Anno 2070

Anno 2070

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Anno in-depth: Ecobalance
Oleh Glyphis
Everything there is to know about maintaining a healthy ecobalance. The following buildings will be discussed:

Eco faction:
- Weather control center
- Monitoring station
- Ozone maker station
- River sewage treatment plant
- Guardian 1.0

Tycoon faction:
- Waste compactor
- Deacidfication station
- CO2 reservoir

Tech faction:
- Keeper 1.0

Besides these induvidual sheets, I have also created a comparison table to compare the different options considering reducing the negative influences of your ecobalance.
   
Penghargaan
Favorit
Difavoritkan
Batalkan favorit
Weather control center
Name
Weather control center
Faction
Eco
Building costs
  • 400 credits
  • 3 ton building modules
  • 3 ton tools
  • 2 ton wood
Maintenance costs
-20 balance
Energy consumption
-2
Ecobalance output
15
Hitpoints
1000
Size
3 x 3 tiles
Influence radius
30 tiles
Unlock
360 Eco employees
Notes
  • First building available for the Eco faction to improve the ecobalance: low costs, low output.
  • Only a few of these can be placed on any island, due to its huge influence radius.
  • Upgrades for a smaller influence radius and lower maintenance costs can be researched in your Academy.
[/tr][/table]
Monitoring station
Name
Monitoring station
Faction
Eco
Building costs
  • 1000 credits
  • 6 ton building modules
  • 10 ton tools
  • 10 ton wood
  • 10 ton glass
Maintenance costs
-40 balance
Energy consumption
-25
Ecobalance output
40
Hitpoints
1000
Size
1 mine site
Influence radius
N/A
Unlock
1200 Eco engineers
Notes
  • Comes in handy when you have an unused mining site.
  • Only a few of these can be placed on any island, due to limited mining sites on each island.
  • Upgrades for lower energy consumption and lower maintenance costs can be researched in your Academy.
[/tr][/table]
Ozone maker station
Name
Ozone maker station
Faction
Eco
Building costs
  • 3000 credits
  • 20 ton building modules
  • 30 ton tools
  • 12 ton wood
  • 20 ton glass
Maintenance costs
-120 balance
Energy consumption
-60
Ecobalance output
100
Hitpoints
3000
Size
4 x 7 tiles
Influence radius
12 tiles
Unlock
1 Eco executive
Notes
  • Greatly improves your ecobalance, however it's quite pricy to build/maintain.
  • You can build quite a lot of these on a single island, due to its small influence radius.
  • Upgrades for a smaller influence radius and lower energy consumption can be researched in your Academy.
[/tr][/table]
River sewage treatment plant
Name
River sewage treatment plant
Faction
Eco
Building costs
  • 10000 credits
  • 40 ton tools
  • 20 ton wood
  • 25 ton glass
Maintenance costs
-200 balance
Energy consumption
-250
Ecobalance output
300
Hitpoints
4000
Size
1 river slot
Influence radius
N/A
Unlock
1400 Eco executives
Notes
  • Comes in handy when you have an unused river slot.
  • Building one of these improves your ecobalance greatly.
  • Limited to a few islands: you need a river on your island and besides that, an unused river slot.
  • Upgrades for lower energy consumption and lower maintenance costs can be researched in your Academy.
[/tr][/table]
Guardian 1.0
Name
Guardian 1.0
Faction
Eco
Building costs
  • 25000 credits
  • 500 licences
  • 75 ton tools
  • 50 ton carbon
  • 25 ton microchips
  • 2 Generators*, which require:
    • 4000 credits
    • 40 ton building modules
    • 30 ton tools
  • 5 filtration plants*, which require:
    • 10000 credits
    • 100 ton building modules
    • 75 ton tools
Maintenance costs
-500 balance
Energy consumption
-250
Ecobalance output
500
Hitpoints
3000
Size
6 x 6 tiles
Influence radius
46 tiles
Unlock
Complete "The Formers" mission during "The Eden project" World Event.
Notes
  • (*)Both the Generators and the Filtration plants can be researched in a Laboratory.
  • The Guardian 1.0 and the Keeper 1.0 share the same stats: differences between them are just cosmetic and the way they can be unlocked.
  • After you have unlocked the Guardian 1.0, you can research/unlock the blueprints in your academy.
  • Only a few of these can be placed on any island, due to huge influence radius.
  • Upgrades for lower energy consumption and a smaller influence radius can be researched in your Academy.
[/tr][/table]
Waste compactor
Name
Waste compactor
Faction
Tycoon
Building costs
  • 800 credits
  • 4 ton building modules
  • 5 ton tools
  • 12 ton concrete
Maintenance costs
-40 balance
Energy consumption
-5
Ecobalance output
50*
Hitpoints
1000
Size
3 x 6 tiles
Influence radius
12 tiles
Unlock
360 Tycoon employees
Notes
  • (*)Ecobalance output depends on the number of inhabitants living within the influence radius.
  • Just like all other Tycoon ecobalance buildings, the Waste compactor can't raise the ecobalance above 0.
  • Upgrades for lower energy consumption and a higher ecobalance output can be researched in your Academy.
[/tr][/table]
Deacidfication station
Name
Deacidfication station
Faction
Tycoon
Building costs
  • 2000 credits
  • 15 ton building modules
  • 20 ton tools
  • 15 ton concrete
  • 10 ton steel
Maintenance costs
-80 balance
Energy consumption
-60
Ecobalance output
90
Hitpoints
1000
Size
3 x 4 tiles
Influence radius
30 tiles
Unlock
1 Tycoon engineer
Notes
  • Great building to reduce your negative ecobalance significantelly.
  • Just like all other Tycoon ecobalance buildings, the Deacidfication station can't raise the ecobalance above 0.
  • Upgrades for lower energy consumption and a smaller influence radius can be researched in your Academy.
[/tr][/table]
CO2 reservoir
Name
CO2 reservoir
Faction
Tycoon
Building costs
  • 5000 credits
  • 30 ton building modules
  • 20 ton tools
  • 25 ton concrete
  • 25 ton steel
Maintenance costs
-160 balance
Energy consumption
-110
Ecobalance output
200
Hitpoints
1000
Size
1 mine site
Influence radius
N/A
Unlock
600 Tycoon executives
Notes
  • Comes in handy when you have an unused mining site.
  • Only a few of these can be placed on any island, due to limited mining sites on each island.
  • Just like all other Tycoon ecobalance buildings, the Deacidfication station can't raise the ecobalance above 0.
  • Upgrades for lower energy consumption and lower maintenance costs can be researched in your Academy.
[/tr][/table]
Keeper 1.0
Name
Keeper 1.0
Faction
Tech
Building costs
  • 25000 credits
  • 500 licences
  • 75 ton tools
  • 50 ton carbon
  • 25 ton microchips
  • 2 Generators*, which require:
    • 4000 credits
    • 40 ton building modules
    • 30 ton tools
  • 5 filtration plants*, which require:
    • 10000 credits
    • 100 ton building modules
    • 75 ton tools
Maintenance costs
-500 balance
Energy consumption
-250
Ecobalance output
500
Hitpoints
3000
Size
6 x 6 tiles
Influence radius
46 tiles
Unlock
Steam store DLC
Notes
  • (*)Both the Generators and the Filtration plants can be researched in a Laboratory.
  • The Keeper 1.0 and the Guardian 1.0 share the same stats: differences between them are just cosmetic and the way they can be unlocked.
  • After purchasing the DLC, you can research/unlock the blueprints in your academy.
  • Only a few of these can be placed on any island, due to huge influence radius.
  • Upgrades for lower energy consumption and a smaller influence radius can be researched in your Academy.
[/tr][/table]
Comparison table
Values in this table provide an easy reference point for comparison between different ecobalance buildings.

