Generic Problems People Have in Anno 2070
So I thought I should probably get down the skinny of things. The truth is Anno 2070 does not have the best guide and in fact it is really only great if you have played previous Anno games. To other people you are sort of left clueless on how things work. So I’ve decided I will create a line of tutorials on Anno 2070 to help people. This is probably my 5th or 6th guide relating to Anno and will probably be my last. This covers all those little problems people are having with the gameplay style that seemingly do not make sense. Everything else beyond what I have published I consider to be self-explanatory.
Problem #1: How do You Get Profitable in Anno?
People who play City builders are probably used to having it pretty easy with making money. You make residences, residences demand things, you give them jobs and you get money some magical way. It’s all pretty easy and requires the simplest of utilities.
This game requires something a little more complex, closer to a Rome building game.
In this game your citizens do not actually work at the facilities you create. Well not in a direct literal sense. The game makes it so that you require certain levels of citizens in order to have the ability to have certain industries, but they don’t actually work there. This means all of your roads can be disconnected all over the place as long as you meet demands of people.
Revenues in this game can be acquired in two ways: trade and taxation.
The most efficient way to make money in this game is taxation. This is because taxation is the only way to advance your society forward and actually move forward in the game. Trade makes an equal amount of money however you do not move anywhere in the game. Because of this trading should be thought as a second thought, not a first.
You gain taxes by having citizens. The more citizens you have, the more money you get. There are four tiers of citizens. Each higher tier will offer you more and more taxes and will house more citizens. You gain extra tax money by fulfilling the needs of your citizens. Fulfilling the needs of your citizens is also how you advance them to the next tier.
On the other side you have expenses. All infrastructure in the game costs money to maintain. Tycoons generally have more efficient structures for maintenance but often take on heavy ecological costs in exchange.
This means the game is based around balancing your costs and your revenues.
You can become profitable in two main ways. The first is when you have a mass abundance of goods. This means you have too much infrastructure and not enough homes. The solution to this is to build more homes which will give you more tax revenue.
The other is that you have too much useless infrastructure or units that you cannot support. If you have a large army you are not using you can delete them by hitting the Delete key.
Another example of a structure that you sometimes use are harbor turrets and repair cranes. These are great to have, but you do not need them all the time. To turn them off hit the |> sign to pause it. You only need 2-3 harbor turrets at best. They are also moveable so if you feel the need to defend a different harbor you can simply move them.
If you see that you have a gross surplus of power or ecology you can also pause these structures.
Also look at any structure with a symbol over it. It tells you that you have a broken trade line. A lot of times it may just mean that you are full on that resource, so you can turn that one off.
A final thing is if you suddenly find yourself going into the negative and then bouncing back into the positive it is because you have an inconsistent good. When you are shipping your goods you may have one good that is not in high enough quantities. You can put on another ship if you have mass surpluses of this good or increase the number of production facilities so you can fulfill the demand.
In Anno 2070 there is always something to do, you just have to look around for it.
Problem #2: What is Technocracy How to Be Efficient?
Technocracy is the founding father of builder games.
The basic philosophy of technocracy is that everyone is doing what they are best at. A technocratic world then would split up all of the lands into farms and production centres for just one product. China has a very technocratic society. There are entire towns in China that are dedicated to only the production of socks. Thus we get socks in bulk amounts.
The same philosophy can be applied to Anno 2070.
The idea is you want to settle islands with a function in mind. For example a large island is going to be perfect to settle for the purpose of taxation and hosting a population.
Smaller islands will be very functional for getting ore and producing farms.
You link all of these with ships.
This is the most basic concept of maintaining an empire. You have a society of large tax payers and you import goods.
Even your island should be organized technocratically. You want all of one good in a set area and all of another good in another set area. As you expand your population you will have to move these goods so that you can fulfill larger islands.
Production in this game is based around carting of goods from one location to another.
Let’s take for example the production of something simple, Steel.
Steel requires Iron. Iron requires iron ore and coal. It’s a very simple production chain…. That can have modified efficiency.
So let’s say you have an iron and a coal mine next to each other. If you put the iron production facility within the radius (circle that will appear) of these two buildings the carts will take the goods directly from the mines to the iron production facility. If you place the steel production facility within the radius of the iron production facility the goods from iron will be carted directly to steel.
Why is that a big deal?
Well the other option is a depot. The depot is the source of the carts. The depot is also what you will need to place to even collect goods. So imagine a cart path that goes like this: Depot>Iron Ore Mine>Depot>Coal Ore Mine>Depot>Iron>Depot>Steel. That’s 8 moves. Now imagine a cart that goes like this Depot>Iron Ore Mine>Coal Ore Mine>Iron>Steel. That’s 5 moves. Suddenly you have doubled your efficiency all because you have organized your materials to be produced in one area.
