![Anno 2070 ecobalance buildings Anno 2070 ecobalance buildings](/uploads/1/2/3/7/123761443/184475111.jpg)
Both Tycoons and Ecos have buildings that improve eco balance on an island. Ecos have a few more options and can even improve eco balance above 0. Tycoons have fewer buildings and can only reach a 0 eco balance, but up to that point their buildings are more effective.A good thing to do seems to be to have your heavy industry on a different island from your housing and deffinitly on a different island from your farms. That way the really bad eco-balance will be somewhere where it wont affect you too much until you have all the buildings to clean it up. Originally posted by:both Tycoons and Ecos have buildings that improve eco balance on an island. Ecos have a few more options and can even improve eco balance above 0. Tycoons have fewer buildings and can only reach a 0 eco balance, but up to that point their buildings are more effective.A good thing to do seems to be to have your heavy industry on a different island from your housing and deffinitly on a different island from your farms.
That way the really bad eco-balance will be somewhere where it wont affect you too much until you have all the buildings to clean it up.I have my industry on my main island along with my main population center and I STILL have +500 ecobalence. So do I on my first continuous game. Still didn't make it necessary. It's not difficult once your colony is developed. But if you read my post, it was a suggestion on how to leave something to fix later without having to worry about any sideeffects, allowing him/her to concentrate on more important things first.If a player is still figuring out improving eco balance, then they are highly unlikely to have perfect production chains. Residents upset about not having their jewelry or communicators can be enough of a hassle to new players without having to worry about a negative eco balance. A good solution for eco balance is to sepperate Productions to other Islands.At best you only produce fish on your main island, have a single island produce all the stuff to build things and all the other production chains on other islands.But do not mix chains that benefit from eco bonus with things that mess it up and do not benefit from eco bonus.When Cities get really big you should also try to get +500 ecobonus on those islands (75% production bonus) or you wont be able to supply your citizens.
Agent86Posted August 12, 2012, Updated March 2, 2013, Anno 2070 – SimTropiCraftTycoonTown: Future!The Anno series is a bit hard to pidgeonhole. It’s got elements of SimCity, bits that feel like an RTS, and complex resource management rivaling a Railroad Tycoon or Tropico game. I haven’t played many of the mobile sim games that have been popular of late, but I have to imagine that there are some similarities and parallels there as well.Anno 2070 is the most recent entry in the series, but I’ve been playing the previous games off and on for years. It’s a solid strategy experience, although it’s not without its rough edges.The Anno series centers around building island cities and attracting large populations to live there. As you build housing, citizens move in. Each house holds a certain number of citizens, and the number of citizens per house increases as their “level” increases. Leveling your houses requires that you fully meet the demands of your citizens, and at each level they demand more goods.
At first, your citizens might demand tea and fish, but before leveling up they’ll also want a special entertainment building. After they level, they’ll demand more buildings and more goods.You supply these goods via manufacturing chains. At first they are simple – creating tea only requires a single ‘tea house’ building, surrounded by three tea fields.
However, as you progress, this chain grows longer. Creating tools, a common building material, requires that you mine iron and coal ores.
Then you must smelt the iron ore and coal ore at another building to make iron. Then you must process the iron into tools at still another building.Many of these buildings require a certain number of fields around them in order to operate at peak efficiency, and the radius around the building where you can place these fields is limited.
Further, the goods have to be carted around the map through a system of depots, warehouses, and roads. Organizing your buildings to maximize your production per tile is a central part of the game’s strategy.Have I mentioned yet that each island is of limited size, and you can’t produce every good at every island? Settling multiple islands and creating efficient shipping and production routes is essential.
You’ve got to ensure that your settlements are capable of producing the goods your citizens require, and settle new islands strategically in order to ensure you’re capable of meeting new demand. Building ships and setting up trade routes ensures that goods move from the place they are produced to the place where they are consumed in an efficient manner.All of this is pretty standard for an Anno game, however. Anno 2070 adds a few new twists.
The game takes place in the near future, instead of the “age of sail” in previous titles. Global warming has reduced the amount of land available, and this makes island settlement a viable strategy for exploiting natural resources. Since we’re in the near future, things like submarines and aerial drones also feature prominently. The names of buildings and goods have changed somewhat, but the overall balance has remained more or less the same.In the previous game, Dawn of Discovery (or Anno 1404, depending on your region), there were two “races” that had different building types, citizen types, and requirements. Unlike in most RTS titles, where you picked one race or another to play with from the start of the game, you essentially had to play both at once.
