Anno 1800 Wiki
Anno 1800 Wiki

Fulfilling population's needs is one of the main parts of the gameplay of Anno 1800. Every population tier has its own set of needs which have to be fulfilled in order to gain more residents, income, happiness or research points. Some needs are also required in order to upgrade residences to the next tier (or level in case of skyscrapers).

Types of needs[]

Needs can be divided into several types based on their role:

  • Basic needs provide more residents, all basic needs have to be fulfilled in order to upgrade a residence. At least one basic need has to be fulfilled to prevent a residence from turning into a ruin.
  • Luxury needs increase happiness, they are optional, upgrading residences does not require providing luxury needs. When a luxury need is not provided it can decrease residence's happiness.
  • Lifestyle needs provide additional residents, in addition to basic needs. However, they are not required to upgrade a residence and population gained from them is not taken into account in the calculation of consumption rates. By default, each of those needs is turned off and has to be manually turned on by the player, if they want to provide those needs.
  • Heat needs are specific to population in The Arctic from  The Passage DLC. Those needs increase residents' temperature, decreasing the chance of an outbreak of the arctic flu.

All of the above types of needs may also provide income, and in case of scholars they may also increase the amount of research points generated per minute.

Fulfilling needs[]

Based on how they can be fulfilled, needs can be divided into two groups: goods-based needs and building-based needs.

Goods-based needs are fulfilled when appropriate goods are located within island's storage. As long as a residence is connected to the trading post via roads, all goods from the storage are readily available for the residence. Goods are consumed from the storage at specific rates, depending on number of residences, number of maximum available population (disregarding lifestyle needs) and based on other additional effects that may be applied to residences. When a good runs out of stock on the island, the need fulfillment decreases until it reaches 0%.

Building-based needs are fulfilled if a residence is placed within range of an appropriate building. Residences have to be within a specific number of road tiles away from the need building to have 100% need fulfillment. If they are further away, they receive partial fulfillment, based on the distance, down to 0% if residences are outside of the building's maximal range.

Both kinds of needs can also be provided, partially or completely, by various items and other effects, which can originate from the palace, shopping arcades, food & drink venues etc.

Consumption rates[]

Population consumes goods they need at specific rates, different for every good and every population tier. Every tier has specific basic consumption rates assigned to all goods they need and want, those rates correspond to particular number of residents that can live in one residence. However, the consumption rates for a residence depend not on how many people live in it currently, but on the maximum amount of people that could live there based on all the basic needs and all effects applied to the residence. The more residences on an island and the higher maximum capacity of residences is (excluding gains from lifestyle needs), the higher the consumption rates for all the goods are. The rates change proportionally to the change of the maximum capacity. The following rules and examples illustrate what changes the consumption and what makes the consumption stay the same:

  • The deciding factor is the maximum capacity of residences. A residence with 10 people living inside and with maximum capacity of 30 residents consumes the same amounts of goods as the same type of residence with 30 people inside with maximum capacity of 30. The same maximum capacity – the same consumption rates, regardless of how many residents currently occupy the residence.
  • A residence affected by effects that provide bonus residents from fulfilling specific needs consumes more goods than the same type of residence without those effects. If a residence with maximum capacity of 10 people consumes 1 ton/min of specific good, then the same residence affected by an item that gives bonus residents and increases the maximum capacity to 12 people would consume 1.2 tons/min of that good.
  • Population that can be gained from providing lifestyle needs does not contribute to the maximum capacity which determines the consumption rates. A residence with maximum capacity of 20 where 10 residents are gained from basic needs and 10 are from lifestyle needs consumes goods at the rate that corresponds to the maximum capacity of 10.
  • Effects that do not affect residences' maximum capacity, like increasing workforce gained from residences, do not change any consumption rates. Two residences with maximum capacity of 30 consume the same amounts of goods, even if one of those residences provides 50 workforce while the other only 30.

A single residence's consumption rate for a need can be calculated using the following formula:

  • C - base consumption rate (for example 0.0004166667 tons per second in case of farmers' need for fish)
  • R - maximum residents capacity increase (for example 0.2 when the max residents amount is increased by +20%; residents from lifestyle needs do not count)
  • N - newspaper's consumption reduction from used propaganda (-0.1 when propaganda article that changes global consumption by -10% is used)
  • B - sum of the bonuses to consumption rate from town hall items and other effects (for example -0.2 if an item that reduces consumption by 20% is used)

Benefits from providing the needs[]

NeedInfotip

Hovering over a need in a residence menu shows the supply level and effects gained from providing the need.

Every need provides some profits from fulfilling it. Depending on the population tier and type of need the profits can include: more residents, more income, more happiness, higher research points generation rate and increased temperature. Hovering over needs in a residence menu shows the current and potential profits from each need. Many of the values displayed there might be rounded, therefore the sum of the bonuses for a residence may be different than the sum of values shown for each need in the UI.

When the need is not provided (0% fulfillment), it does not provide any benefits at all. If it is fully fulfilled (100%), it provides maximum benefit. Any fulfillment level in between provides appropriate benefits proportionally to the fulfillment percentage.

The profits from fulfilling needs, such as income and research points generation rate, scale with maximum residence capacity, in the same way as consumption rates do (without including residents from lifestyle needs in the maximum capacity). Happiness, temperature and amount of residents gained from a need are constant and do not change with maximum capacity. In case of skyscrapers, however, the number of residents gained from lifestyle needs increases with every skyscraper level. For example, a normal investor residence gains 5 investors from furs, but every additional level increases that gain by 5 – level 1 skyscraper gains 10 investors from furs, while level 5 skyscraper gains 30 investors from furs.

