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description
Anno 2070 Deep Sea expansion
Welcome to the ANNO-SONAR that will scan the deep sea for any information about ANNO 2070 – Deep Oceanuntil the release of the expansion pack. In the coming weeks it will bring up new pictures and information as well as other little things. First thing the SONAR brought up are some concept arts of the new population class – the Geniuses.
We have a few concept arts of the houses in which the geniuses are living.
How do you expect to be the life of a Genius in ANNO 2070 – Deep Ocean? Which wants and need will they have and what has to be done to fulfill them?
We’re happy to hear about your thoughts and ideas and want to hear how you like the pictures. Just write in the comments what the SONAR should search for in the future and we will try to calibrate it accordingly. Still, we cannot promise anything, since the ocean is vast beyond imagination.
The SONAR-Reconnaissance-Patrol!
We have a few concept arts of the houses in which the geniuses are living.
How do you expect to be the life of a Genius in ANNO 2070 – Deep Ocean? Which wants and need will they have and what has to be done to fulfill them?
We’re happy to hear about your thoughts and ideas and want to hear how you like the pictures. Just write in the comments what the SONAR should search for in the future and we will try to calibrate it accordingly. Still, we cannot promise anything, since the ocean is vast beyond imagination.
The SONAR-Reconnaissance-Patrol!
dinsdag 19 juni 2012
vrijdag 8 juni 2012
vrijdag 1 juni 2012
donderdag 31 mei 2012
Anno 2070 Deep Sea
The new Expansion Some news about it
Dear researchers of the future and builder of worlds,
after a time that feels like aeons Karrenschieber alias Dirk Riegert is reporting back to you.
Some of you may remember me from 1404-times, when I was answering community questions regarding the progress of game development from time to time. Within Related Designs I am responsible for the Anno game series as a creative director. While I was not able to personally feed you with information during the development of 2070 due to time restrictions, I am very happy that I will be able to provide you with first-hand insights into the development of the Anno series again.
The whole Anno team is working at great pace and with lots of enthusiasm on the new AddOn, till "Anno 2070 - Deep Sea" will finally be released in autumn this year. This thread is supposed to work as a dev blog and offer you some exclusive details and background information on the AddOn.
So enough of the preambles, let's get started!
The secrets of the Ebashi trench
While ongoing world events shed light on a more than dangerous confrontation, in the shadows of that distressing development scientist Hiro Ebashi will make a trailblaizing breakthrough at the bottom of the trench named after himself that will alter the course of the Anno 2070 world for good.
Hiro Ebashi has a revolutionary breakthrough at the Ebashi trench.
All scenarios, features and events of the AddOn will be based on this discovery by Ebashi-san. The roles of the fractions will shift, tech organisation E.T.O ans S.A.A:T will gain significant importance and development of the deep sea will become an ever more important factor in the global strife for power and dominance. The latter will have strong influences on the basic game play of 2070, especially in long-lasting games.
To further max out the potential of the underwater world
During conception phase of the AddOn we soon realised that we wanted to do something different than in the expansions of 1701 and 1404. While "curse of the dragon" and "Venice" were most prominently focused on single gameplay modi like campaign or multiplayer, "deep sea" is taking a step further and will be the most extensive and most complex Anno AddOn up-to-date.
For the first time in the history of the Anno series a completely new civilisation class will be included in an AddOn- the tech geniuses. Innovations and production chains of the geniuses will be most prominantly located under water. With that, we follow the two most widely asked for community wishes from the online survey of Anno 2070; i.e. the wish for additional production chains and the demand for further under water features.
To add a new civilisation class to the game via an AddOn is not as trivial as it sounds. Even in 1404 we were considering an additional civilisation class, but if you do not include this extension of most basic game principles right from the first concept stages, it is really hard to implement it later on in a fitting manner. Therefore, right in the conceptional phase of 2070 we included the possibility to later extend the Tech fraction in a possible AddOn.
A seemingly understandable, but long-lasting result of the enhanced meaningfulness of the under water world for production chains and special buildings of the geniuses is the rising need for building space on under water plateaus. Where formerly only single production facilities were located, large indutrial complexes will now be situated. To meet this new challagnes, we redesigned all under water plateaus in a manner, so that they will provide more building space, but still not make it easy to simply fill them with buildings.
