Anno 2070

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If you do lots of research at the Acedemy, say I do the basic research for special buildings and max that out at 28/28, do I retain that research for other continuous games or will I have to research them over again?
 
If you do lots of research at the Acedemy, say I do the basic research for special buildings and max that out at 28/28, do I retain that research for other continuous games or will I have to research them over again?

Other continuous games :p Crossed over in to other games are: Research, items on ark, ark stores.
Makes for some very awesome fast startups!
 
Can someone confirm the production chain for nuclear power please? I'm pretty sure it's one ore mine and one fuel factory, but does this sufficiently power a single generator?

Also, does anyone know if it's possible to check max current population upgrades like you could in 1404, where you would hover over civilians in the marketplace even if they couldn't advance yet, and it would say 0/32 or whatever for the amount of patrician licenses available.
 
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Is it possible to increase the speed at which mines mine stuff? in this case sand and copper.

As I have an island which is my "Communicator" island for my Eco's. But the city is growing so large now that they need more, but the copper is mining too slow and I'd rather not set up another Communicator island or another trade route bringing copper in from another island.

The production plan is: 1 copper mine + 1 sand extractor = enough for 2 microchip factories, and 2 microchip factories can supply 2 communicator factories. I need a total of 7 factories producing to be enough, preferably 8 factories. So need 4 copper mines and 4 sand extractors, but the island only has enough for 3 each. Hence the need for them to drill faster.
 
Is it possible to increase the speed at which mines mine stuff? in this case sand and copper.

As I have an island which is my "Communicator" island for my Eco's. But the city is growing so large now that they need more, but the copper is mining too slow and I'd rather not set up another Communicator island or another trade route bringing copper in from another island.

The production plan is: 1 copper mine + 1 sand extractor = enough for 2 microchip factories, and 2 microchip factories can supply 2 communicator factories. I need a total of 7 factories producing to be enough, preferably 8 factories. So need 4 copper mines and 4 sand extractors, but the island only has enough for 3 each. Hence the need for them to drill faster.

No stable way around it. I think there's research you can do that will make mines and stuff produce 20% faster, but you have to research it, activate it and it doesn't last long. Just set up shipping routes and intergrate them with your current ones if possible.

Also, 1x Sand extractor will supply 3 microchip factories, so bear that in mind when you start expanding more as you'll be way overproducing if you use 1 sand for 2 chip.
 
Can't seem to find my post on here where I asked the same question, but I'm stuck on the mission where you need to build the concert hall for the ecos and despite meeting all their needs, they won't use their ascension rights so that I can proceed with the mission. I have no side missions either, just one from Yana saying I need to build an employee house. Built the three distilleries, three fisheries, three tea plants etc.
 
Can't seem to find my post on here where I asked the same question, but I'm stuck on the mission where you need to build the concert hall for the ecos and despite meeting all their needs, they won't use their ascension rights so that I can proceed with the mission. I have no side missions either, just one from Yana saying I need to build an employee house. Built the three distilleries, three fisheries, three tea plants etc.

I'm not familiar with that mission, but select a house of the top level of ecos and screenshot it, post it up and we can have a poke.
 
No stable way around it. I think there's research you can do that will make mines and stuff produce 20% faster, but you have to research it, activate it and it doesn't last long. Just set up shipping routes and intergrate them with your current ones if possible.

Also, 1x Sand extractor will supply 3 microchip factories, so bear that in mind when you start expanding more as you'll be way overproducing if you use 1 sand for 2 chip.

Yes you're right about the sand, my warehouse is constantly full on sand with 3 sand extractors along with 3 copper mines, yet there's never any copper in the warehouse for long. Settled another island as per advise, only one was available that is suitable... hopefully that'll future proof my city a little bit. Cheers!
 
Yes you're right about the sand, my warehouse is constantly full on sand with 3 sand extractors along with 3 copper mines, yet there's never any copper in the warehouse for long. Settled another island as per advise, only one was available that is suitable... hopefully that'll future proof my city a little bit. Cheers!

You should def save as many of those river crossings as you can. Later on you get a sewage treatment plant for a river crossing which gains you 200 eco balance :p
 
I'm not familiar with that mission, but select a house of the top level of ecos and screenshot it, post it up and we can have a poke.

It's quite early on in the game, not long after you help put out the fire on the oil rig. Not sure what your wanting a screenshot of, just of an eco house with their needs listed?
 
It's quite early on in the game, not long after you help put out the fire on the oil rig. Not sure what your wanting a screenshot of, just of an eco house with their needs listed?

Yah pretty much. There might just be something thats easily overlooked.
 
Yeah in your labs theres ones that allow deeper mining for a period I beleive.



Hmmm you're right that doesnt help lol. Whats their tax rate on? Remember it needs to be deep green, the very highest rate.

Had set their taxes to light green, the last green setting before you reached yellow. As soon as I put it back down to dark green, one of the houses advanced to the next level. Only set it light green as EVE said I needed to sort the debt out. Sorted now thanks :)
 
Had set their taxes to light green, the last green setting before you reached yellow. As soon as I put it back down to dark green, one of the houses advanced to the next level. Only set it light green as EVE said I needed to sort the debt out. Sorted now thanks :)

Heheh, no worries. Light green is used when you want people to move in. Dark green for house upgrades. Yellow for when houses are all full. The rest should never be used....
 
You should def save as many of those river crossings as you can. Later on you get a sewage treatment plant for a river crossing which gains you 200 eco balance :p

Aye got one of those on my city island, as I also have tea farms on it (no eco hit). Nightmare to power them though, especially with a monument :p Although don't need them on my Communicator island, as no farms so not fussed about the eco balance there.


Heheh, no worries. Light green is used when you want people to move in. Dark green for house upgrades. Yellow for when houses are all full. The rest should never be used....
Not even sure why they even have the last two settings, I mean you can never use them effectively so they might as well not be there.
 
Not even sure why they even have the last two settings, I mean you can never use them effectively so they might as well not be there.

I use light green when I want people to move in but not advance and still keep my tax fairly high. Orange is for if you desperately need a tax boost.
 
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