Anno 2070 Wiki


Small island with 999 positive ecobalance

Ecobalance (also Eco Balance) is a measure of the effect your buildings and actions have on the environment. Most Tycoon Buildings have a negative effect on the Ecobalance, but a rare few have a positive one. Most Eco Buildings have a negligible effect, while some even have a strong positive effect.

Maintaining a negative Ecobalance makes natural disasters significantly more likely. When the Ecobalance reaches precarious levels, Smog lowers Eco Residences satisfaction greatly and Tycoon Residences simply don't care and thus receiving no penalties. while Acid Soil lowers farm production (slightly for Tycoon Buildings, profoundly with Eco Buildings). Dangerous levels of Ecobalance cause dissatisfaction even among Tycoon population.

Effects of Ecobalance[]

Ecobalance effect on appearance of trees

Having a positive Ecobalance increases production of farms. At an Ecobalance of 500, farms will operate at 175% production. This is however only true for farms which actually plant something in the ground. (Thus Meat Factory, Fat Factory and Dairy Farm are excluded.) At this level, island inhabitants will also experience greater satisfaction (25% for Ecos, 20% for Techs, 10% for Tycoons). This can further be increased by increasing the Ecobalance but the increase in satisfaction is a lot slower. At an Ecobalance of 995 island inhabitants can reach a bonus satisfaction of 30% for Ecos, 25% for Techs and 20% for Tycoons. Farm yield is still at 175%.

On a side note, Ecobalance also changes the island appearance. Sunny sky, green landscape, normal rains, and rainbows are more prominent on islands with good Ecobalance. For islands with poor Ecobalance, the sky will be darker, clouds will appear brownish, and acid rains and tornadoes are more likely.

Increase in production:

  • 1 to 50: +1% each +2 Eco Balance (max 125%)
  • 51 to 500: +1% each +9 Eco Balance (max 175%)

Farm earned:

  • 50 Eco Balance => +25% for all farms on the island (effectively 1 extra farm for every 4 farms)
  • 122 Eco Balance => +33.333...% for all farms on the island (effectively 1 extra farm for every 3 farms)
  • 275 Eco Balance => +50% for all farms on the island (effectively 1 extra farm for every 2 farms)

The Ecobalance names are as follows:

  • Optimum: 500 or above
  • Excellent: 50 to 500
  • Favorable: 0 to 50
  • Stable: 0 to -25
  • Precarious: -25 to -200
  • Dangerous: -200 to -500
  • Disastrous: -500 or lower

Tycoons cannot raise the Ecobalance to greater than 0 (neutral), while Eco structures and island effects can raise ecobalance above zero. When both factions are present, negative pollution will always be neutralized by the Tycoons before positive structures and modifiers take effect. For example an island with -200 pollution, +300 Tycoon tech, and +125 Eco tech will have +125 Ecobalance, with 100 Tycoon waste.


This fact is not registered anywhere in the interface, however, so you might end up seeing scenarios like this:

Neutralizing pollution with Tycoon structures is cheaper than using Eco tech, so combine options from both factions for the best results. Some missions and map settings allow both factions at the start of the game. In standard games the selected faction can purchase rights to the other faction, after reaching executives, for 10,000 credits.

Yield of Ecobalance Structures[]

Values in brackets provide an easy reference point for comparison between different Ecobalance generation types. All numbers are accurate to the third decimal place.

Eco (Eden Initiative)[]

Name Ecobalance Maintenance Power

Maintenance / Ecobalance

Power / Ecobalance


Weather Control Station

+15 -20 -2 Credits-icon.png 1.333 / unit

-0.133 / unit


Monitoring Station

+40 -40 -25 Credits-icon.png 1.000 / unit -0.625 / unit


Ozone Maker Station

+100 -120 -60 Credits-icon.png 1.200 / unit -0.600 / unit


River Sewage Treatment Plant

+300 -200 -250 Credits-icon.png 0.667 / unit -0.833 / unit


Guardian 1.0

+500 -500 -250 Credits-icon.png 1.000 / unit -0.500 / unit

Tycoon (Global Trust)[]

Name Ecobalance Maintenance Power Maintenance Ecobalance PowerEcobalance


Waste Compactor

+50 -40 -5 Credits-icon.png 0.800 / unit -0.100 / unit


Deacidification Station

+90 -80 -60 Credits-icon.png 0.889 / unit -0.667 / unit


CO2 Reservoir

+200 -160 -110 Credits-icon.png 0.800 / unit -0.550 / unit

Tech (S.A.A.T.)[]

Name Ecobalance Maintenance Power Maintenance / Ecobalance Power / Ecobalance


Keeper 1.0

+500 -500 -250 Credits-icon.png 1.000 / unit -0.500 / unit
  • Note: The Keeper 1.0 can raise the Ecobalance above zero.

More in-depth analysis of Ecobalance structures' cost/benefit ratio[]

In-depth comparison of ecobalance structures.

  • E - Ecobalance generation
  • P - Power consumption
  • M - Maintenance cost
  • P/E - Power consumption of 1 Ecobalance point
  • M/E - Maintenance cost of 1 Ecobalance point
  • E:E/C - Eco cost/benefit - This number was obtained assuming we're using off-shore wind parks to generate energy. This is the ammount of ecobalance we get per "cost point" with this structure, which is calculated taking both power consumption and maintenance costs into account and assuming we're using off-shore wind parks to power it up. (With the off-shore wind park, it costs 50 maintenance to generate 30 power, so 1 power = 1,67 maintenance. A structure that consumes 1 power and 1 maintenance "costs" 1 * 1,67 + 1 = 2,67 "cost" points to maintain.)
  • T:E/C - Tycoon cost/benefit - This was obtained in the same way explained above, but assuming we're using nuclear power plants to generate energy. Power has a lot less significance in this case.
  • T:E/C>E:E/C - The increase in efficiency each structure gets when we switch to Tycoon energy production methods (nuclear power plants).
  • Lastly: Entries in gray show the "fully upgraded" values, which are obtainable by slotting the three ark items for that building (1-star, 2-star and 3-star).

​Environmental Influences[]

Sometimes there are other factors that create a positive or negative effect on the island (labeled "External influences" in the City Center statistics). They are indestructible and cannot be removed by the player in a normal game. However, in the Deep Ocean expansion, it is possible to remove legacies by using a Clearance Device which you are able to develop at the Academy (Special buildings - Special Actions). If you buy an enemy's island by shares all legacies (both positive and negative, except destroyed Nuclear Power Plants) are destroyed too.

You can modify these in the game settings of Continuous Games to be removed completely, only negative, only positive or both. The chance of them appearing on an island however is still random.

Positive Influences[]

Negative Influences[]