Underwater wolrd in the "deep sea" AddOn. on the left: new buildings, on the right: redesigned buildings from the basic game. überarbeitete Basisspiel-Gebäude.Futher important optimisations of the underwater world affected the look of the underwater buildings. To get a believable and atmospheric look of the deep sea underwater effects limit the colours of the buildings. Everything is bathed in a mystic blue shading. This has side effects rendering it critically difficult to distinguish underwater buildings. As the AddOn will add numerous new production facilities, we optimised effects, animations and light settings for new and old production facilities to make them easier to distinguinsh and identify them as related production chains.
New underwater trade routes
With the exploitation of numerous important goods now being under water (e.g. lithium) scientists and engineers of S.A.A.T and E.T.O also took effort in evolving the transportation of those goods from the deep sea and developed prototypes of the new "sisyphos" class of submarines, dedicated to recover large amounts of goods from great depths.
To that end, the new underwater trade routes prove to be very helpful. By a mouse cklick every route and every route type can be classified as an underwater trade route. On normal trade routes, all ships (including submarines) will transport there goods above the water surface. If you mark a trade route as an underwater trade route, all submarines will maneuvre underwater as far as this is possible. If traderoute points only include underwater depots, the submarines will remain submerged continually. If they are approaching a depot on land they will only emerge from the sea in the harbour area. This new functionality has some strategic implications regarding disturbance of trade routes eg. in multiplayer (for example making patroling submarines necessary) or protection of the own fleet (from pirates or enemies).
Primary designs for transportation submarines of the new "sisyphos" class.
That's it for today. I hope something interesting was there for you and that your curiosity for "Anno 2070 - deep sea" has been improved. Maybe we will "read again" in the future, as there are yet plenty of secrets and details around the development of the AddOn to discover.
Dear researchers of the future and builder of worlds,
after a time that feels like aeons Karrenschieber alias Dirk Riegert is reporting back to you.
Some of you may remember me from 1404-times, when I was answering community questions regarding the progress of game development from time to time. Within Related Designs I am responsible for the Anno game series as a creative director. While I was not able to personally feed you with information during the development of 2070 due to time restrictions, I am very happy that I will be able to provide you with first-hand insights into the development of the Anno series again.
The whole Anno team is working at great pace and with lots of enthusiasm on the new AddOn, till "Anno 2070 - Deep Sea" will finally be released in autumn this year. This thread is supposed to work as a dev blog and offer you some exclusive details and background information on the AddOn.
So enough of the preambles, let's get started!
The secrets of the Ebashi trench
While ongoing world events shed light on a more than dangerous confrontation, in the shadows of that distressing development scientist Hiro Ebashi will make a trailblaizing breakthrough at the bottom of the trench named after himself that will alter the course of the Anno 2070 world for good.
Hiro Ebashi has a revolutionary breakthrough at the Ebashi trench.
All scenarios, features and events of the AddOn will be based on this discovery by Ebashi-san. The roles of the fractions will shift, tech organisation E.T.O ans S.A.A:T will gain significant importance and development of the deep sea will become an ever more important factor in the global strife for power and dominance. The latter will have strong influences on the basic game play of 2070, especially in long-lasting games.
To further max out the potential of the underwater world
During conception phase of the AddOn we soon realised that we wanted to do something different than in the expansions of 1701 and 1404. While "curse of the dragon" and "Venice" were most prominently focused on single gameplay modi like campaign or multiplayer, "deep sea" is taking a step further and will be the most extensive and most complex Anno AddOn up-to-date.
For the first time in the history of the Anno series a completely new civilisation class will be included in an AddOn- the tech geniuses. Innovations and production chains of the geniuses will be most prominantly located under water. With that, we follow the two most widely asked for community wishes from the online survey of Anno 2070; i.e. the wish for additional production chains and the demand for further under water features.
To add a new civilisation class to the game via an AddOn is not as trivial as it sounds. Even in 1404 we were considering an additional civilisation class, but if you do not include this extension of most basic game principles right from the first concept stages, it is really hard to implement it later on in a fitting manner. Therefore, right in the conceptional phase of 2070 we included the possibility to later extend the Tech fraction in a possible AddOn.
