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

(Version 2.07)

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 texturepack "Black 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

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Underwater City ARRC Logo Update of Anno 2170 - A.R.R.C  to version 2.05
Blog RSS Feed Report abuse Latest News: The new update to version 2.07 is available now!

1 comment by arrc on Dec 8th, 2013

It took a long, but now it's finally, the expected last update in the year 2013. Primarily this update should only fix a lot of bugs, but are nevertheless still added some interesting contents over time. In addition to several new buildings, units, decorative elements and optical improvements, the Russian players can look forward to the support of the Russian language now. At this point again Special thanks to the translator "0pupentium".

Since the new forum is used excellent and always adding new good suggestions, of course, many of which have been implemented directly. So we hope that the forum will continue to be used as good as before, and we hope it stays that way. A summary of all suggestions can be found in the relevant collection thread in the forum. With a little luck then is your suggestion in the next update of it! :)

Also our partner "DaLexy" updated the popular map pack up to date. Thus, the map pack is now finally usable for maps that are created without add-on. Also the problems about create maps in the past are solved. To make the whole easiest for all, the map pack is now also known as optional content in the installer of the A.R.R.C. Mod. Consequently, it is longer necessary to add the map pack manually with the RDA-Explorer.

The demand calculator of Elodia for the A.R.R.C.-Mod has been updated to the mod version 2.07 and is now integrated in our homepage. It is also translated into English now.

We wish you a lot of fun and hope you like it! :)

The Download is available here.


  • The mod now supports the Russian language.
    (Many thanks to the translator "0pupentium")
  • A.R.R.C. main menu video has been changed slightly.
  • A.R.R.C. channel video of the ornamental buildings was replaced by the main menu video.
  • The maximum number of colonizing NPC´s (Tilda Jorgensen, Thor Strindberg etc.) in continuous games has been increased.
    (The number depends on the map size: small=2, medium=4, large=6)
    (Many thanks to "Judekw" for the information)


  • The radius in which trees will be deleted (during the construction of buildings), has been decreased to 1.
  • New building: "Habor-Airfield" in 3 different sizes for "Chopper", "Hawk" and "Firebird",
    allows landing facilities for aircraft in the harbor area. (it is able to repair and refuel aircraft, the latter only if a street connection to a port authority exists)
  • New building: "Drones base", used for the production of drones, can be used as a support unit.
    (see units)
  • New building: "Coal factory", requires wood for the production of coal.
    Production ratio for 100% utilization: 1x Coal factory = 2x Sawmill
  • New building: "Limestone factory", requires coral for the production of limestone. (Add-On only)
    Production ratio for 100% utilization: 1x Limestone factory = 2x Coral breeder
  • New building: "Shield generator 2.0", improved shield generator with doubled range but with the same shield strength.
  • "Shield generator" can now be built as a "Habor-Shield generator" also in the harbor area.
  • "Flak" can now be built as a "Habor-Flak" also in the harbor area.
  • "Missile launch pad" can now be built as a "Habor-Missile launch pad" also in the harbor area.
  • "Energy transmitter" can now be built as a "Habor-Energy transmitter" also in the harbor area.
  • "Gas turbine power plant": is now only available from civilization stage 2 of the techs.
  • "Fusion power plant": is now only available in classic games from 2000 researchers an in Add-On games from 1 genius.


  • All trading aircraft are now in a position to trade with the neutral parties.
    (Trenchcoat, Yana Rodriguez, Rufus Thorne and Prof. Dr. Salman Devi)
  • The ship "Hercules" (Keto´s Anaconda) has been renamed to "Hercules Mark II".
  • An older version of the ship "Hercules" (up to v2.04) was reimplemented as "Hercules Mark I". (4 Item slots, no landing platform)
  • 6 new aircraft ("Drones"), each unit consists of a swarm of 3 drones.
    (Drones only have 50 health points, are extremely fast and consumes no fuel)
    • "Battle-Drone": Attack power of 5 and is able to hijack enemy ships.
    • "EMP-Drone": Can temporarily paralyze enemy units with the EMP module, EMP power is comparable to Trimaran.
    • "Stealth-Drone": Is permanently cloaked, is able to reveal enemy stealth units.
    • "Protector-Drone": Is able to repair surrounding ships.
    • "Detonator-Drone": Can trigger a self-destruct and thus inflict considerable damage surrounding units and buildings.
    • "Invader-Drone": Is able to take over enemy warehouses, effect size comparable to "Hawk".
  • Container ships of the Ecos, Tycoons and Rufus Thorne now have a significantly faster rate of turn.
    (except are ships for escort quests)
  • Build costs of "Cargo Liner" und "Container ship" has been increased.

Ornamental buildings

  • 7 new types of lighting has been added to another new category "Searchlight 2.0".
    (Land- habor- and underwater version)
  • 2 new types of fences (Eco- and Tycoon fence) has been added in the category "Scaffolds & fences".
  • 10 new types of animal species has been added to another new category "Animals".
  • 8 new variations of trees in the form of fir has been added to the category "Vegetation".
    (Land- and habor version)
  • 1 new ornamental street (for harbor) has been added to the category "Streets".
  • 1 new ornamental building, consisting of a combination of flat screens has been added to the category "Flat Screens".
    (is frequently used by Thor Strindberg)
  • The dome of the "Drones base" has been added as ornamental building to the category "Tech buildings".


  • 1 new island-wide upgrade "High performance turbines" for the "Gas turbine power plant" has been added.
    (+25% Productivity boost)


  • The model and the textures of "Sand-processing plant" has been changed.
    (already existing buildings in the savegame needs to be rebuilt)
  • The textures of the "container ship" of the Ecos has been changed fundamentally, that of tycoons was adapted.
    (except are ships from NPC´s)
  • When erect buildings in the harbor area, no more wooden beams now be automatically placed in the water.
  • For all ships which have a chimney, smoke clouds are now displayed.
    (Viper, Container ship, Colossus, Helios, Hercules)
  • The model of the submarine "Virginia" has been reduced by 30% and slightly changed.

Build menu

  • Ornamental Category "Street accessory & workers" has been renamed to "Street accessory & creatures".
  • "Hydroelectric power plant" has been moved to the civilization stage 2 of the techs.
  • All energy producing buildings of the civilization stage 2 of the techs had been combined into one group.
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Post comment Comments  (70 - 80 of 121)
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 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 Mar 19 2013, 10:15pm says:

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:


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:

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

Thank you for your answers !

+2 votes     reply to comment
Guest Mar 18 2013, 6:35pm says:


Just tried the mod and it looks awsome! There is just two or three things that I would like to point out though:
- I can't find neitheir the Orca nor the Erebus (the two nuclear subs) in any shipyard, and;
- regarding the trade planes (great idea by the way) it just seems odd to me that they don't land at all.
Oh, and there is the case that I could get the AnnoCookie to work, so any help that you can offer (in english), I'm really greatfull for that.
Keep up the good work.

+1 vote     reply to comment
arrc Creator
arrc Mar 20 2013, 9:15pm replied:

Thank you very much!

The two submarines should be in the tech military shipyard.

Which version of AnnoCookie you have tried? Sometimes the version 0.30 doesn't work so try the 0.32 maybe.

+3 votes   reply to comment
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Anno 2070
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Released Jan 15, 2012
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Anno 2170 - A.R.R.C.
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