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Population
Population-ui

Introduction/Overview[]

Eco-ctr-icon Tyco-ctr-icon Tech-ctr-icon

Global population

Population is a measure of how many Residents inhabit your current game. Global Population (all Islands) and Military size are summarized while hovering over the Population icon Population icon in the upper-left hand corner of the display; as pictured on the right.

Total Global Population may also be located at any Warehouse, Depot or Port Authority in the upper-right hand corner, without associated summary or details. Population warehouse

Population island

Population is also broken down on a per Island basis. Selecting a City Center or completed Monument brings up an info panel (as shown) displaying Global Tax Income at the top and Local Island-centric information thereafter.

Information is detailed according to Population, Tax income and Residences, which include fractions representing the current/maximum allowable number of Residents or Residences per level, ie: (3,250/5,000). At the bottom of the display are 3 separate tabs for Population, Ecology and Energy.

Note: Whenever Ascension Rights are Denied (set to Manual) and every condition to advancement is met, minor up-arrow icons will appear next to the appropriate Residence types, accompanied by a number indicating the amount of buildings which may be upgraded. These icons must be pressed manually to advance Residences to the next level.

There are a total of 11 Population Groups in Anno 2070 across 3 playable Factions: 4 for Ecos, 4 for Tycoons and 3 for Techs (2 without the Deep Ocean Expansion). Each Population Group in Anno 2070 allows for expanded construction options, but also imposes greater demands on the City's infrastucture.

Residences[]

Residences

are 3x3 building complexes in which your Residents dwell. These units are upgradable over time and will become more populous, advanced and visually impressive as their Inhabitants prosper.

Unlike other buildings, Residences can be rotated (hotkeys:,.) and their building model changed (hotkey:C) after being built. Upgraded Residences of the same faction and level link together when built adjacent to one another.

Residences are an essential part of Anno 2070. Residents consume Goods while supplying Credits through Taxation in return and are subdivided into ranks called Civilization levels, dependent on the Population of the rank below them (if any). Accordingly, the Eco Population settles in the Eco Worker Barracks. Tycoons inhabit the Tycoon Worker Barracks and Techs begin with the Assistants' Domicile. When the Population enters into decline so too will its Residences. If a house is left completely abandoned, it will be replaced with a Residential ruin.

Needs and Desires[]

Needs

indicate a requirement to satisfy the Inhabitants of your City. As a player, your primary challenge is catering to the Needs of your Population, which are quite simple at first, but will gradually become more complex as the Population advances to new Civilization Levels. Failing to provide for these Needs will cause Citizens to become dissatisfied and eventually leave the City, forcing Residences to decline until they inevitably become ruins. Care should be promptly taken or an out of control Deficit may lead to a Bankruptcy situation.

The several Needs which must be provided for include; Food, Drink, Lifestyle, Community, Activity, Information and Participation and may be divided into two categories -

Those which are satisfied by Goods, and those satisfied by Public buildings:

  • Food Food, Drinks Drinks and Lifestyle Lifestyle are all satisfied by Goods made available through an Island's Warehouse and must be produced. When these Goods become depleted, the satisfaction and Tax levels of a certain Population Group will decrease, limited to the Goods in question. If it is a genuine Need, and not a Desire, that section of the Population will grow discontent and start to leave the City.
  • Community Community, Activity Activity, Information Information and Participation Participation are all satisfied through Public buildings. As long as a Residence lays within the Area of Influence (Radius) of these buildings, and both are connected via Road, their Needs are satisfied. The minimum number of Residences required to advance to the next level is governed by the Needs for these buildings, which may occassionally trigger Ultimatums when their Population targets are exceeded.
  • Note: Any completed Monument provides Community, Activity, Information, and Participation for all Inhabitants, regardless of faction within its Area of Influence, but a Monument foundation only provides Community.

These can be further classified as genuine Needs - necessary to maintain satisfaction - and Wants or Desires, which may be denied, by clicking on the Needs icon, through the corresponding Residence type's panel. This prevents Citizens of that class only from consuming the associated Goods, but also decreases Tax revenue generated by them. Generally, Needs consist of the Desires of the previous class, ie: Tycoon Engineers need Plastics, but Employees only want them; although need them to advance to Executives.

In order to advance to the next Civilization level, all Needs and Desires of the current level must be fully satisfied and enabled.