The income obtained from fulfilling a single need is calculated based on the following formula:

  • I - income from the need on low income difficulty setting (for example 2.5 in case of income from fried plantains from a jornalero residence)
  • S - income multiplier which depends on income difficulty setting: low - 1; medium - 1.125; high - 1.25
  • R - maximum residents capacity increase (for example 0.2 when the max residents amount is increased by +20%; residents from lifestyle needs do not count)
  • N - newspaper's income bonus from used propaganda (0.05 when propaganda giving +5% more income is used)
  • B - sum of the bonuses to income from the need generated by town halls' items and other effects (for example +5 when an item that gives +5 more coins from particular need is used)
  • F - fulfillment level for the need, ranging from 0 when need is not fulfilled to 1 when need is fully satisfied

Once income from each need is calculated according to the formula above, it is all added together to form the income per a single residence, according to the following formula:

  • nx - income from each need
  • B - the sum of all Income per House bonuses from town hall items, cultural sets, active festivals and other effects.

Research pointsResearch Points follow similar formulas, except not being affected by the newspaper and difficulty settings.

Drawbacks from not fulfilling needs[]

NewspaperLackOfNeeds

A newspaper article that originated from not providing canned food to the population of an island named London.

In addition to not gaining the benefits that come with fulfilling needs, not fulfilling them can also have drawbacks in some cases. One of such drawbacks is a negative article published by the newspaper that increases consumption of appropriate need on a specific island. Lack of luxury needs can also decrease happiness, depending on the need and the current population on the island. The maximum happiness decrease is equal to the happiness increase that the need can provide. For example, engineers' luxury need for penny farthings unlocks at 500 engineers, at that moment lack of penny farthings does not change their happiness. The closer the population is towards unlocking the next luxury need (1000 engineers), the more the happiness is decreased from the lack of penny farthings. Since that need can provide +5 happiness, no penny farthings would result in -5 happiness penalty at population of 1000 or more engineers. In between 500 and 1000 engineers that value is proportional to the number of engineers that exceeds the need's unlock condition (so for example at 750 engineers the penalty equals -2.5 happiness).

Unlocking and locking needs[]

NeedsLifestyleEngineers

The lifestyle needs menu of an engineer residence. All those needs are toggled off by default. Here chocolate and soap needs have been manually unlocked and are fulfilled, while the rest of the needs are still turned off.

Some needs have specific unlock conditions which have to be met to unlock the need. If the need is not unlocked, even if appropriate building or good is available, the need cannot be fulfilled. The unlock conditions that refer to the same population tier have to be met locally on every island. For example workers' need for soap unlocks at 300 workers. Even if one of the island reached that many workers, if another island has less than 300 workers, the need for soap is locked on that island. The unlock conditions that refer to other population tiers can be fulfilled globally. For example, workers lifestyle need for penny farthings unlocks at 500 engineers who do not have to be located on the same island as the workers. Reaching 500 engineers globally unlocks that workers need for all the workers across all islands.

Needs can also be locked temporarily in order to prevent the population from consuming specific good. Needs can be locked and unlocked by clicking on the appropriate need either within the marketplace menu or within a residence menu. Locking needs works for the entire population of the same tier within the same island. Locking soap for workers on one island does not lock the soap need for artisans of the same island. It also would not lock the need for soap for workers on another island and would not affect any other needs of workers.

Monitoring needs and their fulfillment[]

NeedsFulfillmentLevels

The happiness tab of an obrero residence shows the status of the luxury needs: rum need is not fulfilled, chapel need is fully fulfilled, while the need for boxing arena is provided only partially. Needs for beer and cigars are not unlocked yet - the obrero population on that island is too small.

Needs fulfillment can be verified via some in-game menus: a residence menu or the statistics menu.

A residence menu lists all needs with their fulfillment bars, showing the status of each need for the selected residence. When a need is not fulfilled at all, the bar is completely empty. When it is partially fulfilled, an appropriate part of the bar becomes blue. When a need is completely fulfilled the entire bar becomes green. Hovering over the bars and the needs icons causes a small infotip to appear, it provides information about the fulfillment percentage and the rewards gained from current fulfillment level and the maximum available profits (that correspond to a fully fulfilled need).

The statistics menu can provide information about the average need fulfillment level of every residence from a selected island. The fulfillment percentage displayed in that menu corresponds to the average fulfillment calculated based on all needs. The finance tab shows the average supply for specific residences when the residents category and only a single island are selected. The residences tab within the population tab shows the same data – also when only one island is selected.

Lists of needs[]

The subsections below include tables that list all needs of every population tier; some sections also include additional information and explanations, if required. The columns of the tables contain the following data:

  • Need - The icon and name of the need
  • Consumption - The number of tons of goods each residence of this tier consumes every second. It corresponds to a residence with the default maximum capacity from all basic needs combined (the capacity increase from lifestyle needs does not contribute to the capacity based on which the consumption rate is calculated)
  • Supply - The number of residences of this tier with default maximum capacity that consumes 1 ton of the needed good per minute, calculated based on the base consumption rate.
  • Influx - The amount of residents moving into each residence of this tier due to fulfilling this need.
  • Happiness - The increase in happiness of each residence due to fulfilling this need.
  • Heat - The heat each Arctic residence gains from having the need fulfilled.
  • Income - The increase in income due to fulfilling this need. These numbers indicate how many coins a residence with default maximum capacity pays per minute, depending on the income difficulty setting (high/medium/low).
  • Research Points - The amount of research points that every scholar residence with default maximum capacity generates per minute, if the need is fulfilled.
  • Unlock Condition - The amount of inhabitants required to unlock the need. The unlock condition is local (the population has to be located on the same island), if the required population belongs to the same population tier. The condition is global (the population can be located anywhere in the world), if the required population is from a different population tier.

