recursal/Fanatic-Fandom huggingface dataset:
High Security Laboratory

The **High Security Laboratory** is a Public Building found in the Arctic region. This building produces secrecy which is a tier 2 Need of the Arctic Population. The High Security Laboratory is unlocked when the arctic population reaches 3,000 scientists.

The placement of this building will be more useful if near residences. At a minimum the high security laboratory will provide 10 "secrecy supply".

Unlike a Production Building in the Arctic, a public building does not count as a Heat Source.
Windpark

The **Windpark** is an energy producing building found in the Temperate region. It generates energy that is needed by nearly all buildings to function. The windpark is unlocked early in the game at just 25 Workers total.

Windparks must be built a certain distance away from other windparks as otherwise the power generation capabilities are diminished and the will run at lower capacity, similar to the windpark in Anno 2070.

## Building Information

 Wind Turbine

*Prices may be reduced due to the effects of The Council.*

## Operating Costs and Production

 Wind Turbine

*A maximum of 4 wind turbines can be added.*

## Maintenance Modules

 Finance Calculator

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Saayman International

Please remove this stub box once the page is set up and growing.

**Saayman International** is one of the members of the Big Five, specializing in agriculture and food. It's represented by Emem Buhari, who can provide you, the player, various quests and a sector project.

*There is hardly a company out there that is held in higher esteem than Saayman International. From a small conglomeration of farming enterprises, Saayman grew into a food giant that now provides considerable percentage of the global population with their daily bread. Thus, Saayman has become a world power in its own rights and the corporation's ambitions are political, as well as economical.*
Ville Jorgensen

Ville Jorgensen is an NPC that operates a trading post in the Arctic Region.

He is a family member of Leif , Bente and Tilda Jongersen, whom all appear in other Anno games, appearing in Anno 1404, Anno 1800 and Anno 2070 respectively. Differently from the latter, Ville never seems to talk about his ancestors during gameplay, which could indicate that his not familiar with his ancestors back in the 2070's.

## Description Given by Official Anno 2205 Facebook Page

Age: 29

Affiliation: Arctic Custodians

Born and raised on Arctic Custodian soil, Ville has spent much of his adult life travelling the world until his wanderlust was overshadowed by acute homesickness. Ville’s cheery and welcoming nature has always clashed with the Arctic Custodian’s quiet and solitary mindset, but now he fits in less than ever. Dr. Howard Young diverted Ville’s abundance of nervous energy to an unimportant trading post, which he ended up loving. After all it lets him meet new people and connect to the rest of the world.
Flax Fibers

*As animal fabrics like wool or fur are no longer produced large-scale due to worldwide lack of space for pastures and breeding farms, plant-based cloth sees even wider use than it did in the centuries before. Modern nano-technology even allows for the precise manipulation and fashioning of fiber thinner than a hair, turning them into flexible cloth as well as a sturdy composite materials. Flax is a plant escpecially suitable for these treatments. - Anno 2205 Website Description*
Aluminum Mine

###

 [[]]

The **Aluminum Mine** is a resource gathering unit found only in the Arctic region. It utilizes a mountain building site to mine Aluminum and generates heat as a by product. The building is unlocked by default.

## Building Information

 Spider Cutter

*\* Note: Prices may vary due to dictates by the Council.*

## Operating costs and production

 Canning Conveyor Belt
 **Max Production** | N/A

*A maximum of 6 Canning Conveyor Belts can be added.*

## Maintenance Modules

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*

######
Rare Earth Elements

Rare Earth Elements are gathered from Crater building sites in Lunar sectors by the Kreep Gatherers. Kreep stands for K (Potassium), REE (Rare Earth Elements) and P (Phosphorus). They are used in the production of Multispec Prisms in the Nano-Cutting Unit for Replicator production in Temperate sectors, and in the production of both Bioenhancers in the Cybernetics Factory and Anti-Grav Compensators in the Anti-G Workshop in Lunar sectors. Some Lunar sectors have a sector trait improving the production rate of Kreep Gatherers by 30%, but at the cost of a 50% increase in Maintenance Station credit maintenance. As an ingredient in 3 consumer products (Replicators, Bioenhancers, and Anti-Grav Compensators), its production is vital to maintain.

*As the name suggests, Rare-Earth Metals have become infrequent during the last 200 years. While there are considerable deposits left deep in the Earth's crust, most companies refrain from opening them up - nobody wants the disaster in Ebashi Trench, where a geothermal plant caused tsanamis, to repeat itself. Good thing that, harvesting Rare Earths on the Moon is much less dangerous - if you ignore the lack of atmosphere and gravity. - Anno 2205 Website Description*
Soundtrack

The **Soundtrack** of *Anno 2205* consists of 28 songs, and is available as part of the Gold Edition of the game. However, it can also be bought separately from iTunes or Google Play.