The same is true when you are producing any finished products, especially those created from farming. You are better off finding islands with multiple fertilities and producing the finished product on that island.
A lot of times you will see little white or light blue symbols over buildings. This is a problem that goods are not being picked up. This means that either that are not enough carts (build more depots to pick up more goods) or that you have too much of this one resource. You can fix this second problem by creating more resource production facilities to build the greater end good.
When you click on a finished product building facility (tools, building supplies, healthy food, etc.) you will notice that a number of goods are used up at a time. An efficient building will be 5/5 or 10/10. This is 100% production. If it is not you either need more resources or more carts. More carts is always the cheaper solution because the maintenance is cheaper. If you are not 5/5 or 10/10 on production you do not need more of these buildings until they are full on 5/5 or 10/10. You will find after doing this you will gain massive production gains.
A final part of technocracy is the inter-water transporting of goods. This is mainly using the boat for the right job. You need to have efficient or highly efficient trade routes. At the end of every trade route you should almost always have a trading partner to sell your excess to.
The smallest trade boat is 3 cargo. You will try and want to have 3 cargo on this ship in the trade route. When you need a higher cargo ship Tycoons offer 6 cargo and Ecos offer 4 cargo. Some goods are necessary and it is fine to have these as 1 item trades. However it is important to try and max out this route as much as humanly possible. It may be more efficient to have more ships on this route and just have a larger trade route to pick up more goods.
You can only have as many ships as you have people. This sets serious limits on how you will be able to transport goods. By maintaining efficient trade routes you will make best out of limited resources and everything will run automatically.
You will need to put down depots in order to trade on islands. Depots cost credits, building supplies and tools to build. You drop it using a ship a button will show up on the left side of your ship’s menu.
Problem #3: How do You Evolve Buildings?
The simple answer is you fulfill the needs of the people. If you click on each home there are bars indicating how much of a need is fulfilled. By keeping these bars full you will make them eligible for growth.
This seems obvious when you get your first advancement to the second tier. But then they just never seem to evolve.
Every time a building advancing to a new level it will first give you access to a new resource you will need to advance again. Advancing actually costs resources which will get ever so more expensive.
For Ecos you will need:
Tier 1: Building Supplies
Tier 2: Tools
Tier 3: Wood
Tier 4: Glass
For Tycoons you will need:
Tier 1: Building Supplies
Tier 2: Tools
Tier 3: Concrete
Tier 4: Steel
The first thing you should always do when you advance to a new tier is start making these new building resources as you will need them for producing new good production facilities and for evolving your buildings.
Problem #4: What the Hell Does a Monument Do?
One of the sort of oddballs in the game is the monument. Monuments can be built by Ecos and Tycoons. These are MASSIVE structures that will require around 1000 tools to make along with building supplies, and tier 3 and tier 4 building resources. They are insanely expensive and cost heavy on money and electricity.
What they are for is not all that clear, the game never really explains this. There is a scenario to make one, but then the scenario ends and you never really need one.
Monuments are entirely made in Continuous Play and have no functionality outside of Continuous Play.
But Troubl what are they bloody for?
Monuments are the “everything” building. Monuments will fulfill all needs of all residents around them. So when you build your monument you want them to be in nice open areas you can develop. After this you will notice that every building you place in this area will have all of their non-goods needs fulfilled. They have a very large range and can support up to 4,000 people and are absolutely necessary for gaining the settle 10,000 people achievement.
Problem #5: How do You Gain Access to S.A.A.T. and Opposite Faction?
In the achievement tab are various features regarding maintaining multiple types of factions at the same time. In order to do this you first have to have access to them.
For S.A.A.T. you will have to reach the third tier (concrete or wood buildings). You will be able to unlock S.A.A.T. at your Arc for a whopping 10,000 credits. You will also be able to purchase a Trimarine (submarine) for 3,000 credits.
No, you do not need to build any S.A.A.T. homes in order to gain access to underwater technologies you will need for your main faction. S.A.A.T. buildings merely give you access to making items that you can use on your ships, in your harbors and on your arcs.
The opposite faction is a little harder to unlock. In order to do this you will need to get to Tier 5 buildings. You will be once again offered their building units and it will cost you another 10,000 credits.
The two big achievements for multi functions are to have Eco and Tycoon executives on the same strip of land and to have eco and tycoon monuments up at the same time.
Problem #6: What is the Arc for?
When you first look at your arc it just seems like a way to order some very expensive tools or building supplies.
But that’s not all.
