* Cease the working of a Repair Drone when we are not using it. * Selling Communicators or Plastics can produce large incomes. The cost of production is low, but selling prices are relatively profitable. * Manufacture Weapons - even if we don't need it. * Monitor the credit balance - after all it's very easy to become bankrupt! To avoid it, build new City Centers and Worker Barracks, cease production of redundant materials and trade surplus products. If particular resources aren't needed, it's better to start selling them or to destroy the factory.
* Remember about ceasing production in factories which goods are piling up in warehouses. For example: If we are in the process of extending our city, it's good to have a few Iron Smelters and Tools Workshops (which in turn require new Basalt Crushers, etc.) * Don't refrain from expanding production when needed. * Take notice of messages that appear on the left of the screen - they will let us know, for example, of the changes in pollution levels on the island. The ascension will also not happen if we have denied ascension rights in the City Center menu. * Citizens will not want to advance unless their Needs are satisfied in 100%, when the taxes are too high or when our island is polluted. Usually, there are 30 minutes to complete a side quest. * Not completing accepted side quests will result in losing influence with the particular opponent/ally. Moreover, exchanging/trading can be done between multiple units using only one trade route, but remember that the longer the trade route, the slower the transfer of goods. It can also exchange goods between our own islands. * A trade route doesn't have to be used to trade with others. * When creating a trade route, remember that green is for export (loading goods on ship), while red is for import (loading goods to the Warehouse), as opposed to putting goods on sale in the Warehouse, when it is the other way round. * Influence areas of buildings of the same type that overlap each other will result in decreasing the buildings' productivity. * Wind Parks and Ozone Maker Stations, which help reduce pollution, don't require Road connections. In case of an underwater base, the connection is made by an AquaRail connection. * Industrial buildings, though not all, Require road connection with the Warehouse or a Depot. * Worker Barracks require a direct Road connection to the City Center and every building which satisfies the Needs of citizens (for example, Education Network, Casino.) Note: the Road connection has to run within the influence radius of the particular building! (numeral) - refers to illustrations above the text
For easier navigation, the following labels are used:īlack - important comments and key combinations There is also an expanded explanation of the election system for the Senate and the World Council. It also provides comprehensive guides to individual missions as well as continuous game, and characteristics of Production Chains. 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.