## Tracklist

1. "The Second Wave Overture", 5:04
2. "Helium 3", 2:07
3. "Ibarra FoxCom", 1:29
4. "Megalopolis", 3:17
5. "Global Union Anthem", 3:07
6. "The Stabilizers", 1:30
7. "A Dying Glacier Whisper", 2:06
8. "Thawing", 2:19
9. "Neo Industrialist", 2:06
10. "The Algorithm of Mankind", 2:22
11. "Usoyev Cannot Be Trusted", 1:46
12. "Dear Distant Earth", 2:06
13. "Lei Sheng Technology", 1:34
14. "Space Lift Engineering", 1:41
15. "The Vortex", 2:38
16. "Lunar By Birth", 1:58
17. "The Arc", 1:24
18. "Survival", 0:33
19. "Rope's End", 0:41
20. "Revelation", 1:05
21. "They Are Among Us", 2:02
22. "Redemption", 1:34
23. "Rollin Barrage", 2:31
24. "Kreep Harvesters Crawl", 2:00
25. "Longing For Accidental Contact", 1:36
26. "The Truth Lies Hidden Beneath The Ice", 2:02
27. "Lunar Licensing", 2:26
28. "Closing Credits", 5:31
Arctic Custodians

The Arctic Custodians is an organization that is responsible for stabilizing the global ecosystem by preserving the Arctic Ice Sheet through the climate stabilization network that they operate and control.

## History

Following historical disaster known as the Ebashi Trench Disaster global weather drifted to the extremes. As a result the world's leading environmental organization, the Eden Initiative, evolved into the Arctic Custodians. Further developing their climate stabilizers, back then known as "Formers", they were able to create the climate stabilization network used to reclaim the world's Arctic regions.
Fusion Power Cells

*A portable, chemically prepared container, holding deuterium and helium-3 in hermetically sealed, secure cells. Setting fusion power cells in designated reactors starts a controlled fusion process generating electrical energy while leaving behind a minimal amount of radioactive waste. - Anno 2205 Website Description*
Workforce

**Workforce** is one of the five main resources of *Anno 2205*, and required by production buildings to operate. Provided by the Residences, the workforce is part of the maintenance cost of production buildings, and the shortage of it will cause all affected buildings to have their optimal production reduced.

Workforce is a unique resource exclusive to *Anno 2205*. It provides a connection between the Population and the goods they consume, as they now participate in the production of such goods, unlike on previous installments of the series where the Population existed only as a source of tax revenue.

The amount of Workforce available in a sector depends on the amount of Population, as well as their respective level, class, and fulfillment of their needs. Below is a comprehensive list and analysis of the amouts of workforce provided by each population level and class.

## The Basics

Workforce becomes available as soon as a Residence is placed, in the same manner  Power becomes available after a power plant is built. The amount of Workforce provided by a Residence depends on the number of inhabitants it houses, which is directly related to the level at which their needs is satisfied.

The maximum quantity of Workforce granted by a single Residence is reached when both its maximum number of inhabitants and satisfation level is reached. However, the number of inhabitants does not directly translate into Workforce by a 1:1 ratio; Residences will provide varying amounts of Workforce, usually lower than the amount of inhabitants they have, depending on their level and class.

For example, a fully satisfied Protectors' Residence houses 10 inhabitants, but provides 15 Workforce. In comparison, a Workers' Residence houses 5 inhabitants and provides 5 Workforce. In the first case, the amout of Workforce provided amounts to 150% the number of inhabitants, while in the second case, it only amounts to 100%. However, the Scientists' Residences, which evolve from Protectors, do provide 100% of their inhabitants as Workforce instead of 150%.

In all cases, the growth of Workforce provided is incremental, which means that a fixed amount of it is added to the total being granted every time a percentage threshold is reached. For example, Workers Residences will provide 1 Workforce for each 20% increase in their level of satisfaction, starting from 20% (at 0% the Residence has 0 inhabitants and thus provides no Workforce). Similarly, the amount of Workforce available will decrease if the satisfaction of the Residences fall below any of the thresholds.

## Comparison Table

This is a comparison table between the satisfaction levels and workforce provided. For the Temperate region, the amount of Workforce is provided for single residences and complexes separated by a /.
Lunar Excavation Corporation

Please remove this stub box once the page is set up and growing.

The Lunar Excavation Corporation is a NPC organization within Anno 2205.

## Pre-Second Wave

The Lunar Excavation Corporation is a corporation that was tasked with resource extraction in the First Wave of Lunar Colonization. However, after the global authority ordered a halt to the massive extraction of resources from the Moon, the Lunar Excavation Corporation was left to fend for itself. Orbital Watch soon took hold and began to ravage the LEC, and soon forced it back to Earth. However, Global Union was unable to figure out a way to resettle them, and after various attacks from Orbital Watch naval forces, the LEC returned to the moon with little resources and as refugees.
BioEnhancers

*The state-of-the-art advancement to bionical exoskeletons, integrating complex microcomputing and muscular enhancement devices directly into the user's biosystems. Highly demanded in Lunar Colonies, where physical health and freedom of movement have to be maintained in the face of antigravitation. - Anno 2205 Website Description*
Nano-Cutting Unit

5 Super Alloys

51

Nano-Cutting Units produce Multispec Prisms from Diamonds and Rare Earth Elements. They are used in the production of Replicators. Nano-Cutting Units can allow up to 8 additional production modules, "Polishing Units", which add 100% production, 100% consumption, and 50% maintenance increase each, for a total production bonus of 800%. Nano-Cutting Units are a Heavy Industry facility and are affected by Heavy Industry modifiers and may have access to Cassian Industries modules. Take note that Rare Earth Elements can not be produced in the Temperate sector, where this factory may be built, and must be imported from Lunar sectors instead.
Aluminum

*There is hardly a product in the world of high-tech, that did not come into contact with aluminum during its production. But even aluminum is the most abundant metal found on Earth, there are reports of deposits dwindling. Sooner or later, the last reserves under the Arctic mountains will have to be accessed. - Anno 2205 Website Description*

**Aluminum** is made by Aluminum Mine.
Vineyard

The **Vineyard** is a resource gathering building found in the Temperate region. It produces Wine that is used by the Food Design Workshop to produce Luxury Food. The Vineyard is unlocked when the temperate population reaches 2,500 Executives.