The two races were co-dependent – in order to reach the highest level of development you’d need islands settled with both citizens, as there were things that could only be produced by one that were essential to the other, and vice versa.Anno 2070 has three total “races” – the Ecos, the Tycoons, and the Techs. Typically you pick either the Ecos or Tycoons to start with, and then you unlock the other two as the game progresses. The Ecos and Tycoons are essentially caricatures of environmentalists and capitalists. There’s no interdependence between them, and building an empire of both isn’t typically required or even a scenario goal.
Their goals are typically obvious, shallow, and one dimensional.The Techs are the odd one out, as they’re mostly for support – they can research technologies that benefit either of the other two groups. They’re also the only race that can settle underwater, which makes them more akin to the Arabics in 1404, who could settle desert islands. They have fewer buildings, requirements, and citizen levels than the other two, and I don’t believe I ever started out as them.Previous Anno games pivoted their economies around your gold balance.
Taxing your citizens generates revenue, but providing for their needs creates cost. Producing enough to meet demand and still keep the gold flowing is an important factor in success. Anno 2070 adds a couple of other wrinkles to this – power and ecobalance.
Power is required to run most every building, but it costs money and may impact your ecobalance. Ecobalance measures the amount of pollution you generate via production. Certain buildings (which cost money and power to operate) can offset your pollution and increase the ecobalance. A negative ecobalance on an island is bad for growing crops and makes your citizens less satisfied, so they pay less in taxes. Balancing cashflow, power, and the ecology of your islands is yet another key to success.Taken all together, this creates a complex system that requires a steady hand to maintain. Say you want to advance your citizens to the next level.
You build a production chain to satisfy one of their new needs, and this requires you to settle a new island. This new island needs building materials and a trade route to take the products back to your town. Now your citizens are about to advance. This requires building materials, and as they advance the number of citizens in your town increases. This puts a strain on your food supply, so then you build some more fisheries. Well, that put you over your power budget, so plop down a few more power generators. Now the ecobalance is negative, and everything on the island is producing less.
More ecobalance buildings (which require more power – hope you planned ahead!) need to be built. Eventually, you reach equilibrium again and you can take a breather for a minute. Now it’s time to repeat the processThings get hectic, and there’s a lot to manage at once.
This management can be a burden, sometimes for no good reason. There’s a really complicated set of formulas involved in producing most goods. For instance, one iron ore mine might be enough to supply 1.25 iron smelters. Also, the ecobalance of an island can effect the efficiency of your myriad farms, which adds a bunch of modifiers to these formulas.
This means you’re almost constantly stockpiling or bottlenecked by some stage of the pipeline. The game doesn’t do a very good job of showing you these trends in an easy to consume fashion.Keeping track of the dozens of goods and their stock levels is also a pain. You can look at a warehouse and get sort of a high-level “is the stock on this island going up or down?” picture, but things like trade routes and multi-island production break this feature. Most of the time I found myself trying to maintain a mental count of how things were going, and checking every so often to ensure needs were being properly met.Some of the game’s features aren’t fully explained by the tutorial or the in-game, either. For instance, setting minimum quantities to leave on an island when configuring a trade route is important, but never explained. Similarly, it’s possible to speed up game time if you’re waiting for things to be produced or for a game event to occur. Luckily, they were mainly features I remembered how to use from previous games.
![Balance Balance](https://vignette.wikia.nocookie.net/anno2070/images/a/a6/Edformr.jpg/revision/latest/scale-to-width-down/185?cb=20120224171452)
I’d hate to be a new player jumping in at this point though – there’s a lot to absorb and not very much hand-holding going on.War, diplomacy, and combat have always been a bit awkward in the Anno series. 2070 “solves” this by basically gutting it. There’s some ship to ship combat, and air units, but the emphasis is definitely on building rather than destroying. Whether or not this is a good thing is up for debate, but personally I didn’t really play Anno games for their RTS/combat elements, so having them more or less removed is fine by me.The campaign is another casualty, though. Previous games had a long campaign that spanned dozens of missions, but this game is over in around 10 or so. There’s more “online” or “global” elements, such as short 3-mission campaigns that are time-dependent, and a few scenarios to play, but it really feels like the single player/offline elements have been given the axe, and that makes me sad.Speaking of online, there’s a sort of career progression system in place here, along with global “elections” where players can vote on various things that provide small benefits to everyone’s game. I didn’t find any of this to be particularly essential, as the effects were relatively tiny and I felt like I had very little control over what they were.Overall, Anno 2070 is an addicting strategy experience that sadly suffers from several missteps.