Farmers[]

The consumption, supply and income values correspond to a residence with maximum capacity of 10 residents (disregarding residents from lifestyle needs).

Farmers
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Market 5 -
Fish 0.0004166667 40 3 - +1.25/+1.125/+1 50 farmers
Work Clothes 0.000512821 32.5 2 - +3.75/+3.375/+3 100 farmers
Luxury needs
Schnapps 0.000555556 30 - 8 +3.75/+3.375/+3 100 farmers
Pub - 12 +1.5/+1.35/+1.2 150 farmers
Lifestyle needs
Local Mail 0.000266667 62.5 1 - +1.25/+1.25/+1 500 artisans
Regional Mail 0.000133333 125 1 - +3.75/+3.375/+3 1 obrero
Overseas Mail 0.00005 333.33 3 - +7.5/+6.75/+6 1000 obreros
Flour 0.0004 41.67 1 - +0.75/+0.675/+0.6 150 workers
Sugar 0.0002 83.33 1 - +2.375/+2.1375/+1.9 500 artisans
Jam 0.0003333333 50 2 - +1.5/+1.35/+1.2 300 tourists
Soap 0.00005833333 285.71 1 - +1.875/+1.6875/+1.5 300 workers
Herbs 0.0002833333 58.82 2 - +5.625/+5.0625/+4.5 1 artista
Hibiscus Petals 0.0001666667 100 3 - +1.5/+1.35/+1.2 300 shepherds


Workers[]

The consumption, supply and income values correspond to a residence with maximum capacity of 20 residents (disregarding residents from lifestyle needs).

Workers
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Market 5 -
Fish 0.0008333334 20 3 - +2.5/+2.25/+2
Work Clothes 0.001025642 16.25 2 - +7.5/+6.75/+6
Sausages 0.000333334 50 3 - +5/+4.5/+4 1 worker
Bread 0.00030303 55 3 - +5/+4.5/+4 150 workers
Soap 0.000138889 120 2 - +5/+4.5/+4 300 workers
School 2 - 750 workers
Luxury needs
Schnapps 0.001111112 15 - 4 +7.5/+6.75/+6
Pub - 6 +3/+2.7/+2.4
Church - 7 150 workers
Beer 0.00025641 65 - 3 +12.5/+11.25/+10 500 workers
Lifestyle needs
Local Mail 0.000541667 30.77 2 - +5/+4.5/+4 500 artisans
Regional Mail 0.000133333 125 3 - +7.5/+6.75/+6 1 obrero
Overseas Mail 0.000125 133.33 5 - +15/+13.5/+12 1000 obreros
Rum 0.0003333333 50 2 - +3/+2.7/+2.4 500 artisans
Penny Farthings 0.0001333333 125 4 - +4/+3.6/+3.2 500 engineers
Hot Sauce 0.0001666667 100 1 - 1 obrero
Beef 0.0002083333 80 2 - +6.25/+5.625/+5 1 artisan
Soccer Balls 0.0001666667 100 3 - +4.5/+4.05/+3.6 1 artista
Clay Pipes 0.0001111111 150 3 - +2/+1.8/+1.6 300 elders


Artisans[]

The consumption, supply and income values correspond to a residence with maximum capacity of 30 residents (disregarding residents from lifestyle needs).

Artisans
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Sausages 0.000666667 25 6 - +15/+13.5/+12
Bread 0.000606061 27.5 6 - +15/+13.5/+12
Soap 0.000277778 60 4 - +15/+13.5/+12
School 4 -
Canned Food 0.00017094 97.5 4 - +7.5/+6.75/+6 1 artisan
Sewing Machines 0.00047619 35 2 - +15/+13.5/+12 250 artisans
Fur Coats 0.000444444 37.5 2 - +22.5/+20.25/+18 900 artisans
University 2 - 1500 artisans
Luxury needs
Church - 7
Beer 0.000512821 32.5 - 3 +37.5/+33.75/+30
Variety Theatre - 6 +7.5/+6.75/+6 250 artisans
Rum 0.000952381 17.5 - 4 +18.75/+16.875/+15 500 artisans
Lifestyle needs
Local Mail 0.000766667 21.74 5 - +7.5/+6.75/+6 500 artisans
Regional Mail 0.000183333 90.91 6 - +15/+13.5/+12 1 obrero
Overseas Mail 0.000166667 100 14 - +22.5/+20.25/+18 1000 obreros
Wool 0.001 16.67 1 -
Clay 0.001333333 12.5 1 - +9.375/+8.4375/+7.5
Paper 0.0005 33.33 5 - +2.25/+2.025/+1.8 600 elders
Soccer Balls 0.0003333333 50 2 - +6.375/+5.7375/+5.1 1 artista
Perfumes 0.000125 133.33 4 - +12/+10.8/+9.6 2700 artistas
Scooter 0.0001083333 153.85 7 - +16.875/+15.1875/+13.5 6000 artistas


Engineers[]

The consumption, supply and income values correspond to a residence with maximum capacity of 40 residents (disregarding residents from lifestyle needs).

