Anno 2070
City-building and economic simulation set in a flooded future world.
In the year 2070, rising seas from melted Arctic ice have swallowed coastlines and turned former highlands into scattered island chains. A select group of people, commanding mobile ocean bases called Arks, are tasked with settling and developing these new frontiers. This is the setting of *Anno 2070*, a city-building and economic simulation game with real-time strategy elements, and the fifth entry in the Anno series. Released on 17 November 2011, it was co-developed by the German studios Related Designs and Blue Byte, and published by Ubisoft. The game originally required Uplay as an always-online DRM system, a feature later removed due to severe player backlash.
Three factions shape the world’s decisions under a single global government, where politics revolve around energy production rather than borders or religion. The Eden Initiative, or Ecos, build sustainable, environmentally friendly cities that are slow to expand but steady in the long run. Their leader is Seamus Green, the faction’s founder and spiritual guide. Ecos rely on wind and solar power, and their citizens enjoy tea, health food, and orchestral music. Negative eco balance affects them more than other factions, but they can benefit from positive balance using ozone generators and weather-changing stations. The Global Trust, or Tycoons, are led by CEO Skylar Banes and are Earth’s top energy supplier. They exploit resources quickly for immediate gain, making their workers richer and their economy accelerate early, though it declines as non-renewable resources run out (Tech technologies can help mitigate this). Tycoons rely on coal and nuclear plants, and their citizens enjoy hamburgers, wine, and casinos. They are less affected by negative eco balance but can still gain from positive balance, though their technologies only cancel out environmental harm rather than create positive balance. The S.A.A.T., or Techs, are a support faction led by the super-intelligent AI F.A.T.H.E.R. They are the supreme inventors, having designed the Arks and the player’s in-game advisor, E.V.E., as well as plans for aircraft, submarines, and missiles. Techs are the only faction that can live and work underwater on submerged plateaus, farming algae and mining diamonds. They become available later in the game after a donation of 10,000 credits to their cause.
Quick Facts
- Title
- Anno 2070
- Developer
- Related Designs / Blue Byte
- Publisher
- Ubisoft
- Released
- EU · 17 November 2011NA · 17 November 2011
- Series
- Anno
- Composer
- Tilman Sillescu / Alexander Roeder / Markus Schmidt
- Genre
- City-building / Real-time Strategy
- Modes
- Single-player / Multiplayer
- Platforms
- Microsoft Windows
Facts from the source article.
Lore & Background
The game is set in the year 2070, where global warming has melted the Arctic ice cap, raising sea levels and flooding coasts. Many old cities have vanished under the ocean, and former highlands have become chains of new islands. A select group of people captain mobile ocean-going bases known as Arks to settle and exploit these new frontiers. Politics are no longer defined by countries or boundaries but by how humans choose to produce energy, with all humankind rallying under one global government where three main factions control world decisions. Players can vote for a World President and in the Senate Council, with effects lasting until the next voting cycle.
The three factions are the Eden Initiative (Ecos), Global Trust (Tycoons), and S.A.A.T. (Techs). Ecos are environmentalists who build sustainable cities but are inefficient and slow to expand. Tycoons are industrious and expand quickly but face pollution and dwindling resources. Techs are a support faction available to the other two, researching powerful technologies; they become available after donating 10,000 credits. The Tech faction is led by the super-intelligent AI F.A.T.H.E.R., and they can live and work underwater on submerged plateaus.
Reader's Guide
Anno 2070 introduced several innovations to the series, including a persistent online world with World Events—special limited-time missions that allowed all players to band together for rewards. Five major World Events were released: Neo Skullz Pirates, Project Eden, Global Distress, The Nordamark Conflict, and The Secret of the Ebashi Trench. The game also featured Current Events, daily quests for one of the three factions. Players could customize their Ark for aesthetics and gain special rewards affecting gameplay. Resources and technology upgrades could be carried on Arks and used in another game in Continuous Mode. The game's DRM controversy was significant: the always-online requirement and 3-machine activation limit generated wide criticism, leading Ubisoft to release a universal patch in 2012 removing the online-only DRM, with the SolidShield activation limit entirely removed on July 8, 2020. Multiple DLC packs were released, including the Keeper Package, Development Package, Eden Series Package, Central Statistical Package, Crisis Response Package, Distrust Series Package, E.V.E. Package, Silent Running Package, and Nordamark Line Package. An expansion, Deep Ocean, was published in October 2012, adding a new civilization level for the Tech faction, geothermal power plants, tsunamis, and five new campaign missions.
Did You Know?
- The game's always-online DRM was removed in 2012 after severe criticism from players.
- The Tech faction is led by a super-intelligent AI named F.A.T.H.E.R.
- The expansion Deep Ocean introduced geothermal power plants that could cause tsunamis.
- Players could vote for a World President, with effects like increased manufacturing productivity if Skylar Banes was elected.
