Anno 2070

Anno 2070

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Anno in-depth: Ecobalance
By 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.
   
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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 Comments
Cruzz 18 Aug, 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 Aug, 2014 @ 4:37am 
Muy buenas guia. Gracias !!!
The Coke Lexis™ 8 Jan, 2014 @ 12:26am 
Looks all clear to me.
Glyphis  [author] 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