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Population needs in Old World, New World, and Enbesa are divided into two categories: basic needs and luxury needs.

Population needs in The Arctic work differently and are instead, divided into basic needs and heat.

Fulfilling basic needs increases the number of inhabitants in each house. Houses have to be full in order to advance to higher population tiers.

Fulfilling luxury needs in Old and New World makes the population pay higher taxes and raises happiness.

Fulfilling heat - the need to stay warm - in The Arctics will also make the Arctic population pay higher taxes, but instead of raising happiness, this will help prevent outbreaks of the Arctic Flu.

For a detail overview of the profitability of each of the consumer goods listed here, see this page.


Lists of needs

What do the columns mean?
Need The need of this row.
Consumption The amount of goods each residence of this tier consumes every second.
Supply The number of residences of this tier that will consume one (1) of this good each minute, based on the listed Consumption figure.
Influx The amount of people moving into each house of this tier due to fulfilling this need.
Happiness The increase in happiness due to fulfilling this need.
Income The increase in income due to fulfilling this need. These numbers indicate how much one residence will pay you on various income settings (high/medium/low income).
Population requirement The required amount of inhabitants of this tier to have access to this need.


Base game

Farmers

Farmers.png Farmers' Needs

Farmers
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Marketplace.pngMarket 5 -
Fish.pngFish 0,0004166667 40 3 - +1/+1/+1 50
Work clothes.pngWork Clothes 0,000512821 32,5 2 - +3/+3/+3 100
Luxury Needs: Schnapps.pngSchnapps 0,000555556 30 - 8 +3/+3/+3 100
Pub.pngPub - 12 +1/+1/+1 150


Workers

Workers.png Workers' Needs

Workers
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Marketplace.pngMarket 5 -
Fish.pngFish 0,0008333334 20 3 - +2/+2/+2
Work clothes.pngWork Clothes 0,001025642 ~16,25 2 - +7/+7/+6
Sausages.pngSausages 0,000333334 ~50 3 - +5/+4/+4 1
Bread.pngBread 0,00030303 ~55 3 - +5/+4/+4 150
Soap.pngSoap 0,000138889 120 2 - +5/+4/+4 300
School.pngSchool 2 - 750
Luxury Needs: Schnapps.pngSchnapps 0,001111112 15 - 4 +7/+7/+6
Pub.pngPub - 6 +3/+3/+2
Church.pngChurch - 7 150
Beer.pngBeer 0,00025641 ~65 - 3 +12/+11/+10 500


Artisans

Artisans.png Artisans' Needs

Artisans
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Sausages.pngSausages 0,000666667 25 6 - +15/+13/+12
Bread.pngBread 0,000606061 27,5 6 - +15/+13/+12
Soap.pngSoap 0,000277778 60 4 - +15/+13/+12
School.pngSchool 4 -
Canned food.pngCanned Food 0,00017094 ~97,5 4 - +7/+7/+6 1
Sewing machines.pngSewing Machines 0,00047619 35 2 - +15/+13/+12 250
Fur Coats.pngFur Coats 0,000444444 37,5 2 - +22/+20/+18 900
University.pngUniversity 2 - 1500
Luxury Needs: Church.pngChurch - 7
Beer.pngBeer 0,000512821 32,5 - 3 +37/+34/+30
Variety theatre.pngVariety Theatre - 6 +7/+7/+6 250
Rum.pngRum 0,000952381 17,5 - 4 +18/+17/+15 500


Engineers

Engineers.png Engineers' Needs

Engineers
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Canned food.pngCanned Food 0,00034188 48,75 12 - +20/+18/+16
Sewing machines.pngSewing Machines 0,000952381 17,5 6 - +40/+36/+32
Fur Coats.pngFur Coats 0,000888889 18,75 6 - +60/+54/+48
University.pngUniversity 6 -
Glasses.pngGlasses 0,000148148 112,5 4 - +25/+23/+20 1
Coffee.pngCoffee 0,000784314 21,25 2 - +20/+18/+16 1000
Oil Power Plant.pngElectricity 2 - 1750
Light bulb.pngLight Bulbs 0,000208333 ~80 2 - +35/+32/+28 1750
Luxury Needs: Variety theatre.pngVariety Theatre - 6 +10/+9/+8
Rum.pngRum 0,001904762 8,75 - 4 +50/+45/+40
High wheeler.pngPenny Farthings 0,000416667 40 - 5 +35/+32/+28 500
Pocket watch.pngPocket Watches 0,000130719 127,5 - 3 +45/+41/+36 1000
Bank.pngBank - 2 +50/+45/+40 3000


