Welcome to Anno 2070! As a city-builder set in a near-future where rising sea levels have reshaped the world, you'll be tasked with rebuilding civilization across a network of islands. You'll manage resources, expand your settlements, and navigate the complex political landscape between the industrious Tycoons, the eco-conscious Ecos, and the technologically advanced S.A.A.T. faction. It's a game about strategic planning, efficient logistics, and making tough choices to ensure your population thrives in a challenging new era.
This guide is here to help you master the intricacies of Anno 2070. We'll cover everything from optimizing your island settlements and trade routes to tackling specific objectives like cleaning up oil spills and activating the vital Ark. You'll find detailed faction strategies, especially for the Ecos, and learn how to conquer challenging world events. Our goal is to equip you with the knowledge to build a sustainable and prosperous future, whether you're aiming for a Gold Medal or just want to understand the game's deeper mechanics.
Type Capacity (t) Purchases Sales
Learn about Warehouse capacities, purchase costs, and sales values in Anno 2070. Optimize your logistics and trading with this quick guide.
Alright, let's talk about warehouses in Anno 2070. These are super important for storing all the goods you'll be producing and trading. Think of them as your central hubs for managing your economy. The bigger the warehouse, the more stuff you can stash away, which is key for keeping your production chains running smoothly and fulfilling those important contracts.
Here's a breakdown of the different warehouse types, their storage capacity, and what they cost to build and sell for:
| Type | Capacity (t) | Purchases | Sales |
| Warehouse I | 30 | 4 | 3 |
| Warehouse II | 50 | 7 | 4 |
| Warehouse III | 75 | 8 | 6 |
| Warehouse IV | 100 | 11 | 8 |
- Start with Warehouse I and upgrade as you expand. You don't want to overspend early on when you have limited resources.
- Keep an eye on your trade routes and production. If you're constantly running out of storage space, it's time to upgrade or build more warehouses.
- Selling warehouses can be a quick way to get some cash in a pinch, but remember you'll sell them for less than you bought them for.
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Learn how to complete Anno 2070 scenarios, starting with tutorials on exploration, settlement, and resource management.
- 1Follow in-game text, voice, and arrow instructions for the tutorials.
- 2Explore: Click on a sailing ship (a type of vessel used for sea travel), then click a destination. Sail close to an island, stop, click the eye icon, and wait for the red bars to fill to explore. Move your mouse over an explored island to see its suitability for crops in the bottom text bar. A small 'twin hammers with nugget of ore' icon above a mountain indicates an ore deposit.
- 3Build a Warehouse: Select your ship, click the warehouse icon, and choose a location on the coastline so the docks are on the beach and the main building is on land.
- 4Unload Cargo: Move the ship next to the Warehouse. Click on the ship, then the wooden door icon. Use the arrows to move cargoes between the ship and the Warehouse.
- 5Settle: Select the construction menu, then the submenu, then the item you wish to build. You can change the orientation of buildings, but it often doesn't matter. The dotted line around a building shows its service area; you can only build within your territory, initially near your Warehouse.
- 6Build a Forester's hut: Place it so trees are within its service area. Plant additional trees if needed.
- 7Build a Fisher's hut: Place it on the coast with the largest possible area of mid-blue sea. The bottom text bar will read 'Fishing grounds' if you move the mouse over this area.
- 8Build Roads: Roads are necessary to move goods between most buildings, such as from the Forester's hut and Fisher's hut to the Warehouse. Roads only need to touch one square on one side of each building to connect. Once roads are built, a man with a cart will transport goods.
- 9Build Houses: Houses start as basic 'Pioneer' housing. Road access is optional but recommended for services like the Fire department to reach them during emergencies.
- 10Use the Information menu: This mode provides information about buildings. For houses, you can set taxes and view demands and population happiness.
- 11Build a Sheep farm: Place it surrounded by open ground for grazing. Road connection is optional as the weaver collects Wool on foot, but a road allows excess Wool to be collected by cart and stored.
- 12Build a Weaver's hut: Place it with the Sheep farm (or later Cotton plantations) in its service area for optimal efficiency. The Weaver's hut can access a Warehouse or Market place, but Wool must first be transported by cart from the Sheep farm to a nearby Warehouse/Market place.
- The concepts introduced during the tutorials are assumed knowledge for subsequent scenarios.
- Basic ASCII maps are provided for scenarios with fixed maps, showing islands in square brackets. The top of the map is North. The starting location is shown with '@'. Islands suitable for primary colonies are shown as '!', secondary colonies or specific resources as '?', and others are unlikely to be large enough or are occupied. Use these as size indications only, as exceptions exist.
