Anno 2070

Anno 2070

60 ratings
Anno in-depth: Energy
By Glyphis
Everything there is to know about energy production. The following buildings will be discussed:

Eco faction:
- Wind park
- Thermal power station
- Offshore wind park
- Solar tower generator

Tycoon faction:
- Coal power station
- Nuclear power plant

Tech faction:
- Marine current power station
- Hydroelectric power plant
- Geothermal power plant (Deep Ocean DLC is required)
- Energy transmitter (Deep Ocean DLC is required)

Besides these induvidual sheets, I have also created some comparison tables to compare the different options considering the production of energy.
   
Award
Favorite
Favorited
Unfavorite
Wind park
Name
Wind park
Faction
Eco
Building costs
  • 120 credits
  • 1 ton building modules
  • 1 ton tools
Maintenance costs
-25 balance
Energy production
15
Hitpoints
1000
Size
3 x 3 tiles
Influence radius
21 tiles
Unlock
1 Eco worker
Notes
  • First Eco power plant available, low building/maintenance costs and low energy production, commonly used in the beginning of a game.
  • Just like all other Eco energy production buildings, the Wind park does not affect your ecobalance.
  • Upgrades for a smaller influence radius, lower maintenance costs or more energy production can be researched in your Academy.
[/tr][/table]
Thermal power station
Name
Thermal power station
Faction
Eco
Building costs
  • 300 credits
  • 6 ton building modules
  • 6 ton tools
  • 8 ton wood
Maintenance costs
-65 balance
Energy production
70*
Hitpoints
1000
Size
4 x 6 tiles
Influence radius
10 tiles*
Unlock
750 Eco employees
Notes
  • (*)The energy output is influenced by the number of inhabitants who live within the influence radius of the Thermal power station: the more inhabitants within the influence radius, the higher the energy production.
  • Just like all other Eco energy production buildings, the Thermal power station does not affect your ecobalance.
  • Upgrades for lower maintenance costs or more energy production can be researched in your Academy.
[/tr][/table]
Offshore wind park
Name
Offshore wind park
Faction
Eco
Building costs
  • 300 credits
  • 7 ton building modules
  • 4 ton tools
  • 4 ton glass
Maintenance costs
-50 balance
Energy production
30
Hitpoints
1000
Size
3 x 4 tiles
Influence radius
10 tiles
Unlock
950 Eco engineers
Notes
  • The Offshore wind park can only be built on water. Therefore, you will need either a Port authority building or a Warehouse to create the required building area.
  • Just like all other Eco energy production buildings, the Offshore wind park does not affect your ecobalance.
  • Upgrades for a smaller influence radius, lower maintenance costs or more energy production can be researched in your Academy.
[/tr][/table]
Solar tower generator
Name
Solar tower generator
Faction
Eco
Building costs
  • 2000 credits
  • 15 ton building modules
  • 20 ton tools
  • 30 ton wood
  • 30 ton glass
Maintenance costs
-120 balance
Energy production
120
Hitpoints
5000
Size
5 x 5 tiles*
Influence radius
N/A
Unlock
600 Eco executives
Notes
  • (*)Cultivates four fields with solar mirrors which are 48 square-tiles each.
  • Just like all other Eco energy production buildings, the Solar tower generator does not affect your ecobalance.
  • Upgrades for a smaller influence radius, lower maintenance costs or more energy production can be researched in your Academy.
[/tr][/table]
Coal power station
Name
Coal power station
Faction
Tycoon
Building costs
  • 350 credits
  • 1 ton building modules
  • 4 ton tools
Maintenance costs
  • -10 balance
  • -15 ecobalance
Energy production
60
Hitpoints
1000
Size
4 x 4 tiles
Influence radius
N/A
Unlock
1 Tycoon worker
Notes
  • First Tycoon energy production building, cheap to build, but does affect your ecobalance quite badly.
  • The Coal power station requires coal to keep running. You will either need 1 Rotary excavator running at 100% or 1 Coal mine running at 50%.
  • Upgrades for a lower ecobalance influence, lower maintenance costs or more energy production can be researched in your Academy.
