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[]
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 points follow similar formulas, except not being affected by the newspaper and difficulty settings.
Drawbacks from not fulfilling needs[]
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[]
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[]
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:
- Attractiveness: -10% fulfilment from: Bread, Variety Theatre, Restaurant, Jam, Bar, Shampoo, Cafe, The Iron Tower
- Attractiveness of the island needs to be equal or higher than a certain threshold, which depends on population living on the island, for the attractiveness factor to be at least neutral in order to avoid the debuff. Tourists gain +3 for each higher attractiveness level that has been surpassed. They lose -3 happiness for each attractiveness level that has not been met and which is lower than the required threshold. The dependency of attractiveness thresholds on island's population is as follows:
- Hotspots: -20% fulfilment from: Variety Theatre, The Iron Tower
- Luxury needs: -20% fulfilment from: Bread, Jam, Shampoo
- Newspaper: -20% fulfilment from: Restaurant, Bar, Cafe, The Iron Tower
- Peace: -20% fulfilment from: Bread, Variety Theatre, Restaurant, Jam, Bar, Shampoo, Cafe, The Iron Tower
Interactions with other DLCs
Some hotspot needs of tourists come from other DLCs:
- Botanical Garden from Botanica
- Docklands from Docklands
- Palace from Seat of Power
- Skyline Tower from The High Life
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[]
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.