Anno 2170 - A.R.R.C. (Advanced Research - Reformed Content)
A.R.R.C. is a complex modification for Anno 2070. The goal is to offer many alternatives, but not create elements too powerful. Create a lot of new buildings, research new upgrades and enjoy a better gaming experience.
This Mod adds many new changes into the gameplay:
Build over 30 new buildings like the fusion power plant, nano ozon-stabilizer or new production options and much more
Build over 500 new variations of ornamental buildings on your island or harbor
Build the new Habor cities in two different variants as regular or ornamental city
Build your cities under water
Build the new ships like Keto´s "Anaconda" or Trenchcoat´s "Fat Lady" and enjoy the increased ship limit
Create trading routes with the new trading airport and its aircrafts
Allow the NPC´s a resettlement with the new AI shipyard
Discover over 400 new upgrades in the re-designed categories of the academy
Enjoy two different Iconpacks for your upgrades in "Iceblue" or "Colored"
Customize your cities with the new residence and public buildings with the new texturepacks "Black Line" & "Red Line"
Discover the new balancing system of all energy and ecobalance buildings as well as the new damage system of the military units
The mod supports the english, russian and german version of Anno 2070 and Anno 2070 - Deep Ocean!
The latest version of this mod is available on our HOMEPAGE
The latest subversion "a" was integrated in the standard version. So there is no difference between two different versions anymore and all changes made to version "a" are included. (A very special thank you to all involved member of the A.R.R.C. forum)
Tornados now already appear when the global ecobalance is -25 or worser and in a distance of time of 5 to 10 hours of playtime (bevor it was -500 global eco-balance and 7 to 12 hours of playtime).
New building: "River power plant", is unlocked from 600 Tycoon Executives.
New Building: "Fish farm", is for the fish production on islands and is unlocked from 1 Engineer or 1 Researcher. The productivity is equal to two fisheries. The three required fields can be switched between two versions with the button "C".
Some energy buildings are slightly balanced:
Wind park: Energy production decreased to 20
Thermal power station: Energy production increased to 120
Offshore Wind Park: Energy production decreased to 20
Solar tower generator: Energy production increased to 250
Crude oil power plant: Energy production increased to 200
Nuclear power plant: Energy production increased to 750
Marine current power plant: Energy production increased to 40, maintenance costs decreased to 36
Gas turbine power plant: Energy production increased to 100, maintenance costs decreased to 60
Some ecobalance buildings are slightly balanced:
Weather control station: Ecobalance production increased to 25, energy requirements increased to 10, maintenance costs increased to 25
Monitoring station: Ecobalance production increased to 90
Waste compactor: Ecobalance production increased to 120, energy requirements increased to 15, maintenance costs increased to 60
Nano ozone-stabilizer: Energy requirements increased to 250, maintenance costs increased to 500, influence area increased to 50 (The values are now the same as for "Keeper 1.0" or "Guardian 1.0")
Nano ozone-stabilizer: Is now unlocked from 1 Genius. (Only with Add-On)
Small Warehouse: Is now unlocked from 1 Engineer.
Large Warehouse: Is now unlocked from 1 Executive.
Clearance terminal: Is now unlocked from 1 Engineer or 1 Researcher.
Deep ocean-Research complex: Is now unlocked from 1 Genius (Only with Add-On) and also satisfies the need for Activity.
Gas turbine power plant: Now can also be build in the influence area of the deep sea city centers.
Deep sea Warehouse: Is now unlocked from 50 Lab Assistants.
Keto has been added to the shipyard. After the building Ketos Anaconda appears at the border of the map and the constructed ship moves there on patrol. Hint: Keto has to be attacked with a Firebird Bombing Run or a Long Range Missle to declare war.
The difficulty level of all AIs of the AI-Shipyard is increased to "difficult" (only for new builded ships).
The Container Ship of the "Eco Logistic shipyard" is now known as "Container ship facelift" and has been moved to the "Tycoon Logistic shipyard". (Building costs are the same as for the Container Ship)
The Cargo Liner of the "Tycoon Logistic shipyard" has been removed off the shipyard.