A seemingly understandable, but long-lasting result of the enhanced meaningfulness of the under water world for production chains and special buildings of the geniuses is the rising need for building space on under water plateaus. Where formerly only single production facilities were located, large indutrial complexes will now be situated. To meet this new challagnes, we redesigned all under water plateaus in a manner, so that they will provide more building space, but still not make it easy to simply fill them with buildings.
Underwater wolrd in the "deep sea" AddOn. on the left: new buildings, on the right: redesigned buildings from the basic game. überarbeitete Basisspiel-Gebäude.Futher important optimisations of the underwater world affected the look of the underwater buildings. To get a believable and atmospheric look of the deep sea underwater effects limit the colours of the buildings. Everything is bathed in a mystic blue shading. This has side effects rendering it critically difficult to distinguish underwater buildings. As the AddOn will add numerous new production facilities, we optimised effects, animations and light settings for new and old production facilities to make them easier to distinguinsh and identify them as related production chains.
New underwater trade routes
With the exploitation of numerous important goods now being under water (e.g. lithium) scientists and engineers of S.A.A.T and E.T.O also took effort in evolving the transportation of those goods from the deep sea and developed prototypes of the new "sisyphos" class of submarines, dedicated to recover large amounts of goods from great depths.
To that end, the new underwater trade routes prove to be very helpful. By a mouse cklick every route and every route type can be classified as an underwater trade route. On normal trade routes, all ships (including submarines) will transport there goods above the water surface. If you mark a trade route as an underwater trade route, all submarines will maneuvre underwater as far as this is possible. If traderoute points only include underwater depots, the submarines will remain submerged continually. If they are approaching a depot on land they will only emerge from the sea in the harbour area. This new functionality has some strategic implications regarding disturbance of trade routes eg. in multiplayer (for example making patroling submarines necessary) or protection of the own fleet (from pirates or enemies).
Primary designs for transportation submarines of the new "sisyphos" class.
That's it for today. I hope something interesting was there for you and that your curiosity for "Anno 2070 - deep sea" has been improved. Maybe we will "read again" in the future, as there are yet plenty of secrets and details around the development of the AddOn to discover.
Anno 2070 Beginner Guide
Anno 2070 - Starting Guide
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Overview
After this guide you will be able to build a Tool Workshop, Building Materials, Timber and the necessary goods to grow your city from workers to employees and still have a posstive income.
When you reached this your balance will only become more possitive.
In this guide I play with the Eco faction
To reach employees you will need the following goods:
Fish
Tea
Concert Hall
For those who don't want to read this guide there is a video if you scroll down.
Part I - First things first
Search for a suitable island and place your Warehouse.
Place your City Center and create a grid like in this picture:
Then place 12 houses:
After building these houses you will be able to build fisheries, build 2 near your Warehouse:
When you get low on Building Modules buy them from your Ark. E.V.E. will deliver 40t of Building Modules for only 2000 credits.
Part II - Getting things running
Now that we have new Building Modules we should focus on creating our own Modules.
There are building layouts for these productions but I don't put to much attention to these since it's just a start.
I've build 2 Basalt Extractions and 2 Smelters to create Building Modules .
If you have a Basalt Extractor running at 100% it will be able to provide 1 Smelter.
This is a 1on1 building chain.
The next step is creating some Tea farms.
Tea is needed for the inhabitans to advance to the next level.
For the farm I use a layout:
In the beginning i's not necessary to build more than 2 farms. After you reach more inhabitants you should consider getting 4 - 6 farms.
Now the last item we'll need is the Concert Hall
Build some more houses and you'll soon have a positive income and advanced to the next population stage.
Video
After this guide you will be able to build a Tool Workshop, Building Materials, Timber and the necessary goods to grow your city from workers to employees and still have a posstive income.
When you reached this your balance will only become more possitive.
In this guide I play with the Eco faction
To reach employees you will need the following goods:
Fish
Tea
Concert Hall
For those who don't want to read this guide there is a video if you scroll down.
Part I - First things first
Search for a suitable island and place your Warehouse.
Place your City Center and create a grid like in this picture:
Then place 12 houses:
After building these houses you will be able to build fisheries, build 2 near your Warehouse:
When you get low on Building Modules buy them from your Ark. E.V.E. will deliver 40t of Building Modules for only 2000 credits.
Part II - Getting things running
Now that we have new Building Modules we should focus on creating our own Modules.
