Anno 2070™ Guide

Tech production layouts for Anno 2070

Tech production layouts

Overview

This guide contains a collection of building layouts which I’ve been using for while now; partially self-made, partially from contributors on the official Anno 2070 Wiki website. These layouts are focussed on productivity and efficiency and should therefore be used in the more high-end games with large cities and high numbers of inhabitants. This guide will scope on the Tech buildings. Be sure to check my other guides for the Eco and Tycoon layouts. All the layouts include: a list of required goods needed to build the layout, an in-game screenshot of the layout and a schematical layout. The following production layouts will be discussed: – Carbon- Functional food- Functional drinks- Kerosine- Immunity drugs (Deep Ocean DLC)- Neuroimplants (Deep Ocean DLC)- Laboratory instruments (Deep Ocean DLC)- Bionic suits (Deep Ocean DLC)Other tech production chains are bound by resources, therefore I can’t make any layouts for them.

Carbon

For the production of carbon, we have a number of options:
– Using coal excavators and oil drillers.
– Using coal excavators and oil rigs.
– Using coal mines and oil drillers.
– Using coal mines and oil rigs.

Coal excavators and oil drillers


This layout requires a 10×30 box.

Requirements (total):
– 29 ton building modules
– 34 ton tools
– 18 ton concrete
– 5210 credits (inc. roads)
At least 600 Tycoon employees
Available resources: oil

Layout includes:
– 6x Oil driller
– 2x Refinery
– 2x Rotary excavator
– 2x Carbon factory
– 1x Depot (any level)

`

Coal excavators and oil rigs


This layout requires a 16×14 box.

Requirements (including two oil rigs):
– 57 ton building modules
– 55 ton tools
– 10240 credits (inc. roads)
At least 1 Lab assistant
At least 1 Tycoon worker
Access to an underwater plateau with oil as a natural resource

Layout includes:
– 2x Refinery
– 2x Rotary excavator
– 2x Carbon factory
– 1x Depot (any level)
– (2x Oil rig)

`
Note: to keep this setup running as smooth as possible, you will need two oil rigs. Besides these two oil rigs, you need to build up a oil reserve. This to compensate the time of transporting the oil from your underwater plateau to your mainland.

Coal mines and oil drillers


This layout requires a 17×12 box.

Requirements (including one coal mine):
– 30 ton building modules
– 40 ton tools
– 18 ton concrete
– 5920 credits (inc. roads)
At least 600 Tycoon employees
Available resources: oil

Layout includes:
– 6x Oil driller
– 2x Refinery
– 2x Carbon factory
– 1x Depot (must be level 3!)
– (1x Coal mine)

`

Coal mines and oil rigs


When using this layout, you will need to keep one thing in mind: to make a perfect working production chain you will need to use the buildings in the following setting:
1 Carbon factory @ 100% : 1 Oil refinery @ 100% : 1 Coal mine @ 100% : 1 Oil rig @ 100%

The Coal mine and the Oil rig can only be build on certain places. The Oil refinery and the Carbon factory can simply be build in a row, connected with a depot.

Functional food

For the production of Functional food, we will need a box of 18×18 for the production of Algaes.

Requirements (Algaes farms and Functional food factories):
– 88 ton building modules
– 38 ton tools
– 10860 credits (inc. underwater transport road and fields)
Fertility: algae
– must be build underwater!

Layouts includes:
– 4x Aquafarm
– 2x Marine current power plant
– 1x Underwater depot
– (4x Functional food factory)

`
Note: since Aqua farms and Functional food factories work as 1:1, you will need to build 4 Functional food factories somewhere else. These can simply be fitted in some spare space.

Functional drinks

For the production of Functional drinks, we will need two fields:
– a 12×18 box for the production of sugar beets
– a 12×20 box for the production of coffee

Sugar beets

Requirements:
– 15 ton building modules
– 19 ton tools
– 2040 credits (inc. roads and fields)
Fertility: sugar beets

Layout includes:
– 2x Sugar beet plantation
– 1x Depot (any level)

`

Coffee

Requirements:
– 13 ton building modules
– 11 ton tools
– 6 ton carbon
– 2120 credits (inc. roads and fields)
Fertility: Coffee

Layout includes:
– 2x Coffee plantation
– 1x Depot (any level)

`
Note: don’t forget to build some Functional drinks factories.

Kerosine

For the production of Kerosine, we will need a box of 12×17.

Requirements:
– 38 ton building modules
– 44 ton tools
– 18 ton concrete
– 20 ton carbon
– 3360 credits (inc. roads)
At least 600 Tycoon employees
Available resources: oil

Layouts includes:
– 6x Oil driller
– 2x Oil refinery
– 2x Kerosine factory
– 1x Depot (must be level 3!)

`
Note: when you prefer to use some Oil rigs instead of Oil drillers, you can just build the Oil refineries and Kerosine factories wherever you feel like building them. Keep in mind these buildings will run perfectly when using 1 Oil rig @ 100% : 1 Oil refinery @ 100% : 1 Kerosine factory @ 100%.

Immunity drugs

For the production of Immunity drugs, we will need two fields:
– a 12×20 box for the production of enzymes
– a 8×18 box for the production of coral

Enzymes

Requirements:
– 24 ton building modules
– 12 ton tools
– 4 ton carbon
– 3420 credits (inc. underwater transportation roads and fields)
Must be build underwater!

Layout includes:
– 4x Gen farm laboratory
– 1x Underwater warehouse

`
Note: since underwater plateaus are often small and very irregular, changes are that the underwater layouts might be too large. In that case, try to fit the production plants as efficient as possible.