## Construction Information

10 Biopolymer
20 Construct-O-Bots
 Vineyard Terrace

*Prices may be reduced due to the effects of The Council.*

## Operating Costs and Production

 Vineyard Terrace

*A maximum of 4 Vineyard Terraces can be added.*

## Maintenance Modules

 Accumulator Unit
 Storage Depot

*A maximum of 6 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Distance multipliers

Following examples are for Advanced difficulty.

## Logistics

Following formula for logistics consumption was estimated by fans as of August 2018:

`logistics_in_tooltip - 0.5 + 0.1*distance`.

10 additional road blocks will add 1 additional logistics, e.g.:

 15
 25
 100

## Services

### Information

Following formula for information consumption per house complexes was estimated by fans as of August 2018:

`0.175 + 0.1*number_of_promotions + 0.0025*distance + noise`.

10 promotions will add 1 additional information need.

400 additional road blocks will add 1 additional information need, e.g.:

 Operators
 Operators
 Executives

## Methodology

Using the layout on the right to measure rounded consumption for various road lengths, then guessing more precise numbers and figuring out a good linear regression fitting the data. Finally, comparing predicted values with the measured ones, all in a spreadsheet (not using more reliable statistical methods yet): https://drive.google.com/file/d/1c4TXpTmxME\_ZwkaT9cy29DXNVoNkXIkj/view?usp=sharing
Synthcell Incubator

The **Synthcell Incubator** is a production buildings found in the Temperate region. It requires Algae from the Algae Farm to produce Synthcells, which is then further processed in various production chains. The Synthcell Incubator is unlocked at 1,250 Operators.

## Construction Information

5 Construct-o-Bots
 Synthcell Chambers

*Prices may be reduced due to the effects of The Council.*

## Operating Costs and Production

 Synthcell Chambers
 **Max Production** | **44 Algae**

*A maximum of 6 Synthcell Chambers can be added.*

## Maintenance Modules

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Vanha Plains

The Vanha Plains is the only Tundra sector provided with the Tundra Expansion Pack DLC. The Plains are a long forgotten region with no one setting a foot in the region for over 100 years. The region is populated by two levels of employees, Tundra Ecologists and Protectors, similar to Arctic and Moon employees.
Infrastructure Buildings

**Infrastructure Buildings** provide the player with the resources necessary to build their cities. However, unlike previous games in the series, the list of buildings that fall under this classification is significantly small. The following buildings are considered as part of Infraestructure in *Anno 2205*: the Spaceports, Warehouses, Transportation Centers, Streets and Monumental Bridges.

The definition of Infraestructure is more ambiguous in *Anno 2205* than in previous entries. For example, energy generation buildings are considered as Region-specific structures given how each region features its own set of Power Plants. The same rule applies to some Public Buldings such as the Security Department, which were categorized as Infraestructure in *Anno 2070*. New buildings that could possibly be considered as part of Infraestructure, such as the Shield Generator, are also introduced in the game, although their unavailability across regions makes it hard to identify them as such.
Lunar Licensing Program: Phase 4

The Epilogue, referred to as Phase Four in-game, is a two-mission post-story assignment that gives the player the task to build and expand the Corporate Headquarters, thus becoming the Sixth corporation to join the Big Five. After completing the tasks, the player is informed that the group has now rebranded as the Big Six to include the player's corporation.

## Missions

### 28. The Sixth Among Five

**Assignment List**

* Main Goal: Build and connect a Corporate Headquarters
* Step 1: Attract a population of 150,000 Investors
* Step 2: Produce  Replicators
* Step 3: Produce  Androids
* Step 4: Produce  Quantum Computers
* Step 5: Produce  Anti-Grav Compensators
* Step 6: Build and connect 1 Stadium

### 29. A Symbol of Success

**Assignment List**

* Step 1: Add 5 modules to the Corporate Headquarters
Anno 2205

*The beloved city-builder takes off into space! The addictive Anno gameplay is back and taking strategic city-building to new heights, launching connections from Earth into space. In Anno 2205 you are part of human-kind‘s next step into the future with the promise of a better tomorrow. Venture into space and settle on the Moon in the thrilling race for resources and power!*

## Description

Anno 2205 is the 6th game in the Anno series. Taking place 135 years after the events of Anno 2070, society is now even more advanced and is focusing on settling extreme locations such as the moon and arctic regions. At it's core, the game is still about creating ideal production chains to meet the demands of the cities you are creating in the game. You start the game in the temperate region and will have to spread out your corporation to prosper!

