Population
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Added by RayoOyarContents |
Introduction
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Population is a measure of how many people live in your current game. Your Global Population worldwide is shown when you mouseover the ![]()
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See the following example, showing all Residences levels' population totals plus current and total military size:
Population is also broken down per-island. Clicking on a City Center brings up the info panel. This displays global Tax income on the first line, and island-wide information from the second line and down: the number of Residence buildings, the population size, and broken down by population level the number of current and total number of inhabitants.
Note: Whenever Ascension Rights are automatic and every condition to advance is met, the small up-arrows next to the appropriate Residence types as well as the small white numbers indicating the amount of buildings ready to be upgraded may be clicked to manually advance buildings to the next level.
See the following example of the info panel for an Eco island:



There are no civilization levels in Anno 2070, but each population level allows for expanded construction of buildings like in Anno 1404.
The inhabitants which belong to each 1st level of population live in 3x3 house type buildings:
- Eco population settles in the Eco Employee House
- Tycoon population settles in the Tycoon Worker Barracks
- Tech population settles in the Assistants' Domicile
Note: The foundation of Monuments satisfy the Need for Community, and a completed Monument satisfies additinally the Need for Activity, Information and Participation within it's full influence area.
There are a total of 11 population groups in Anno 2070: 4 for Eco , 4 for Tycoon and 3 for Tech:
Population Groups
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There are three playable factions in Anno 2070. They all have their own citizens.
Ecos
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See also: Eco
Eco Workers



Added by DGSMaximum inhabitants: 8
Needs:
- Food: Fish
- Drink: Tea
- Community: City Center
- Activity: Concert Hall
Eco Employees



Added by DGSHousing: Eco Employee House
Maximum inhabitants: 15
Needs:
- Food: Fish and Health food
- Drink: Tea and Bio Drinks
- Community: City Center
- Activity: Concert Hall
- Lifestyle: Communicators
- Information: Education Network
Eco Engineers



Added by DGSHousing: Eco Engineer Apartment
Maximum inhabitants: 25
Needs:
- Food: Fish and Health Food and Pasta Dishes
- Drink: Tea and Bio Drinks
- Community: City Center
- Activity: Concert Hall
- Lifestyle: Communicators
- Information: Education Network
- Participation: Congress Center
Eco Executives



Added by DGSHousing: Eco Executive Mansion
Maximum inhabitants: 40
Needs:
- Food: Fish and Health Food and Pasta Dishes
- Drink: Tea and Bio Drinks
- Community: City Center
- Activity: Concert Hall
- Lifestyle: Communicators and 3D Beamers and Service Bots
- Information: Education Network
- Participation: Congress Center
Tycoons
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See also: Tycoon
Tycoon Workers



Added by DGSMaximum inhabitants: 8
Needs:
- Food: Fish
- Drink: Liquor
- Community: City Center
- Activity: Casino
Tycoon Employees



Added by DGSHousing: Tycoon Employee House
Maximum inhabitants: 15
Needs:
- Food: Fish and Convenience Food
- Drink: Liquor
- Community: City Center
- Activity: Casino
- Lifestyle: Plastics
- Information: Ministry of Truth
Tycoon Engineers



Added by DGSHousing: Tycoon Engineer Apartments
Maximum inhabitants: 25
Needs:
- Food: Fish and Convenience Food and Luxury Meal
- Drink: Liquor and Champagne
- Community: City Center
- Activity: Casino
- Lifestyle: Plastics
- Information: Ministry of Truth
- Participation: Financial Center



Added by DGSHousing: Tycoon Executive Mansion
Maximum inhabitants: 40
Needs:
- Food: Fish and Convenience Food and Luxury Meal
- Drink: Liquor and Champagne
- Community: City Center
- Activity: Casino
- Lifestyle: Plastics and Jewelry and Pharmaceuticals
- Information: Ministry of Truth
- Participation: Financial Center
Techs
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See also: Tech
Lab Assistants



Added by DGSHousing: Assistants' Domicile
Maximum inhabitants: 5
Needs:
- Food: Fish and Functional Food (optional)
- Drink: Functional Drinks
- Community: City Center
- Activity: Laboratory
Researchers



Added by DGSHousing: Researchers' Apartments
Maximum inhabitants: 30
Needs:
- Food: Fish and Functional Food
- Drink: Functional Drinks and Immunity Drugs
- Lifestyle: Neuroimplants
- Community: City Center
- Activity: Laboratory
- Information: Information Center
Geniuses



Added by RobCoInd55| |
Deep Ocean Expansion Required!
You require the Deep Ocean expansion to unlock this content.
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Housing: Geniuses' Residences
Maximum inhabitants: 50
Needs:
- Food: Fish and Functional Food
- Drink: Functional Drinks and Immunity Drugs
- Lifestyle: Neuroimplants and Laboratory Instruments and Bionic Suits
- Community: City Center
- Activity: Laboratory
- Information: Information Center
Advancement
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In order to grow your Cities, you want to ascend as many citizens to higher levels as possible. Like Anno 1404, your total number of population is restricted to a certain % of each population group. For Ecos and Tycoons:
- 80% of your level 1 citizens can advance to level 2
- 60% of your level 2 citizens can advance to level 3
- 40% of your level 3 citizens can advance to level 4
For Techs:
- 60% of your level 1 citizens can advance to level 2
- 30% of your level 2 citizens can advance to level 3
The following criteria must be met in order to advance a house to the next level of population:
- Taxation at euphoric (lowest) level
- Occupancy is at full number of inhabitants
- All of the residence's Needs satisfied and in the green.
- Island-wide population allowing room for advancement (see above)
- Upgrade materials available
Required materials per each Faction and population group are as follows:
| Construction Costs | Level 1 > 2 | Level 2 > 3 | Level 3 > 4 | |
|---|---|---|---|---|
| Eco | 2t Building Modules | 1t Tools |
2t Building Modules |
1t Building Modules |
| Tycoon | 2t Building Modules | 1t Tools |
2t Building Modules |
1t Building Modules |
| Tech |
3t Building Modules |
1/5t Building Modules* | 6t Tools 2t Carbon | n/a |
* Normal game / Deep Ocean expansion
When a house is ready to advance a blue icon is displayed over their info panel when you click the Residence. Manual upgrading is only possible if Ascension Rights are also set to manual, otherwise houses will upgrade at a natural pace.



For more information on upgrading your population groups, see Ascension Rights.
Why won't the city advance to the next level?
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Common reasons the population does not advance is that the population does not have all their Needs satisfied, the population is being taxed too high, or there is not the correct proportion of each class.
The number of your 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 houses still don't advance, try building more level 1 houses in order to increase your limit on the higher population groups.