There are building layouts for these productions but I don't put to much attention to these since it's just a start.
I've build 2 Basalt Extractions and 2 Smelters to create Building Modules .
If you have a Basalt Extractor running at 100% it will be able to provide 1 Smelter.
This is a 1on1 building chain.
The next step is creating some Tea farms.
Tea is needed for the inhabitans to advance to the next level.
For the farm I use a layout:
In the beginning i's not necessary to build more than 2 farms. After you reach more inhabitants you should consider getting 4 - 6 farms.
Now the last item we'll need is the Concert Hall
Build some more houses and you'll soon have a positive income and advanced to the next population stage.
Video
dinsdag 18 juni 2013
Domination Mode FAQ
Domination Mode FAQ
FAQ- Frequently asked questions regarding the new domination mode!
Where can I find help?
You should visit our official beta forum if you have questions, issues, comments, critics or feedback.
I've created a game. How do I invite other players into the game?
If you have created a new game, you're in it alone at first. If you want to start the game you need to invite other players. To do so, you need to click on buttons above for team red or below for team blue in the score bar. Contacts from your contact list which have the domination mode installed can be added like this, too. IMPORTANT: In order to start the game, at least one player has to be invited and active in each team!
How can I add other players to my contact list?
In the menu in the lower left corner you can perceive a symbol with two figures beside a globe. If you click on it, your personal contact list will appear. If you want to add a player to your contact list, type his ANNO name into the "Add to Contact List" and confirm it with the enter key. Alternatively, you can also right click on a player name to add.
How do I participate in a game?
Currently there in no such thing as a public lobby, and therefore there are no public games, where you can participate. You have to wait until a friend from your contact list adds you to a game.
Is there a domination chat that can only use my team?
Currently we don’t have a domination chat yet, but we are working on it and will deploy it within the next patches. Until then, you can use the "whisper" function: Right-click on the player, you want to chat with, and then click on "whisper".
How does the domination mode works?
In the domination mode two teams with up to 5 members are fighting for the highest score. You will get points for solving continuous singleplayer missions with an increasing level of difficulty: Alone or in coop. When you achieve more points than the opposing team in a mission, you automatically win this mission and gain access to other missions with other tasks.
The domination mode works asynchronously, which mean that you do not have to be online simultaneously. Your progress is automatically transmitted to the server when you save or solve a mission successful. For example you can play one hour, leave the game afterwards and then reenter it at any time. In the meantime your team members will be able to use the save game to continue.
Attention! Please remember that the domination mode is an online feature and it can be played only online! The Beta requires also an ANNO 2070 installation with Patch 1.4 already installed.
I received an invitation for a game of "Random_Map_xyz". What is that?
It is an invitation for a random game, which are being generated automatically by our servers to allow players to play domination mode without any ANNO contacts.
You get an invitation to those random games, if you have started domination mode once before, but didn’t find any players. All matches will be randomly filled to the max count of players. The game and card settings are random, but it is allowed for anyone to start their own game with new settings.
The whole thing is just a workaround until public areas available. With this workaround solution we hope to give everyone the chance to play the new domination mode.
How can I join public games?
To join a public game after the start of the domination mode you have to choose the tab "public areas". There is a list of all games that were made by players in public. By clicking on the button "Join", you are joining the game you want.
How can I create a public game?
To create a public game you have activate a so called "public slot". It works like inviting friends to the game: After creating a match just left-click on an available player slot, and select from the list "Public Slot". Now the game should be public listed and players should be able to join.
IMPORTANT: For each "public slot" may enter only one player. Should the game be open to more public players, the corresponding number of slots have to be activated manually.
Example: You wish to add 4 public players to your game – you need to activate 4 public slots!
How does the new ranking system works?
For each completed domination game you are now awarded with "domination points". The number of these so called „domination points" depends most importantly on the team scores at the end of a domination game. Then for each game it will be calculated manually, how difficult this score was to accomplish.
Factors which are considered:
1) The type of card
2) The time limit
3) The match time
4) The skill level of the teams.
The so calculated level of difficulty will give you an extra bonus to your score. Subsequently, these "domination points" will be distributed to the teams. At the moment the winner gets all the points, the loser none.
"Domination points" will be only rewarded to those players who have until the end of the game. If you bail out before the game ends you will be rewarded with no points.