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Prerequisite      New Building
Anno 2070

Prerequisite New Building

Unlock and construct new buildings in Anno 2070 by meeting population and citizen requirements. Discover production chains for essential goods.

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Unlock and construct new buildings in Anno 2070 by meeting population and citizen requirements. Discover production chains for essential goods.

Alright, let's talk about getting those new buildings up and running in Anno 2070. It's not just about having the cash; you've gotta meet certain population milestones with your citizens before you can even think about placing some of the cooler structures.

Think of it like this: your island's population is your key to unlocking more advanced stuff. As you attract more Pioneers, Settlers, Citizens, Merchants, and eventually Aristocrats, you'll gain access to a wider range of buildings, from essential production facilities to impressive monuments.

Here's the breakdown of what you need population-wise to unlock various buildings. Keep this handy as you expand!

Building Unlocks by Population

  • None: Warehouse I, House, Market place, Chapel, Dirt road, Wooden bridge, Dock, Fishers' hut, Forester's hut, Hunting lodge, Sheep farm, Weaving hut.
  • 30 Pioneers: Cattle farm, Butcher.
  • 15 Settlers: Fire department, Quarry, Stonemason, Cobblestone street, Stone bridge.
  • 30 Settlers: Warehouse II, Palisade, Wooden gate.
  • 40 Settlers: Winery, Sugarcane plantation, Distillery, Tobacco plantation, Tobacco products, Spice plantation.
  • 50 Settlers: Tavern.
  • 75 Settlers: Grain farm, Windmill, Bakery.
  • 100 Settlers: Tool maker, School.
  • 120 Settlers: Iron mine, Ore smelter, Small shipyard.
  • 200 Settlers: Sword smith, Castle, Wall, Gate, Watchtower, City gate, Wooden watchtower, Square I.
  • 50 Citizens: Doctor.
  • 100 Citizens: Warehouse III, Gallows.
  • 150 Citizens: Church, Gold mine.
  • 200 Citizens: Cotton plantation, Weaving mill, Tailor, Cocoa plantation.
  • 210 Citizens: Public bath.
  • 250 Merchants: College, Goldsmith, Square II, Square III, Ornamental tree, Warehouse IV.
  • 300 Merchants: Theatre, Cannon foundry.
  • 400 Merchants: Deep iron mine, Gunsmith, Large castle.
  • 500 Merchants: Large shipyard.
  • 600 Aristocrats: Fort.
  • 1500 Aristocrats: Palace.
  • 2500 Aristocrats: Cathedral.

Key Production Links

Once you've unlocked buildings, you'll want to set up efficient production chains. Here’s a look at how some of the core goods connect:

Food Production

  • Grain farm produces Corn, which goes to a Windmill or Watermill for Flour. Flour then goes to the Bakery for Food.
  • Cattle farm produces Cattle, which goes to the Butcher for Food.
  • Fisher's hut directly produces Food.
  • Hunter's lodge directly produces Food.
  • All these food sources can eventually lead to the Market place or Warehouse.

Trade & Consumer Goods

  • Sheep farm produces Wool, and Cotton plantation produces Cotton. Both can go to a Weaving hut/mill for Cloth.
  • Cloth can then go to a Tailor to make Clothes.
  • Sugarcane plantation produces Sugarcane, which goes to a Distillery for Liquor.
  • Tobacco plantation produces Tobacco, which is used in Tobacco production for Tobacco products.
  • Winery produces Liquor.
  • Spice farm produces Spices.
  • These goods often end up at the Market place/Warehouse.

Ore Related Production

  • (Deep) Iron mine produces Ore, which goes to an Ore refinery for Iron.
  • Foresters lodge produces Wood.
  • Iron and Wood are crucial for Toolmaker (Tools), Swordmaker (Swords), Cannon foundry (Cannons), and Gunsmith (Muskets).
  • Gold mine produces Gold, which goes to a Goldsmith for Jewellery.
  • Quarry produces Stone, which goes to a Stonemason for Bricks.
  • These refined goods are essential for military buildings and advanced structures, and many can be stored at the Market place/Warehouse.

Arms and Ships

  • Market place/Warehouse can supply Cannons and Muskets.
  • Cannons can be used for Cannons Towers, Castles, and Forts.
  • Muskets are used for Castles and Forts.
  • Swords are also used for Castles and Forts.
  • Cloth and Wood are the primary resources for the Small shipyard (Small trade ship, Small warship) and Large shipyard (Large ships).

Mastering these production chains is key to supporting your growing population and building a thriving island economy!

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