It’s a bit overly complex in areas, while being blatantly oversimiplified in others. The online elements take some of the focus away from the single player campaign, and that’s disappointing. I’d still recommend picking it up on sale, though, especially if you’re a fan of the Sim or Tycoon series. It’s a unique game in a series known for being unique, and that’s saying something.
Game website, demo available. (I really enjoyed the music on the trailers.)I think the only games in this series I've played have been 1404 and 1701.
I'm not sure how I feel about the 'ecos' vs. 'tycoons,' as that seems like it could get anvilicious. The Europeans / Arabs divide in 1404 was cool in that it required you to progress on two parallel tracks- for example, the Arabs needed honey grown on European islands to progress past a certain point, and the Europeans needed spices grown on Arab islands to progress past a certain point. (You could, if I remember correctly, just buy what you needed from an AI on the other islands, but it's almost always better to produce your own supply.) If the ecos and tycoons both operate on the same islands, need the same resources, and just represent different playstyles, then that seems problematic, especially if the difference is that tycoons deplete resources and ecos don't (and thus the tycoon player wants to start a war and end the game early, before they run out, whereas the eco player wants to trade and end the game late, when their sustainability pays off). I hope you can have both types under your control at once, but we'll see.I do like the climate change as the explanation for the islands (it was unexplained and sort of odd in 1404), though I'm not sure how they're going to deal with the resource/wealth level. In 1404-1701, you've got people whose quality of life is sickeningly low by modern standards ('Hey, we've got a supply of clothes now! 'Oh man, two varieties of food to eat!
I was getting pretty sick of fish!' ), and so it made a lot of sense to have the gradual transition from pioneer to aristocrat as they became wealthier and wealthier. But it's hard to imagine a modern society that runs on just fish and beer, especially if the resources include consumer goods like 'silicon.' Are they just not going to make computers until they get access to that? As well, one of the necessary components for having the specialization of labor that we have in a modern civilization is the massive market to buy up large quantities of goods produced. There's no point in investing in the ability to make 10,000 nails a day if the local market only consumes 500 a day.Well, the demo just finished installing: checking it out.
Edit The demo takes you through two introductory missions that reminded me a lot of the 1404 introductory missions. Your boss is building something, you supply the critical piece, an engineer warns that installing the piece without testing will cause a catastrophe, your boss orders him to charge ahead, and SURPRISE! There's a catastrophe. You help clean up the mess, and your boss's boss promotes you and demotes your boss, who then swears to take revenge.More interesting, though, are the buildings and gameplay mechanics, of which you see unfortunately little. You probably remember the mine locations from 1404- in 2070, it looks like each island has a supply of various minerals, all accessible from the mine locations. You can also build strip mines anywhere, though, that'll tap into that supply- which I suspect the tycoons will be able to do more than the ecos.
Thus, an island with two mine locations and both iron and coal in the ground could either support an iron mine and coal mine to build tools, or two iron mines and a number of coal strip mines to build twice as many tools, and run a coal power plant. The consumer resources seem to be very similar to previous games- in the demo you just see fish, liquor, and 'convenience food'.
I suspect you choose whether workers develop into employees (the second tier for tycoons) or whatever the second tier is for the ecos by your choice of entertainment building (of which the first one for the tycoons is the casino), but it might also be that you have to pick a faction at the start. Izawwlgood wrote:So, what, it's a Sim City/Civ/RTS?More a Sim City RTS. There aren't that many Civ elements, although it looks like that might be increasing.The primary goal you focus on for most of the game is keeping your population happy and upgrading them by giving them access to more resources. The buildings you have available to you depend on the level of your citizenry- you start off able to build a handful of buildings and harvest a few resources, and once you've gotten a steady supply of all of those you get access to new production buildings.Military has generally been secondary, but it seems they may be increasing its importance this time around. Izawwlgood wrote:So, what, it's a Sim City/Civ/RTS?I'm trying to think of a relatively equivalent game, but there aren't a whole lot. It's a RTS but the emphasis is more of building a massive economy and supply chain of resources. In 1404, in the largest scenario, this meant over a dozen individual islands, probably twice as many shipping lanes, plus managing armies and fleets to defend from the corsairs or other players (unless you ally with them, of course).Vaniver is probably right, it's close-ish to Sim City, where you can trade between cities and such (each island is basically a city, though they don't necessarily need populations, unless that changes in 2070).I really do hope they improve combat in 2070 though, ship-to-ship was ok in 1404 but land battles were just.
