand Extractor
1 @ 66%


Copper Mine
1 @ 100%


Iron Ore Mine
1 @ 100%


Coal Mine
1 @ 50%

NOTE:
  • To achieve 100% utilization use 4 Sand Extractors, 6 Copper Mines, 6 Iron Ore Mines, 3 Coal Mines, 12 Chip Factories, 6 Iron Smelters, 6 High-Tech Weapons Factories.

Building Modules
1000 credits * -60 upkeep * -4 power * - eco
6 tools * 8 carbon

NOTE:
  • One Underwater Recycling Station has the output of two Smelters, which puts its upkeep at 200% above or 40c/min above that of a regular Eco/Tycoon equivalent. However, as of 1.06, rubble heaps are now unlimited.

Microchips (Deep Ocean DLC only)
300 credits * -160 upkeep * -35 power * - eco
20 building modules * 20 tools * 5 carbon

NOTE:
  • Two (2) Electronics Recyclers equals three (3) Chip Factories because Electronic Recyclers produce Microchips 1.5 times faster than Chip Factories.

Metal Converter
2000 / 4000 credits * variable upkeep * variable power * - eco
50 building modules * 30 tools * 0 / 10 carbon

Final Production
Raw Resources
Upkeep
Power

Equals Iron Ore Mine
1 @ 150%

Metal Converter
1 @ 100%
-100
-25

Equals Copper Mine
1 @ 100%

Metal Converter
1 @ 100%
-100
-25

Equals Gold Refinery
1 @ 112%

Metal Converter
1 @ 100%
-150
-25

Equals Uranium Mine
1 @ 200%

Metal Converter
1 @ 100%
-200
-25

Plantinum Metal Converter
1 @ 100%

Metal Converter
1 @ 100%
-80
-30

Immunity Drugs (Deep Ocean DLC only)
3300 credits * -220 upkeep * -50 power * -12 eco
36 building modules * 17 tools * 13 carbon

Final Production
Raw Resources

Immunity Drug Manufactures
2 @ 100%

Gen Farming Laboratory
2 @ 100%


Coral Breeder
1 @ 100%

Neuroimplants (Deep Ocean DLC only)
4050 credits * -170 upkeep * -40 power * -12 eco
23 building modules * 30 tools * 7 carbon

Final Production
Intermediate Production
Raw Resources

Cybernetic Factory
2 @ 100%

Sponge Farm
2 @ 100%


Chip Factory
1 @ 100%

Sand Extractor
1 @ 33%


Copper Mine
1 @ 50%

NOTE:
  • The Chip Factory running at 100% (and its suppliers) can be replaced by an Electronics Recycler running at 66%
  • The chain shown can be run at 100% efficiency by increasing production by using 2 Sand Extractors, 3 Copper Mines, 6 Chip Factories, 12 Sponge Farms, 12 Cybernetic Factories
  • Using an Electronics Recycler, 100% utilization can be achieved by using 2 Electronics Recyclers, 6 Sponge Farms, 6 Cybernetic Factories.
Tech Production Chains - Tier 3
Laboratory Instruments (Deep Ocean DLC only)
5100 credits * -195 upkeep * -61 power * -7 eco
71 building modules * 50 tools * 18 carbon

Final Production
Intermediate Production
Raw Resources

Laboratory Outfitter
1 @ 100%

Iron Smelter
1 @ 100%


Metal Converter (Platinum)
1 @ 100%

Iron Ore Mine
1 @ 100%


Coal Mine
1 @ 50%

Bionic Suits (Deep Ocean DLC only)
13500 credits * -590 upkeep * -172 power * -45 eco
141 building modules * 111 tools * 28 wood * 24 concrete * 20 glass * 28 steel * 55 carbon

Final Production
Intermediate Production
Intermediate Production
Raw Resources

Bionics Factory
1 @ 100%

Hydraulic Plant
1 @ 100%


Biopolymer Factory
1 @ 100%

Oxidation Factory
1 @ 100%


Metal Converter
1 @ 100%


Corn Farm
2 @ 100%


Aquafarm
1 @ 100%

Lithium Production Factory
2 @ 100%


Fat Factory
2 @ 100%










Residential Layouts
Implementing DeathApril's Tycoon/Eco Residential Layout

I favor DeathApril's residential grid from the Anno 2070 Wikia. Here are the steps I use to rapidly deploy this grid:


  • Deploy the Community Center
  • Deploy the roads to the SW
  • Deploy the residences (Tycoon/Eco)
  • Deploy the Concert Hall/Casino.