Hercules Mark I and II now have the same production period of 30 minutes.
The construction menu has been overhauled, new designed and new grouped:
Ecos: Eco buildings I, Eco buildings II, Eco buildings III, Basic ornaments, Eco ornaments I, Eco ornaments II
Tycoons: Tycoon buildings I, Tycoon buildings II, Tycoon buildings III, Basic ornaments, Tycoon ornaments I, Tycoon ornaments II
Techs: Tech buildings I, Tech buildings II, Tech buildings III, Tech buildings IV, Tech ornaments I, Tech ornaments II
The tool tips of all ornamental buildings which could be switched between different versions with the button "C" are complemented by an icon and color-coded.
The ornamental buildings "Harbor design", "Cargo conveyor belt" und "Lighthouse" are now only available in the menu of "Tech ornaments II".
The ornamental building "Lighthouse" is now unlocked from the civilization tier 2 (instead of 4).
The building "Quay wall" is now only available in the construction menu for harbor buildings (Port authority, Clearance terminal, etc.).
The building "Harbor Depot" changes its view in the deep sea view to "Underwater receiving dock". (Only Add-on)
The special city centers of Tilda Jorgensen, Thor Strindberg and Vadim Sokow are now available in the menu of "ornaments II" of the respective faction.
Now the big road lamps of the Techs have their own icon and can also be build underwater.
Icons which shows that it is possible to switch building versions with the button "C" are improved.
Texture pack & visual efects
New texture pack "Red-Line" has been added.
The texture pack "Black-Line" has been overhauled.
The color of the glas surfaces of the covered city centers in the texture pack "Red-Line" has been changed to red.
All public buildings and research facilities of the texture packs no longer have their own icons in the construction menu. They can now be build when selecting the original building and switching between the different versions with the button "C".
All ornamental building versions of the public buildings and research facilities have been removed from the construction menu.
All ornamental building versions of the residential buildings are now available in "ornaments II" of the respective faction.
All fire stations, hospitals and police stations have been removed from the texture pack but the original textures of those buildings have been overhauled.
The textures of the "Deep ocean-Fishery" have been overhauled.
The lighting effects of the "Deep sea Immunity drug manufacturers" have been overhauled.
The lighting effects of the "Deep sea Warehouse" have been improved.
The following harbor buildings now have a ground texture:
All harbor residential buildings
All public harbor buildings
All harbor catastrophe protection buildings
All harbor research facilities
Harbor Energy transmitter (with additional quay wall parts)
Harbor Missile launch pad
New ornamental building "Eden Initiative Election Advertising Boards" has been added and can be build on land and in the harbor area.
New ornamental building "Global Trust Election Advertising Boards" has been added and can be build on land and in the harbor area.
New ornamental building "Statue 'Twister'" has been added and can be build on land and in the harbor area.
A new category "Water basin" has been added and includes 14 new elements that can be build on land. (Water basins are the open version of the water canal and can be combined with each other)
A new category "Pipelines II" has been added and includes 5 adjusted elements for water canals with pipelines. (A very special thank you goes to "Wiscora")
The category "Parks and Gardens" of DLC1 has been extended by the elements "Park T-junction" and "Park stretch small".
The element "Shopping Mall Entrance" of the category "Shopping Mall" of DLC2 has been extended by the element called "UNDERGROUND" (switchable with the button "C").
The lighthouse of DLC3 has been extended by a bigger version. (switchable with the button "C").
The category "Factory decoration" of the Tycoons has been extended by bigger scaled objects of this category.
2 new ornamental building kits for large harbor bridges has been added. Ships can move below these bridges.
The categories "Small Harbor Steel bridge" and "Small Wooden harbor bridge" have been extended by the elements "corner" and "T-junction". Furthermore all elements of these categories can also be build as diagonal versions (switchable with the button "C").
"Glass tunnel" can now also be build underwater or on roads.
"Glass bottom" and "Harbor glass bottom" can now also be build on roads.