Got this when it came out, been playing it off and on (it's tough to compete with Skyrim).My fears about the Ecos being significantly better than the Tycoons did not come to pass. Each of them has different annoyances- the Ecos require a lot of space, and the Tycoons require a lot of resources. Lots of Eco buildings will take up 2-3 times the space of Tycoon buildings, or have areas of influence that can't overlap- the wind power plants, for example, need to not be near each other, and produce way less power than a coal plant, and so you'll need lots of them as you grow. The main annoyance for Tycoons is that they require a lot of electricity, which they can only get through coal or uranium. If an island that you want to farm doesn't have coal on it, well, your boat that picks up its produce needs to send it coal (and you need to deal with the slightly reduced production from pollution).Once you get engineers (the third tier of workers) you get access to the Techs, and once you get executives (the fourth tier) you get access to the other faction, which allows you to run a nice hybrid strategy that can bypass most of the annoyances of running just one faction. ArgonV wrote:I don't think Ecos can even build nuclear reactors, this was a Tycoon island.
So I thought it was kinda strange. I mean, if there had been a near-meltdown, ok. But how are non-existant incidents at a nuclear reactor bad for the economy?Unfortunately, the ecos have the silliness of real-world greens. 'Demolish that nuclear power plant!' 'But, I'm just going to replace it with coal plants, that have the same eco-balance cost but produce a tenth the energy!'
'I don't care! It could release raaadiaaatiooon!' Apparently both ecos and tycoons are unhappy about nuclear, but ecos more so.
I say screw em. The riots (that I've had to put up with) are just that your public buildings don't work, and so every upgraded person becomes unhappy for a few minutes. Yeah, but in my case a lot of them downgraded, costing me lots of precious advance building materials.Got even worse after that, after threatening with riots because of nuclear power plants twice, I then get threatened with a riot if I don't build a nuclear siloHas anyone found a decent house-building layout yet?
I've been experimenting, but haven't found anything decent yet. I had a very nice system in 1404, unfortunately that only works for the techs, since they have the city center size and radius 1404 used to have. ArgonV wrote:Ok nice! I've got an effective city building plan figured out.
![2070 2070](https://www.rockpapershotgun.com/images/11/nov/annowit0.jpg/RPSS/resize/760x-1/format/jpg/quality/90)
I'll make a schematic and put it up later, if anyone's interested. Futhermore, word of advice: The Ecos thermal generators generate power depending also on the type of houses surrounding them, with only Eco workers, you're never gonna get to 100% (it stops at 40, I believe).I'm pretty sure the generator and waste compactor are based on number of inhabitants, not necessarily building type (obviously higher worker levels - more workers per house). I think you need most of the surrounding buildings to be 3rd tier or higher (depends on how many buildings you manage to cover) to get 100% efficiency, though I'd need to check that. I'm using 2x3 blocks of houses now, works pretty well for me. It's modular enough to accommodate every public building where it's needed most.
Only Convention/Finance Centers are a bit of a pain, but all in all it works well enough.Vaniver, this might help a bit:It's in German, but self-explanatory enough. You put in the number you have/want and it'll show you how much of each building you need and how much will be used.As far as sales go, end-products are usually what you want to sell. Basic building material can be produced in bulk easily, but won't fetch you much. Stuff like steel and glass seems to sell well, but you might need them for production. I'm a big fan of turning excess iron into weapons and selling those. Of course, the higher the things are up the tech chain, the more they'll sell for. But usually I just sell overproduced end-products, to make a profit and stop clogging up my warehouses.
That'll be helpful. There's an English one. It doesn't do production but does calculate how many inhabitants of each type you can get for a certain number of houses. (When planning out your city it's nice to know how many houses you'll need to hit minimum population to build everything).I've been getting massive revenue out of selling Devi functional food, but I can't tell if that's the highest profit.
