Anno 2070 Guide
2011 ยท Future city and trade simulationGame guides
| Guide | What you will find |
|---|---|
Starting a city | Build the right starting economy for the faction you selected. |
Power & ecology | Keep the industrial network running while managing its environmental effects. |
Trade & islands | Build supply routes that survive a full round trip. |
Tech & research | Develop science as part of a supplied economy. |
Factions & residents | Anno 2070 reference: Eden Initiative, Global Trust, S.A.A.T. and the rest of this factions & residents directory. |
At a glance
| Focus | What to know |
|---|---|
| Choose an economic approach | Ecos and Tycoons use different goods and power solutions. |
| Watch island balances | Credits, energy and ecology are separate constraints. |
| Move goods deliberately | Each island needs its own stock and connected logistics. |
Factions & residents View guide โ
| Group | Role | At a glance |
|---|---|---|
| Eden Initiative | Eco faction | Uses environmentally oriented development and production. |
| Global Trust | Tycoon faction | Uses industrial production and conventional power. |
| S.A.A.T. | Tech faction | Provides advanced science and research systems. |
| Eco Executives | Advanced Eco residents | Require developed Eco consumer and service chains. |
| Tycoon Executives | Advanced Tycoon residents | Require developed Tycoon consumer and service chains. |
| Researchers | Advanced base-game Tech residents | Support the upper base-game science tier. |
Quick answers
| Topic | Go straight to |
|---|---|
| Starting a city | Read the faction's actual needs โ |
Pictures All pictures โ
References
| Reference | Website |
|---|---|
| Anno 2070: game and edition overview | store.steampowered.com |

Starting a city
Power & ecology
Trade & islands
Tech & research