Emergency Services Emergency Services[]

Residences have an unlisted Need for Emergency Services, where both the chance of a Disaster occurring, and the necessary cure are unlocked simultaneously:

  • Fire Fire at 600 Employees; Fire-stn-icon Fire Station
  • Disease Disease at 1 Engineer; Hospital-icon Hospital
  • Crime Crime at 1 Executive; Police-stn-icon Police Station

Every affliction has a chance to spread to nearby Residences and become more severe, depending on difficulty settings. Burning Residences will lose health until they are destroyed, while those affected by disease or crime will become dissatisfied, resulting in them moving out.

Population Groups[]

The following tables describe each Faction's Needs and Desires, Construction and Upgrade Costs, Ascension Rights and Population data. The first levels of Civilization start with only 2 Needs: Community Community and Fish Fish.

Note: "Pop" is the number of Inhabitants per Residence, "Res" is the number of Residences belonging to that class required to meet the "Unlock" Population, and "Ascension Rights" denotes the percentage of units which may be upgraded from the previous tier, ie: 80% of Workers can be upgraded to Employees, 60% Employees upgraded to Engineers, etc...

Eden Initiative (Ecos)[]

Eco logo Eden Initiative (Ecos)
Ascension Rights Cost Pop Category Res Unlock Need
Level 1Eco Worker 60px 100%
Worker Barracks
Building modules 2 8 Community 0 0 Eco-ctr-icon City Center
Food 1 1 Fish Fish
Drink 8 60 Tea Tea
Activity 18 144 Concert-hall-icon Concert Hall
Level 2Eco Employee 60px 80%
Employee House
Tools 1 15
(16*)
Food 24 360 Health food Health Food
Lifestyle 40 600 Communicator Communicators
Information 50 750 Education-net-icon Education Network
Level 3Eco Engineer 60px 60%
Engineer Apartment
Building modules 2
Tools 2
Wood 3
25
(28*)
Food 10 250 Pasta dishes Pasta Dishes
Drink 38 950 Bio drinks Bio Drinks
Participation 48 1,200 Congress-ctr-icon Congress Center
Level 4Eco Executive 60px 40%
Executive Mansion
Building modules 1
Tools 3
Wood 3
Glass 4
40
(44*)
Lifestyle 1 1 3D projector 3D Projectors
Lifestyle 30 1,200 Service bots Service Bots

Global Trust (Tycoons)[]

Tycoon logo Global Trust (Tycoons)
Ascension Rights Cost Pop Category Res Unlock Need
Level 1Tycoon Worker 60px 100%
Worker Barracks
Building modules 2 8 Community 0 0 Tyco-ctr-icon City Center
Food 1 1 Fish Fish
Drink 8 60 Liquor Liquor
Activity 18 144 Casino-icon Casino
Level 2Tycoon Employee 60px 80%
Employee House
Tools 1 15
(16*)
Food 24 360 Convenience food Convenience Food
Lifestyle 40 600 Plastics Plastics
Information 50 750 Ministry-truth-icon Ministry of Truth
Level 3Tycoon Engineer 60px 60%
Engineer Apartment
Building modules 2 (1*)
Tools 2 (1*)
Concrete 3 (2*)
25
(28*)
Food 10 250 Luxury meal Luxury Meals
Drink 38 950 Champagne Champagne
Participation 48 1,200 Financial-ctr-icon Financial Center
Level 4Tycoon Executive 60px 40%
Executive Mansion
Building modules 1 (1*)
Tools 3 (2*)
Concrete 3 (2*)
Steel 4 (2*)
40
(44*)
Lifestyle 1 1 Jewelery Jewelery
Lifestyle 30 1,200 Pharmaceuticals Pharmaceuticals

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

SAAT logo S.A.A.T. (Techs)
Ascension Rights Cost Pop Category Res Unlock Need
Level 1Lab Assistant 60px 100%
Assistants' Domicile
Building modules 3
Tools 2
5 Community 0 0 Tech-ctr-icon City Center
Food 1 1 Fish Fish
Food 10 50 Functional food Functional Food
Drink 20 100 Functional drinks Functional Drinks
Activity 30 150 Lab-icon Laboratory
Level 2Researcher 60px 60%
Researchers' Apartment
Building modules 1 (5)
Tools 4 (4)
Carbon 4 (3)
30
(33*)
Drink 1 1 Immunity drugs Immunity Drugs
Lifestyle 20 600 Neuroimplants Neuroimplants
Information 20
(40)
600
(1,200)
Info-ctr-icon Information Center
Level 3Genius 60px 30%
Geniuses' Residence
Tools (6)
Carbon (2)
50
(56*)
Lifestyle 1 1 Laboratory instruments Laboratory Instruments
Lifestyle 12 600 Bionic suits Bionic Suits

* Bonus Population (# of Inhabitants) gained via Executive media channels (Living Spaces) or Cost reductions with "Success Stories" enabled at the Ministry of Truth.
Tech Population data for the Anno 2070 - Deep Ocean Expansion; also required to unlock Geniuses, Immunity Drugs, Neuroimplants, Laboratory Instruments and Bionic Suits.