Engineers
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Canned Food 0.00034188 48.75 12 - +20/+18/+16
Sewing Machines 0.000952381 17.5 6 - +40/+36/+32
Fur Coats 0.000888889 18.75 6 - +60/+54/+48
University 6 -
Glasses 0.000148148 112.5 4 - +25/+22.5/+20 1 engineer
Coffee 0.000784314 21.25 2 - +20/+18/+16 1000 engineers
Electricity 2 - 1750 engineers
Light Bulbs 0.000208333 80 2 - +35/+31.5/+28 1750 engineers
Luxury needs
Variety Theatre - 6 +10/+9/+8
Rum 0.001904762 8.75 - 4 +50/+45/+40
Penny Farthings 0.000416667 40 - 5 +35/+31.5/+28 500 engineers
Pocket Watches 0.000130719 127.5 - 3 +45/+40.5/+36 1000 engineers
Bank - 2 +50/+45/+40 3000 engineers
Lifestyle needs
Local Mail 0.001041667 16 3 - +20/+18/+16
Regional Mail 0.00025 66.67 7 - +60/+54/+48 1 obrero
Overseas Mail 0.0002 83.33 15 - +120/+108/+96 1000 obreros
Soap 0.0005208334 32 2 - +7.5/+6.75/+6
Chocolate 0.00025 66.67 2 - +18/+16.2/+14.4 1500 obreros
Shampoo 0.0003 55.56 5 - +8.5/+7.65/+6.8 850 tourists
Mezcal 0.00025 66.67 3 - +11/+9.9/+8.8 1 artista
Ice Cream 0.0003333333 50 6 - +10/+9/+8 1800 artistas
Medicine 0.0002777778 60 7 - +8/+7.2/+6.4 6000 artistas
Level 1 skyscraper basic needs
Department Store 20 1x Level 1 skyscraper
Level 2 skyscraper basic needs
Chewing Gum 0.0000866667 192.31 10 +21.5/+19.35/+17.2 1x Level 2 skyscraper
Furniture Store 10 1x Level 2 skyscraper
Level 3 skyscraper basic needs
Typewriters 0.000133333 125 10 +47.5/+42.75/+38 1x Level 3 skyscraper
Drug Store 5 1x Level 3 skyscraper
Violins 0.00005 333.33 5 +36/+32.4/+28.8 1x Level 3 skyscraper


Investors[]

The consumption, supply and income values correspond to a residence with maximum capacity of 50 residents (disregarding residents from lifestyle needs).

Investors
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Glasses 0.000296296 56.25 16 - +62.5/+56.25/+50
Coffee 0.001568627 10.625 8 - +50/+45/+40
Electricity 8 -
Light Bulbs 0.000416667 40 8 - +87.5/+78.75/+70
Champagne 0.000392 42.517 2 - +31.25/+28.125/+25 1 investor
Cigars 0.00037037 45 2 - +31.25/+28.125/+25 750 investors
Chocolate 0.000888889 18.75 2 - +31.25/+28.125/+25 1750 investors
Steam Carriages 0.000111111 150 4 - +187.5/+168.75/+150 5000 investors
Luxury needs
Penny Farthings 0.000833333 20 - 4 +87.5/+78.75/+70
Pocket Watches 0.000261438 63.75 - 3 +112.5/+101.25/+90
Bank - 2 +125/+112.5/+100
Members Club - 5 +31.25/+28.125/+25 750 investors
Jewellery 0.000350877 47.5 - 2 +156.25/+140.625/+125 1750 investors
Gramophones 0.0000877 190.04 - 4 +93.75/+84.375/+75 3000 investors
Lifestyle needs
Local Mail 0.001291667 12.9 8 - +31.25/+28.125/+25
Regional Mail 0.000316667 52.63 12 - +87.5/+78.75/+70 1 obrero
Overseas Mail 0.00025 66.67 25 - +156.25/+140.625/+125 1000 obreros
Furs 0.0002666667 62.5 3 - +3.75/+3.375/+3
Bear Fur 0.0001083333 153.85 6 - +13.75/+12.375/+11 100 technicians
Tapestries 0.0002666667 62.5 4 - +13.75/+12.375/+11 1 elder
Perfumes 0.0002083333 80 7 - +11.25/+10.125/+9 2700 artistas
Fans 0.00025 66.67 10 - +12.5/+11.25/+10 4000 artistas
Film Reel 0.0001875 88.89 5 - +10.625/+9.5625/+8.5 4000 artistas
Level 1 skyscraper basic needs
Department Store 25 1x Level 1 skyscraper
Level 2 skyscraper basic needs
Chewing Gum 0.0000916667 181.82 10 +15.625/+14.0625/+12.5 1x Level 2 skyscraper
Biscuits 0.000446667 37.31 15 +55/+49.5/+44 15x Level 2 skyscrapers
Level 3 skyscraper basic needs
Cognac 0.000183333 90.91 15 +65/+58.5/+52 1x Level 3 skyscraper
Furniture Store 10 15x Level 3 skyscrapers
Level 4 skyscraper basic needs
Typewriters 0.000233333 71.43 10 +47.5/+42.75/+38 1x Level 4 skyscraper
Billiard Tables 0.000216667 76.92 15 +52.5/+47.25/+42 15x Level 4 skyscrapers
Level 5 skyscraper basic needs
Violins 0.000053 314.47 5 +26.25/+23.625/+21 1x Level 5 skyscraper
Drug Store 5 10x Level 5 skyscrapers
Toys 0.0000933333 178.57 15 +57.5/+51.75/+46 15x Level 5 skyscrapers


Jornaleros[]

The consumption, supply and income values correspond to a residence with maximum capacity of 10 residents (disregarding residents from lifestyle needs).

Jornaleros
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Market 5 -
Fried Plantains 0.00047619 35 3 - +3.125/+2.8125/+2.5 50 jornaleros
Ponchos 0.000416667 40 2 - +3.125/+2.8125/+2.5 200 jornaleros
Luxury needs
Rum 0.000238095 70 - 6 +3.125/+2.8125/+2.5 100 jornaleros
Chapel - 14 300 jornaleros
Lifestyle needs
Local Mail 0.000266667 62.5 1 - +2.5/+2.25/+2 1 obrero
Regional Mail 0.00005833333 285.71 3 - +3.125/+2.8125/+2.5 1 obrero
Overseas Mail 0.00005 333.33 5 - +6.25/+5.625/+5 1000 obreros
Work Clothes 0.00025 66.67 2 - +1.375/+1.2375/+1.1
Felt 0.000375 44.44 1 - +1.75/+1.575/+1.4 600 obreros
Teff 0.0002833333 58.82 2 - 1 elder
Soccer Balls 0.0003333333 50 2 - +1.5/+1.35/+1.2 1 artista
Beach 2 - 1800 artistas
Cinema 2 - +2/+1.8/+1.6 4000 artistas


Hacienda Jornalero Quarters[]

The consumption, supply and income values correspond to a residence with maximum capacity of 20 residents (disregarding residents from lifestyle needs).