Investors

Investors.png Investors' Needs

Investors
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Glasses.pngGlasses 0,000296296 ~56,25 16 - +62/+56/+50
Coffee.pngCoffee 0,001568627 10,625 8 - +50/+45/+40
Oil Power Plant.pngElectricity 8 -
Light bulb.pngLight Bulbs 0,000416667 40 8 - +87/+79/+70
Champagne.pngChampagne 0,000392 ~42,5 2 - +31/+28/+25 1
Cigars.pngCigars 0,00037037 45 2 - +31/+28/+25 750
Chocolate.pngChocolate 0,000888889 18,75 2 - +31/+28/+25 1750
Steam carriages.pngSteam Carriages 0,000111111 150 4 - +187/+169/+150 5000
Luxury Needs: High wheeler.pngPenny Farthings 0,000833333 20 - 4 +87/+79/+70
Pocket watch.pngPocket Watches 0,000261438 63,75 - 3 +112/+101/+90
Bank.pngBank - 2 +125/+113/+100
Members club.pngMembers Club - 5 +31/+28/+25 750
Jewelry.pngJewellery 0,000350877 47,5 - 2 +156/+141/+125 1750
Gramophone.pngGramophones 0,0000877 ~190 - 4 +93/+84/+75 3000


Jornaleros

Jornaleros.png Jornaleros' Needs

Jornaleros
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Marketplace.pngMarket 5 -
Fried plantains.pngFried Plantains 0,00047619 35 3 - +3/+3/+2 50
Poncho.pngPonchos 0,000416667 40 2 - +3/+3/+2 200
Luxury Needs: Rum.pngRum 0,000238095 ~70 - 6 +3/+3/+2 100
Church.pngChapel - 14 300


Obreros

Obreros.png Obreros' Needs

Obreros
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Marketplace.pngMarket 5 -
Fried plantains.pngFried Plantains 0,000952381 17,5 3 - +6/+6/+5
Poncho.pngPonchos 0,000833333 20 2 - +6/+6/+5
Tortilla.pngTortillas 0,00047619 35 4 - +2/+2/+2 1
Coffee.pngCoffee 0,000196079 ~85 2 - +2/+2/+2 300
Bowler hats.pngBowler Hats 0,000444444 37,5 2 - +2/+2/+2 600
Sewing machines.pngSewing Machines 0,000416667 40 2 - +6/+5/+5 1000
Luxury Needs: Rum.pngRum 0,000476191 35 - 3 +6/+6/+5
Church.pngChapel - 7
Boxing Arena.pngBoxing Arena - 4 +2/+2/+2 300
Beer.pngBeer 0,000444444 37,5 - 4 +7/+7/+6 600
Cigars.pngCigars 0,000185185 ~90 - 2 +8/+7/+7 1000


The Passage DLC

Explorers

Explorers.png Explorers' Needs

Explorers
Need Consumption Supply Influx Heat Income Population Requirement
Basic Needs: Canteen.pngCanteen 4 - +2/+2/+2
Pemmican.pngPemmican 0,0002 3 - +4/+4/+4 100
Oil Lamps.pngOil Lamps 0,0001 3 - +7/+7/+7 500
Heat Needs: Heater.pngHeater - 32
Sleeping Bags.pngSleeping Bags 0,00015 - 16 +5/+5/+5 250
Schnapps.pngSchnapps 0,00025 12 +3/+3/+3 500


Technicians

Technicians.png Technicians' Needs

Technicians
Need Consumption Supply Influx Heat Income Population Requirement
Basic Needs: Canteen.pngCanteen 4 - +4/+4/+4
Pemmican.pngPemmican 0,0004 3 - +9/+9/+8
Oil Lamps.pngOil Lamps 0,0002 3 - +15/+15/+14
Post Office.pngPost Office 3 - +6/+6/+6 100
Canned food.pngCanned Food 0,0002 3 - +11/+11/+10 300
Husky Sleds.pngHusky Sleds 0,0003 4 - +18/+18/+16 750
Heat Needs: Heater.pngHeater - 32 -
Sleeping Bags.pngSleeping Bags 0,0003 - 8 +11/+11/+10
Schnapps.pngSchnapps 0,0005 - 6 +7/+7/+7
Parkas.pngParkas 0,0004 - 8 +10/+10/+9 300
Coffee.pngCoffee 0,0004 - 6 +13/+13/+12 750