## Contents

#### Game World

Temperate Regions

Arctic Regions

Lunar Regions

Crisis Zones

World Market

#### Resources

Goods

Rare Resources

Credits

Energy

Workforce

#### Population and Production

Needs

Ascension Rights

Taxation

Production Chains

#### Buildings

Temperate Buildings

Arctic Buildings

Lunar Buildings

Ornamental Buildings

Building Layouts

#### Interface

Strategy Map

Corporation Profile
Algae Farm

The **Algae Farm** is a resource gathering building found in the Temperate region. It produces Algae that is used by the Synthcell Incubator to produce Synthcells. The Algae Farm is unlocked when the temperate population reaches 1,250 Operators.

The Algae Farm requires a Coastal Building Site to be built.

## Construction Information

 Algae Bed

*Prices may be reduced due to the effects of The Council.*

## Operating Costs and Production

 Algae Bed

*A maximum of 3 Algae Beds can be added.*

## Maintenance Modules

 Accumulator Unit
 Storage Depot

*A maximum of 6 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Temperate Buildings

*See also Arctic Buildings, Lunar Buildings.*

## Introduction

The buildings are created in the Temperate Region, organized by employee levels.

## Workers

    At the start of the game the Residence is available. It is your first available form of housing Population and as such the keystone to your entire corporation. When constructed and connected to a Street connected to a Warehouse it will start to fill with Workers. These workers will demand various goods and services, and in exchange they will provide Workforce and Revenue. If all their needs are fullfilled, they are eligible to advance to Operators.

## Operators

    At the operator level, the Residential Complex becomes available. This can be considered an improved version of the Residence, since it encompasses 4 equivalent residences in one building. Although it takes up the same area as 4 residences, its construction and upgrade costs are merely 2 times the residence costs even though it houses 4 times as many people. Since it is also a single building, you need less roads to connect all houses to the warehouse. However, it is less flexible than the Residence and not as useful in tight environments. It is also the only type of housing that may advance to Synthetics level, Residences may not advance beyond Investor level.

With the Orbit DLC corporations may improve the Biomedical Laboratory to consume Bioresin instead of Synthcells, decreasing production costs drastically, using the Bioresin Breakdown technology in the Technology Nexus.
At the operator level, players are also able to build Contstruct-O-Bots, and as such the game allows the construction of Monumental Bridges, increasing the available land area at the cost of a substantial amount of Biopolymers, Construct-O-Bots and Graphene.
Take note that Operators are the first level of Population that does not need only the resources produced in its own sector biome. They also need Neuro Implants , which are produced in the Arctic . Executives and Investors also need Lunar products.

## Investors

At 150,000 Investors the Corporate Headquarters becomes available, allowing incredibly dense supply of Information, Security, Mobility, and Entertainment, at the cost of a very expensive to construct and maintain structure. Its construction and expansion is the final step in the Lunar Licensing Program.
Petrochemicals

Petrochemicals are used to build production modules on Arctic resource buildings, increasing their output. As one of the Rare Resources, it can be found in Combat Missions, rewards from optional Assignments, and as an item purchasable from Ville Jorgensen, the Arctic trader, or Dr. Esther Neyland, the Tundra trader. They can also be gathered from the Ikkuma Glacier sector after completing any phase of its Sector Project. With the Orbit DLC, you can also automatically generate Petrochemicals continuously at a pretty high rate with a tier 3 technology in the Biotech tree in the Technology Nexus.
Wine

*The fine drop every gourmant (and every noveau rich pretender) eagerly treasures. Wine has been one constant of food culture since a nomad first accidentally stepped on a grapevine and the 23rd Century is no different - with the exception of course, that the raising of grapes has become more difficult due to global climate changes and only one bottle of this precious liquor would cost a week's worth of labor for the common worker. - Anno 2205 Website Description*
Quantum Computers

*The leading edge of computer technology, surpassing former transistor-based digital systems. Quantum algorithms run fast and handle giant amounts of data with ease, making them indispensable equipment for any scientist eager to decipher Earth's most well-kept secrets. The demand among the Arctic Custodians is naturally high. - Anno 2205 Website Description*
Anno 2205 Wiki

Welcome to the Anno 2205 Wiki!
Remember, anyone can edit!
New to Wikia? · Join us! · How to Edit · Forum

The game makes several key changes to the core gameplay of the franchise, such as the introduction of unique maps instead of randomly generated ones, the separation of the city-bulding and combat elements, removal of trade ship management, research projects, finite resources and fertilities, among others.

* Spaceport
* World Market
* Strategy Map

 **Regions**
* Temperate
* Arctic
* Lunar
* Tundra
* Orbital

 **Resources**
* Goods
* Credits
* Workforce
* Energy
* Arctic Buildings
* Lunar Buildings
* Infrastructure Buildings
* Ornamental Buildings
* Building Layouts

 **Military**
* Ships
* Special Attacks

 **Other**
* Achievements
* Level System
* Characters
* Combat Missions
* Sector Projects

* Game Patches
* Soundtrack

Featured Article

Unlike previous installments of the *Anno* series, *Anno 2205*'s campaign, the **Lunar Licensing Program**, is much less restrictive and scripted than previous campaigns, as it is integrated with the Continuous Mode. The story revolves around Earth's upcoming energy crisis, which can be avoided by the construction of the Fusion Reactor. However, the resource needed to power the Reactor,  Helium-3, can only be found on the Moon's surface.