Hacienda Jornalero Quarters
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Hacienda 7 -
Fried Plantains 0.00095238 17.5 3 - +6.25/+5.625/+5 50 jornaleros
Ponchos 0.000833334 20 2 - +6.25/+5.625/+5 200 jornaleros
Schnapps 0.001111112 15 4 - +6.25/+5.625/+5 200 jornaleros
Hot Sauce 0.00083334 20 4 - +2.5/+2.25/+2 200 jornaleros
Luxury needs
Rum 0.00047619 35 - 6 +6.25/+5.625/+5 100 jornaleros
Chapel - 14 300 jornaleros
Lifestyle needs
Local Mail 0.000533334 31.25 2 - +5/+4.5/+4 1 obrero
Regional Mail 0.00011666666 142.86 6 - +6.25/+5.625/+5 1 obrero
Overseas Mail 0.0001 166.67 10 - +12.5/+11.25/+10 1000 obreros
Work Clothes 0.0005 33.33 5 - +2.75/+2.475/+2.2
Felt 0.00075 22.22 2 - +3.5/+3.15/+2.8 600 obreros
Teff 0.0005666666 29.41 4 - 1 elder
Soccer Balls 0.0006666666 25 2 - +3/+2.7/+2.4 1 artista
Beach 2 - 1800 artistas
Cinema 2 - +4/+3.6/+3.2 4000 artistas


Obreros[]

The consumption, supply and income values correspond to a residence with maximum capacity of 20 residents (disregarding residents from lifestyle needs)

Obreros
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Market 5 -
Fried Plantains 0.000952381 17.5 3 - +6.25/+5.625/+5
Ponchos 0.000833333 20 2 - +6.25/+5.625/+5
Tortillas 0.00047619 35 4 - +2.5/+2.25/+2 1 obrero
Coffee 0.000196079 85 2 - +2.5/+2.25/+2 300 obreros
Bowler Hats 0.000444444 37.5 2 - +2.5/+2.25/+2 600 obreros
Sewing Machines 0.000416667 40 2 - +6.25/+5.625/+5 1000 obreros
Luxury needs
Rum 0.000476191 35 - 3 +6.25/+5.625/+5
Chapel - 7
Boxing Arena - 4 +2.5/+2.25/+2 300 obreros
Beer 0.000444444 37.5 - 4 +7.5/+6.75/+6 600 obreros
Cigars 0.000185185 90 - 2 +8.75/+7.875/+7 1000 obreros
Lifestyle needs
Local Mail 0.000766667 21.74 4 - +2.5/+2.25/+2 1 obrero
Regional Mail 0.000183333 90.91 5 - +5/+4.5/+4 1 obrero
Overseas Mail 0.000166667 100 7 - +10/+9/+8 1 obrero
Glasses 0.0001333333 125 1 - +1.25/+1.125/+1
Typewriters 0.0001333333 125 5 - +8.75/+7.875/+7 10000 engineers
Illuminated Script 0.000125 133.33 3 - +6.5/+5.85/+5.2 1 elder
Beach 2 - 1800 artistas
Samba School 2 - +3.5/+3.15/+2.8 2700 artistas
Scooter 0.00008333333 200 6 - +14.5/+13.05/+11.6 6000 artistas


Hacienda Obrera Quarters[]

The consumption, supply and income values correspond to a residence with maximum capacity of 40 residents (disregarding residents from lifestyle needs).

Hacienda Obrera Quarters
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Hacienda 7 -
Fried Plantains 0.001904762 8.75 4 - +12.5/+11.25/+10
Ponchos 0.001666666 10 3 - +12.5/+11.25/+10
Tortillas 0.00095238 17.5 6 - +5/+4.5/+4 1 obrero
Hot Sauce 0.000952382 17.5 4 - +5/+4.5/+4 1 obrero
Atole 0.001904762 8.75 4 - +20/+18/+16 1 obrero
Coffee 0.000392158 42.5 4 - +5/+4.5/+4 300 obreros
Bowler Hats 0.000888888 18.75 4 - +5/+4.5/+4 600 obreros
Sewing Machines 0.000833334 20 4 - +12.5/+11.25/+10 1000 obreros
Luxury needs
Rum 0.000952382 17.5 - 3 +12.5/+11.25/+10
Chapel - 7
Boxing Arena - 4 +5/+4.5/+4 300 obreros
Beer 0.000888888 18.75 - 4 +15/+13.5/+12 600 obreros
Cigars 0.00037037 45 - 2 +17.5/+15.75/+14 1000 obreros
Lifestyle needs
Local Mail 0.001533334 10.87 8 - +5/+4.5/+4 1 obrero
Regional Mail 0.000366666 45.45 10 - +10/+9/+8 1 obrero
Overseas Mail 0.000333334 50 15 - +20/+18/+16 1 obrero
Glasses 0.0002666666 62.5 3 - +2.5/+2.25/+2
Typewriters 0.0002666666 62.5 12 - +17.5/+15.75/+14 10000 engineers
Illuminated Script 0.00025 66.67 7 - +13/+11.7/+10.4 1 elder
Beach 2 - 1800 artistas
Samba School 2 - +7/+6.3/+5.6 2700 artistas
Scooter 0.00016666666 100 6 - +29/+26.1/+23.2 6000 artistas


Explorers[]

The consumption, supply and income values correspond to a residence with maximum capacity of 10 residents (disregarding residents from lifestyle needs).

