Anno 2070 схемы строительства

Anno 2070 схемы строительства

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.

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

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.

[ B ] — Selects the Build Menu

[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.

[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. =(

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

[,] [.] [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.)

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

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.)

A production chain is a chain of structures that collect raw resources and convert them into an end product.

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.

150 credits * -10 upkeep * 2 power * 0 eco
3 tools

2600 credits * -95 upkeep * -12 power * -15 eco
18 building modules * 30 tools

Iron Ore Mine
2 @ 100%

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

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

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

Sand Extractor
1 @ 66%

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.

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

Iron Ore Mine
2 @ 100%

900 credits * -100 upkeep * -7 power * -10 eco
10 building modules * 13 tools * 10 wood

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.

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

Fruit Plantation
2 @ 100%

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

9000 credits * -590 upkeep * -139 power * -12 eco
148 building modules * 114 tools * 12 wood * 8 glass

Rare-Earth Borer
2 @ 100%

Diamond Harvesting Station
1 @ 100%

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

Chip Factory
1 @ 100%

Biopolymer Factory
2 @ 100%

Sand Extractor
1 @ 33%

100 credits * -10 upkeep * -3 power * -4 eco
3 tools

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

2050 credits * -55 upkeep * -10 power * -18 eco
9 building modules * 17 tools

Iron Ore Mine
1 @ 100%

Rotary Excavator
1 @ 100%

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

Limestone Quarry
1 @ 100%

Sand Extractor
1 @ 33%

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

Meat Factory
2 @ 100%

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

2500 credits * -80 upkeep * -14 power * -26 eco
16 building modules * 24 tools * 8 concrete

Iron Ore Mine
2 @ 100%

Rotary Excavator
2 @ 100%

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

Lobster Farm
1 @ 100%

Truffle Farm
4 @ 100%

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

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

Sugar Beet Plantation
1 @ 100%

Explosives Factory
1 @ 100%

Iron Smelter
2 @ 100%

Uranium Mine
2 @ 100%

Iron Ore mine
2 @ 100%

Rotary Excavator
2 @ 100%

3550 credits * -170 upkeep * -26 power * -21 eco
45 building modules * 41 tools * 33 concrete * 22 steel

Gold Smeltery
1 @ 100%

Diamond Harvesting Station
1 @ 100%

Rotary Excavator
1 @ 100%

Gold Rifinery
1 @ 100%

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

Chemical Plant
4 @ 100%

Rare-Earth Borer
6 @ 100%

Fat Factory
12 @ 100%

Manganese Excavation Robot
3 @ 100%

1100 credits * -80 upkeep * -9 power * — eco
14 building modules * 6 tools

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

Sugar Beet Plantation
1 @ 100%

Coffee Plantation
1 @ 100%

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

Oil Refinery
1 @ 100%

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

6150 credits * -140 upkeep * -22 power * -27 eco
17 building modules * 36 tools * 6 carbon

Chip Factory
2 @ 100%

Iron Smelter
1 @ 100%

Sand Extractor
1 @ 66%

Iron Ore Mine
1 @ 100%

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.

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.

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

3300 credits * -220 upkeep * -50 power * -12 eco
36 building modules * 17 tools * 13 carbon

Gen Farming Laboratory
2 @ 100%

Coral Breeder
1 @ 100%

4050 credits * -170 upkeep * -40 power * -12 eco
23 building modules * 30 tools * 7 carbon

Chip Factory
1 @ 100%

Sand Extractor
1 @ 33%

5100 credits * -195 upkeep * -61 power * -7 eco
71 building modules * 50 tools * 18 carbon

Iron Smelter
1 @ 100%

Metal Converter (Platinum)
1 @ 100%

Iron Ore Mine
1 @ 100%

13500 credits * -590 upkeep * -172 power * -45 eco
141 building modules * 111 tools * 28 wood * 24 concrete * 20 glass * 28 steel * 55 carbon

Hydraulic Plant
1 @ 100%

Biopolymer Factory
1 @ 100%

Oxidation Factory
1 @ 100%

Metal Converter
1 @ 100%

Lithium Production Factory
2 @ 100%

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.

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

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

88% space efficiency due to two 4×4 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 3×3 Eco Wind Park or Weather Control Station to increase space efficiency.

93.1% space efficiency due to 4×4 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.

95% space efficiency. Baconholic @ Anno 2070 Wikia

NOTE: Requires Level 3 Depot.

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.

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

10 influence in front

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).

* 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]

* 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

* Production Buildings > Uranium Mine > Uranium Tailing Recycling

* Public Buildings > Participation > Inner-city Self-determination

* Production Buildings > Rotary Excavator > Brown Coal Tailing Recylcing
* Ecobalance Buildings > CO2 Reservoir > Desorption-proof Container

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

* Production Buildings > Iron Ore Mine > Iron Ore Tailing Recycling

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

* Production Buildings > Copper Mine > Copper Tailing Recycling
* Special Buildings > Defense Turrets > Intelligent Reactive Armor

* Ecobalance Buildings > Waste Compactor > Compact Combustion Process

* Special Buildings > Warehouse > Goods Bunker

* Energy Generation > Solar Tower Generator > Dish-Stirling System

* Special Buildings > Fire Station > Fire Protection Regulations
* Special Buildings > Hospital > Medical Specialist Support

* Public Buildings > Activity > Computer Assisted Program Planning

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

* 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

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

* 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.

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.

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.

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.

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.

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.

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.

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.

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.)

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.)

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.

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