We look forward to having you as part of our growing community, and hope that you'll help us to expand on our path to become the best guide to *Anno 2205* on the internet.
Military

Military are vehicles and ships with weapon features that are found in the Crisis Sectors in Anno 2205. They defend the colonies in the Arctic and take on the advanced terrorist group in the regions. In Anno 2205, ships are no longer built in shipyards, they are "activated" after the player reaches a certain military level.

## Vehicles

Ships are used for military actions in Anno 2205. John Rafferty watches over the player's fleet, encouraging and carrying out upgrades. Ships may be upgraded up to three different ranks, improving their abilities: Veteran, Elite, and Master.
Ascension

Ascension is the upgrading of a residence to a higher tier.

Arctic sectors consist of 2 tiers of population

Lunar sectors consist of 2 tiers of population

Within each tier of the population, there will also be buildings that need to be unlocked through "x number of inhabitants."

### Positive effects

* Credits earned through taxation will increase
* Unlock a new set of buildings (usually a X number of inhabitants)
* Increased workforce

### Negative effects

* Consumption of goods increases
* Consumption of public goods [entertainment, security] increases

Given these circumstances, it is always beneficial to provide ascension as much as possible to the population. As long as the production chains and public buildings keep up with the newly created demand, the positive effects greatly outweigh the negative effects.
Pharma Lab

Stimulants are a a required commodity for Scientists in the Arctic regions of Anno 2205. The factory that makes the stimulants is small in comparison to other Arctic buildings, but requires a lot of input resources to maintain a balance and can have up to six adjacent production modules called "Enrichment Containers"

## Pharma Lab (6 x 3)

#### Enrichment Containers (3x3)

Output: 1 Stimulants

Input: -1 Deep-Water Corals

Costs

Credits: 900
Petrochemicals: 3
Resources

In *Anno 2205*, any asset that is transformed to produce benefit, and in the process may be consumed, is considered a **resource**.

## Resources

### Goods

*Main article: Goods*
Goods are materials used to satisfy Population needs and provide utility. They can be gathered directly from the environment, created as a result of a production chain, or obtained as rewards from quests. These materials can be classified into five major groups: Building materials, Raw resources, Refined materials, Consumer goods and Rare Materials. Most goods are specific to the region they are produced/acquired in and must be transported via Transfer routes to be available in another region.

### Credits

*Main article: Credits*
The currency in *Anno 2205*,  Credits are earned by taxes and selling goods and spent by building and maintenance costs. Credits are a global resource not attached to any specific sector or region, and the maximum amount of credits a player can have at any given time is tied to their respective Corporation level.

### Power

*Main article: Power*
 Power refers to the electricity that your buildings require to function, and is generated through power plants, which vary depending on the region. Negative power decreases productivity of factories, logistics and public buildings. Spaceports, Warehouses and Residences are not affected by the lack of shortage of power. Modules can reduce the need for power for most production buildings. Electricity is normally specific to each region, but can be transfered like any good between regions once specific requirements are met in the campaign.

### Workforce

*Main article: Workforce*
In *Anno 2205*,  Workforce is a segment of the Population that can be designated to work on production buildings, and which is required for them to operate at full effectiveness. Workforce is obtained by building Residences and covering their needs. A shortage of workforce will decrease a building's performance, although some modules allow for reduced workforce requirements.

### Logistics

*Main article: Logistics*
 Logistics is a resource provided by transportation centers and necessary to guarantee the goods are being picked up throughout the sector. The further a production building is from a transportation center the more logistics it will consume (1 more per 10 additional roads according to Distance multipliers), though modules can reduce their need. When a logistics shortage occurs the buildings that are the farthest from transportation centers will stop working first.
Lei Sheng

Lei Sheng is one of the Big Five corporations. She specializes in Energy production, and the Energy Industry Dominance modules are named after her.

*Once one of the leading actors on the corporate stage. Lei Sheng has been ill-starred for quite some time. Certainly, the fall of Global Trust has led to an energy supply vacuum that Lei Sheng knew how to fill. But the energy corporation has been resting too long on these past successes and now has trouble to keep the pace.*
Tundra

The **Tundra** is a region in *Anno 2205*. Access to it is given to the player after acquiring the Tundra Downloadable Content. The Expansion costs 2.99.

The Tundra region comprises a single sector called **Vanha Plains**, a big continental map filled up by vast rocky marshes crossed by fjords and snowy mountains. Occasionally, a small snowstorm will occur, but a few minutes later, disperses. A command aircraft is used in this sector given the lack of navigable waters.

The Sector project is to drain the contaminated swamps and fix/destroy the 2-century old Eden initiative Vaults, as seen in the game's predecessor Anno 2070.
Container Ship

**Container Ships** are uncontrollable cargo ships that travel between the different sectors carrying resources or goods by established trade routes. There are three sizes of container ships, each with different carrying capacities and costs. Transport to and from the Arctic region is done via icebreakers, which are more expensive than the temperate container ships, and transport to and from the Moon region is done via spaceships instead of seafaring ships.

