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Icon 27 225.png Eco Residence Ruin Eco logo.png
Eco Ruin.jpg
Construction Cost Credits-icon.pngN/A · Building Modules N/A · Tools N/A
Maintenance Cost
Size 3x3
Hitpoints 300
Unlock Degradation from Eco Worker Barracks
Icon 27 226.png Tycoon Residence Ruin Tycoon logo.png
Tycoon Ruin.jpg
Construction Cost Credits-icon.pngN/A · Building Modules N/A · Tools N/A
Maintenance Cost
Size 3x3
Hitpoints 300
Unlock Degradation from Tycoon Worker Barracks
Icon 27 227.png Tech Residence Ruin SAAT logo.png
Tech Ruin.jpg
Construction Cost Credits-icon.pngN/A · Building Modules N/A · Tools N/A
Maintenance Cost
Size 3x3
Hitpoints 300
Unlock Degradation from Assistants' Domiciles

Residence Ruins are Residences left vacant due to a City Disaster such as Disease, Fire, or Emigration. Crime is the only City Disaster that will not result in a Residence Ruin. Emigration is a typical result for not meeting Residence's Needs or the Objectives of your Workforce's Quests.
When a Residence becomes a Ruin it will turn black, have zero Inhabitants but will not be destroyed. Once the basic Needs have been met again, Fish and a connection to a City Center, Inhabitants will begin to move back into the Residence(s). Taxes must also be set to the Euphoric or Happy (dark and light green) Level.

Note: Tech Assistant Domiciles require 2 Tools in order to return to a habitable Residence. They do not require the 3 Building Modules. Ecos and Tycoons require no Goods to return to their respective habitable Residence.

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