  • Build three residences to the NE of the Community Center
  • Build the roads to the E



  • Build the next three residences to the NE
  • Build the horizontal road from left-to-right
  • Connect (see red arrow for positional emphasis



  • Continue to build out the NE.
  • Position a Casino/Concert Hall when appropriate (note I haven't finished building out the area simply because I was in a hurry to get this screenshot.)



  • Extend the residential row with another DeathApril grid by overlapping only 1 square.


  • Extend to a 3rd City Center by lining up the 3rd as shown in the above diagram.

External resources

Wikia: Anno 2070 Eco/Tycoon Residential Housing Layouts[anno2070.wikia.com]

Wikia: Anno 2070 Tech Housing Layouts[anno2070.wikia.com]

NOTE: Everything contained on anno2070.wikia.com is subject to the Terms of Use on said website.
Eco Production Layouts


Fish



NOTE: Fisheries laid out face-to-face provide a channel for ships to travel through.

Eco - Building Modules
Layout
Comments
85.7% space efficiency. Kuri-tan @ Anno 2070 Wikia

Eco - Tea
Layout
Comments

85% space efficiency. Can be increased to 90% by removing the road leading out of the layout (reducing the bounding box from 21x20 to 20x20). Fills in "empty space" with Windmill and Weather Control System. Variation of ZackSchneider's layout @ Anno 2070 Wikia.
89% space efficiency. Another layout of ZackSchneider's.

Eco - Rice
Layout
Comments

89% space efficiency. Inspiration drawn from layout by Pedrocarvalho @ Anno 2070 Wikia

Eco - Vegetables
Layout
Comments
92% space efficiency. NeoVanAlemania @ Anno 2070 Wikia

Eco - Communicators
Layout
Comments


93% space efficiency with 4/4 Chip/Communicator factories.
91% space efficiency for 7/7 Chip/Communicator factories.
90% space efficiency for 10/10 Chip Communicator factories.
This one is mine (Mazian).

Eco Grain (Durum Wheat)
Layout
Comments
91% space effiency. W master @ Anno 2070 Wikia

Eco Dairy farm (Milk)
Layout
Comments
88% space efficiency due to two 4x4 Bio Drink Factories, otherwise 83%. Pedrocarvalho @ Anno 2070 Wikia

NOTE: If you combine this with the Fruit Plantation layout below, you will have an extra Bio Drink Factory. You can reserve the space for later expansion, or use it for a 3x3 Eco Wind Park or Weather Control Station to increase space efficiency.

Eco Fruit Plantation
Layout
Comments
93.1% space efficiency due to 4x4 Bio Drink Factory. ZackSchneider @ Anno 2070 Wikia

NOTE: This 4 fruit layout (at 100% output) requires two Bio Drink Factories in order to consume all produces resources.

Eco Corn
Layout
Comments
89% space efficiency. Kin37ix @ Anno 2070 Wikia
95% space efficiency. Baconholic @ Anno 2070 Wikia

NOTE: Requires Level 3 Depot.
85% space efficiency. I often find that I don't need a full 4 Corn layout at first. I just want to get a single Biopolymer factory running, which only requires 2 Corn farms. This is all that is needed to supply a single Robot Factory production chain. (You'll have surplus Microships, Sand and Copper.)

Eco Solar Power Plant
Layout
Comments
79% space efficiency; rises to 81% space efficiency when nested back-to-back. Ecomaniac @ Anno 2070 Wikia
82% space efficiency.
62% space efficiency. Ecomaniac @ Anno 2070 Wikia

NOTE: The space efficiency is deceptive because all the wasted space is on the outside of the layout.
Tycoon Production Layouts
in progress
Tech Production Layouts
in progress
Production Layouts (External Sources)
In progress

External resources

Wikia: Anno 2070 Tycoon Production Layouts[anno2070.wikia.com]

Wikia: Anno 2070 Eco Production Layouts[anno2070.wikia.com]

Wikia: Anno 2070 Tech Production Layouts[anno2070.wikia.com]

NOTE: Everything contained on anno2070.wikia.com is subject to the Terms of Use on said website.
Farm Sizes