Ascension Rights[]

Ascension Rights constitute the right of a Residence to upgrade to the next tier. This right is automatically assigned by default, allowing the Residence to upgrade once all Needs have been met.

The Rights of Ascension may be manually managed on a per Island basis by selecting any City Center or completed Monument on that Island and pressing the Ascension Rights Ascension Rights icon to Ascension Rights Denied Deny Ascension Rights, which applies to all Residences of that particular Island, regardless of faction.

It is also possible to Deny or Allow Automatic Ascension Rights to a particular Population class by selecting a Residence belonging to that class and pressing the Ascension Rights Ascension Rights icon to deny them those rights.

020d

Residence Ready for Ascension

Ascension

Ascension Rights button with visible residences ready to Ascend

Any residence which has met the criteria necessary to Ascend will display a green upward arrow over the building, but only if that particular class of Residence has Automatic Ascension Rights disabled. Select the building and use the Ascension Ascension button to manually upgrade it to the next tier (hotkey:U). Upon upgrading, the Residence will develop additional Needs to advance to the next tier.

The following criteria must be met in order to Ascend a Residence:

  • Taxation is at "Euphoric" (lowest) level
  • Occupancy is at full capacity; maximum number of Inhabitants
  • All of the Residence's Needs and Desires are satisfied and in the green
  • Public buildings exist to service the Needs for Activity, Information and Participation
  • Sufficient housing units of the previous class exist, as governed by the Ascension Rights percentage
  • All Upgrade materials are available at a local Warehouse

The minimum number of Residences required to advance to the next level is governed by the Needs for Activity, Information and Participation, which are all satisfied through the construction of Public Buildings. Furthermore, the total number of housing units of a particular class is restricted to a percentage of the previous class (as in Anno 1404). If there are insufficient Residences of a lower tier, no matter how well the Population is administered to, upgrading more units will be impossible.

To quickly upgrade a large number of Residences, use the City Center's Population tab and click the Ascension arrow next to the corresponding tier (holding the Shift key upgrades all Residences of that type). Note that the arrow will not appear if there are no houses eligible for upgrades.

Unit Limit (Military Size)[]

Inhabitants increase the amount of Military Points available (also named Unit Limit and Military Size) based on their Population, Level and Faction. Points added by each type of citizen are rounded down before being added to the total Unit Limit. Eco and Tycoon populations are counted separately and the base Unit Limit is 10.

Unit Limits Population and Military Unit Limits
Population Class Residents per Unit Point Inhabitants per Residence Full Residences per Unit Point
Workers 30 8 3.75
Employees 50 15 (16*) 3.33 (3.13*)
Engineers 73 25 (28*) 2.92 (2.61*)
Executives 100 40 (44*) 2.50 (2.27*)
Lab Assistants 18 5 3.60
Researchers 95 30 (33*) 3.17 (2.88*)
Geniuses 133 50 (56*) 2.66 (2.38*)

* "Living Spaces" increase enabled at all Information Needs buildings.

Why won't my City advance to the next tier?[]

Common reasons the Population fails to advance to the next Civilization level are that their Needs have not been satisfied, they are being Taxed too high, or the correct proportions of each class are not present.

The number of Level 1 citizens limits how many Level 2 citizens you can have and so on. If you have met every required condition for advancement but your Residences still fail to advance, try building more Level 1 Barracks/Domiciles in order to increase the limit on higher Population Groups.

Thanks to Thallain's calculation, In an Eco or Tycoon city, 20% will remain at Worker level, 32% at Employee level, 28,8% at Engineer level, and 19,2% at Executive level. In a tech city, 40% will remain at Lab Assistant level, 42% at Researcher level, and the remaining 18% will be upgraded to Genius level.

Eco/Tycoon Executives will refuse to immigrate to the City once their population reaches 800, until their first Executive Lifestyle Need is met, then again at 1,200 until their final Executive Need is provided for. These Needs may be disabled at will, without causing Citizens to leave the City, but they are necessary for Population growth. Tech Geniuses have no such requirement.

Note also that the Needs of Tycoons are more drastically affected by the availability of Goods than other factions, which experience a brief delay before becoming discontent.

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