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+ | A player's '''population''' lies at the heart of all Anno titles, and provides the player with the [[workforce]] and [[Credits|tax income]] necessary to sustain their cities and creations. At the start of a game, the player's population is little more than a gathering of humble farmers living in huts, but like in all Anno titles that came before it, is able to guide them across a social ladder by supplying them with their '''needs'''. This allows the population to evolve into new, more advanced social classes, which will be reflected by the quality of their [[Residences|dwellings]]. These different social classes are referred to as '''population''' '''tiers'''. By reaching milestones in population sizes and tiers, more features and [[buildings]] are unlocked. |
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− | [[File:.BubbleWorkforce.JPG|thumb|73x73px|A population bubble.]] |
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− | A player's '''population''' is the heart of cities in all Anno titles, providing a city's [[workforce]] and [[Credits|tax income]]. As city populations grow from small beginnings, more social classes (residential tiers) evolve and more features and [[buildings]] get unlocked. |
||
− | The number of inhabitants |
+ | The global number of inhabitants living inside a player's empire, is shown at the top of the screen, next to the population symbol [[File:Population.png|20x20px]]. Hovering over this symbol with the mouse, breaks this information down into seperate tiers. |
− | When hovering over |
+ | When hovering over an island, its population status appears at the top of the screen (see picture below). |
+ | [[File:Pop_Bar.png|frame|center|When hovering over an island, the center-top bar will show a portrait of the highest population class. The lower strip breaks down the number of people belongs to each population class, represented by their associated icon.]] |
||
− | ''Note: the population bubble and control panel screenshots come from old versions of the game and need to be updated'' |
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+ | __TOC__ |
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− | [[File:.ControlPanel.JPG|thumb|271x271px|Control Panel showing treasury, income and population.]] |
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== Population Tiers == |
== Population Tiers == |
||
⚫ | |||
− | ''Note: only farmers, workers, artisans, jornaleros, and obreros were available in the Closed Beta. Any information about engineers or investors beyond what has been published in the devblogs is unconfirmed at this time.'' |
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+ | === {{Infoicon OldWorld}} === |
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⚫ | |||
− | |||
⚫ | |||
{| class="article-table" |
{| class="article-table" |
||
! |
! |
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Line 51: | Line 48: | ||
![[File:Anno1800 investors.jpg|thumb|225px]] |
![[File:Anno1800 investors.jpg|thumb|225px]] |
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!The fifth and final tier, Investors are the wealthy elite, members of an upper class who have built fortunes off inheritances or their wit and bare hands. |
!The fifth and final tier, Investors are the wealthy elite, members of an upper class who have built fortunes off inheritances or their wit and bare hands. |
||
⚫ | |||
+ | ! |
||
⚫ | |||
+ | ! |
||
⚫ | |||
+ | ![[File:Scholar_Talking_Head.png|thumb|225px]] |
||
+ | !Scholars represent a typical international student, hailing from distant Enbesa and other parts of the world. Instead of being an upgrade from another tier, their residences require a construction permit which needs to be researched at the Research Institute. They do not provide income, but instead generate a constant stream of Research Points. |
||
|} |
|} |
||
− | === |
+ | === {{Infoicon NewWorld}} === |
{| class="article-table" |
{| class="article-table" |
||
! |
! |
||
− | ==== |
+ | ==== Jornaleros ==== |
! |
! |
||
|- |
|- |
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![[File:Anno-Union Blog NewWorld Obreros-1.jpg|thumb|220x220px]] |
![[File:Anno-Union Blog NewWorld Obreros-1.jpg|thumb|220x220px]] |
||
!The second tier of the New World population, Obreros are the residents who have found their way from the farmlands into the cities as tradespeople. |
!The second tier of the New World population, Obreros are the residents who have found their way from the farmlands into the cities as tradespeople. |