 Arctic
Tundra
 Lunar

Like other ships in the game, you cannot build them, but you can only get them through creating a trade route.

## Gallery

Large Cargo Container Ship DockingLarge Cargo Container Ship passing by an Arctic SpaceportMedium Cargo Container Ship
Rejuvenators

Rejuvenators are a consumer good for Operators, Executives, Investors in Temperate regions, and Miners and Officers in Lunar regions. They are produced in a Biomedical Laboratory, unlocked by Operators and can only be built in temperate sectors. They require a supply of Synthcells normally, although with the Orbit DLC one can unlock the Bioresin Breakdown technology with 2 Biotech Complexes in the Orbital. This allows you to consume Bioresin instead of Synthcells, which is both much cheaper and much easier to scale up, especially since the supply of Algae, the ingredient for Synthcells, is limited by the amount of coastal sites available. It is a Biotech product, and as such the Biomedical Laboratory is affected by Biotech modifiers, and Usoyev modules can be used on it if you reach Industry Dominance in the Biotech industry.

*Only one step away from true immortality, these biochemical agents taking the shape of various care products literally reprogram the user's cell structure to mimic what he looked like in the prime of his life. In company with the multitude of effective anti-aging pharmaceuticals. Rejuvenators facilitate a corporate world, in which you indeed can hire a twenty something with thirty years of work experience. - Anno 2205 Website Description*
Sam Beaumont

Please remove this stub box once the page is set up and growing.

Sam Beaumont is a female supervisor for the Lunar Licensing Program within the Global Union. She serves as the player's guide and tip provider throughout the game and is quite supportive to your corporation.

## Description Given by Official Anno 2205 Facebook Page

Age: 30

Affiliation: Global Union

Sam Beaumont has got your back throughout the Lunar Licensing Program. Being the head of the program, she was able to bring an unknown startup company onboard next to the powerful Big Five, namely yours. Although she is used to navigating the dangerous waters of politics, she has retained real optimism behind all her ambitions. Her hopes for the future lie with you.
Deuterium

Please remove this stub box once the page is set up and growing.

*Also referred to as "heavy hydrogen", Deuterium is a stable isotope of water and a crucial component to create fusion energy through reaction with helium-3. With the moon's resources ready for private excavation, investing in high-end straining technology capable to extract Deuterium from Earth's oceans gradually becomes worth while. - Anno 2205 Website Description*
The Council

**The Council** runs on major issues related to the story; players may vote for certain Characters on the council, refuse or accept bribes, or abstain all together. Each vote impacts the game-wide bonuses applied, with candidates who receive more votes having a greater bonus. Bonuses are reset and re-tallied after each voting period ends.

The Mysterious Woman appears to in the Council screen, but her role is unknown.

The five members of **The Council** are the Big Five, as well as the companies they represent and their fields of expertise, which are related to the bonuses earned when players vote for them.

The results of the last voting period effect the bonuses, shown above, that are applied to all players until the next vote is tallied.
Desalinization Plant

The **Desalinization Plant** is a resource gathering building found in the Temperate region.This building produces Water which is a tier 1 Need of the temperate population. The Desalinization Plant is unlocked at 25 workers.

The Desalinization Plant requires a Coastal Building Site to be built.

## Construction Information

 Filter Unit

**The Desalinization Plant requires a Coastal Building Site**

*Prices may be reduced due to the effects of The Council.*

## Operating costs and production

 Filter Unit

*A maximum of 2 Filter units can be added.*

## Maintenance Modules

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Ikkuma Glacier

Please remove this stub box once the page is set up and growing.

Ikkuma Glacier is an Arctic sector with Petrochemicals rare resource generators (after the Sector Project is completed). It has 5 "islands" to settle. Even though 2 of them share the same island physically, they are separated by a mountain and for all gameplay purposes are separate islands. Luca Volodin from Usoyev Inc. leads the Sector Project, which consists of repairing 3 old oil rigs, and collecting the excess oil (Petrochemicals) output for yourself. Ville Jorgensen provides a trading outpost, as per usual in the Arctic sectors.

Despite the description claiming the mountains "*leave little room for else*", there is enough room for resource gathering operations, although large cities or production centers are not optimal since there is not 1 great open stretch of land to place production lines in. There is enough room for gathering resources from the mountain and coastal sites as well as the population to support them through workforce, and with a little planning enough room for a few production lines as well, to minimize unnecessary goods transfers.

In-game description: *Towering mountains reach up at Ikkuma Glacier, leaving little room for else. Many disused oil rigs still afflict the sea and the Arctic Custodians keep close watch on them.*
Biomedical Laboratory

The **Biomedical Laboratory** is one of the available production buildings in the temperate region.It requires Synthcells from the Synthcell Incubator to produce Rejuvenators.

## Operating and Production

 Reaction Pods
 **Max Production** | **64 Synthcells**

A maximum of 6 Reaction Pods can be added.

## Maintenance Modules

 Accumulator Unit
 Storage Depot

A maximum of 5 maintenance modules can be added.

There are empowered maintenance modules available through The Council.
Cattle Ranch

The **Cattle Ranch** is a production building found in the Temperate region. This building will require Soy Beans to produce Beef, which is then used to create Luxury Food. The Cattle Ranch is unlocked at 2,500 Executives.