Explorers
Need Consumption Supply Influx Heat Income Unlock Condition
Basic needs
Canteen 4 - +2.5/+2.25/+2
Pemmican 0.0002 83.33 3 - +5/+4.5/+4 100 explorers
Oil Lamps 0.0001 166.67 3 - +8.75/+7.875/+7 500 explorers
Heat needs
Heater - 32
Sleeping Bags 0.00015 111.11 - 16 +6.25/+5.625/+5 250 explorers
Schnapps 0.00025 66.67 12 +4.375/+3.9375/+3.5 500 explorers
Lifestyle needs
Local Mail 0.00025 66.67 1 - 100 technicians
Regional Mail 0.00008333333 200 2 - 1 obrero
Overseas Mail 0.00008333333 200 4 - 1000 obreros
Bread 0.0001666667 100 2 -
Tallow 0.0005 33.33 3 5
Hot Sauce 0.0003333333 50 3 2 1 obrero


Technicians[]

The consumption, supply and income values correspond to a residence with maximum capacity of 20 residents (disregarding residents from lifestyle needs).

Technicians
Need Consumption Supply Influx Heat Income Unlock Condition
Basic needs
Canteen 4 - +5/+4.5/+4
Pemmican 0.0004 41.67 3 - +10/+9/+8
Oil Lamps 0.0002 83.33 3 - +17.5/+15.75/+14
Post Office 3 - +7.5/+6.75/+6 100 technicians
Canned Food 0.0002 83.33 3 - +12.5/+11.25/+10 300 technicians
Husky Sleds 0.0003 55.56 4 - +20/+18/+16 750 technicians
Heat needs
Heater - 32 -
Sleeping Bags 0.0003 55.56 - 8 +12.5/+11.25/+10
Schnapps 0.0005 33.33 - 6 +8.75/+7.875/+7
Parkas 0.0004 41.67 - 8 +11.25/+10.125/+9 300 technicians
Coffee 0.0004 41.67 - 6 +15/+13.5/+12 750 technicians
Lifestyle needs
Local Mail 0.0005 33.33 3 -
Regional Mail 0.000166667 100 6 - 1 obrero
Overseas Mail 0.000166667 100 10 - 1 obrero
Rum 0.0005 33.33 1 5 +2.5/+2.25/+2
Dynamite 0.0001 166.67 3 500 engineers
Mezcal 0.0002333333 71.43 2 5 1 artista
Motor 0.00025 66.67 5 2 +1/+0.9/+0.8 4000 artistas


Shepherds[]

The consumption, supply and income values correspond to a residence with maximum capacity of 10 residents (disregarding residents from lifestyle needs).

Shepherds
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Market 3 -
Goat Milk 0.0005 33.33 3 - +1.5/+1.35/+1.2 50 shepherds
Finery 0.00025 66.67 2 - +1.5/+1.35/+1.2 150 shepherds
Dried Meat 0.00035 47.619 2 - +1.875/+1.6875/+1.5 300 shepherds
Luxury needs
Musicians' Court - 8 150 shepherds
Hibiscus Tea 0.0002 83.33 - 12 +2.5/+2.25/+2 300 shepherds
Lifestyle needs
Wanza Timber 0.0006666667 25 1 - +0.625/+0.5625/+0.5
Grain 0.0001458333 114.29 1 -
Ponchos 0.0005333333 31.25 2 - +0.5/+0.45/+0.4 200 jornaleros
Canned Food 0.0001666667 100 3 - +0.25/+0.225/+0.2
Hot Sauce 0.00008333333 200 2 - +1.875/+1.6875/+1.5 1 obrero
Jam 0.00025 66.67 1 - +1.5/+1.35/+1.2 300 tourists


Elders[]

The consumption, supply and income values correspond to a residence with maximum capacity of 20 residents (disregarding residents from lifestyle needs).

Elders
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Market 3 -
Goat Milk 0.001 16.67 3 - +3/+2.7/+2.4
Finery 0.0005 33.33 2 - +3/+2.7/+2.4
Dried Meat 0.0007 23.81 2 - +3.75/+3.375/+3
Ceramics 0.0004 41.67 2 - +2.5/+2.25/+2 1 elder
Seafood Stew 0.00037 45.045 3 - +3.75/+3.375/+3 300 elders
Illuminated Script 0.00018 92.59 2 - +4/+3.6/+3.2 600 elders
Lanterns 0.0003 55.56 3 - +6.25/+5.625/+5 1000 elders
Luxury needs
Musicians' Court - 4
Hibiscus Tea 0.0004 41.67 - 6 +5/+4.5/+4
Tapestries 0.00035 47.619 - 2 +6.25/+5.625/+5 1 elder
Clay Pipes 0.00015 111.11 - 2 +6/+5.4/+4.8 300 elders
Glasses 0.00012 138.89 - 3 +8.5/+7.65/+6.8 600 elders
Monastery - 3 1000 elders
Lifestyle needs
Cotton Fabric 0.001 16.67 3 - +4.25/+3.825/+3.4
Sewing Machines 0.0003 55.56 2 - +8/+7.2/+6.4 250 artisans
Goose Feathers 0.00008333333 200 2 - +2/+1.8/+1.6 250 explorers
Soap 0.0001666667 100 2 - +3.75/+3.375/+3
Herbs 0.001083333 15.38 3 - +3/+2.7/+2.4 1 artista
Orchid 0.0008333334 20 3 - +3.5/+3.15/+2.8 2700 artistas


Scholars[]

The consumption, supply and research points values correspond to a residence with maximum capacity of 120 residents (disregarding residents from lifestyle needs).