||
+ | |} |
||
+ | |||
+ | === {{Infoicon Arctic}} === |
||
+ | {| class="article-table" |
||
+ | ! |
||
+ | ==== Explorers ==== |
||
+ | ! |
||
+ | |- |
||
+ | ![[File:Explorer_Talking_Head.png|thumb|220x220px]] |
||
+ | !The first tier of The Arctic population, Explorers have come to the Arctic to challenge themselves, honor the stories of their fathers and appreciate the innate beauty of the North Pole. |
||
+ | |- |
||
+ | ! |
||
+ | |||
+ | ==== Technicians ==== |
||
+ | ! |
||
+ | |- |
||
+ | ![[File:Technician_Talking_Head.png|thumb|220x220px]] |
||
+ | !The second tier of The Arctic population, Technicians have come to the Arctic in search of the scientific breakthrough that will finally give them the recognition they crave. |
||
+ | |} |
||
+ | |||
+ | === {{Infoicon Enbesa}} === |
||
+ | {| class="article-table" |
||
+ | ! |
||
+ | ==== Shepherds ==== |
||
+ | ! |
||
+ | |- |
||
+ | ![[File:Shepherd_Talking_Head.png|thumb|220x220px]] |
||
+ | !Shepherds are the first of two residential tiers in the Enbesa. They love nature and stories by the campfire, while city life and politics seems to tire them. Their skills lie in agriculture and animal husbandry. |
||
+ | |- |
||
+ | ! |
||
+ | |||
+ | ==== Elders ==== |
||
+ | ! |
||
+ | |- |
||
+ | ![[File:Elder_Talking_Head.png|thumb|220x220px]] |
||
+ | !Being the second Enbesan residential tier, Elders’ experiences in life have given them an altogether dourer outlook on things. While they can be harsh and judgmental, their poignance belies a caring nature towards those who manage to earn their respect. |
||
|} |
|} |
||
== Needs == |
== Needs == |
||
− | Your population has certain needs |
+ | Your population has certain needs and satisfying them is one of the main objectives in Anno. Population needs in Old World and New World 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 them to higher population tiers so satisfying all basic needs is necessary. |
Fulfilling '''basic needs''' increases the number of inhabitants in each house. Houses have to be full in order to advance them to higher population tiers so satisfying all basic needs is necessary. |
||
Fulfilling '''luxury needs''' makes your population happy and pay higher taxes in return. Satisfying luxury needs is optional as people don't need to be happy to advance. |
Fulfilling '''luxury needs''' makes your population happy and pay higher taxes in return. Satisfying luxury needs is optional as people don't need to be happy to advance. |
||
+ | |||
+ | Fulfilling '''heat '''- the need to stay warm - will also make the Arctic population pay higher taxes, but instead of raising happiness, this will help prevent outbreaks of the [[City incidents#Arctic Flu|Arctic Flu]]. |
||
+ | |||
+ | Failure to fulfill a requested '''basic need '''or '''luxury need''' will result in the Newspaper Editor publishing an article that increased the consumption rate of goods by 10% in Old World and New World. This can be countered using propaganda. |
||
''See: [[needs]] for more information.'' |
''See: [[needs]] for more information.'' |
||
== Happiness == |
== Happiness == |
||
− | + | The happiness of your population is an important indicator of how they perceive your leadership. Residents do not require full happiness to advance to the next population tier; only their basic needs must be fulfilled. However, happy residents are less likely to [[City incidents#Riots|riot]], can offer you [[quests]] and can organize [[Happiness#Festivals|festivals]] that provide useful buffs to the islands' residents, [[production]], or [[attractiveness]]. |
|
+ | |||
+ | There is no happiness rating in the Arctic. |
||
''See: [[happiness]] for more information.'' |
''See: [[happiness]] for more information.'' |
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|Investors residences |
|Investors residences |
||
|30 [[File:Timber.png|24px]]<br />9 [[File:Bricks.png|24px]]<br />7 [[File:Steel beams.png|24px]]<br />5 [[File:Windows.png|24px]]<br />3 [[File:Reinforced concrete.png|24px]] |
|30 [[File:Timber.png|24px]]<br />9 [[File:Bricks.png|24px]]<br />7 [[File:Steel beams.png|24px]]<br />5 [[File:Windows.png|24px]]<br />3 [[File:Reinforced concrete.png|24px]] |
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+ | |- |
||
+ | |Scholars residences |
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+ | |1 [[File:Campus_Extension_Permit.png|24px]]<br />10 [[File:Timber.png|24px]]<br />15 [[File:Bricks.png|24px]]<br />12 [[File:Steel beams.png|24px]]<br />10 [[File:Windows.png|24px]] |