"Water wall" can now also be build in the harbor area.
"Plaza" now also has got a ground texture similar to the land version.
The larger version of the "Eden Flatscreen gate" can now also be build in the harbor area.
"Wooden fence" of the Ecos can now also be build in the harbor area.
"Security fence" of DLC2 can now also be build in the harbor area and on roads on land.
"Barbed wire fence" of the Tycoons has been adjusted so that it is now possible to build 4 different parts with the size of 1x1. Furthermore the parts can also be build in the harbor area.
"Laser fence" of the Techs has been overhauled so that it is now possible to build 3 different parts with the size of 1x1. Furthermore the lasers can also be seen perfectly from every selected camera angle and are also better displayed in lower settings of lighting quality.
All ornamental buildings now also have additional ornamental objects at its border when next to a road.
All ornamental buildings of the Engineers, Executives and Geniuses now also have links to neighbouring residential buildings of the same version. For each color of the texture packs these links are adjusted.
All ornamental buildings now affect neighbouring residential buildings to increase the tax revenues by 2% (except trees and ornamental residential buildings). The effect is not stackable. The effects of display ornamental buildings can stack once with other ornamental buildings.
The category "Water channel" is improved and extended:
A new end piece is added which flows in the harbor area.
A new T-junction with piplines and rails is added.
The new end piece can also be build as "Water channel end fitting" on land.
The elements of the category "T-junction" now belong to the category "Junction".
The category "T-junction" is replaced by "Water channel end fitting harbor".
The textures of the ground and side surfaces are changed. (A very special thank you goes to "Wiscora")
All water channels with rails now have metal pillars under the rails. (A very special thank you goes to "Wiscora")
The shield energy of "Projectile barrier AT-2" to "AT-6" has been increased to 100, 200, 300, 400 and 500 hit points.
The ark upgrades for the reduction of crash probability of Oil rigs have been slightly adjusted to reach 100% with all 3 socked upgrades.
4 new ark upgrades for the "Marine current power plant" have been added to the academy.
4 new ark upgrades for the "Gas turbine power plant" have been added to the academy.
Some translations of the english and russian language are corrected. (A very special thank you goes to "0pupentium")
The upgrade "Special gas turbine" now requires 2 upgrades of the previous tier.
The name of the category of the Tycoon billboards is changed to "Billboards".
The pieces of "Small harbor Steel bridge quay wall connection" and "Small wooden harbor bridge quay wall connection" can now be placed properly without unproper model replacements afterwards.
An issue is fixed where some ground textures are not displayed properly.
An issue is fixed where the Eco ornamental building "Plaza" was covered by gras.
An issue is fixed where the grid model of the ship "Osiris" was not displayed properly underwater.
An issue is fixed where the general civilization tier 3 was unlocked from lab assistants (instead of Researchers).
An issue is fixed where covered city centers could be build though the requirements were not satisfied.
An issue is fixed where the ornamental building "Water wall" could be build though the requirements were not satisfied.
An issue is fixed where landed aircrafts on the aircraft carrier "Deimos" could only be filled up to 10t of kerosene.
An issue is fixed where quests in the world event "The Neo Skullz Crises" did not accept the shipyards for fulfilment.
An issue is fixed where some deep sea research facilities did not benefit from 750% research bonus.
An issue is fixed where the channel "Internal power" of the "Deep sea Information center" could not be activated.
The most significant change is that the A.R.R.C. Mod is playable without the add-on now. This means you can now use all changes in older savegames, scenarios...
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For the 3rd year running the time has come to kick off Mod Appreciation Week 2017 and talk about our favorite mods. To thank those from our community who participate in spreading the love and awareness, we have partnered up with some friends of Mod DB and have a bunch of Steam keys to giveaway:
Nothing is more motivating than knowing something you've built is being enjoyed by others. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2017
After you have linked to a mod in a tweet, blog, forum or facebook post, let us know by leaving a comment with a link to your post. At the end of the week we shall be picking a few members at random who followed these rules, and will send them a key from one of the above games.
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