[/tr][/table]
Nuclear power plant
Name
Nuclear power plant
Faction
Tycoon
Building costs
  • 3000 credits
  • 10 ton building modules
  • 24 ton tools
  • 30 ton concrete
  • 36 ton steel
Maintenance costs
  • -100 balance
  • -10 ecobalance
Energy production
500
Hitpoints
4000
Size
8 x 8 tiles
Influence radius
N/A
Unlock
250 Tycoon engineers
Notes
  • Keep in mind that accidents may occur when operating a Nuclear power plant: If there is an accident and your Nuclear power plant explodes, you are pretty screwed.
  • The Nuclear power plant requires fuel rods, which are made out of uranium. A closed circuit can be made using 1 Nuclear power plant : 1 Fuel element factory : 1 Uranium mine or by using 2 Nuclear power plants : 2 Fuel element factories : 1 Uranium metal converter.
  • Upgrades for a smaller change of accidents, lower maintenance costs or more energy production can be researched in your Academy.
[/tr][/table]
Marine current power plant
Name
Marine current power plant
Faction
Tech
Building costs
  • 1000 credits
  • 12 ton building modules
  • 5 ton tools
Maintenance costs
-40 balance
Energy production
25
Hitpoints
1000
Size
3 x 4 tiles
Influence radius
N/A
Unlock
By buying the Tech building rights
Notes
  • The Marine current power plant can only be built on underwater plateaus.
  • The only upgrade available for the Marine current power plant can only be found or bought from a NPC. This island-wide upgrade makes Marine current power plants produce 15% more energy.
[/tr][/table]
Hydroelectric power plant
Name
Hydroelectric power plant
Faction
Tech
Building costs
  • 8500 credits
  • 150 licences
  • 20 carbon
  • 25 ton microchips
  • 5 Generators*, which require:
    • 10000 credits
    • 100 ton building modules
    • 75 ton tools
  • 3 Maintenance units*, which require:
    • 9000 credits
    • 30 ton weapons
    • 30 ton kerosine
  • 1 Alwinic anion catalyst**
Maintenance costs
  • -140 balance
  • -10 ecobalance
Energy production
500
Hitpoints
3500
Size
1 Dam slot
Influence radius
N/A
Unlock
1 Researcher
Notes
  • (*)The Generators and Maintenance units can be researched in your Laboratory.
  • (**)The Alwinic anion catalyst can either be found through research or can be bought from Trenchcoat for 900 licences.
  • The Hydroelectric power plant blueprints must be researched in your Academy.
  • Upgrades for a lower negative effect on your ecobalance or more energy production can be researched in your Academy.
[/tr][/table]
Geothermic power plant
Name
Geothermic power plant
Faction
Tech
Building costs
  • 9000 credits
  • 60 ton building modules
  • 40 ton tools
  • 30 ton carbon
Maintenance costs
-140 balance
Energy production
750
Hitpoints
3500
Size
1 Geothermal slot
Influence radius
N/A
Unlock
1200 Researchers
Notes
  • Must be built on an underwater plateau that is located near a geothermal vent.
  • Due to the large energy production, the Geometric power plant can also be used to provide other island with power (Energy transmitters are required).
  • Using the Geometric power plant may cause tsunamies.
  • Upgrades for a reduced change of accidents, less maintenance costs or more energy production can be researched in your Academy.
[/tr][/table]
Energy transmitter
Name
Energy transmitter
Faction
Tech
Building costs
  • 15000 credits
  • 60 ton building modules
  • 40 ton tools
  • 25 ton carbon
[/tr]
Maintenance costs
  • -175 balance
  • -30 ecobalance
Energy production
N/A
Hitpoints
3500
Size
5 x 6 tiles
Influence radius
N/A
Unlock
1 Genius
Notes
  • The Energy transmitter does not produce any energy: it can only transport energy from one island to another when the Energy transmitter is built on both island.
  • The Energy transmitter can both be built on an island as well as an underwater plateau.
  • Upgrades for less maintenance costs or less negative effect on your ecobalance can be researched in your Academy.
[/tr][/table]
Comparison table
Values in this table provide an easy reference point for comparison between different power generation types.