Land of Lions DLC

Shepherds

Icon resident sheperd 0.png Shepherds' Needs

Shepherds
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Marketplace.pngMarket 3 -
Icon goat milk 0.pngGoat Milk 0,0005 33,3 3 - +1/+1/+1 50
Icon traditional clothing 0.pngFinery 0,00025 66,6 2 - +1/+1/+1 150
Icon dried meat 0.pngDried Meat 0,00035 47,6 2 - +2/+2/+1 300
Luxury Needs: Icon music plaza 0.pngMusicians' Court - 12 150
Icon hibiscus tea 0.pngHibiscus Tea 0,0002 83,3 - 8 +2/+2/+2 300


Elders

Icon resident elder 0.png Elders' Needs

Elders
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Marketplace.pngMarket 3 -
Icon goat milk 0.pngGoat Milk 0,001 16,7 3 - +3/+3/+2
Icon traditional clothing 0.pngFinery 0,0005 33,3 2 - +3/+3/+2
Icon dried meat 0.pngDried Meat 0,0007 23,8 2 - +4/+3/+3
Icon ceramics 0.pngCeramics 0,0004 41,7 2 - +2/+2/+2 1
Icon wat stew 0.pngSeafood Stew 0,00037 45 3 - +4/+3/+3 300
Icon scriptures 0.pngIlluminated Script 0,00018 92,6 2 - +4/+4/+3 600
Icon lanterns 0.pngLanterns 0,0003 55,5 3 - +6/+6/+5 1000
Luxury Needs: Icon music plaza 0.pngMusicians' Court - 4
Icon hibiscus tea 0.pngHibiscus Tea 0,0004 41,8 - 6 +5/+4/+4
Icon tapestries 0.pngTapestries 0,00035 47,6 - 2 +6/+6/+5 1
Icon tobacco pipes 0.pngClay Pipes 0,00015 111,1 - 2 +6/+5/+4 300
Glasses.pngGlasses 0,00012 138,9 - 3 +8/+8/+6 600
Icon monastery 0.pngMonastery - 3 1000


Scholars

Icon resident scholars 0.png Scholars' Needs

Scholars
Need Consumption Supply Influx Happiness Research Points Population Requirement
Basic Needs: University.pngUniversity 12 - +1 1
Canned food.pngCanned Food 0,001 11,1 19 - +1 1
Icon suits 0.pngTailored Suits 0,00275 6,06 23 - +4 300
Oil Power Plant.pngElectricity 12 - +1 1000
Icon wat stew 0.pngSeafood Stew 0,0015 11,1 22 - +4 2000
Icon telephones 0.pngTelephones 0,0015 11,1 20 - +2 4000
Icon radio station 0.pngRadio Tower 12 - +1 7000
Luxury Needs: Icon leather shoes 0.pngLeather Boots 0,002 8,3 - 3 +3 1
Rum.pngRum 0,0008 41,7 - 2 +2 1
Bowler hats.pngBowler Hats 0,0008 41,7 - 3 +2 300
Icon hibiscus tea 0.pngHibiscus Tea 0,00175 9,5 - 3 +3 1000
Icon tapestries 0.pngTapestries 0,00125 13,3 - 3 +3 2000
Icon tobacco pipes 0.pngClay Pipes 0,00075 22,2 - 3 +4 4000
Gramophone.pngGramophones 0,0007 23,8 - 3 +2 7000