Scholars
Need Consumption Supply Influx Happiness Research Points Unlock Condition
Basic needs
University 12 - +1.2 1 scholar
Canned Food 0.001 16.67 19 - +1.2 1 scholar
Tailored Suits 0.00275 6.06 23 - +4.8 300 scholars
Electricity 12 - +1.2 1000 scholars
Seafood Stew 0.0015 11.1 22 - +4.8 2000 scholars
Telephones 0.0015 11.1 20 - +2.4 4000 scholars
Radio Tower 12 - +1.2 7000 scholars
Luxury needs
Leather Boots 0.002 8.33 - 3 +3.6 1 scholar
Rum 0.0008 20.83 - 2 +2.4 1 scholar
Bowler Hats 0.0008 20.83 - 3 +2.4 300 scholars
Hibiscus Tea 0.00175 9.52 - 3 +3.6 1000 scholars
Tapestries 0.00125 13.33 - 3 +3.6 2000 scholars
Clay Pipes 0.00075 22.22 - 3 +4.8 4000 scholars
Gramophones 0.0007 23.81 - 3 +2.4 7000 scholars
3000 investors
Lifestyle needs
Local Mail 0.003 5.56 10 -
Regional Mail 0.0015 11.11 15 - 1 obrero
Overseas Mail 0.0015 11.11 25 - 1000 obreros
Saltpetre 0.0001833333 90.91 4 - +1.2 500 scholars
New World Reports 0.000666667 25 5 - +4.8 1000 obreros
Arctic Reports 0.000666667 25 5 - +12 1000 obreros
Film Reel 0.0002083333 80 4 - +4.8

Income:
+18/+16.2/+14.4
4000 artistas
Fans 0.0001666667 100 5 - +2.4 4000 artistas
Scooter 0.0002083333 80 7 - +3.6

Income:
+45/+40.5/+36
6000 artistas


Tourists[]

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

Tourists
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Tourist Mooring 45
Bread 0.008333333 2 55 +343.75/+309.375/+275 30 tourists
Variety Theatre 25 +281.25/+253.125/+225 50 tourists
Restaurant 25 +375/+337.5/+300 250 tourists
Jam 0.01666667 1 35 +337.5/+303.75/+270 300 tourists
Café 55 +375/+337.5/+300 550 tourists
Shampoo 0.008333333 2 105 +412.5/+371.25/+330 850 tourists
Bar 75 +375/+337.5/+300 1500 tourists
The Iron Tower 80 +843.75/+759.375/+675 4000 tourists
Luxury needs
Fur Coats 0.01666667 1 3 +750/+675/+600 50 tourists
Jewellery 0.01666667 1 5 +1593.75/+1434.375/+1275 750 tourists
1750 investors
Lemonade 0.01666667 1 4 +562.5/+506.25/+450 1250 tourists
1750 investors
Souvenirs 0.03333333 0.5 4 +1281.25/+1153.125/+1025 2000 tourists
Hot Spots
Zoo 3 +468.75/+421.875/+375 325 tourists
Docklands 3 +406.25/+365.625/+325 450 tourists
Museum 3 +468.75/+421.875/+375 500 tourists
Botanical Garden 3 +468.75/+421.875/+375 500 tourists
1000 engineers
Palace 3 +468.75/+421.875/+375 900 tourists
1 investor
World's Fair 3 +843.75/+759.375/+675 1000 tourists
5000 investors
Skyline Tower 3 +843.75/+759.375/+675 1000 tourists
5000 investors
Lifestyle needs
Gramophones 0.001 16.67 17 - +212.5/+191.25/+170 3000 investors
Bowler Hats 0.00325 5.128 15 - +112.5/+101.25/+90
Leather Boots 0.0007083333 23.53 22 - +212.5/+191.25/+170 1 scholar
Mezcal 0.002866667 5.81 20 - +75/+67.5/+60 1 artista
Ice Cream 0.001666667 10 25 - +281.25/+253.125/+225 1800 artistas
Perfumes 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 Tourist Mooring or Restaurant as well as the hotspot needs like 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.


Artistas[]

The consumption, supply and income values correspond to a residence with maximum capacity of 40 residents (disregarding residents from lifestyle needs)

Artistas
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Tortillas 0.00047619 35 5 - +10/+9/+8
Coffee 0.000196079 85 5 - +10/+9/+8
Bowler Hats 0.000444444 37.5 5 - +5/+4.5/+4
Sewing Machines 0.000416667 40 5 - +20/+18/+16
Soccer Balls 0.000416667 40 3 - +10/+9/+8
Mezcal 0.000952381 17.5 2 - +15/+13.5/+12
Jalea 0.00055 30.3 2 - +15/+13.5/+12 900 artistas
Beach 2 - +20/+18/+16 1800 artistas
Perfumes 0.000833333 20 3 - +35/+31.5/+28 2700 artistas
Fans 0.000052 320.51 3 - +40/+36/+32 4000 artistas
Scooter 0.00002898 575.11 5 - +45/+40.5/+36 6000 artistas
Luxury needs
Boxing Arena - 4 +10/+9/+8
Beer 0.000888888 18.75 - 3 +30/+27/+24
Cigars 0.000185185 90 - 3 +17.5/+15.75/+14
Ice Cream 0.0000899 185.39 - 4 +30/+27/+24 1800 artistas
Samba School - 4 +15/+13.5/+12 2700 artistas
Cinema - 6 +20/+18/+16 4000 artistas
Lifestyle needs
Local Mail 0.00125 13.33 4 - +7.5/+6.75/+6
Regional Mail 0.000316667 52.63 7 - +15/+13.5/+12
Overseas Mail 0.00025 66.67 12 - +27.5/+24.75/+22
Light Bulbs 0.0003333333 50 4 - +6/+5.4/+4.8 1750 engineers
Champagne 0.0003 55.56 2 - +13.5/+12.15/+10.8 1 investor
Billiard Tables 0.000125 133.33 2 - +16/+14.4/+12.8 9500 investors
Lanterns 0.0003 55.56 4 - 1000 elders
Jewellery 0.0003333333 50 6 - +22.5/+20.25/+18 1750 investors
Souvenirs 0.0003333333 50 4 - +12/+10.8/+9.6 2000 tourists


Hacienda Artista Quarters[]

The consumption, supply and income values correspond to a residence with maximum capacity of 90 residents (disregarding residents from lifestyle needs).