Faction
Name
Energy
production
Maintenance
costs
Ecobalance
costs
Maintenance
/ power
Ecobalance
/ power
Eco
Wind park
15
-25
0
1.667 / unit
0
Eco
Thermal power station
70*
-65
0
0.928 / unit
0
Eco
Offshore wind park
30
-50
0
1.667 / unit
0
Eco
Solar tower generator
120
-120
0
1.000 / unit
0
Tycoon
Coal power station
60
-10
-15
0.167 / unit
-0.250 / unit
Tycoon
Nuclear reactor
500
-100
-10
0.200 / unit
-0.020 / unit
Tech
Marine current power station
25
-40
0
1.600 / unit
0
Tech
Hydroelectric power plant
500
-140
-10
0.280 / unit
-0.020 / unit
Tech
Geothermic power plant
750
-200
0
0.267 / unit
0

(*)Energy output depends on the number of inhabitants within the influence area.
Comparison table including upstream production chains
Since some power production buildings need resources in order to work, I have also made a comparison table with these needed resources included in the total costs and output. All layouts are designed as a closed circuit when all buildings are running at 100%.

Faction
Buildings
Energy
production
Maintenance
costs
Ecobalance
costs
Maintenance
/ power
Ecobalance
/ power
Tycoon
  • 1 Coal power station
  • 1 Rotary excavator
60
-20
-20
0.333 / unit
-0.333 / unit
Tycoon
  • 2 Coal power stations
  • 1 Coal mine
120
-35
-32
0.292 / unit
-0.267 / unit
Tycoon
  • 1 Nuclear reactor
  • 1 Fuel element factory
  • 1 Uranium mine
500 (492)*
-210
-22
0.420 / unit
-0.044 / unit
Tycoon
  • 2 Nuclear reactors
  • 2 Fuel element factories
  • 1 Metal converter
1000 (967)*
-520
-32
0.538 / unit
-0.033 / unit

(*)Effective output (= total output generated - energy usage of the included buildings).
11 Comments
A Piece of Pizza 20 Sep, 2020 @ 5:13pm 
I love reducing the influence area of my wind parks to 0% so i can spam them for cheap up to lategame.
Abster 17 Jul, 2015 @ 4:59am 
Superb guide!
二猫 5 Feb, 2014 @ 11:04am 
yep, this is a great way. but the only disadvantage is that we need a Genius. The requirement of Tech is the highest among all three. In this sense, tycoon the best, the requirement is so low.
Glyphis  [author] 4 Feb, 2014 @ 10:46pm 
A control module can be researched in a laboratory. Besides that, using a specialized island like yours is a great way to provide energy for your islands. I use that technique as well.
二猫 4 Feb, 2014 @ 5:57pm 
normally I select 1 small island as the "nuclear island", building 5 or more nuclear plants, then transmit to some big cities. This is super cheap.
二猫 4 Feb, 2014 @ 5:52pm 
Thank you Thomas! how? buy a control module? or natrually -100%?
Glyphis  [author] 3 Feb, 2014 @ 10:14pm 
Upgrades can reduce the risk of tsunamies with up to 100%. You might want to try those out ErMao.
二猫 3 Feb, 2014 @ 5:37pm 
I suggest Geothermic power plant not build with Oil Rig, otherwise Sunami will screw a lot.
Glyphis  [author] 30 Jul, 2013 @ 7:56am 
ah ok tnx :P i'll patch that one right now
cw 29 Jul, 2013 @ 8:56am 
It should be "Comparison Tables", if that's the word you're looking for. "Comparising" isn't a word. Great guide! Just wanted to help you out :p