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Fish.png Fishery Buildings
Fishery-.JPG
Construction Cost Credits-icon.png125 · Building Modules 1 · Tools 2
Maintenance Cost Balance -5 · Energy -1
Hitpoints 1000
Produces Fish from Sea or Coastline
Production Rate 2t/min
Unlock 1 Tycoon / Eco Worker

The Fishery is required to provide food needs for the Tycoons, Techs, and Ecos. It has no effect on the eco balance and production does not change with the eco balance, but if there is a black tide on the island its base productivity will be reduced to 20%. Enough fish can provide the needs to upgrade basic residential buildings to the second level.

A fishery does not need to be built on the shore - it can be built anywhere within a harbour area. The product (Fish) can be collected via roads or with an aerial lifter. Each Warehouse, Port Authority and level 3 Depot has a single cargo lifter.

Every single Fishery can provide the most basic food requirement for the following numbers of inhabitants:

Multiple fisheries close together can produce more goods than a single aerial lifter can handle. To resolve this problem, you have three options:

  • Build roads to your fisheries
  • Move your fisheries to another part of island that is less crowded
  • Build more buildings with cargo lifters

Production Chains Utilizing this Building[]

Fish.png Fish
All logos.png
Credits 125  · Balance -5  · Energy -1  · Ecobal-icon.png -
Building Modules 1 · Tools 2
Fish
Fishery
1 @ 100%

Upgrades[]

These upgrades aren't researchable; you have to find / buy them.

Type Quality Icon Name Effect Description Costs

Warehouse Item Gold star small.png Fish item.pngProductivity.png Pelagic trawl net Productivity: +25% No Fish can escape!

Warehouse Item Gold star small.png Fish item.pngEnergy cost.png Manual net hauling Energy: -25% A tug of war with the fish.

Warehouse Item Gold star small.png Fish item.pngEco cost.png Extra-loud ultrasonic siren Ecobalance: -25% Warns whales and dolphins.

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