Faction
Tier
Building
Size
# Fields
Field Size
1
Fishery
2x3 + ~10 influence in front
N/A
N/A
1
Basalt Extraction
3x3
2
3x4
1
Tea Plantation
3x3
3
4x4
2
Farmhouse
3x3
5
3x4
2
Rice Farm
3x3
5
4x4
3
Grain Farm
3x3
4
4x5
3
Fruit Plantation
3x4
8
3x3
3
Dairy Farm
3x4
7
5x5
4
Diamond Harvesting Station
4x4
8
3x3
4
Corn Farm
3x3
9
3x6
1
Distillery
3x3
2
3x4
2
Meat Factory
3x3
3
3x4
2
Flavor Lab
3x3
3
3x4
3
Truffle Farm
3x3
5
3x5
3
Vineyard
3x3
7
3x6
3
Sugar Beet Plantation
3x4
7
3x4
4
Fat Factory
3x3
6
2x3
1
Aquafarm
3x3
6
3x3
1
Coffee Plantation
3x3
6
4x4
2
Sponge Farm
3x3
4
3x4
2
Gen Farming Laboratory
3x3
3
2x6
2
Coral Breeder
3x3
5
2x3
3
Lithium Production Facility
3x3
5
3x3
Power


Faction
Name
Power
Upkeep
Eco
Upkeep/Power
Eco/Power
Space/Power
Comments / Tips
Wink Park
+15
-25
-0
1.667 / unit
-0
1.667 / unit actual
92.333 sq / unit influence**
**[fn1]
Thermal Power Station
+0 to +70
-65
-0
0.928 to 65 / unit
-0
0.342 to 24 sq / unit actual
4.486 sq to 314 sq / unit influence**
**[fn2]
Offshore Wind Park
+30
-50
-0
1.667 / unit
-0
0.400 sq / unit actual
10.467 sq / unit influence**
Solar Tower Generator
+120
-120
-0
1.000 / unit
-0
1.858 sq / unit
Coal Power Station + Rotary Excavator
+60
-20
-20
0.333 / unit
-0.333 / unit
0.933 sq / unit
2 Coal Power + (Eco) Coal Mine
+120
-35
-32
0.292 / unit
-0.267 / unit
0.267 sq / unit **[fn6]
Nuclear Power Plant + Fuel Element Factory + Uranium Mine
+492
-210
-22
0.420 / unit
-0.044 / unit
0.163 sq / unit **[fn6]
May cause Nuclear Accident disaster.
2 Nuclear Power Plants + 2 Fuel Element Factories + Metal Converter
+967
-520
-32
0.538 / unit
-0.033 / unit
0.178 sq / unit (normal game)
0.196 sq / unit (Deep Opean DLC)
May cause Nuclear Accident disaster. **[fn3]
Marine Current Power Plant
+25
-40
N/A**[fn7]
1.600 / unit
-0
0.48 sq / unit
Hydroelectric Power Plant
+500
-140
-10
0.280 / unit
-0.020 / unit
N/A**[fn6]
**[fn4]
Geothermic Power Plant (Deep Blue DLC)
+750
-200
N/A**[fn7]
0.267
-0
N/A**[fn6]
May cause Tsunami disaster.

NOTE:
  • These numbers can be changed by a variety of island or ark technologies.
  • Energy transfer structures are now available in Deep Blue DLC, allow you to transfer surplus energy from one island to another. The Energy Transmitter stations cost 175 upkeep and 30 eco and must be built in pairs, at a minimum. Also, energy transfer can only be done in one direction at a time; meaning you can only send or receive power.
  • **[fn1] When overlapping Wind Parks, power output does not reduce until reduction percentage drops below 97%.
  • **[fn2] 50% power produced at 200 nearby residences. 100% power produced at 650 nearby residences.
  • **[fn3] This power chain must be split between water/land. The Metal Converter can only be built under water; the other structures only on land.
  • **[fn4] Requires Advanced Prototype that can only be obtained randomly (via research or via NPC).
  • **[fn5] Space/Unit estimates for influence are estimates. Need to get some screenshots and double check these numbers.
  • **[fn6] Coal Mines, Uranium Mines, Geothermic Power Plants & Hydroelectric Power Plants consume no free space on an island/plateau. They consume a fixed position on the island. For Geothermic and Hydroelectric Power Plants, the position cannot be used for anything else.
  • **[fn7] Not applicable. There is no ecobalance under water.
Prototype Applicability
The following research projects require Advanced Prototypes which can only be obtained randomly. In all but a few cases (and there noted), all of these are Tier 3 (three star) research projects (the best available).