It takes quite a bit of investment to get access to Tech buildings and then to build underwater, but once you've made that investment (and I'm typically going to do that to get access to techs anyway) it seems like a good thing to do.editI have no clue why, but for some reason I am drawn to the Power Games mission. (Probably that it's the hardest mission.) I hate it, though, since the pirates are incredibly powerful and after 2 and a half hours you get attacked by a massive army. Hopefully by posting about it I will not start up that mission again. Ecos and TycoonsRed are city centers/marketplaces. Gold are the houses, empty cells are streets. Public buildings aren't shown here, but I just usually fit them in wherever I feel like, seems to give the best coverage for me.
I know they're truncated around the edges, I like to keep everything in grids and usually use that space for industry, but you can place houses there as well.In the techs/1404 one you might also be able to use 5x2 and 6x2 grids instead of 4x2 and 5x2 respectively. Gonna try that next time. Vaniver wrote:ArgonV: for Techs, though, the public buildings (i.e.
Academies and laboratories) are the important parts.The wiki seems to love corridor designs (like ), but I'm a fan of circular ones (more like yours). Let me tinker around for a bit and see if I can come up with something cool.I know, I tried those corridor designs, but they're too fixed and unwieldy for my taste. Ok cool, lemme know what you find.Oh and I do kinda like the tech layout on the wiki, the corridor one with 24 tech houses surrounding 1 lab. Haven't worked out anything better for the techs. I'm also much happier with the corridor layout than I was before. Before, for tycoons I was clustering the city center, information center, and financial center together into a rectangle (with space for houses or the protection buildings).
How to find a flash game that you forgot the name of. 4 casinos on the rim gave everyone access to at least employee. Typically the higher class residences would be somewhat lopsided- all of one half would be engineer, and then it would trickle around.The corridor, though, works well with upgrading houses closer to the center and having marginal houses out by the edge, which gives an appearance I like.(Also, I'm an idiot and started power games again.
I had thought of an interesting strategy to try- you can buy vegetable fertility seeds for your main island and get up to engineers without needing other islands. Things were going ok, but I couldn't set up any serious trade links or the pirates would destroy them, and then the mercenary showed up and refused to throw herself on the 20 harbor defense turrets I had built, and my iron ran out. I decided I had had enough.).
I may have just played for 3 hrs. The campaign did something weird, and after the rotten fish mission (incredibly stupid, by the way), I was unable to progress to the next mission. Upon starting a free play map, I basically just started expanding, and then stopped when the game suggested I take a break.I'm kind of disappointed by a lot of features in this game, or lack of features. I'm not quite certain what the distinction between eco and tech city centers is, aside from the cost and resource consumption differences, and I'm also annoyed there's no easy way to set up an automatic transference of goods between your cities. Setting a trade route to ship food from one outpost to another is fine, but when I want to build something in a new outpost, realizing I'm short 1t of Tools and have to send my ship back for more is sort of silly.
The game should have implemented some kind of queue system, to prevent such annoying breaks in your planning.Also, I've only marginally dabbled in combat, but it's lackluster to say the least. I'm sure I'll keep playing until I have a mega map that I've conquered and utilized ALL the resources on, but for now, I'm somewhat disappointed.
Izawwlgood wrote:I'm kind of disappointed by a lot of features in this game, or lack of features. I'm not quite certain what the distinction between eco and tech city centers is, aside from the cost and resource consumption differences, and I'm also annoyed there's no easy way to set up an automatic transference of goods between your cities. Setting a trade route to ship food from one outpost to another is fine, but when I want to build something in a new outpost, realizing I'm short 1t of Tools and have to send my ship back for more is sort of silly.
The game should have implemented some kind of queue system, to prevent such annoying breaks in your planning.A. Queuing system? Most of the fun for me is all the managing of resources, and setting up a new island is a non-trivial process anyway, you'll probably need 2-3 ships worth of goods if you want to do it right, why not just bring that much to start off with?
You aren't limited to 1 ship to bring the colony's goods after all.Planning is everything in free mode (or even better, the scenarios, assuming they get as crazy as the last ones in 1404).Granted, I haven't started free mode yet (gaaah, Skyrim and AC: Revelations. And still haven't finished the Anno 2070 campaign.), but I have quite a few hours sunk into it from Anno 1404. If you don't like to micromanage then this is not the game for you. So, I decided to start up a large continuous play game with no competition, with the win condition of 5k executives of each type and two monuments.
