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Lodges Tourists temporarily, providing Customers

Hotel is the Tourist Lodgings building available in Old World and Cape Trelawney, and which requires Tourist Season DLC icon Tourist Season DLC. Hotels are unlocked after upgrading a Public Mooring Public Mooring, which is possible after reaching 500 Engineers Engineers. As long as a hotel is connected to the Trading Post Trading Post it can provide housing for the Tourists Tourists. Fulfilling needs of hotels can increase the tourist population, their workforce, happiness, and income they generate.

Needs[]

For more information, see: Needs


The consumption, supply and income values correspond to a hotel with maximum capacity of 500 tourists (disregarding residents from lifestyle needs).

Tourists Tourists
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Public MooringTourist Mooring 45
BreadBread 0.008333333 2 55 +343.75/+309.375/+275 30 tourists
Variety TheatreVariety Theatre 25 +281.25/+253.125/+225 50 tourists
RestaurantRestaurant 25 +375/+337.5/+300 250 tourists
JamJam 0.01666667 1 35 +337.5/+303.75/+270 300 tourists
CafeCafé 55 +375/+337.5/+300 550 tourists
ShampooShampoo 0.008333333 2 105 +412.5/+371.25/+330 850 tourists
BarBar 75 +375/+337.5/+300 1500 tourists
The Iron TowerThe Iron Tower 80 +843.75/+759.375/+675 4000 tourists
Luxury needs
Fur CoatsFur Coats 0.01666667 1 3 +750/+675/+600 50 tourists
JewelleryJewellery 0.01666667 1 5 +1593.75/+1434.375/+1275 750 tourists
1750 investors
LemonadeLemonade 0.01666667 1 4 +562.5/+506.25/+450 1250 tourists
1750 investors
SouvenirsSouvenirs 0.03333333 0.5 4 +1281.25/+1153.125/+1025 2000 tourists
Hot Spots
ZooZoo 3 +468.75/+421.875/+375 325 tourists
DocklandsDocklands Docklands DLC icon 3 +406.25/+365.625/+325 450 tourists
MuseumMuseum 3 +468.75/+421.875/+375 500 tourists
Botanical GardenBotanical Garden Botanica DLC icon 3 +468.75/+421.875/+375 500 tourists
1000 engineers
Icon palacePalace Seat of Power DLC icon 3 +468.75/+421.875/+375 900 tourists
1 investor
World's FairWorld's Fair 3 +843.75/+759.375/+675 1000 tourists
5000 investors
Skyline TowerSkyline Tower The High Life DLC icon 3 +843.75/+759.375/+675 1000 tourists
5000 investors
Lifestyle needs
GramophonesGramophones 0.001 16.67 17 - +212.5/+191.25/+170 3000 investors
Bowler HatsBowler Hats 0.00325 5.128 15 - +112.5/+101.25/+90
Leather BootsLeather Boots Land of Lions DLC icon 0.0007083333 23.53 22 - +212.5/+191.25/+170 1 scholar
MezcalMezcal New World Rising DLC icon 0.002866667 5.81 20 - +75/+67.5/+60 1 artista
Ice CreamIce Cream New World Rising DLC icon 0.001666667 10 25 - +281.25/+253.125/+225 1800 artistas
PerfumesPerfumes New World Rising DLC icon 0.0009583333 17.39 26 - +175/+157.5/+140 2700 artistas


Bus network requirements

For more details, see: Bus Network

Building-based basic needs, such as Public mooringTourist Mooring or Restaurant Restaurant as well as the hotspot needs like Zoo Zoo can only be fulfilled when their respective building is within the Bus Network. Bus stops need to be placed nearby to have those buildings within their circular range, and in some cases the bus stops can't be too far away from hotels' bus stops in order to completely fulfill the needs of tourists.