16-step Safety Program
* Ecobalance Buildings > Keeper 1.0 Automation > Keeper 1.0 Automation (Tier 1) **[fn1]
* Public Buildings > Laboratory > High-security Laboratories
* Energy Generation > Geothermic Power Plant > Extended Sensoric Interface **[fn2]

Advanced Turbine Prototype
* Production Buildings > Oil Driller > Crude Oil Sump Recycling
* Production Buildings > Oil Rig > Blowout Preventers
* Ecobalance Buildings > River Sewage Treatment Plant > Reverse Osmosis Process
* Energy Generation > Wind Park > Super Rotor

Electroactive Micro Organisms
* Production Buildings > Uranium Mine > Uranium Tailing Recycling

Fully Electronic Application System
* Public Buildings > Participation > Inner-city Self-determination

Fully Automated Analysis and Optimization Robot
* Production Buildings > Rotary Excavator > Brown Coal Tailing Recylcing
* Ecobalance Buildings > CO2 Reservoir > Desorption-proof Container

Innovative Molecular Filter
* Energy Generation > Hydroelectric Power Plant > Eco-neutral Diffuser Technology
* Energy Generation > Coal Power Station > Thermodynamic Efficiency Enhancement

Magnet Driven Ore Carts
* Production Buildings > Iron Ore Mine > Iron Ore Tailing Recycling

Maintenance Free Automatic Conveyor
* Production Buildings > Basalt Crusher > Basalt Tailing Recycling
* Production Buildings > Basalt Quarry > Automatic Cracking Procedure

Meta-sequence Program
* Production Buildings > Copper Mine > Copper Tailing Recycling
* Special Buildings > Defense Turrets > Intelligent Reactive Armor

Heterogenous Catalysis
* Ecobalance Buildings > Waste Compactor > Compact Combustion Process

Reinforced Central Warehouse
* Special Buildings > Warehouse > Goods Bunker

Self-organizing Mechanical Assistant
* Energy Generation > Solar Tower Generator > Dish-Stirling System

Self-reproducing Nano-robots
* Special Buildings > Fire Station > Fire Protection Regulations
* Special Buildings > Hospital > Medical Specialist Support

Targeted Intake Control Device
* Public Buildings > Activity > Computer Assisted Program Planning

Top Secret Explosives Formula
* Energy Generation > Nuclear Power Plant > Spherical Reactor
* Special Buildings > Defense Turrets > Long-range Guns

Trendsetting Molecular Motion Sensor
* Ecobalance Buildings > Guardian 1.0 > Guardian 1.0 Automation (Tier 1) **[fn3]
* Ecobalance Buildings > Ozone Maker Station > Molar Ozone Reaction Enthalpy Shift
* Special Buildings > Police Station > Centralized Biometric Database

Undiscovered Lightweight Material
* Energy Generation > Thermal Power Station > Flue Heat Exchanger Technology
* Energy Generation > Energy Transmitters > Extended Coil Battery **[fn4]

Unpublished Special Algorithm
* Ecobalance Buildings > Deacidification Station > Dolomitic Filter Material
* Energy Generation > Offshore Wind Park > Multifractal Positioning System

  • **[fn1] - Unlockable with "Eden Project" World Event
  • **[fn2] - Unlockable with Deep Blue DLC
  • **[fn3] - Unlockable with Keeper Package DLC
  • **[fn4] - Unlockable with Deep Blue DLC

The following Tier 3 upgrades do not require advanced technology prototypes to build. They can be built by producing the prerequisite basic technologies.

* Production Buildings > Coal Mine > Coal Mine Tailing Recycling
* Production Buildings > Sand Extractor > Sand Filter Residue Recycling
* Production Buildings > Limestone Quarry > Limestone Tailing Recycling
* Production Buildings > Lobster Farm > Total Animal Utilization
* Production Buildings > Gold Refinery > Gold Filter Residue Recycling
* Ecobalance Buildings > Weather Control Station > Artificial Atmospheric Regulation
* Ecobalance Buildings > Monitoring Station > Automated Observation Equipment
* Public Buildings > Information > Amplitude Modulated Carrier Wave
* Special Buildings > Statistics Center > Energy Renovation
* Special Buildings > Central Statistics > Central Statistics - Energy Renovation

Units are not listed yet.