Faction
Name
Ecobalance
output
Maintenance
costs
Energy
usage
Maintenance
/ Ecobalance
Power
/ Ecobalance
Eco
Weather control station
15
-20
-2
1.333 / unit
-0.133 / unit
Eco
Monitoring station
40
-40
-25
1.000 / unit
-0.625 / unit
Eco
Ozone maker station
100
-120
-60
1.200 / unit
-0.600 / unit
Eco
River sewage treatment plant
300
-200
-250
0.667 / unit
-0.883 / unit
Eco
Guardian 1.0
500
-500
-250
1.000 / unit
-0.500 / unit
Tycoon
Waste compactor
50*
-40
-5
0.800 / unit
-0.100 / unit
Tycoon
Deacidfication station
90
-80
-60
0.889 / unit
-0.667 / unit
Tycoon
CO2 reservoir
200
-160
-110
0.600 / unit
-0.550 / unit
Tech
Keeper 1.0
500
-500
-250
1.000 / unit
-0.500 / unit

(*)Ecobalance output depends on the number of inhabitants within the influence area.
External influences
Sometimes, an island can be discovered with an 'External influence': this is a building or remainings which have either a positive or negative influence on the island's ecobalance. The following External influences can be found:

Positive influences:
  • Old weather control station: +150 ecobalance
  • Automated sewage plant: +150 ecobalance
  • Eden former: +250 ecobalance

Negative influences:
  • Abandoned factory: -100 ecobalance
  • Missile parts: -175 ecobalance
  • Damaged nuclear reactor: -200 ecobalance

Always try to avoid islands with negative external influences: it will be a lot harder to grow crops or habitate people there. To solve the problem of a negative external influence, you should research a Clearance device: this one will remove the external influence. The Clearance devide can be researched in an academy (requires the Deep Ocean DLC).

5 Komentar
Cruzz 18 Agu 2014 @ 7:24am 
I have the same formatting problems. Seems to be a problem with Firefox. I, for instance, also tried IE and it looks fine there.
Matepora 16 Agu 2014 @ 4:37am 
Muy buenas guia. Gracias !!!
The Coke Lexis™ 8 Jan 2014 @ 12:26am 
Looks all clear to me.
Glyphis  [pembuat] 8 Jan 2014 @ 12:17am 
Everything seems to be outlined correctly from my point of view. Are you viewing this article through a web browser?
Duke Magus 7 Jan 2014 @ 6:36pm 
There's something wrong with the text. i think the pictures messed the formatting