Needs debuffs

Tourists are more picky than other residential tiers - if any of their happiness factors provides negative happiness, particular basic needs of tourists will become limited and their fulfilment will never reach 100%. This means that the basic needs which become limited would provide less tourists and less income per hotel, however, the consumption of goods stays on the same level. Each such debuff comes from one of the happiness factors being negative, the debuff limits specific needs, and disappears as soon as the happiness provided from the factor becomes neutral or positive. If a basic need is affected by several debuffs, their effects are additive thus lowering the maximum fulfilment according to the sum of the debuffs.

The happiness factors and their debuffs if they are negative are as follows:


Interactions with other DLCs

Some hotspot needs of tourists come from other DLCs:

As other DLCs are required, those needs never have negative impact on the happiness of tourists, thus they are not necessary to be fulfilled to avoid the debuff from the hotspots factor. They do provide additional happiness and income when fulfilled and can effectively replace or compliment other hotspot needs, but they are not mandatory.


Items[]

Some items when equipped in town halls can have an impact on hotels. Given that hotels are actually not a type of residence, items that affect residences cannot affect hotels.

Items that affect hotels[]

ConciergeConcierge
Uncommon
The first face every guest will see.
Town Hall Equipped in Town Hall

Affects
Hotel Hotel
Effects
Happiness: +15
Chance of Fire: -15%
Chance of Illness: -15%
Expedition Bonus
ExpeditionForce Force: +10
Madame Blanc, Maître d'hôtelMadame Blanc, Maître d'hôtel
Epic
She assures all that no guest will ever witness when things go wrong.
Town Hall Equipped in Town Hall

Affects when activated
Hotel Hotel
When activated
Happiness: +10
Reduced Needs: 20%
Residents consume 20% less Jam Jam, Lemonade Lemonade, Bread Bread
Chance of Fire: -5%
Chance of Illness: -5%
Expedition Bonus
ExpeditionDiplomacy Diplomacy: +20
Mr. Bertram, Hotel ManagerMr. Bertram, Hotel Manager
Legendary
He sees and hears all, knowing and keeping the many secrets of his guests.
Town Hall Equipped in Town Hall

Affects
Hotel Hotel
Effects
Bonus Residents: +20
Residences gain bonus residents from Tourist Mooring Tourist Mooring,Bread Bread,Variety Theatre Variety Theatre,Restaurant Restaurant,Jam Jam,Café Café,Shampoo Shampoo,Bar Bar.
Chance of Fire: -10%
Chance of Illness: -10%
Expedition Bonus
ExpeditionDiplomacy Diplomacy: +35
ExpeditionForce Force: +5
Trait: Hypnotist

Items that affect all buildings[]

AntisepticsAntiseptics
Common
Keeps the doctor away.
Town Hall Equipped in Town Hall

Affects All Buildings when activated
When activated
Chance of Illness -40%
Duration:50:00
Destroyed after use
Expedition Bonus
ExpeditionMedicine Medicine: +4
Foam ExtinguisherFoam Extinguisher
Common
Foam party!
Town Hall Equipped in Town Hall

Affects All Buildings when activated
When activated
Chance of Fire -40%
Duration:50:00
Destroyed after use
Expedition Bonus
ExpeditionForce Force: +1
PenicillinPenicillin
Uncommon
Its secret was a mouldy petri dish!
Town Hall Equipped in Town Hall

Affects All Buildings when activated
When activated
Chance of Illness -60%
Duration:01:20:00
Destroyed after use
Expedition Bonus
ExpeditionMedicine Medicine: +6
Soda-Acid ExtinguisherSoda-Acid Extinguisher
Uncommon
A cocktail from your kitchen cupboard.
Town Hall Equipped in Town Hall

Affects All Buildings when activated
When activated
Chance of Fire -60%
Duration:01:20:00
Destroyed after use
Expedition Bonus
ExpeditionForce Force: +2
CTC ExtinguisherCTC Extinguisher
Rare
A marvellous and most modern vapouriser!
Town Hall Equipped in Town Hall

Affects All Buildings when activated
When activated
Chance of Fire -90%
Duration:02:00:00
Destroyed after use
Expedition Bonus
ExpeditionForce Force: +3


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