If there is a lot of demand for the unit list to be completed, I can begin working on it, otherwise it's low priority for me. I focus primarily on the continuous game and its high population, large city building.
Anno Calculators (Online)
Continuous Game : Map Seeds


Anno 2070
  • 83943
  • 74530
  • 81631
  • 71457
  • 19794

Anno 2070 - Deep Ocean DLC
  • 84769
  • 79810
  • 22045
  • 95555
Tutorials & Exploits


Mini - Lobbying Influence
http://youtu.be/f5KSA39tAGo

Mini - Deplying a Hydroelectric Power Plant
http://youtu.be/J_Pq5GAVVqM

Basic - Getting Started
Or, how to achieve positive cash flow quickly. Your strategy may vary if you start with different settings, but if so, stick with the strategy of building only tier 1 residential (no tea/alcohol production chains) until you are cash positive. Your strategy may vary in some missions where there are time constraints, which forces you to juggle upkeep cost and meeting mission objectives within a reasonable time frame.

Build Order: Port, 2 Building Module production chains (4 buildings), City Center, 1 residential, 2 Fishery. Then continue building residential buildings until you are cash flow positive.

http://youtu.be/YlC-q5QGV3o

Basic - First 30 minutes
In your first 30 minutes, you want to achieve the following, in order: (1) become income positive, (2) balance expansion and income, remain income positive, (3) supply residential needs-- fish and tea are shown in this video, (4) maintain a positive power balance, (5) maintain a relatively good eco balance-- does not need to be positive, (6) establish Tools production chain, (7) upgrade all residences to Employees/Tier 2, (8) establish Wood production chain.

NOTE: In this video I get a threat of uprising if I don't construct an Education Network building for the island. I comply rather than deal with the uprising but if there is no threat, I would have delayed constructing the building until later. The Education Network costs -30 upkeep. Even if you use the Child & Career channel to increase tax income by 5%, you need a tax income of 1200 in order to break even with the cost of the Education Network. Mathematically, it makes no sense to deploy the building until you (a) need it to advance to tier 3, or (b) your tax income within a single residential layout exceeds 1200-- at this point in the video, I'm earning 730-- so still too soon to place this building.

The last 3 minutes are spent reviewing current status before ending the video.

http://youtu.be/59-S3iMEpmQ


License Trading Exploit

Anything sold to Trenchcoat earns a 25% license premium over selling to any other NPC. You can use this by purchasing items from NPCs and selling them to Trenchcoat to obtain a ROI of 25% licenses. I've used this to turn 150 licenses into the maximum 9999 licenses.

http://youtu.be/drrF_9WlKmM

Duplication Exploit

If you weren't aware, the Ark storage is stored on Ubisoft's DRM servers, everything else is stored in the local save game. This can be used to duplicate items. I use this only for annoyingly rare and difficult to obtain items.

http://youtu.be/sq2kCJ7dfGc
Missions
Anno 2070 Deep Blue DLC - Shortage of Skilled Workers
Synopsis: Achieve 1000 Geniuses
http://www.youtube.com/watch?v=MqOwafAro0w
Tips & Tricks
Enable the double row Action Bar
Options => Interface
Enable two rows for 18 configurable buttons. (Only one row, 9 buttons, available by default). You can drag & drop many items/commands here: buildings, game speed toggles, other icons, NPC arks, vehicles, command console, etc. Just click-hold-drag from its original location to the Action Bar.

Unused action bar positions are transparent unless you're dragging actions to the bar.

Enable the right-mouse-button (RMB) menu.
Options => Interface
Disabled by default, the RMB menu provides 9 additional, configurable action buttons like the Action Bar which can be accessed via right-clicking on the map.

Earn more money while preventing automatic residential upgrades


By setting the tax to the second position (light green) you simultaneously reduce employee happiness for that employee type (on that island) and prevent automatic residential upgrades. This can also be used to prevent that annoying upgrade arrow from appearing during regular play. For missions where cash is tight, this is a great way to ensure you have enough tax income to progress.

