Anno 2070 Scenario: Monumentality

In this scenario/single mission you have the objective of building three monuments and populating each island with 2500 of each type of person.  This will take between 28-35 hours to complete

Talk about a typical self-objective for continuous play!  If you are planning to do continuous play on easy you should do this scenario and just continue on from where the game ends.

In this scenario you will need to construct three monuments (one per faction) and have 5,000 executives (for Eco and Tycoon) and 2500 geniuses (for S.A.A.T.).

Not easy.

So you need to get all three factions to Tier 5 (well SAAT to Tier 3).  The map is huge and will have tones of extra islands you won’t even need.

Tilda Jorgensen is on this map and is an easy AI.  She will ask you permission to settle a new island… in which you can constantly so no.  As well you can eventually take over her island if you choose.  Truthfully however you are best off just buying shares in your own islands for some mega cash.

All of your required islands will net you around an extra +8,000 maintenance balance.

You will gain immediate access to all three factions, something not seen in any other scenario.

To use this to your advantage build Tycoon and Eco roughly simultaneously while building Tech at regular timings.  I’ll start Tech around Tier 3 of Tycoon and Eco.

Once again there are more islands than you will need.  There are four giant settlement islands of which you only need 3, one settlement per faction.  The fourth island can be used for producing goods that do not require fertility types… and tea.

Note on the Global Trust and Eden Iniative monuments: They secretly require 1400 executives to finish.  This 1400 requirement suddenly shows up one phase from being complete, focus on building up these remaining executives as the thing is building.

As well almost all trade routes should be done using large Tycoon ships patrolling giant 6-resource routes.

The Global Trust

The fastest and easiest group to obtain your objectives with will be the Global Trust.  They produce more resources than the other factions and have lower requirements.  The Tycoon faction does not require environmental strength in order to move up, the others do.

In all of these factions it is important to produce Tier 5 goods.  Once again Global Trust will have the cheapest ones to produce in the highest quantity.  Because they take up so little space it is best to focus your attention on getting these guys to Tier 5 and creating 5,000 of them.

It should be noted that you will need to have a large portion of your main island.  You should move your meat production, wine production, and as many factories as you need to off of the island.

As far as power sources go you should use Eco turbines for the most part.  These are environmental damage free and do not chew up your coal stocks.  They won’t produce a lot, but you won’t need a lot until later.

The main power source later on will be a single nuclear power plant.  One power plant can power the entire Monument, and then some.

Don’t worry about choosing an island with or without the ability to produce the uranium for that power plant.  Most of your islands will be getting powered by uranium so you can afford shipment.

Your eco demands can be handled by Eco buildings once again, they’re cheap and effective.

Having powerful eco balance is not as important for Tycoon as it is for the other factions.

The Corporate Headquarters will cost as follows:

Foundation:
50 Tools
80 Building Supplies
25 Concrete
25 Steel
-250 Maintenance Cost
-40 Power
-40 Eco Balance

Phase 1:
300 Tools
160 Building Supplies
-500 Maintenance Cost
-80 Power
-80 Eco Balance

Phase 2:
300 Tools
160 Concrete
-600 Maintenance Cost
-140 Power
-120 Eco Balance

Phase 3:
300 Tools
160 Steel
-7500 Maintenance
-200 Power
-160 Eco Balance

Not that bad.

This building will act as all of the needs based types for an area so make sure to build it in an area in which you can build a lot of homes.  You can also delete all of the needs based buildings that share the same retical as this one.  Make sure however not to destroy all of them… because not all of them are going to be in the influence area.

For a total list of all trade routes and how this faction’s trade routes were dealt with to achieve 5,000 residents watch the video.  Keep in mind, 50,000 residents is a secret achievement in the game.

You will need a grand total of 653 homes to meet the minimum 5000 executives.  You will require more if you do not meet all of the needs of all homes.