Tourist Season DLC

Tourists

Tourists.png Tourists' Needs

Tourists
Need Consumption Supply Influx Happiness Income Population Requirement
Basic Needs: Public mooring.pngTourist Mooring 45
Bread.pngBread 0,008333333 2 55 +343/+309/+275 30
Variety theatre.pngVariety Theatre 25 +281/+253/+225 50
Restaurant.pngRestaurant 25 +375/+337/+300 250
Jam.pngJam 0,01666667 1 35 +337/+303/+270 300
Cafe.pngCafé 55 +375/+337/+300 550
Shampoo.pngShampoo 0,008333333 2 105 +412/+371/+330 850
Bar.pngBar 75 +375/+337/+300 1500
The Iron Tower.pngThe Iron Tower 80 +843/+759/+675 4000
Luxury Needs: Fur Coats.pngFur Coats 0,01666667 1 3 +750/+675/+600 50
Jewelry.pngJewellery 0,01666667 1 5 +1593/+1434/+1275 750
Lemonade.pngLemonade 0,01666667 1 4 +562/+506/+450 1250
Souvenirs.pngSouvenirs 0,03333333 0,5 4 +1281/+1153/+1025 2000
Hot Spots: Zoo.pngZoo 3 +468/+421/+375 325
Docklands.pngDocklands 3 +406/+365/+325 450
Museum.pngMuseum 3 +468/+421/+375 500
Botanical Garden.pngBotanical Garden 3 +468/+421/+375 500
Icon palace.pngPalace 3 +468/+421/+375 900
Worlds fair.pngWorld's Fair 3 +843/+759/+675 1000
Skyline Tower.pngSkyline Tower 3 +843/+759/+675 1000


Bus network requirements

For more details, see: Bus Network

Building-based basic needs, such as Public mooring.pngTourist Mooring or Restaurant.png Restaurant as well as the hotspot needs like Zoo.png 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.

The High Life DLC

Consumption, supply and income values listed in the tables below are values per a regular residence, so effectively either per 40 engineers or 50 investors. Adding more skyscraper levels or using +max residents items increases the consumption and income proportionally. For example, an investor skyscraper which can have 100 residents max will consume twice as much and will provide twice as much income as a regular investor residence with 50 residents max.

Engineer skyscrapers

Engineers
Need Consumption Supply Influx Income Skyscraper Requirement
Department Store.pngDepartment Store 20 1x Level 1
Chewing Gum.pngChewing Gum 0,0000866667 192,3 10 +21,5/+19,35/+17,2 1x Level 2
Furniture Store.pngFurniture Store 10 1x Level 2
Typewriters.pngTypewriters 0,000133333 125 10 +47,5/+42,75/+38 1x Level 3
Drug Store.pngDrug Store 5 1x Level 3
Violins.pngViolins 0,00005 333,3 5 +36/+32,4/+28,8 1x Level 3

Investor skyscrapers

Investors
Need Consumption Supply Influx Income Skyscraper Requirement
Department Store.pngDepartment Store 25 1x Level 1
Chewing Gum.pngChewing Gum 0,0000916667 181,8 10 +15,63/+14,06/+12,5 1x Level 2
Biscuits.pngBiscuits 0,000446667 37,3 15 +55/+49,5/+44 15x Level 2
Cognac.pngCognac 0,000183333 90,9 15 +65/+58,5/+52 1x Level 3
Furniture Store.pngFurniture Store 10 15x Level 3
Typewriters.pngTypewriters 0,000233333 71,4 10 +47,5/+42,75/+38 1x Level 4
Billiard Tables.pngBilliard Tables 0,000216667 76,9 15 +52,5/+47,25/+42 15x Level 4
Violins.pngViolins 0,000053 314,4 5 +26,25/+23,63/+21 1x Level 5
Drug Store.pngDrug Store 5 10x Level 5
Toys.pngToys 0,0000933333 178,5 15 +57,5/+51,75/+46 15x Level 5


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
Farmers.png Workers.png Artisans.png Engineers.png Investors.png
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


Formulas

Income, happiness and research points per residence do not necessarily have to be aligned with the values shown in the user interface due to rounding and some hidden factors taken into account. When playing with medium and high income settings, for instance, the income for each good receives a +12,5% or +25% boost, respectively, compared to low income values. The income obtained from fulfilling a single need is calculated based on the following formula:

  • I - income from the need on low income settings
  • S - income multiplier which depends on income settings: low - 1; medium - 1,125; high - 1,25
  • R - maximum residents increase (e.g. 0,2 when the max residents amount is increased by +20%)
  • 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 palace's effects
  • F - percentage of the need fulfillment, 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, completed cultural sets and active festivals.

Research pointsResearch Points follow the same formula as above. Like income, their amount is increased proportionally with amount of maximum residents: values for each need are first summed up and the total is rounded down for each residence. It is important to notice that it seems that each scholars' need provides +20% more research points than the amount shown in the infotips (and listed on this page). A fully satisfied Scholar Residence with no bonuses can grant up to 39Research Points instead of the 33Research Points obtained from summing up the values shown in infotips.

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.

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