When you're ready to upgrade, just move the tax slider back to the dark green and wait for the upgrade arrows to appear. NOTE: There is a delay in happiness recovery which will cause a delay in upgrading residences. Meaning, you can just set the slider to dark green and upgrade all of those residences immediately.

Pause production to save on Upkeep, Power or reduce Eco balance impact


Most buildings can be paused to reduce upkeep costs, both credit and power, or to reduce ecological impact. NOTE: While paused, the building may still consume some power, credits and have some eco balance impact. However, it will not consume resources nor produce products (goods, power, etc.)

Pausing a building is a cost effective way of temporarily reducing upkeep costs or eco balance impact when a building is not needed. (e.g., if your Building Module production chains aren't needed for a while, pause them to increase income, provide "additional" power, and increase eco balance.)

NOTE: Production chains do not "auto-pause" when a warehouse is full. You must pause/unpause manually. So if you forget to unpause after using all of a particular material, no more will be made. (e.g., the above scenario where you pause your Building Module production, then use all your Building Modules.)

Set minimum inventory for trading


By right-clicking any product in a depot/port, you can set a minimum inventory level. When you configure trades (between islands you own, or between your islands and roaming NPC traders) your trade routes will not deplete your inventory below this minimum. This is best used at the final destination for any products.

As an example-- if you have a residential island, and an island where you make Bio Drinks. Functional Food, or Champagne and then import said items from the production island to the residential island. In order to make sure that all product flows to the residential island, set no minimums (minimum 0) at the production island. Then set your desired minimum at the residential island. Let's say you have a 120 warehouse size-- set a minimum of 80-100. Then set a trade on the island to sell the product to roaming NPC traders. This ensures that you have surplus in case your production chain is interrupted, but also ensures that surplus product is available for sale to roaming NPC traders. (Sale to roaming traders is, by default, at a higher value than sale to the NPC Arks.)

Building Placement Clues
When placing buildings, the game clues as to the radius of influence of other nearby buildings.

NOTE: Screenshots have been partially desaturated for emphasis and to assist the color blind.



When placing a residential building, the nearby Activity building (Concert Hall) and City Center are highlighted in green to indicate that the residence is within their area of influence. (NOTE: A road must still connect the residence to the Concert Hall & City Center.)



Here the Concert Hall is not highlighted in green because the residence being placed is not within its area of influence. The residence remains within the area of influence of the City Center.
40 Kommentare
Mazian  [Autor] 11. Feb. 2019 um 7:03 
If you're having problems with UPlay, you might try this fix: https://steamcommunity.com/sharedfiles/filedetails/?id=349008981 (It's another guide I wrote for the problems with UPlay being installed by Steam.)
yamasaki 11. Feb. 2019 um 2:00 
I have entered the game system. But can't log in Account to play Even though I followed the steps suggested by the system before logging in.:steamsad:
Alice 2. Nov. 2016 um 20:20 
maybe power/upkeep is better?
eg, windpark/offshore windpark p/u is both 0.6. but thermal plant could reach 60-80% easily, which is higher than 0.6, more efficient than above. further more , solar panel p/u is 1.0,thermal could reach a higher p/u than it.sometimes just need a better layout for thermal plants to fit in.i just got one
arnie 15. Mai 2015 um 13:26 
Could someone send me their savegame so I could be able to use it and experience the different buildings and such?
Mazian  [Autor] 14. Mai 2015 um 11:04 
I wouldn't. I dislike the risk, or the ecological hit. But for some people, the risk is acceptable and the ecology concerns aren't something they care about. To me, there are just too many benefits to having a high ecology rating on an island. (Tycoon benefit from positive ecology, they just don't take as big of a hit on negative ecology as Ecos do.)
Ramrod 14. Mai 2015 um 6:43 
Would you ever use nuclear plants without the disaster chance upgrades ? I always prefer the upgraded wind shore parks or the water dam.
Mazian  [Autor] 20. Jan. 2015 um 21:32 
@ Suli, feel free to ask questions. I haven't played Anno 2070 in a while, but it is still one of my all time favorite games.
Informer 20. Jan. 2015 um 18:24 
very nice, great job.
Not a Real Reatard 30. Juli 2014 um 18:25 
To be honest I'm still lost I think I will watch some videos then come back haha. Looks like a very nice guide covering most of everything I'll use this as a reference once I can atleast unerstand this.
Mazian  [Autor] 20. Apr. 2014 um 7:10 
Thank you for the nice comments