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Depot icon.png Depot EVE.png
Depot.jpg
A Level 1 Depot
Construction Cost Credits-icon.png300 · Building Modules 1 · Tools 3
Maintenance Cost Balance -5 · Energy -1
Size 4x4
Hitpoints 1000
Influence Radius 20 tiles
Depot icon.png Depot (Level 2) EVE.png
Depot-lvl2.jpg
A Level 2 Depot
Construction Cost Credits-icon.png100 (400) · Building Modules 1 (2) · Tools 2 (5)
Maintenance Cost Balance -10 · Energy -1
Size 4x4
Hitpoints 1500
Influence Radius 20 tiles
Depot icon.png Depot (Level 3) EVE.png
Depot-lvl3.jpg
A Level 3 Depot
Construction Cost Credits-icon.png100 (500) · Building Modules 2 (4) · Tools 5 (10)
Maintenance Cost Balance -15 · Energy -1
Size 4x4
Hitpoints 2000
Influence Radius 20 tiles

The Depot is the basic storage building for each faction. They provide island-wide storage and industries can pick up their required resources for production at the Depot. The Depot also picks up resources and finished products via transport units (via roads or by flying). Lastly a Depot provides ownership of the land on a "first come first served" basis, preventing enemy expansion and allowing construction within its radius.

Each Depot can be upgraded twice to accommodate more transport units, increase HP, and allow more storage space:

  • A level 1 Depot has 1 transport unit, 5t storage, and 1000 HP.
  • A level 2 Depot has 2 transport units, 10t storage, and 1500 HP.
  • A level 3 Depot has 3 transport units, 15t storage, and 2000 HP.

A level 3 Depot also receives an air drone (like the Warehouse and Port Authority) that can pick-up goods without connecting roads. It is most practically used with large, low yield farms like the Corn Farm, or to assist with off shore Fishery collection. Dense industrial parks will also benefit from the increased collection rate, though a road connection is still required to provide raw materials.

Additionally if you have unlocked Uplay "Additional Transporter", all Depots with a road connection to the Warehouse will have a bonus transport unit.

A level 3 Depot gains an anti-air missile launcher (9/-/-, ??? DPS) and sports a beefy 2000HP. Since Depots do not have a build time, they can be quickly massed to ward off Chopper invasions. The lack of damage output won't stop a Firebird's bombing run, though it can protect against a Hawk's takeover team. Anti-air turrets and air superiority are still important to protect vital targets.

When a Depot is bulldozed, any buildings unique to its coverage are immediately disowned by the player. They will cease function immediately (but still pollute), maintenance costs will stop, and the structure's HP will degrade over time, eventually catching fire and being destroyed. Replacing the Depot will restore function and ownership to the structure.

When a Depot is destroyed by enemy fire, any buildings unique to its coverage radius will be destroyed instantly. Use overlapping coverage and small production chains to limit damage, and quickly replace them in case of disaster. Depots are an ideal target when combating the AI. Human players can prevent chain reactions by spamming Depots.

Islands are limited to 999t storage capacity. The 1 star "Depot Expansion" upgrade is sufficient to easily hit this cap and eliminate the need for Harbor Depots.

It's important to note that depots can sustain fisheries without any harbor area providing buildings. This can be used as protection against some NPCs or to save the costs of a Port Authority.

Upgrades that affect the Depot[]

Type Quality Icon Name Effect Description Costs

Ark Item Gold star small.png Trade building item.pngUpkeep cost.png Central warehouse management Maintenance: -20% ... thanks to digital sorting databases. Credits-icon.png 1,500

Ark Item Gold star small.png Trade building item.pngAdditional unit.png Automated Warehouse filling Transport: +1 Missing items will be ordered immediately. Credits-icon.png 6,500 · Licenses-icon.png 150 · Carbon 15 · Microchips 20 · Control Module 1

Ark Item Gold star small.pngGold star small.png Trade building item.pngMultiple effects.png Optimized inventory turnover Maintenance: -30% Transport: +1 Short storage times, reduced costs. Credits-icon.png 11,500 · Licenses-icon.png 250 · Carbon 25 · Microchips 35 · Control Module 2 · Worker Drone 1

Ark Item Gold star small.pngGold star small.pngGold star small.png Trade building item.pngMultiple effects.png Automated Transport facilities Maintenance: -40% Transport: +2 The Storage androids can find any item in a jiffy.

Ark Item Gold star small.png Trade building item.pngHealth points.png Massive construction Hit Points: +250 Also withstands heavy loads. Credits-icon.png 1,500

Ark Item Gold star small.png Trade building item.pngCapacity.png Depot expansion Storage Capacity: +20 More efficient Storehouse floor use. Credits-icon.png 1,500

Ark Item Gold star small.pngGold star small.png Trade building item.pngMultiple effects.png Reinforced Central warehouse Storage Capacity: +40 Hit Points: +500 Larger, more stable Warehouses. Credits-icon.png 7,500 · Licenses-icon.png 150 · Carbon 15 · Microchips 25 · Worker Drone 2 · Kinetic Shield 2

Ark Item Gold star small.pngGold star small.pngGold star small.png Trade building item.pngMultiple effects.png Goods bunker Storage Capacity: +80 Hit Points: +750 Bomb-proof, and with plenty of space. Credits-icon.png 10,000 · Licenses-icon.png 200 · Carbon 20 · Microchips 30 · Generator 2 · Kinetic Shield 2 · Reinforced Central warehouse 1

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