Hacienda Artista Quarters
Need Consumption Supply Influx Happiness Income Unlock Condition
Basic needs
Tortillas 0.0010714275 15.56 7 - +22.5/+20.25/+18
Coffee 0.0004411778 37.78 7 - +22.5/+20.25/+18
Bowler Hats 0.000999999 16.67 7 - +11.25/+10.125/+9
Sewing Machines 0.0009375008 17.78 7 - +45/+40.5/+36
Soccer Balls 0.0009375008 17.78 3 - +22.5/+20.25/+18
Mezcal 0.0021428573 7.78 2 - +33.75/+30.375/+27
Jalea 0.0012375 13.47 2 - +33.75/+30.375/+27 900 artistas
Beach 2 - +45/+40.5/+36 1800 artistas
Perfumes 0.0018749993 8.89 3 - +78.75/+70.875/+63 2700 artistas
Fans 0.000117 142.45 3 - +90/+81/+72 4000 artistas
Scooter 0.000065205 255.6 5 - +101.25/+91.125/+81 6000 artistas
Glasses 0.000666666 25 22 - +112.5/+101.25/+90
Electricity 20 - +67.5/+60.75/+54
Luxury needs
Boxing Arena - 4 +22.5/+20.25/+18
Beer 0.001999998 8.33 - 3 +67.5/+60.75/+54
Cigars 0.0004166663 40 - 3 +39.375/+35.4375/+31.5
Ice Cream 0.000202275 82.396 - 4 +67.5/+60.75/+54 1800 artistas
Samba School - 4 +33.75/+30.375/+27 2700 artistas
Cinema - 6 +45/+40.5/+36 4000 artistas
Lifestyle needs
Local Mail 0.0028125 5.93 8 - +16.875/+15.1875/+13.5
Regional Mail 0.0007125008 23.39 12 - +33.75/+30.375/+27
Overseas Mail 0.0005625 29.63 20 - +61.875/+55.6875/+49.5
Light Bulbs 0.0007499999 22.22 6 - +13.5/+12.15/+10.8 1750 engineers
Champagne 0.000675 24.69 3 - +30.375/+27.3375/+24.3 1 investor
Billiard Tables 0.00028125 59.26 5 - +36/+32.4/+28.8 9500 investors
Lanterns 0.000675 24.69 7 - 1000 elders
Jewellery 0.0007499999 22.22 8 - +50.625/+45.5625/+40.5 1750 investors
Souvenirs 0.0007499999 22.22 6 - +27/+24.3/+21.6 2000 tourists


Eden Burning scenario[]

For more information about the scenario, see: Eden Burning

Consumption values found in files seem to be per 10 jornaleros and 20 obreros, comparing those values with the consumption indicated in the statistics menu. Supply value corresponds to residences, which can contain 20 jornaleros or 30 obreros.

Jornaleros[]

Jornaleros in Eden Burning scenario
Need Consumption Supply Influx Income Unlock Condition
Marketplace 5
Water Pump 3 +6
Plantains 0.0005 16.7 2 +6 50 jornaleros
Fish 0.000666667 12.5 3 +4 120 jornaleros
Work Clothes 0.000333333 25 2 +20 300 jornaleros
Tools 0.000166667 50 2 +11 500 jornaleros
Chapel 3 +10 500 jornaleros


Obreros[]

Obreros in Eden Burning scenario
Need Consumption Supply Influx Income Unlock Condition
Marketplace 5
Water Pump 4 +17
Fish 0.001 11.1 3 +11
Tools 0.000333333 33.3 2 +35
Chapel 3 +17
Tortillas 0.000333333 33.3 4 +6 1 obrero
Drip Coffee Pot 0.000333333 33.3 3 +21 100 obreros
Fedora 0.000166667 66.7 4 +6 300 obreros
Atole 0.000166667 66.7 2 +30 500 obreros


Consumption summary[]

Old World Goods Consumption Summary[]

All the consumption values listed are number of houses supplied by one supply chain, from Production chains.

Old World Goods Consumption
scope="col"  ! scope="col"  ! scope="col"  ! scope="col"  ! scope="col"  !
Fish 80 40 - - -
Work Clothes 65 32.5 - - -
Schnapps 60 30 - - -
Sausages - 50 25 - -
Bread - 110 55 - -
Soap - 240 120 - -
Beer - 130 65 - -
Canned Food - - 390 195 -
Sewing Machines - - 140 70 -
Fur Coats - - 75 37.5 -
Rum - - 70 35 -
Glasses - - - 225 112.5
Coffee - - - 42.5 21.25
Light Bulbs - - - 320 160
Penny Farthings - - - 160 80
Pocket Watches - - - 510 255
Champagne - - - - 85
Cigars - - - - 180
Chocolate - - - - 37.5
Steam Carriages - - - - 600
Jewellery - - - - 190
Gramophones - - - - 760

Calculators[]

There are many fan-made calculators available to help you calculate the needs of your population and how many production buildings you will need to satisfy them, you can find an overview of some of the available calculators here.