A Place in the City-Building Lineage
The city-building genre traces its roots to text-based mainframe experiments in the 1960s, but it was SimCity in 1989 that truly cemented the category as a standalone pillar of simulation gaming. What followed was a wave of titles that each carved out a distinct niche within the broader construction-and-management umbrella. The Anno series entered this landscape in 1998 with Anno 1602, immediately setting itself apart through a commitment to graphical fidelity and a commerce loop that demanded sustained strategic attention. Where earlier entries in the genre often treated the city as a single contiguous grid, Anno players were asked to think across multiple islands, coordinating the flow of goods between them. By the time the franchise reached its futuristic entry, Anno 2070, the series had carried forward that foundational design philosophy while pushing the setting into speculative territory. The game retains the core identity of the genre—players look down, make placement decisions, set management priorities, and watch the settlement respond—but it does so within a framework of inter-island logistics that few other titles in the category attempt at the same depth.
Shipping Lanes and Multi-Island Networks
In most city-builders, the player's domain is a single landmass: place a factory here, a school there, and watch the population grow within one bounded space. The Anno series broke from that convention from its very first entry, requiring players to manage several islands simultaneously and to keep goods moving between them via shipping lanes. This multi-island structure means that a shortage of raw material on one island is not simply a local production problem—it is a logistics puzzle that demands a functioning trade route, adequate vessel capacity, and a destination port with the right receiving infrastructure. Anno 2070 inherits and extends this design pillar. The player's role as overall planner and leader expands beyond a single town's boundaries to encompass an entire archipelago economy. Building placement decisions must account for which island produces what, where processing facilities sit relative to raw sources, and how the shipping network connects everything into a coherent whole. The result is a game where macro-level strategic planning and micro-level resource management are not separate modes but interlocking layers of the same continuous decision loop.
Population Classes and Escalating Needs
A defining feature that distinguishes the Anno series from many of its genre peers is the way it structures its citizenry into distinct population classes, each with its own escalating set of needs. Rather than a single undifferentiated population meter that rises or falls with overall satisfaction, Anno 2070 asks the player to recognize that different groups require different goods, services, and living conditions, and that these requirements intensify as the settlement matures. This creates a layered management challenge: satisfying the basic needs of one class may depend on output that was originally produced to serve another, and the specialization pressures of expeditions, influence, and diplomacy add further strategic dimensions on top of the core economic loop. The player must juggle these competing demands while maintaining the overall growth trajectory of the city. In practice, this means that no single building placement or policy choice exists in isolation; every decision ripples through the class-based economy, and the city develops in response to the cumulative effect of all the player's simultaneous priorities.
From Colonial Trade to Futuristic Industry
The Anno franchise has always been defined by its willingness to shift its historical and thematic setting while preserving the core commerce-and-logistics gameplay that made the series distinctive. Starting with the colonial-era trade of Anno 1602, the series evolved through industrial-age settings and eventually arrived at the speculative, futuristic world of Anno 2070. This progression is not merely cosmetic; it reflects the broader trajectory of the city-building genre itself, which moved from the 29 buildable tiles of Utopia in 1982 to the complex, open-ended simulations of the modern era. What remains constant across every Anno entry, including 2070, is the emphasis on high graphical detail and an intense, interconnected commerce simulation. The player is never simply placing buildings on a grid; they are orchestrating a living economic system where production chains, shipping routes, and population demands all feed into one another. The futuristic setting of Anno 2070 thus represents the latest chapter in a long design conversation about how far a city's internal systems can be modeled before the simulation begins to mirror the complexity of real urban planning.
Frequently Asked Questions
What is Anno 2070?
Anno 2070 is a city-building and economic simulation with real-time strategy elements, released on 17 November 2011. It is the fifth entry in the Anno series, co-developed by the German studios Related Designs and Blue Byte, and published by Ubisoft.
What are the three playable factions in Anno 2070?
Players pick from the Eden Initiative (Ecos), the Global Trust (Tycoons), or S.A.A.T. (Techs), each embodying a distinct philosophy for rebuilding civilization after the great flooding. Every faction offers its own production chains, unique structures, and signature abilities that shape how you develop your islands.
What is the world of Anno 2070 like?
The game is set in the year 2070, when melted Arctic ice has raised sea levels enough to swallow coastlines and leave former highlands as scattered island chains. Survivors operate from mobile ocean bases called Arks, using them as staging platforms to settle and develop the new frontier.
What happened with Anno 2070's always-online DRM?
At launch the title required Ubisoft's Uplay service for a constant internet connection and enforced a three-machine activation cap through Tagès SolidShield. Both restrictions were later dropped, with the SolidShield limit being fully removed on 8 July 2020.
How does Anno 2070's single-player campaign conclude?
The campaign follows your Ark community as it mediates and ultimately confronts the political and resource conflicts among the Ecos, Tycoons, and Techs over the limited habitable islands. The story closes with the player's faction asserting its vision for how post-flood society should be governed and rebuilt.
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