Your arc is a floating bastion of your game. When you load things into your arc they will be transported to your next game. There is a limit of course. The campaign is entirely separate so all goods in the arc during the campaign will move throughout the campaign, but not elsewhere. Each scenario runs separately as not to give an unfair advantage. However they will move with you in all continuous plays.
Arcs also provide their own equip items. An arc can hold 9 items total. These items will give impact to the entire zone and usually give minor benefits that stack up in a larger society.
But Troubl, I have 6 items but can only equip 3 WTF?
Different items have different star ratings. 1-star items are insanely easy to find and offer very low benefits. 2-star items are earned through long quest chains that usually involve difficult objectives requiring you to have all of your resources used (or requiring you to build even more).
3-tar items are earned through monument quest lines or through creation at academies (S.A.A.T. tier 2 structure).
Getting items will prove to take a long time. The one star items are all purchasable from neutral NPC arcs (Thorne, Rodiriguez and the Doc). The other ones will take insanely long time to get. To date I have only collected two 2-star items and no 1-star items (although I am in the process of building one in my academy).
The ark is also your profile. You can customize all of this stuff while not in the game. This is a way of connecting all of your games together and creating progress.
Problem #7: How do You Make Underwater Bases?
So when you purchase S.A.A.T. tech after having your first Tier-3 civilian you will get a Trimarine for 3000 credits. A Trimarine is basically a submarine. It has a button that will allow you to get under water.
First thing you will need to do is put the Trimarine underwater and move it around the map. Every now and then it will indicate that an “island” has been discovered. These are underwater islands that have a darker ting on the map.
Once you have found one get tools and building supplies in your trimarine. Move it to this ting on the map and it will now give you the option to build a harbor. Once you plant it you have an underwater base.
Problem #8: Where Are Agreements
Agreements can be made with other AI players in the game. They come in many forms. It is important to distinguish between Player AI computers and neutral AI computers.
The neutral AI computers appear in every single game and include Rufus Thorne (Tycoon AI), Yana Rodriguez (Eco AI) Dr. Salman Devi (S.A.A.T. AI), and Dr. Bashi (S.A.A.T. Underwater Only AI).
Everyone else is a Player AI and thus can used Player AI agreements.
Non-Player AI have the following agreements:
Lobbying: This allows you to trade credits for reputation with this AI. It is never recommended you ever use this as it is very easy to earn reputation with non-Player AIs.
Demand Quest: This is not threatening and will not lower your reputation. It is a translation error. Demand Quest means you will freely do work for them and are free right now. It is expected a strong player will demand quest on cooldown because of the licenses and extra credits.
Take Out Loan: This will give you a static amount of credits to spend however it will decrease your income per minute with interest.
License Trading: This allows you to trade money for licenses, not the other way around as it may seem. This is also not particularly all that worthwhile because of how easy it is to acquire licenses.
Auxiliary Fleet: Each of these factions has a fleet of ships available to sell to you in times of emergency. A common strategy is to not have a war fleet at all and in times of emergency purchase one from the neutral AIs. Each has their own flavour of units, Ebashi has submarines, Thorne has long range attack, Yana has anti-air, and Devi has air.
For Player AIs you get:
Declare War: They’ll start shelling out whatever is closest to their war vehicles. At this point you begin to gain a “war influence” in which you can enact war policies depending on how much war influence you have. They include a no-attack on settlements agreement, a ceasefire, and peace.
Lobbying: Much like non-player AI this gives influence for money, is useful when trying to buy out their shares of islands to conquer them.
Repair Service: This is an agreement in which you use their repair cranes and pay per use.
Price Dumping: Allows you to buy goods far cheaper from Tilda if you can purchase a minimum bulk amount.
Demand Credits: Gain static amounts of money in exchange for reputation.
License Trading: Allows you to trade money for licenses.
Problem #9: My Buildings Are De-Volving and Evolving On Loop
The default threshold for evolving a build happens when you reach 90% of the needs of your residents.
The default requirement for each building to stay evolved is 10% of the needs of your residents.
However when you evolve your building you gain new needs and thus that threshold gets pushed even further.
In factions like S.A.A.T. certain levels can add heavily to luxury. The end result is a continuous loop in which your resources get drained and you’re constantly swinging back and forth with no real way to fix this.
To fix this you can turn off Advancement by clicking on a Check Mark button to the top right of a certain type of resident’s screen.
So if you don’t want Researchers to advance to Geniuses, click on a Researcher and click on the check mark in the top right corner. Now you will gain no new geniuses and consume no extra resources.
This will give you the time you need to start getting extra resources so you can afford the new people.
March 18: 2012: Added in Problem #7
August 12: 2013: Added in Problem #8 and #9