Anno 2170 - A.R.R.C. (Advanced Research - Reformed Content)

(Version 2.09)

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!


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The latest version of this mod is available on our HOMEPAGE

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2 comments by arrc on Jul 12th, 2015

Update 2.09

General

  • 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).


Buildings

  • 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.
  • AI-Shipyard
    • 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).


Units

  • 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.


Construction menu

  • 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


Ornamental buildings

  • 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")


Upgrades

  • 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.


Bugfixes

  • 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.
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Post comment Comments  (70 - 80 of 124)
evilsooty999
evilsooty999 May 17 2013, 6:41am says:

Hi and thanks for creating this mod.

The thing that annoys me most about vanilla Anno 2070 is the reduced draw distance and fog when you are viewing the map in postcard view. Has this been removed in your mod? If not, do you have any plans to or is it even possible?

+2 votes     reply to comment
arrc Creator
arrc Jun 20 2013, 2:14pm replied:

No the mod doesn't do something with these effects in post card view and until now there is nothing in work to change it.
We have at the moment enough to do with our new underwater city and fixing quest bugs in campaign because of the changed buildingmenu and new buildings.

+2 votes   reply to comment
Guest
Guest May 5 2013, 12:26pm says:

Well, Thank you for the mod. It does ABSOLUTELY ENHANCE the Game-experience! Especially the Harbor Buildings. I have one question, but I do not really want to sign up for that website, so I hope you will answer to that anonymous post. I have a problem with the harbor citie's homes. Placing a tech or eco harbor city center and adding the homes does not work for me. The Homes do not recognize a Harbor City Center installed, so the need for community can't be met. I have tried to connect them via Harbor Walls as like the Harbor road(which in my opinion you should change guys. I mean a THIN road floating is a crazy thing xD) I hope you got an answer for me. Thanks in advance!

+1 vote     reply to comment
arrc Creator
arrc May 11 2013, 4:13am replied:

Hello,

the easiest way is to build a Harbour City Center and place the Homes in the water with 1 block distance to build a street. Then you have to use a normal road to build the streets. You will not really see them, they are underwater on the ground. The Harbour Streets are only a ornamental building and do not have any function.

We never found another solution, so it's a bit hard to build a functional city in the harbour area. That's why there are also harbour cities as ornamental building - for people who only want to have an optical effect in their harbour.

Here is a guide to show how to build streets in harbour:
Anno2170-arrc.bplaced.net

+2 votes   reply to comment
Guest
Guest Mar 30 2013, 1:12pm says:

ok i really want to try this mod but every time i install it to the anno folder it wont work. what am i doing wrong?

+1 vote     reply to comment
arrc Creator
arrc Apr 3 2013, 5:35am replied:

Sometimes people try to install the mod to the anno folder in documents where savegames and screenshots are saved, so the mod would not work too. Make sure you install it to the game directory where you can find the anno5.exe

When you installed the mod into your game directory: does the game update files when you start it?

Sometimes the installer isn't able to rename the autopatcher.exe and when you start all changes from the mod will be overwritten.

Try to install the mod again and rename the autopatcher.exe in the game directory into another name.

Hope it helps :)

+2 votes   reply to comment
jaxxa
jaxxa Mar 23 2013, 2:37am says:

This mod looks cool, but I am unable to play the Campaign.
In the first mission when I have to build a city center I am unable to. it says "This building requires inhabitants".

Is there any fix for this, or have I done something wrong?

+2 votes     reply to comment
arrc Creator
arrc Mar 23 2013, 8:41pm replied:

Well, you're right this is a bug. I've tested it and also could not build a city center in the firt mission of the campaign.

The mod was created for continous games. In the campaign is a smaller buildingmenu used so there should be the problem.
I'm sorry. At the moment the best would be to uninstall the mod to play campaign I think.

We'll try to fix it in the next version, but to look at each mission will need a lot of time.

+2 votes   reply to comment
Mr.Yar
Mr.Yar Mar 19 2013, 10:15pm says:

Hello,
I have my game in russian (and i have some language changing problems due to steam).

I've installed your mod with 0 casualties, tryed it a bit and found a problem: the new buildings have 0 description (which at mid game causes some problems).
As i explored a bit how the game is built, i understud it is linked to this eng8.rda and addoneng1 (something like that). I've tryed to redo this two RDAs and replace the rus8.rda and addonrus1 with this RDAs redone... But still no text ingame: what should i do ?

PS: I've noticed data>loca>ENG>txt
i also changed the ENG to rus for the game to understand... but no effect

PS2: i've searched in the german part of internet some info about anno 2070 modding, i understand german quite primitivly =
didn't find any good tutorial x(
May you recommend me some ? (I search how to import a 3D model to the game)

+2 votes     reply to comment
arrc Creator
arrc Mar 20 2013, 9:23pm replied:

Hello,

in general your way to bring the texts into the russion version was right. When you rename it, you also have to go into the rda to rename the eng into rus in the loca folder. That should work I think.
But so you insert all english texts. Isn't it easier to change the game to english?

In Anno 2070 it isn't possible to insert new 3D models. In Anno 1404 it was possible with Granny3D I read, but now Related Designs has an own file extension for their 3D models. So nobody found a way to work with them.

+3 votes   reply to comment
arrc Creator
arrc Mar 21 2013, 3:36pm replied:

I found an guide for change the language, maybe it helps:
Randomcompstuff.blogspot.de

+3 votes   reply to comment
Mr.Yar
Mr.Yar Mar 22 2013, 11:52pm replied:

Thank you for your answers !

+2 votes     reply to comment
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arrc
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Release Date
Released Jan 2012
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