Hydro Power, short for Hydroelectric Power, is the production of electricity using the flow of water through a dam. Water moving through the dam from the reservoir behind turns a turbine which itself powers a generator which produces the electrical current. In Anno 2070, you're able to build a dam with a Hydroelectric Power Plant in it. That way, you can generate your own Hydro Power.
Because the Hydroelectric Power Plant produces so much energy so cheaply (the only cheaper alternative is the Nuclear Power Plant), and that it is 100% green and safe (no risk of accidents unlike the Nuclear Power Plant), it's the perfect, albeit limited, energy source for both Eco and Tycoon players. The power generation can be increased to 700 units by having a three star rarity Ark upgrade activated, or if you install all 3 power upgrades its output will be increased by 90%, giving you 950 units of power.
Some players experience difficulties finding an island with perfect Lake and River Slots, because the river usually occupies large parts of the island itself. But it isn't impossible to find an island which is perfect to have a dam on, and where the river isn't occupying too much space of the island. If you still experience troubles with finding an island which is perfect for a dam, check out the Recommended Maps.
The blueprint for the Hydroelectric Power Plant is created at the Academy. It requires the prototype "Alwinic Anion Catalyst". You can either discover it through research in a Lab, or buy it from Trenchcoat for 900 licenses. Note that there cannot be more than one of these in an ark, ship, or warehouse.
Most upgrades are Research Projects available at the Academy. Island wide upgrades are not available from research. Since this plant is flagged as a Tech building, it also benefits from Tech-specific island and sector wide upgrades.
So I seen boxes on water, water pens on the edge of a beach, beach bases that extend over water... but nothing this in depth. Mainly I wanted to see what I could create, but now I'm questioning it's feasibility as a base of operations.
Yeah, yeah... it's made of glass, but since I took these photos, I've placed auto and plant turrets on the metal blocks on the ceiling and at each of the 8 corners. I've also placed auto turrets (which can be powered underwater if the generator is above ground) around the base underwater. 40 turrets above water on the structure... another 40 underwater around it. I've also designed a pillar defense tower with a generator and up to 12-18 turrets (mix of auto and plant) above water and all the way down the pillar to the ocean floor. I can replicate these in a clock pattern around the base.
The idea being... overload the FPS and have plenty of ammo to take out turtles and other meat shields with plenty of ammo left to knock out tamed water and aerial dinos... before anyone can even make it to the glass structure. Another bonus having it (far) out in the sea is the thing is hard to spot unless you're right on top it... and by then you're dead. The reflection off the ocean makes it near invisible unless you are close to it.
Otherwise it makes fun PVE base. The underwater support "tower" is essentially an aquarium housing Coelacanth, Mantas (tamed/wandering), and Icthy (tamed/wandering). All the windows below water have overlapping metal gates that can be closed/locked down via keypad in the event of an attack. One sets of gates allows riding the smaller mounts in and out of the pen. The pen is accessible from the exterior gate or via 2 pools (with ladders out) on inside of the base. From the exterior, it has a Legion of Doom feel to it. Thoughts?
Agree with you on the structural integrity. Nice thing is the way I constructed it, the whole thing can be done in metal with double vertical walls (maybe with a few windows for natural light). I have not run into the fall through issue you mentioned; this is on XB1 but I'm not sure if that makes a difference.
I'm waiting for Primitive+ to reconstruct it on our dedicated server. Looking forward to the addition of more glass panels and wooden stairs. WE NEED SOME MORE ARCHITECURE SETS TO WORK WITH DEVS! Plenty of good mods out there to leverage.
My next revision will be mostly metal I think. But I'm not worried about wild or tamed Dinos. There's plenty of turrets surrounding the structure, above and below water. And it butts up against the edge of the map. So it's protected from almost two sides.
In the two weeks I had the original structure, I never once lost a tamed Manta or Icthy set on wander. I had also spawned in some Coel, Salmon, and a few Trilos. I also never once clipped through the floor (thus drowning) while offline or logging in.
I'll try to get some more screen shots tonight. I started from the ground up. Best place I've found to build this is in the northwest corner of The Center map, up by the edge of the map and waterfall drop-off that surrounds the floating island. It could be done on The Island, but only in the fjords or largest of shallow coast areas; everywhere else on the island is too deep - you can't stack pillars high enough to get to the surface.
The shallow water area long the waterfall drop-off on The Center is a fairly large area, which allowed me to build this away from the beach/coast edges. The waterfall and map edge forcefield provide some protection from rear approach.
The latest instalment in the Anno series moves the game further into the future, but does it move forwards in terms of gameplay? The basics of the game are pretty much the same, you build houses to build up a population to generate you money, and you also need to produce consumables for your population increasing the amount of money they generate and allowing them to progress. You still need to produce power to keep all your buildings working just like in 2070, but the ecobalance system has been removed completely. Early game energy generation is much the same as 2070 with wind farms and wave generators being your main source of power, later on in the game you get to build fusion power plants on the moon and transfer the power to other sessions on earth much like the deep ocean dlc in 2070.
Another reasonably large change is the removal of the construction areas, in 2070 you could only build your houses within the range of a city centre and production buildings had to be built within the range of depot. This is now gone, and you can place any building anywhere on the map right from the get go. The only stipulation is that the building must be connected to a road which is connected to your warehouse. The island based transport units that picked up goods have also been tweaked, now you have a session wide transport count, the further a production building is from either your warehouse or a transport centre, the higher the transport cost of the building. In addition to this construction change, production buildings can now be upgraded with modules by using the rare materials which can be collected by doing missions or entering combat zones. The modules available can boost production, reduce manpower cost, reduce energy cost, reduce transport costs and energy generating buildings have a module which cuts down maintenance costs.
Ukryci od lat na dnie oceanu, Techsowie uwalniają ostateczną moc - generator energii geotermalnej. Największa potęga roku 2070 zmusza świat do rozszerzenia swych wpływw na głębiny oceanu. Podwodne płaskowyże stają się centrum rozgrywki zawierającym nowe budynki oraz złożone łańcuchy produkcyjne, utworzone z poprzednio nieznanych zasobw.
Sukcesy wynoszą Techsw na nowy poziom: Populację Geniuszy. Ci z kolei ruszają na podbj powierzchni mrz. Potężne pomniki, nowe budynki i zapotrzebowanie na zasoby tylko umacniają ich pozycję. Gracz może efektywnie wykorzystać podwodny świat poprzez dyplomację i handel. Musi ustanowić nowe, podwodne szlaki handlowe, podbić pozostałe płaskowyże i zbudować nowe budynki oraz pomniki. Wzrost ekonomiczny ma swoją cenę: awarie w elektrowni geotermalnej mogą doprowadzić do niszczycielskiego tsunami.
Eksploracja głębin i konieczność wykorzystania zasobw podwodnych oznaczają, że musisz znaleźć nowe sposoby na pozyskiwanie materiałw, nauczyć się nowych zagrywek dyplomatycznych i handlowych. To będzie Twoja broń, dzięki ktrej Twoja cywilizacja rozkwitnie w tym wrogim środowisku.
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