As far as resource chains you will need the following:

27 Fisheries
35 Liquor
18 Fast Food (36 Meat + 18 Spice)
12 Plastics (12 Oil Refinery + 36 Oil)
10 Luxury Dinners (5 Lobster + 20 Truffle)
8 Champagne (16 Grapes + 8 Sugar Beers)
8 Gold (8 Gold Smelters, 8 Diamonds, 8 Gold, 4 Coal Mines)
9 Pharmaceuticals (9 Chemical Plants, 26 Fat Farms, 9 Aquafarm, 13 Rare-earth borer, and 7 Manganese)

Take each of these one at a time and you’ll be at 5,000 citizens in no time.

Note: If you have higher fertility crops will yield more resources and cut down on your total needs.

The Eden Initiative

The Eden Initiative is the second faction you should focus on.  Once again you will be doing these two factions simultaneously with both producing building supplies and tools.

The Eden Initiative will require eco balance to be positive and power, so they’re slightly harder to tier up.

Once again make sure you have Tier 5 goods.  Without Tier 5 goods Tier 5  homes will not fill with people.

You will want to use the exact same power setup as Tycoons, it is good for all three factions.  As well eco will be the same, however you will just need to spend more on making sure it is positive.

The cost for building the Leisure Center are as follows:

Foundation:
50 Tools
80 Building Supplies
24 Wood
36 Glass
-250 Maintenance
-40 Power
-30 Eco Balance

Phase 1:
300 Tools
160 Building Supplies
-500 Maintenance
-80 Power
-60 Eco Balance

Phase 2:
300 Tools
160 Wood
-600 Maintenance
-140 Power
-100 Eco Balance

Phase 3:
300 Tools
160 Glass
-750 Maintenance
-200 Power
-140 Eco Balance

For how trade routes and resources are handled to get to 5000 executives watch the video.

The resources you will need to get 5,000 Executives are as follows:
31 Fisheries
27 Liquor
15 Health Food (15 Rice + 15 Vegetable)
15 Communicators (15 Chip factory + 5 Sand + 7 Copper)
13 Pasta Dishes (6 Flour + 19 Grain + 13 Vegetables)
10 Health Drink (20 Fruit + 10 Dairy)
3 3D Projectors (8 Rare Earth Borer + 4 Manganese + 4 Diamond)
4 Service Bots (4 Chips Factories + 1 Sand + 2 Copper + 4 Bipolymer + 15 Corn + 8 Aquafarm)

Note: If you have higher fertility crops will yield more resources and cut down on your total needs.

The S.A.A.T.

The Tech faction is the only faction in the game that really struggles to make money.  You will probably be sitting at around 10,000+ in maintenance (that is your income in case you were wondering what that means) after building up the Tycoons and Ecos.

However the Techs will not contribute to your income at all.  They will just cost.

Techs fortunately only build with three resources (Tools, Building Supplies, and Carbon) and require 2500 less geniuses than executives of the other factions.

In order to access the Tech monument you will need to hit 1200 geinuses… almost half of what you need for the full goal.  A big advantage however is that their monument reaches the entire island.  On the downside it is harder to maintain with double the power cost and double the maintenance costs.

Because their requirements are overwhelmingly so few you will only need half of an island to fulfill their total needs.

The costs for building a Science Forum are:

Foundation:
150 Tools
250 Building Supplies
100 Glass
100 Steel
75 Carbon
-800 Maintenance
-140 Power
-30 Eco Balance

Phase 1:
300 Tools
160 Concrete
-1000 Maintenance
-250 Power
-60 Eco Balance

Phase 2:
300 Tools
320 Wood
-1500 Maintenance
-350 Power
-100 Eco Balance

Phase 3:
300 Tools
120 Carbon
-2000 Maintenance
-500 Power
-140 Eco Balance

After you have these you can simply double the number of Tech homes and bring in supplies.  This will be the easiest one to reach the goal with.

For more information on how to get the trade routes of the S.A.A.T setup watch the video.