Coral

Requirements:
– 16 ton building modules
– 10 ton tools
– 2 ton carbon
– 2560 credits (inc. underwater transportation roads and fields)
Must be build underwater!

Layout includes:
– 2x Coral breeder
– 1x Underwater warehouse

`
Note: since underwater plateaus are often small and very irregular, changes are that the underwater layouts might be too large. In that case, try to fit the production plants as efficient as possible.

Note: using a setup with four Gen farm laboratories and two Coral breeders will create enough raw goods to keep four Immunity drug manufactururs running (when all of them are running on 100%).

Neuroimplants

For the production of Neuroimplants, we will need a box of 22×20.

Requirements:
– 152 ton building modules
– 74 ton tools
– 28 ton carbon
– 17660 credits (inc. underwater transportation roads and fields)
Available resources: sponge cultures
Must be build underwater!

Layouts includes:
– 4x Sponge farm
– 4x Cybernetic factory
– 6x Marine current power plant
– 1x Underwater warehouse

`
Note: since underwater plateaus are often small and very irregular, changes are that the underwater layouts might be too large. In that case, try to fit the production plants as efficient as possible.

Note: to produce the neuroimplants, microchips are needed as well. The setup with four Sponge farms and four Cybernetic factories works optimal when using two Chips factories or three Electronic recyclers.

Laboratory instruments

For the production of Laboratory instruments, you will need Iron and Platinum.
Since both of these goods are bound by resources, I can’t make any layouts for the production of Laboratory instruments.

Bionic suits

This is probably the most difficult good to produce. These layouts will be devided into three sections:
– The production of Exoskeletons
– The production of Biopolymers
– The production of Bionic suits

Exoskeletons


To produce Exoskeletons, we will need:
– A 13×22 box (underwater) for the production of Electrolyte cells.
– A 12×18 box for the production of Omega acids.

Electrolyte cells

Requirements (layout + two Platinum metal converters + two Hydraulic plants):
– 168 ton building modules
– 100 ton tools
– 65 ton carbon
– 19200 credits (inc. underwater transportation roads and fields)
Must be build underwater! (except for the Hydraulic plant)

Layout includes:
– 4x Lithium production facility
– 2x Oxidation facility
– 1x Underwater receiving dock
– (2x Platinum metal converter)
– (2x Hydraulic plant)

`
Notes:
– Don’t forget to build two Platinum metal converters near an inactive Black smoker and to build two Hydraulic plants on your mainland.
– Make sure you transport the Electrolyte cells and the Platinum to your Hydraulic plants on your mainland.
– Since underwater plateaus are often small and very irregular, changes are that the underwater layouts might be too large. In that case, try to fit the production plants as efficient as possible.

Omega acids

Requirements:
– 3 ton building modules
– 25 ton tools
– 48 ton concrete
– 56 ton steel
– 1040 credits (inc. roads and fields)

Layout includes:
– 4x Fat factory
– 1x Depot (any level)

`
Notes:
– Don’t forget to transport the Omega acids to your underwater plateau so that they can be used to produce Electrolyte cells.
– After the Electrolyte cells are produced from the Omega acids and the Lithium, they will move on to be made into Exoskeletons by combining the Electrolyte cells and Platinum.

Biopolymers


To produce Biopolymers, we will need:
– A 15×10 box (underwater) for the production of Algaes.
– A 30×24 box for the production of Corn.

Algaes

Requirements:
– 12 ton building modules
– 12 ton tools
– 6 ton carbon
– 4980 credits (inc. underwater transport roads and fields)
Must be build underwater!
Fertility: Algaes

Layout includes:
– 2x Aqua farm
– 1x Underwater receiving dock

`
Note: since underwater plateaus are often small and very irregular, changes are that the underwater layouts might be too large. In that case, try to fit the production plants as efficient as possible.

Corn

Requirements:
– 34 ton tools
– 20 ton building modules
– 32 ton wood
– 24 ton glass
– 3680 credits (inc. roads and fields)
Fertility: Corn

Layouts includes:
– 4x Corn farm
– 1x Depot (must be upgraded to level 3!)

`
Note: don’t forget to build two Biopolymer factories. You will need 16 ton tools, 20 ton building modules, 24 ton wood, 16 ton glass and 2000 credits for these two factories.

Bionic suits


The Biopolymers and the Exoskeletons will be used to make Bionic suits. Using the previous setups, you can run two Bionics factories. These will cost you 50 ton tools, 50 ton building modules, 20 ton carbon and 6000 credits.

In short, when using the following setup while all your buildings are running at 100% productivity, there we be enough goods to keep two Bionic factories running smoothly:

2 Bionic factories

  • 2 Biopolymer factories
    • 2 Aqua farms
    • 4 Corn farms
  • 2 Hydraulic factories
    • 2 Platinum metal converters
    • 2 Oxidation facilities
      • 4 Lithium production facilities
      • 4 Fat factories

Disclaimer

Layouts used in this guide are partly developed by myself, partly developed by others. Some layouts have been published by other contributers on the official wiki-page of Anno 2070 before I made this guide. Please thank the original contributor/creator of each layout.

Other useful guides

Some may know that I made a bunch of other guides for Anno 2070 as well. Check them out!

Building layouts:


[link]
[link]
[link]
[link]
[link]

Anno in-depth series:


[link]
[link]
[link]
[link]
[link]

SteamSolo.com