- The objectives, starting resources, limitations, and basic map layout of each scenario are generally the same each time you play, though island shape, rivers, resources, inhabitants, and AI player actions can change.
- Map layouts can be truly random if you shut down and restart the game; simply replaying a scenario may result in the same map layout.
Prerequisite New Building
Unlock and construct new buildings in Anno 2070 by meeting population and citizen requirements. Discover production chains for essential goods.
Alright, let's talk about getting those new buildings up and running in Anno 2070. It's not just about having the cash; you've gotta meet certain population milestones with your citizens before you can even think about placing some of the cooler structures.
Think of it like this: your island's population is your key to unlocking more advanced stuff. As you attract more Pioneers, Settlers, Citizens, Merchants, and eventually Aristocrats, you'll gain access to a wider range of buildings, from essential production facilities to impressive monuments.
Here's the breakdown of what you need population-wise to unlock various buildings. Keep this handy as you expand!
Building Unlocks by Population
- None: Warehouse I, House, Market place, Chapel, Dirt road, Wooden bridge, Dock, Fishers' hut, Forester's hut, Hunting lodge, Sheep farm, Weaving hut.
- 30 Pioneers: Cattle farm, Butcher.
- 15 Settlers: Fire department, Quarry, Stonemason, Cobblestone street, Stone bridge.
- 30 Settlers: Warehouse II, Palisade, Wooden gate.
- 40 Settlers: Winery, Sugarcane plantation, Distillery, Tobacco plantation, Tobacco products, Spice plantation.
- 50 Settlers: Tavern.
- 75 Settlers: Grain farm, Windmill, Bakery.
- 100 Settlers: Tool maker, School.
- 120 Settlers: Iron mine, Ore smelter, Small shipyard.
- 200 Settlers: Sword smith, Castle, Wall, Gate, Watchtower, City gate, Wooden watchtower, Square I.
- 50 Citizens: Doctor.
- 100 Citizens: Warehouse III, Gallows.
- 150 Citizens: Church, Gold mine.
- 200 Citizens: Cotton plantation, Weaving mill, Tailor, Cocoa plantation.
- 210 Citizens: Public bath.
- 250 Merchants: College, Goldsmith, Square II, Square III, Ornamental tree, Warehouse IV.
- 300 Merchants: Theatre, Cannon foundry.
- 400 Merchants: Deep iron mine, Gunsmith, Large castle.
- 500 Merchants: Large shipyard.
- 600 Aristocrats: Fort.
- 1500 Aristocrats: Palace.
- 2500 Aristocrats: Cathedral.
Key Production Links
Once you've unlocked buildings, you'll want to set up efficient production chains. Here’s a look at how some of the core goods connect:
Food Production
- Grain farm produces Corn, which goes to a Windmill or Watermill for Flour. Flour then goes to the Bakery for Food.
- Cattle farm produces Cattle, which goes to the Butcher for Food.
- Fisher's hut directly produces Food.
- Hunter's lodge directly produces Food.
- All these food sources can eventually lead to the Market place or Warehouse.
Trade & Consumer Goods
- Sheep farm produces Wool, and Cotton plantation produces Cotton. Both can go to a Weaving hut/mill for Cloth.
- Cloth can then go to a Tailor to make Clothes.
- Sugarcane plantation produces Sugarcane, which goes to a Distillery for Liquor.
- Tobacco plantation produces Tobacco, which is used in Tobacco production for Tobacco products.
- Winery produces Liquor.
- Spice farm produces Spices.
- These goods often end up at the Market place/Warehouse.
Ore Related Production
- (Deep) Iron mine produces Ore, which goes to an Ore refinery for Iron.
- Foresters lodge produces Wood.
- Iron and Wood are crucial for Toolmaker (Tools), Swordmaker (Swords), Cannon foundry (Cannons), and Gunsmith (Muskets).
- Gold mine produces Gold, which goes to a Goldsmith for Jewellery.
- Quarry produces Stone, which goes to a Stonemason for Bricks.
- These refined goods are essential for military buildings and advanced structures, and many can be stored at the Market place/Warehouse.
Arms and Ships
- Market place/Warehouse can supply Cannons and Muskets.
- Cannons can be used for Cannons Towers, Castles, and Forts.
- Muskets are used for Castles and Forts.
- Swords are also used for Castles and Forts.
- Cloth and Wood are the primary resources for the Small shipyard (Small trade ship, Small warship) and Large shipyard (Large ships).
Mastering these production chains is key to supporting your growing population and building a thriving island economy!
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