The resources you will need to get 2,500 Geniuses are:
4 Fisheries
8 Functional Food (8 Aquafarm)
8 Functional Drinks (8 Coffee + 8 Sugar Beet)
8 Immunity Drugs (8 Gen Farming + 4 Coral Breeding)
8 Neuroimplants (4 Chip Factories + 8 Spongefarm)
2 Laboratory Outfitter (2 Iron + 2 Platinum Metal Converter)

Note: If you have high fertility some crops will yield more.

Finishing

Putting the finishing touches on the hardest mission the developers offered for this game means adding in lots of homes, having tones of building materials, and fulfilling all needs.

As some tips you can build a second monument on your largest island and have double mass influence.  You can see on the video I in fact did this with my Tycoon island.  The downside is that you will need overall more homes as you will not have the Entertainment Station available to boost the total number of acceptable inhabitants per home.

Nuclear power has the unfathomable problem of possible nuclear explosion.  The effect is 30 game hours of pollution on one of your islands.  This is simply not acceptable and you are better to lose 20 minutes by going back to your last autosave than go through this.  To this extent it becomes valuable to invest in tools to reduce the chance of this happening.

Since this does in fact take almost 30 hours to complete it is worth while to produce Arc Updates from your geniuses.  These will come in handy.  Especially true are upgrades that increase influence area of Needs buildings, those that help with Eco Balance and those that help with Electricity.

Maintenance reducing upgrades are almost useless on this particular scenario. As you may note in the video I was always fluxuating between 5,000-20,000 bonus maintenance credits and was always over 3M total credits.  Money is not an issue.

It is possible to beat this without eliminating Tilda Jorgensen.  However, you should try to get rid of her eventually.  She is an easy computer and has the most passive personality possible.  If you have the Deep Ocean expansion you can simply buy her out and she will disappear.  If you do not you can purchase a fleet from Thorn for 100,000 credits and wipe her out with relative ease.  Since she is so easy she will not produce a fleet except for a single warship which she uses for trading.

Overall this mission will become very stressful very fast.  Take a deep breath and focus on getting enough of each resource after you get all of your monuments complete.

Anno 2070 – The Future of Research

In this guide you will find out how to complete all of the objectives of The Future of Research scenario/single mission from Anno 2070.

You will need:
A working copy of Anno 2070
A brain
8-20 hours of time

Attain 2500 Geniuses

Genius is the third and final Tier of S.A.A.T.

Geniuses require a large number of expensive resources and because of this can barely sustain themselves.  They very often become financially tight.  To this extent you should always maintain a Tycoon or Eco island developing it as your financial resources become tight.

Tycoons will need to reach Tier 4 (Tycoon Engineers) and Ecos will need to reach Tier 5 (Eco Executives).

In order to reach Tier 3 S.A.A.T you will need to meet the following requirements:

Tier 1 to Tier 2:
Fish
Functional Food (1 Aquafarm + 1 Functional Food Factory)
Energy Drinks (1 Coffee Plantation + 1 Sugar Beets Plantation + 1 Energy Drink Factory)

Tier 2 to Tier 3:
Immunity Drugs (2 Gen Farming Laboratory + 1 Coral Breeders + 2 Immunity Drugs Manufacturers)
Neuroimplants (2 Sponge Farms + 1 Electronic Recycler + 2 Cybernetic Factory)

Each of these will have to be balanced based off of existing populations.  This calculator can explain what exactly you will need for 2500:

http://odegroot.nl/anno2070/calculator.html

Basically you will need to settle all of the underwater islands and three mainland islands in order to accomplish this.  Pro tip use seeds to get cheat fertilities on the S.A.A.T. island and on your tycoon island.  Vegetable fertility seeds can be purchased for the Tycoon Island and Sugar Beet Seeds can be purchased for S.A.A.T. island.  Alternatively you can just settle a fourth island.

Science Forum

To gain your massive tech population you will need a science forum.  The science forum makes it so that every single tile on an island gains all of the Needs based benefits.  It’s one up on the Eco and Tycoon versions because they only encompass a retical.