 Construction Information

*\*The building has an irregular shape*

*Prices may be reduced due to the effects of The Council.*

## Operating Costs and Production

 Cattle Pen

*A maximum of 4 Cattle Pens can be added.*

## Maintenance Modules

 Accumulator Unit
 Storage Depot

*A maximum of 6 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Solar Array

The **Solar Array** is a resource gathering building found only in the Moon region. It utilizes a Crater building site to generate energy. The Solar Array are unlocked by reaching 25 miners.

## Building Information

 Solar Panel

*\* Note: Prices may vary due to dictates by the Council.*

## Operating costs and production

 Solar Panel
 **Max Production** | 1,500

*A maximum of 2 Solar Panels can be added.*

## Maintenance Modules

 Finance Calculator

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Methane Ice

*Called "Fire Ice" for a reason, this highly inflammable chemical compound based on methane and frozen water is the artic colonist's first choice in solid fuel - to the great displeasure of the Arctic Custodians , who frown upon gas-fired power plants. Fortunately, up-and-coming filtration systems promise to reduce greenhouse gas emissions to a bare minimum. - Anno 2205 Website Description*
Food Design Workshop

###

 [[]]

The **Food Design Workshop** is a production building found in the Temperate region. It requires Beef and Wine to operate, and in turn produces Luxury Food which is a tier 3 Need for the temperate population. The Food Design Workshop is unlocked when the temperate population reaches 2,500 Executives.

## Construction Information

5 Biopolymer
15 Construct-O-Bots
 Molecular Kitchens

*Prices may be reduced due to the effects of The Council.*

## Operating Costs and Production

8 Wine
 Molecular Kitchens
4 Wine

*A maximum of 6 Molecular Kitchens can be added.*

## Maintenance Modules

 Accumulator Unit
 Storage Depot

*A maximum of 6 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Fruit Plantation

The **Fruit Plantation** is a resource gathering building found in the Temperate region. It produces Fruits that is used by the Vitamin Condenser to create Vitamin Drinks. The Fruit Plantation is unlocked when the temperate population reaches 250 Operators.

## Construction Information

1 Construct-O-Bots
 Fruit Orchard

*Prices may be reduced due to the effects of The Council.*

## Operating Costs and Production

 Fruit Orchard

*A maximum of 4 Fruit Orchards can be added.*

## Maintenance Modules

 Accumulator Unit
 Storage Depot

*A maximum of 6 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Tidal Power Station

The **Tidal Power Station** is an energy producing building found in the Temperate region. It generates energy that is needed by nearly all buildings to function. The Tidal Power Station is unlocked at 500 Operators.

The Tidal Power Station requires a Coastal Building Site to be built.

## Building Information

5 Construct-o-Bots
 Water Turbine

*Prices may be reduced due to the effects of The Council.*

## Operating Costs and Production

 *Water Turbine* | **300 Energy** | -240

*A maximum of 4 Water Turbines can be added.*

## Maintenance Modules

 Finance Calculator

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Fishing Harbor

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The Fishing Harbor is a coastal building only found in the Arctic Region. It gathers fish and generates heat as a byproduct. The Fishing Harbor is unlocked by default.

## Building Information

 Landing Net

*\* Note: Prices may vary due to dictates by the Council.*

## Operating costs and production

 Landing Net
 **Max Production** | 12

*A maximum of 3 Landing Nets can be added.*

## Maintenance Modules

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*

######
Transportation Center

Transportation Centers are buildings that provide your factories logistic services to run at efficient production. There are two versions of the building that offer the same service, one being in the Temperate region and the other in the Arctic region.

The interaction with Transportation Centers found in 2205 is a new element compared to the older Anno games. The further the factory is from the transportation center, the higher the logistical costs will become and the factory thus consumes more of the available logistics.

## Temperate Region

Size: 4x6

Cost to Build: 2,500 credits, 5 Bioploymers

Upkeep Costs: 250 credits/min, 50 energy, 25 workforce

## Arctic Region

Size: 4x6

Cost to Build: 5,000 credits, 5 Metal Foam

Upkeep Costs: 300 credits/min, 100 energy, 5 workforce
Temperate Layouts

## Housing

All layouts in this section are based on a 21-tile grid square system.

### Entertainment

 **Size** | 21x21
```
 Credits: 401500
 Biopolymer: 15
 Construct-O-Bots: 40

```

 **Size** | 41x21
```
 Credits: 401350
 Biopolymer: 43
 Construct-O-Bots: 44

```

### Trading Floor

 **Size** | 21x21
```
 Credits: 50700
 Biopolymer: 43
 Construct-O-Bots: 28

```

```
 Credits: 50900
 Biopolymer: 71
 Construct-O-Bots: 33

```
Fan-made Tools

Hi friends. In Anno 2205, we had a great exprience in different "biomes" like temperate, artic and lunar. They are integrated and depend on each other. But they don´t grow equally and don´t have the same economical importance over time. Temperate areas deal with the populational "boom" . The first consequence is a great tax income that upkeep most constructions, upgrades, sectors aquisitions, etc. Artic and lunar areas mainly are expensive areas, high upkeep and low global finantial return. So, untill this moment I create a "Temperate" calculator only. My goal was to define a populational distribution and how many of your inhabitants will ascend to each class. it´s important all the time that all resources and requirements met.
Ornamental Buildings

The **Ornamental Buildings**, as the name implies, serve only decorative purposes and the player can use them to beautify cities. Unlike previous installments of the series (most prominently *Anno 2070*), most ornamental buildings are available to the player from the start. Additional temperate fountains and the moon ornamental buildings are acquired by finishing some Sector Projects.

