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!


Download


The latest version of this mod is available on our HOMEPAGE

Image RSS Feed Latest Screens
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.

General

  • 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)

Buildings

  • 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.

Units

  • 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".

Upgrades

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

Optic

  • 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 111)
Guest
Guest Feb 24 2013, 10:07pm says:

What happens if you have Anno 2070 in steam? will it still work with Anno Cookie?

+1 vote     reply to comment
arrc Creator
arrc Feb 25 2013, 9:07pm replied:

I think there is no difference if you start anno in steam or uplay-launcher. AnnoCookie only needs the runnig game to work.

I do not have Anno in steam, so when you test it, I would like to hear if everything works as intended with steam :)

+2 votes   reply to comment
Steel_Dragon
Steel_Dragon Feb 13 2013, 4:48pm says:

The mod is compatible with the english version of Anno 2070 but it's still german ingame or partly german?

+2 votes     reply to comment
arrc Creator
arrc Feb 14 2013, 3:10am replied:

We've translated all texts so when you play with an english version all new texts are in english.

+2 votes   reply to comment
Steel_Dragon
Steel_Dragon Feb 14 2013, 5:00am replied:

Okay thx for the reply ;)

+2 votes     reply to comment
arrc Creator
arrc Feb 7 2013, 6:34am says:

Tipok, I've found this bug in a lot of german forums. It is a general game bug for harbour areas and exists since Anno 1404.
It has nothing to do with the mod.

A real solution I haven't found but often tips like this:

"This is a known issue for me. This happens when you somehow block a lets call it: 'critical location' (program ***** up itself) so this bug happens. This can also escalate by you not being able to build ANY port authorities either. Happened to me a few times that I blocked my Harbor area and that made it not only to block further buildings in that area BUT not being able to construct ANY new port authorities ANYWHERE on my island too. This can be a nasty bug.
Can fix it by removing the last placed building then placing it somewhere else so you avoid that 'critical location' "

Here is one of the threads I found:
Forums-de.ubi.com

So I would say, when this problem starts, destroy the last building that provides harbour area and try again.

Hope it helps you!

+1 vote   reply to comment
Tipok
Tipok Feb 7 2013, 10:53am replied:

(Tipok, I've found this bug in a lot of german forums. It is a general game bug for harbour areas and exists since Anno 1404.)

I thought and already knew that it is a GENERAL BUG, i am sad.

(Can fix it by removing the last placed building then placing it somewhere else so you avoid that 'critical location' ") Yes, i find this moment. And only use it i fill full perimetr. Otherwise all stopeed and 1/2 of full fill. Trouble only with sea terminal, destroy some and all ok.

Thanks for link.

+2 votes     reply to comment
arrc Creator
arrc Feb 7 2013, 6:43am replied:

I've tried another tip too. When you want to build a building in harbour area and this area blocked bug appears, there is sometimes the "broken" building marked in dark red. When I try to build at the east side of your island, all of your shipyards on the south coast where marked. When I build in the south, the warehouse in the east is marked. It's a really strange bug of Anno I think...

+2 votes   reply to comment
Tipok
Tipok Feb 7 2013, 10:56am replied:

(there is sometimes the "broken" building marked in dark red.) Yes!
(When I try to build at the east side of your island, all of your shipyards on the south coast where marked) I see it!

I think it is intersection of some ingame identificator, general bug.

Thanks for your replyes, hope that authors of Anno 2070 fix it in future.

+2 votes     reply to comment
Guest
Guest Feb 6 2013, 5:58pm says:

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Tipok
Tipok Feb 6 2013, 7:27pm replied:

yadi.sk/d/WSX_YB-g2QTPB
I am sorry this debil service, this change url to savegame.
I check now without Mappack addon1.rda, and use ethalon addon1.rda with map generated by default Anno 2070 Deep Ocean = same result.

+1 vote     reply to comment
Guest
Guest Feb 6 2013, 6:25pm replied:

This comment is currently awaiting admin approval, join now to view.

arrc Creator
arrc Feb 6 2013, 8:35pm replied:

Did you use mod version 2.03 or 2.04?

+1 vote   reply to comment
Tipok
Tipok Feb 6 2013, 8:44pm replied:

Latest 2.04.
I am uninstall 2.03 and after that install 2.04.

+1 vote     reply to comment
arrc Creator
arrc Feb 6 2013, 8:48pm replied:

Can you tell me how you did it? Your hole harbour area is a huge quay wall. ^^

I've changed for 2.04 that it is only possible to build quay walls in harbour area, because there was a bug that they could be build everywhere. But we can only destroy buildings in influence radius of harbour area.

+1 vote   reply to comment
Tipok
Tipok Feb 6 2013, 8:56pm replied:

I am sorry, i am translate english badly.

How i build big port zone around island Venera??

I build sea terminal, get radius where build port zone, after that put first central building for example tycoon(get port zone radius too), build next port zone, after that build new central building, destroy previous and to full perimetr.

+1 vote     reply to comment
arrc Creator
arrc Feb 6 2013, 9:23pm replied:

Well I think the problem is the islandwide influence of the monument. I've found a small part near your lobster farm in the south west part where I could start to destroy the quay wall.
There were no harbour buildings around but I could destroy the hole quay wall on this coast. In genreal it is not possible to do this so I think it has something to do with the monument.

Has it a reason why you build your hole harbour as quay walls? When you want to build a city it is now not nessecary to build quay walls before, all public and residence buldings have their own quay wall when they were placed in harbour area.

+1 vote   reply to comment
Tipok
Tipok Feb 6 2013, 9:47pm replied:

I try build analog wall around island Progross, that do not have monument and people. Same problem.

New save yadi.sk/d/XQoHSvXO2QUiZ

I try you show problem in motion.
In Progross near two nuclear same problem, radius port zone use, but build any nothing. I can see two sea terminal with arrow.

Destroy this and get ability to build port zone near reactor further. Build in that place back two sea terminal and this also blocked. I hope you undestand this moment when make in game.

Not monument.

About south-west part Venera i now. I destroy monument, problem remained.

(Has it a reason why you build your hole harbour as quay walls?)
I want build uber giper mega megapolis with all fraction. :)
Build on future developments in store.

Sorry, but i go sleep. 6:45 night in our time zone.

+1 vote     reply to comment
arrc Creator
arrc Feb 6 2013, 9:46pm replied:

Maybe it helps you - I've made a savegame for you with a free coast:
Anno2170-arrc.bplaced.net

I'm not sure how it came to this problem, I've never seen that before. But here is a screenshot from another user, he fills his harbour area with a really huge city:
Abload.de

+1 vote   reply to comment
Tipok
Tipok Feb 6 2013, 9:51pm replied:

Thanks, i try tomorrow. In post top i try describe how problem appears, where arrows and nuclear station.

+1 vote     reply to comment
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Platform
Windows
Game
Anno 2070
Developed By
arrc
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Official Page
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Release Date
Released Jan 15, 2012
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Futuristic Sim
Theme
Sci-Fi
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