Just like their counter parts they do not give you the Police Station, Hospital and Fire Station utilities.

The initial cost of building this is:
150,000 credits
75 Carbon
100 Steel
100 Glass
150 Tools
250 Building Supplies
-250 Power
-60 Eco Balance
-1000 Credits/Minute

Advancing to Phase 2 Costs:
300 Tools
160 Concrete
-350 Power
-100 Eco Balance
-1500 Credits/Minute

Advancing to Phase 3 Costs:
300 Tools
320 Wood
-500 Power
-140 Eco Balance
-2000 Credits/Minute

Completion Costs:
300 Tools
120 Carbon
-750 Power
-50 Eco Balance
-2500 Credits/Minute

So yes this is a very expensive building that will most certainly take a long time to build.

Since you can only choose one faction you will be required to purchase Wood and Glass or Concrete and Steel from factions.  Remember that if you set your warehouse at the Trade tab to Purchase these things they will very quickly fill up.

For Eco the power costs will be very challenging.  You may be required to get all the way to Eco Executives in order to get access to Solar Tower Generators.

Tycoon will have a far easier time with this as they can get three nuclear power plants running to cover all of these energy needs.  However they will have to put down several Deacidification Stations to keep pollution in check.

This process is expected to take roughly one hour.

Researching Assistant’s Trainng

To gain Assistant’s Research Training you first have to research the research.

To do this go to Basic Research Projects > Infrastructure > Public Buildings Research.

This can take in the upwards of 90 minutes so hopefully you have surrounded your academy to speed this process up.  It costs 15,000 credits and does not guarantee success in getting the research you want.

The component of Assistant’s Training include:
40 Carbon
60 Microchips
4 Emergency Equipment
2 Effluent Pump
1 Labor Regulations Documentation

Labor Regulations Documentation has to be built at the Academy.  It is under Public Buildings Research as well and requires:
20 Carbon
25 Microchips
2 Maintenance Units

Most of the components are built from Laboratories so yeah.. don’t delete your labs just because you have a Science Forum….

Anno 2070 – Environmental Warriors Scenario Guide

In this scenario you are introduced to a pretty rough area. There is tones of permanent pollutants.  There are ten on the map total each valued at -100 eco balance.  This means you start off on a map that is total -1000 pollutants.

The goal is to get to +1000.

On top of this Vadim Sokov is on the map.  Vadim Sokov’s personality type makes it so that the only thing he will do is pump out oil.  He will not add in any environmental techs and his islands will average polluting values between -100 and -400.

War with Vadim Sokov is not a real option.  If you declare war on him every single oil tanker you sink will cause an additional -100 eco balance.  This means you have to fight an eco war!

To make matters worse Vadim Sokov will settle a new island every 1.5 hours adding an additional -400 pollution to your total goal.  But don’t worry, you’ll be producing so much good environmental stuff it won’t matter.

You should try to build as few environmental structures as possible early on.  You can build a few to get islands to eco balance for your crops, but that’s all you should do.

Instead aim to get to Tier 5 citizenry and get the two tier 5 goods.  Trust me when I say, you will need a lot of credits and a strong cash flow for this one.  You will need to take five islands to pull this off.  Each island will max out at +1000 eco balance, so we should try not to stack all environmental power on one island.

If you are playing with the Deep Ocean expansion it gets a little harder.  Vadim Sokov will constantly be trying to buy out your main island and so you will need to always spend money (once you hit Tier 3 citizenry) in order to keep this island under your control.

So once you are at full citizenry and have lots of money floating around it’s time to start building environmental structures.  At Tier 5 your cost effective way of doing this will be with Ozone Maker Stations for eco balance and powering them with Solar Tower Generators (with full fields).

As well it is acceptable to use Monitoring Stations on all ore patches you are not using.

As you build them turn off which ever ones you can to save money.  You will need about 30 ozone maker stations total to make this work.  This also means you will need a lot of glass, wood, and tools.

