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Anno 2070

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Learn how to complete Anno 2070 scenarios, starting with tutorials on exploration, settlement, and resource management.

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Learn how to complete Anno 2070 scenarios, starting with tutorials on exploration, settlement, and resource management.

Walkthrough
  1. 1
    Follow in-game text, voice, and arrow instructions for the tutorials.
  2. 2
    Explore: Click on a sailing ship (a type of vessel used for sea travel), then click a destination. Sail close to an island, stop, click the eye icon, and wait for the red bars to fill to explore. Move your mouse over an explored island to see its suitability for crops in the bottom text bar. A small 'twin hammers with nugget of ore' icon above a mountain indicates an ore deposit.
  3. 3
    Build a Warehouse: Select your ship, click the warehouse icon, and choose a location on the coastline so the docks are on the beach and the main building is on land.
  4. 4
    Unload Cargo: Move the ship next to the Warehouse. Click on the ship, then the wooden door icon. Use the arrows to move cargoes between the ship and the Warehouse.
  5. 5
    Settle: Select the construction menu, then the submenu, then the item you wish to build. You can change the orientation of buildings, but it often doesn't matter. The dotted line around a building shows its service area; you can only build within your territory, initially near your Warehouse.
  6. 6
    Build a Forester's hut: Place it so trees are within its service area. Plant additional trees if needed.
  7. 7
    Build a Fisher's hut: Place it on the coast with the largest possible area of mid-blue sea. The bottom text bar will read 'Fishing grounds' if you move the mouse over this area.
  8. 8
    Build Roads: Roads are necessary to move goods between most buildings, such as from the Forester's hut and Fisher's hut to the Warehouse. Roads only need to touch one square on one side of each building to connect. Once roads are built, a man with a cart will transport goods.
  9. 9
    Build Houses: Houses start as basic 'Pioneer' housing. Road access is optional but recommended for services like the Fire department to reach them during emergencies.
  10. 10
    Use the Information menu: This mode provides information about buildings. For houses, you can set taxes and view demands and population happiness.
  11. 11
    Build a Sheep farm: Place it surrounded by open ground for grazing. Road connection is optional as the weaver collects Wool on foot, but a road allows excess Wool to be collected by cart and stored.
  12. 12
    Build a Weaver's hut: Place it with the Sheep farm (or later Cotton plantations) in its service area for optimal efficiency. The Weaver's hut can access a Warehouse or Market place, but Wool must first be transported by cart from the Sheep farm to a nearby Warehouse/Market place.
Tips
  • The concepts introduced during the tutorials are assumed knowledge for subsequent scenarios.
  • Basic ASCII maps are provided for scenarios with fixed maps, showing islands in square brackets. The top of the map is North. The starting location is shown with '@'. Islands suitable for primary colonies are shown as '!', secondary colonies or specific resources as '?', and others are unlikely to be large enough or are occupied. Use these as size indications only, as exceptions exist.
  • The objectives, starting resources, limitations, and basic map layout of each scenario are generally the same each time you play, though island shape, rivers, resources, inhabitants, and AI player actions can change.
  • Map layouts can be truly random if you shut down and restart the game; simply replaying a scenario may result in the same map layout.

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