(I also planned to do a lot of research along the way, as it looks like formulas you discover might carry over from game to game?)I am really aggravated, though, that trade income doesn't count towards balance. My Tycoon population has revolted twice because my balance is -2k, apparently not noticing that I'm selling tons of functional food and manganese to Devi for tens of thousands of credits over an equivalent period, so my wealth is high and healthy. Okay, so what's the difference between eco and tech city centers?I really wish there was a way display resource generation/consumption at any given islands warehouse. And I remember there being a way to cycle through 'all buildings of this type', but it seems somewhat cumbersome to find some of your buildings and check on their flows.It is also somewhat odd that EcoBalance is not factored per island, but totaled. I dunno, these are all minorish design quibbles on an otherwise fairly fun game, but it seems odd that I can have all my workers on one island, but can't set up my production island to 'always stock 15t metal' or 'ship surplus 10t Ammunition to this island'.
Izawwlgood wrote:It is also somewhat odd that EcoBalance is not factored per island, but totaled.It is factored per island. Each island has it's own Ecobalance, depending on the structures on the island. Some islands can be completely polluted, but try to keep your farming and housing islands unpolluted (or even raise the ecobalance above zero), because it's gonna affect fertility and population satisfaction. A positive ecobalance boosts satisfaction (thus taxes) and fertility (I've got farms running at 130% at the moment).
Izawwlgood wrote:I dunno, these are all minorish design quibbles on an otherwise fairly fun game, but it seems odd that I can have all my workers on one island, but can't set up my production island to 'always stock 15t metal' or 'ship surplus 10t Ammunition to this island'.We playing the same game? You can click on an product in a warehouse to set a minimum level. Everything above that can be taken on trade routes. It can still be used up by the population or factories and can also be used in trading, depending on how high you set those (separate) values. ArgonV wrote:We playing the same game?
You can click on an product in a warehouse to set a minimum level. Everything above that can be taken on trade routes. It can still be used up by the population or factories and can also be used in trading, depending on how high you set those (separate) values.Oh I didn't see that. So I can click on any given islands warehouses/docks, and set each commodity to a minimum level, and it won't allow any goods below that to be used in trade? So I can set, say, a Tools route wherein the ship picks up 60t of tools and sells it somewhere else, but set the warehouse to always keep 15t, and it'll only load any Tools over 15t?
Join KatherineOfSky and me as we play a co-op game where we explore the wonderful world of Anno 2070, purely for building up our cities, without any AI opponents!
The ANNO 2070 game guide contains the campaign walkthrough, including elements that proved most difficult for players (according to the official game forum), and the bonus mission Return to C.O.R.E. It also provides comprehensive guides to individual missions as well as continuous game, and characteristics of Production Chains. There is also an expanded explanation of the election system for the Senate and the World Council. For easier navigation, the following labels are used:black - important comments and key combinations(numeral) - refers to illustrations above the textbrown - buildingsgreen - resourcesblue - itemsMateusz 'Boo' Bartosiewicz.
Anno 2070 Video Game. genre: Strategy. developer: Related Designs. publisher: Ubisoft. platform: PC.
rated: PEGI: Age 7+2070. Our world has changed. The sea’s rising level has harmed the coastal cities and climate change has made large stretches of land inhospitable.The latest in the award-winning strategy series, Anno 2070 offers a new world full of challenges, where you will need to master resources, diplomacy and trade in the most comprehensive economic management system seen yet in the Anno series.Build your society of the future, colonize islands and create sprawling megacities with multitudes of buildings, vehicles and resources to manage. Engineer new production chains such as Robot Factories, Oil Refineries and Diamond Mines and trade with a variety of goods and commodities.Key features:A New EraWhile adhering to the fundamentals that made the Anno franchise a success, the near-future setting will bring numerous new gameplay mechanics, architectural breakthroughs, and all new challenges. Additionally, players will be able to build massive cities, the scope of which has never been seen in prior Anno games.Become an architect of the futureFace the current world challenges to positively shape the world of tomorrow. Choose either an industrial and efficient course by joining the Tycoons or a more sustainable and environmentally-friendly direction by siding with the Ecos.An evolving, dynamic world.Decisions will have an impact on the environment, the architectural look of their world, and the needs of populations.Discover hidden depths and new resourcesThe depths of the sea in the sky are waiting to be discovered. Take advantage of the transport systems of the future and develop a powerful economy.The enhanced Anno with new features to masterSmuggle wares between harbors without being detected by the coastal patrols or forge alliances with powerful figures to expand your influence.
Eco Balance Definition
Developer Website. Publisher Website. Official Website.