Once you have all of your ozone maker stations turn them all on simultaneously.

If this is still not enough you can simply turn them all off and add in a couple more.

Review: Anno Online

What happens when you mix the most obtusely designed hardcore simulator game franchise with the casual market?

The answer should be something horrendous that pleases nobody at all.

But Bluebyte Studios has done it again, they have created something remarkable. That is remarkable for a browser based game.

Much like their successful The Settler’s Online, Ubisoft has really captured the feel of Anno in a browser based game.  This can be compared to a game like Command and Conquer Tiberium Alliances which looks nothing at all like the game it models after.

So Anno Online is modeled after Anno 1404 (the game befoer Anno 2070).

Some favorites missing from this game is multi-factions, which was present in Anno 2070 and an unlockable intermittent faction (The Arabs and S.A.A.T.) that offers new and more complicated building options.

This is Bluebyte’s second attempt at making a multi-player Anno experience.  Anno is the game of the anti-social gamer.  It is a game that each playthrough gives over 200 hours of play and one that sees no need to interact with people.

Their attempt in Anno to make multiplayer simply did not work.  The multiplayer scene was empty and isolated to a select few friendly Europeans.

One of the big things about multiplayer is that you cannot force it on a game.  The game has to be designed around the need for people helping each other.  First person shooters, MMORPGs, and strategy games have always benefited heavily from having more than one person play.  Other genres have had a hard time breaking in.

So how do you solve this riddle?

Quite simple, as it seems.

Make it so that your resources are very limited and you need people to talk with while you wait on resources to accumulate.

No not quite the multiplayer we were expecting.  It seems that inter-city trading is something they will be implementing in later.  The game works under the basic formula of Anno.  You lay down homes and your people demand various products.  You provide those products.  Certain services they may request will only work in a certain radius.  This means city planning gets complicated as more services become available.

Inter-player trading really only makes sense in the first day of playing the game.  After this you become more than self-sufficient so clearly in that beginning of the game you will need to implement trade there.

After you meet all the needs of a home they will advance into a different higher taxing kind of home.  This new kind of home will have it’s own demands.

People will not overwhelming move into this new housing type until you fulfill their needs.  As you get more of this type of person their needs expand until eventually you have met enough needs to evolve them to another type of citizen… to do the same thing with.

There are four types of citizens with the final one taking almost two weeks to obtain.

Buildings have their own resource cost to build.  Some of them include wood and stone.   Each of these buildings have money maintenance costs. A goal becomes balancing your costs with increasing your ability to expand.

When you are completely out of resources you do have the ability to expand by purchasing resources using rubies.  Rubies can be earned by completing quests or can be purchased via micro transactions.

As an alternative you can just turn off the game and resources will max out while you sleep.  Having a large warehouse means you can hold a lot more resources when you log in.  Upgrading warehouses clearly becomes a pillar of this game. One thing about this game is that it largely will not appeal to the hardcore Anno crowd.  People who only play religiously will really not enjoy this game.

The game gets even more complex with the addition of islands.  You can discover and colonize off-map islands that will provide other resources.  One player can hold 9 islands, although it seems two of them are unlockable only with rubies.

The supply chains are simple.  The game is not obscure by any means.  There isn’t much of a competitive dynamic to it.  And truthfully Anno 2070 and Anno 1404 are just all around better games.

It will however appeal to the massive casual games crowd.  It offers more complexity than anything else currently on the market and can be played over hours or over minutes.  If you’re looking to get into Anno this is definitely the friendly way to learn how the game is played.

I’d definitely recommend purchasing Anno 2070 over it.  I’d also recommend playing this game over almost any other browser title on the market.  And I’d also recommend playing this game if you’ve never tried Anno 2070 and if you find yourself addicted to this game, give Anno 2070 a spin.

I should state as a final note this game is still in beta, however the core game mechanics will stay the same and if this review needs an update it will get one post launch, but as far as I can see nothing will change post launch.