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| |
| |
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|- |
|- |
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|Obreros residences |
|Obreros residences |
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|3 [[File:Timber.png|24px]] |
|3 [[File:Timber.png|24px]] |
||
+ | | |
||
+ | |- |
||
+ | ! colspan="3" |The Arctic |
||
+ | |- |
||
+ | |Explorers shelters |
||
⚫ | |||
⚫ | |||
+ | |- |
||
+ | |Technicians shelters |
||
⚫ | |||
+ | | |
||
+ | |- |
||
+ | ! colspan="3" |Enbesa |
||
+ | |- |
||
+ | |Shepherd Residence |
||
+ | |1 [[File:Wanza_Timber.png|24px]] |
||
+ | |2 [[File:Wanza_Timber.png|24px]] |
||
+ | |- |
||
+ | |Elder Residence |
||
+ | |3 [[File:Wanza_Timber.png|24px]] |
||
| |
| |
||
|} |
|} |
||
− | == |
+ | == Profile level == |
− | + | The global population of your empire determines the profile level of each game save. These indicate the available amount of influence and reaching higher levels are required to unlock more powerful propaganda articles. |
|
− | ''See: [[ |
+ | ''See: [[Profile level]] for more information.'' |
− | == Island |
+ | == Island level == |
Each island has a certain level which depends on the number of inhabitants of the highest tier living on the island. It's displayed at the top of the screen, right after the [[Attractiveness|attractiveness status]] of the island. |
Each island has a certain level which depends on the number of inhabitants of the highest tier living on the island. It's displayed at the top of the screen, right after the [[Attractiveness|attractiveness status]] of the island. |
||
{| class="article-table" |
{| class="article-table" |
||
Line 149: | Line 218: | ||
|- |
|- |
||
|Village |
|Village |
||
+ | |100 {{Infoicon Farmers}} |
||
⚫ | |||
|- |
|- |
||
|Port Town |
|Port Town |
||
+ | |150 {{Infoicon Workers}} |
||
⚫ | |||
|- |
|- |
||
|City |
|City |
||
+ | |500 {{Infoicon Artisans}} |
||
− | |500 [[File:Artisans.png|20px]] artisans |
||
|- |
|- |
||
|Capital |
|Capital |
||
+ | |500 {{Infoicon Engineers}} |
||
− | |500 [[File:Engineers.png|20px]] engineers |
||
|- |
|- |
||
+ | |Metropolis |
||
⚫ | |||
+ | |1750 {{Infoicon Investors}} |
||
⚫ | |||
|- |
|- |
||
! colspan="2" |New World |
! colspan="2" |New World |
||
Line 169: | Line 238: | ||
|- |
|- |
||
|Town |
|Town |
||
+ | |200 {{Infoicon Jornaleros}} |
||
− | |200 [[File:Jornaleros.png|20px]] jornaleros |
||
|- |
|- |
||
|Colony |
|Colony |
||
+ | |600 {{Infoicon Obreros}} |
||
⚫ | |||
+ | |- |
||
+ | ! colspan="2" |The Arctic |
||
+ | |- |
||
+ | |Settlement |
||
+ | |none |
||
+ | |- |
||
+ | |Camp |
||
+ | |250 {{Infoicon Explorers}} |
||
+ | |- |
||
+ | |Outpost |
||
+ | |1000 {{Infoicon Technicians}} |
||
+ | |- |
||
+ | ! colspan="2" |Enbesa |
||
+ | |- |
||
+ | |Settlement |
||
+ | |none |
||
+ | |- |
||
+ | |District |
||
+ | |150 {{Infoicon Shepherds}} |
||
+ | |- |
||
+ | |Major District |
||
+ | |600 {{Infoicon Elders}} |
||
|} |
|} |
||
+ | '''Trivia''' |
||
+ | |||
+ | The in game representation of Investor resembles Van der Luyden male character from the 1993 movie "The Age of Innocence" |
||
[[Category:Gameplay]] |
[[Category:Gameplay]] |
||
− | [[Category:Population |
+ | [[Category:Population]] |
Revision as of 22:50, 21 January 2021
A player's population lies at the heart of all Anno titles, and provides the player with the workforce and tax income necessary to sustain their cities and creations. At the start of a game, the player's population is little more than a gathering of humble farmers living in huts, but like in all Anno titles that came before it, is able to guide them across a social ladder by supplying them with their needs. This allows the population to evolve into new, more advanced social classes, which will be reflected by the quality of their dwellings. These different social classes are referred to as population tiers. By reaching milestones in population sizes and tiers, more features and buildings are unlocked.
The global number of inhabitants living inside a player's empire, is shown at the top of the screen, next to the population symbol . Hovering over this symbol with the mouse, breaks this information down into seperate tiers.
When hovering over an island, its population status appears at the top of the screen (see picture below).
Population Tiers
In Anno 1800, there are six population tiers in the Old World, two in the New World, two in The Arctic and two in Enbesa. Each resides in a 3x3 house (except Scholar Residences which size is 4x4) and has different needs.