Update 1.7 added two new ornaments buildings which must be unlocked via a few short new assignments.
Anti-Grav Compensators

***"Oh gravity, thou art a portable device."* - Anno 2205 Game**

Anti-G Workshops are large buildings only located on the lunar surface that provides the Anti-Grav Compensators required to satisfy lunar Officers and temperate Investors needs, and can be supplemented with up to six addition gravity modifiers for maximum output.

## Anti-G Workshop (10 x 5)

**Output:** 3 Anti-Grav Compensators

**Input:** 2 Fusion Power Cells, 1 Rare Earth Elements

Cost

Credit: 20,000
Materials: 17 Titanium Plating
Maintenance

Credit: 6,000
Workforce: 85
Energy: 400
#### Gravity Modifiers (10 x 10)

**Output:** 6 Anti-Grav Compensators

**Input:** 4 Fusion Power Cells, 3 Rare Earth Element

Cost

Credit: 10,000
Magnetite: 25
Maintenance

Credit: 6,000
Workforce: 85
Energy: 400
Oxygen

Please remove this stub box once the page is set up and growing.

*Base colorless gas. Without oxygen, humans can not survive. While naturally abounding on Earth, the necessity for oxygen has created a logistical dilemma for lunar colonization. A temporary, but not indefinite, solution for creating oxygen on the Moon has been found in processing the ice deposits buried in crater crevices. - Anno 2205 Website Description*
Qubit Processors

Please remove this stub box once the page is set up and growing.

*Qubit Processors are what sets apart a backward tabulator from the powerful analytic engines quantum computers are. Operating on the basis of quantum bits instead of regular bits, they can assume two different binary states at the same time, the manufacturing process has to take place in a highly sterile, thermo-stabilized environment at sub-zero temperatures. - Anno 2205 Website Description*
Iwamoto Crater

Please remove this stub box once the page is set up and growing.

Iwamoto Crater is a Lunar sector with a Sector Project for Magnetite generators. Being split in 3 thin craters it is more difficult to establish large cities or production centers than in the other Lunar sectors, although each crater certainly is wide enough to sustain reasonable population centers and production lines. The long crater walls do offer the opportunity for many Crater building sites though, having the most of all three lunar sectors. As usual in Lunar sectors, Zandra Haynes provides a trading outpost.
Stadium

The Stadium is a sports and entertainment complex for citizens. It fulfills the Investor's need for Entertainment.

As a mean the Stadium will provide +10 "Entertainment supply". Based on the placement with respect to residences occupied by Investor's this effect can be bigger, or smaller.

The blueprint for this building is unlocked when the world population reaches 100,000 Investors.

The footprint of the Stadium is 17x17 tiles.
Lunar Licensing Program: Phase 1

**Phase 1** of the Lunar Licensing Program encompasses five assignments centered around getting started with the game's mechanics and population of the Temperate region. The main goal of Phase One is for the player to level up the local Spaceport to gain access to the Arctic region.

## Missions

### 01. Work in Progress

**Assignment List**

* Step 1: Attract a population of 50 Workers
* Step 2: Build 25 residences and connect them to the Warehouse
* Step 3: Build and connect 1 Rice Farm
* Step 4: Build and connect 1 Sunflower Farm
* Step 5: Build and connect 1 Biopolymer Factory

### 02. Smooth Operation

**Assignment List**

* Step 1: Attract Operators
* Step 2: Produce  Water
* Step 3: Attract a population of 200 Workers
* Step 4: Build and connect 1 Infodrome
* Step 5: Promote at least 1 Employee

### 03. The Space Elevator

**Assignment List**

* Step 1: Start upgrading your Spaceport with a space elevator
* Step 2: Produce  Construct-O-Bots
* Step 3: Produce  Vitamin Drinks
* Step 4: Attract a population of 1,000 Operators
* Step 5: Finish upgrading the Spaceport

### 04. The Trade Blockade

**Assignment List**

* Step 1: Open the Strategy Map
* Step 2: Enter the Crisis Zone
* Step 3: Free the detained transporters

### 05. A Direct Line Into Space

**Assignment List**

* Step 1: Finish upgrading the Spaceport with a Space Elevator
Turtle

The Turtle is a durable, armored ship with improved plating. It fires its Torpedoes even faster to deal bonus damage to vehicles, but is weak against structures. Although the fastest vehicle and best armored, it is weak on attack and serves best in its name's role during combat. It is best served to draw enemy fire while the vulnerable artillery ships such as the Spark or Monsoon deal damage to the enemy targets. That is why it is the fastest ship; to charge ahead of the fleet and be the first target the enemy can fire on. Do not let its name fool you, it is the fastest ship in your fleet. Its name refers to its armour.

HP: 560