The Old World
Farmers |
|
---|---|
Farmers are the first residential tier. When you build new houses, farmers move in. They have the most basic needs of all the tiers. | |
Workers |
|
Workers represent the bulk of the population in the 19th century. They provide significant manual labour, working in factories. | |
Artisans |
|
Belonging to the third residential tier, Artisans are the educated middle class who not only focus on providing industry and commerce, but specialised craft. | |
Engineers |
|
Engineers are the educated elite, seeking to push the world into a modern age through technological revolution. | |
Investors |
|
The fifth and final tier, Investors are the wealthy elite, members of an upper class who have built fortunes off inheritances or their wit and bare hands. | |
Scholars |
|
Scholars represent a typical international student, hailing from distant Enbesa and other parts of the world. Instead of being an upgrade from another tier, their residences require a construction permit which needs to be researched at the Research Institute. They do not provide income, but instead generate a constant stream of Research Points. |
The New World
Jornaleros |
|
---|---|
The first tier, Jornaleros are the farmers of the New World, devout and hardworking people who are driven by the dream of independence at a dawn of a new era. | |
Obreros |
|
The second tier of the New World population, Obreros are the residents who have found their way from the farmlands into the cities as tradespeople. |
The Arctic
Explorers |
|
---|---|
The first tier of The Arctic population, Explorers have come to the Arctic to challenge themselves, honor the stories of their fathers and appreciate the innate beauty of the North Pole. | |
Technicians |
|
The second tier of The Arctic population, Technicians have come to the Arctic in search of the scientific breakthrough that will finally give them the recognition they crave. |
Enbesa
Shepherds |
|
---|---|
Shepherds are the first of two residential tiers in the Enbesa. They love nature and stories by the campfire, while city life and politics seems to tire them. Their skills lie in agriculture and animal husbandry. | |
Elders |
|
Being the second Enbesan residential tier, Elders’ experiences in life have given them an altogether dourer outlook on things. While they can be harsh and judgmental, their poignance belies a caring nature towards those who manage to earn their respect. |
Needs
Your population has certain needs and satisfying them is one of the main objectives in Anno. Population needs in Old World and New World 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 them to higher population tiers so satisfying all basic needs is necessary.
Fulfilling luxury needs makes your population happy and pay higher taxes in return. Satisfying luxury needs is optional as people don't need to be happy to advance.
Fulfilling heat - the need to stay warm - will also make the Arctic population pay higher taxes, but instead of raising happiness, this will help prevent outbreaks of the Arctic Flu.
Failure to fulfill a requested basic need or luxury need will result in the Newspaper Editor publishing an article that increased the consumption rate of goods by 10% in Old World and New World. This can be countered using propaganda.
See: needs for more information.
Happiness
The happiness of your population is an important indicator of how they perceive your leadership. Residents do not require full happiness to advance to the next population tier; only their basic needs must be fulfilled. However, happy residents are less likely to riot, can offer you quests and can organize festivals that provide useful buffs to the islands' residents, production, or attractiveness.
There is no happiness rating in the Arctic.
See: happiness for more information.
Advancement
There are a few requirements that residences have to meet to be able to advance to the next tier:
- residences have to be full
- all basic needs must be fulfilled
- enough construction material has to be available
Unlike in previous Anno games, your people don't have to be happy to advance. Your population can be unhappy or even angry and you can still advance to higher tiers as long as all requirements are met.
To advance a residence you can choose a building and press the upgrade button or you can use the upgrade tool and click on one or several residences at once. After choosing the upgrade tool, green arrows will appear over residences which can be upgraded. In the game settings to you can also choose to see these arrows all the time.
Theoretically you can upgrade all residences to higher tiers. However, you need workforce from all tiers to enable your production buildings to operate. It is advised to keep a surplus of all workforce types when upgrading residences.
Profile level
The global population of your empire determines the profile level of each game save. These indicate the available amount of influence and reaching higher levels are required to unlock more powerful propaganda articles.
See: Profile level for more information.
Island level
Each island has a certain level which depends on the number of inhabitants of the highest tier living on the island. It's displayed at the top of the screen, right after the attractiveness status of the island.
Island's Level | Requirement |
---|---|
Old World | |
Settlement | none |
Village | 100 Farmers |
Port Town | 150 Workers |
City | 500 Artisans |
Capital | 500 Engineers |
Metropolis | 1750 Investors |
New World | |
Settlement | none |
Town | 200 Jornaleros |
Colony | 600 Obreros |
The Arctic | |
Settlement | none |
Camp | 250 Explorers |
Outpost | 1000 Technicians |
Enbesa | |
Settlement | none |
District | 150 Shepherds |
Major District | 600 Elders |
Trivia
The in game representation of Investor resembles Van der Luyden male character from the 1993 movie "The Age of Innocence"