Anno 1800 Wiki
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Anno 1800 Wiki

A population bubble.

A player's population is the heart of cities in all Anno titles, providing a city's workforce and tax income. As city populations grow from small beginnings, more social classes (residential tiers) evolve.

The number of inhabitants settled in a game is displayed in the right of the control panel, at the top of the screen.

An interface bubble fills up as more individuals of each population tier settle.

Control Panel showing treasury, income and population.

Population Tiers

Please note: at the moment, only Farmers, Workers, Artisans, Jornaleros, and Obreros are available in the closed Beta. Any information about Engineers or Investors beyond what has been published in the dev blogs is unconfirmed at this time.

In Anno 1800, there are five population (residential) tiers. Each live in 3x3 houses and have different needs.

Farmers
FarmerAnno1800
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
Anno 1800 Worker
Workers represent the bulk of the population in the 19th century. They provide significant manual labour, working in factories.
Artisans
Anno1800 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
Anno1800 engineers
Engineers are the educated elite, seeking to push the world into a modern age through technological revolution.
Investors
Anno1800 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.
Jornaleros
Anno-Union Blog NewWorld Jornaleros-1
Low tier of New World' population - workers on plantation, woodcutters, etc.
Obreros
Anno-Union Blog NewWorld Obreros-1
High tier of New World' population - plantators, businessmen, etc.

Needs

In Anno 1800 population needs are divided into two categories: basic needs and luxury needs.

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.

Fulfilling luxury needs makes population happier and they pay higher taxes in return.

Old World

Farmers needs

Workforce - farmersFarmers Farmers' Needs
Need Consumption rate (per 1 inhabitant per 1 minute) Number of people moving in: Happiness Income Population requirement
Basic Needs: MarketplaceMarket 5 -
Fish-0Fish 0,0025000002 3 - 50
Work clothesWork Clothes 0,003076926 2 - 150
Luxury Needs: Schnapps-0Schnapps 0,003333336 - 8 100
PubPub - 12 150

Workers needs

Workforce - workersWorkers Workers' Needs
Need Consumption rate (per 1 inhabitant per 1 minute) Number of people moving in: Happiness Income Population requirement
Basic Needs: MarketplaceMarket 5 -
Fish-0Fish 0,0025000002 3 -
Work clothesWork Clothes 0,003076926 2 -
Sausages-0Sausages 0,001000002 3 - 1
Bread-0Bread 0,00090909 3 - 150
Soap-0Soap 0,000416667 2 - 300
School iconSchool 2 - 750
Luxury Needs: Schnapps-0Schnapps 0,003333336 - 4
PubPub - 6
ChurchChurch - 7 150
Beer-0Beer 0,00076923 - 3 500

Artisans needs

Workforce - artisansArtisans Artisans' Needs
Need Consumption rate (per 1 inhabitant per 1 minute) Number of people moving in: Happiness Income Population requirement
Basic Needs: Sausages-0Sausages 0,001333334 6 -
Bread-0Bread 0,001212122 6 -
Soap-0Soap 0,000555556 6 -
School iconSchool 4 -
Canned foodCanned Food 0,00034188 4 - 1
Sewing machinesSewing Machines 0,00095238 2 - 250
Fur CoatsFur Coats 0,000888888 2 - 900
UniversityUniversity 2 - 1500
Luxury Needs: ChurchChurch - 7
Beer-0Beer 0,001025642 - 3
Variety theatreVariety Theatre - 6 250
RumRum 0,001904762 - 4 500

Engineers needs

Workforce - engineersEngineers Engineers' Needs
Need Consumption rate (per 1 inhabitant per 1 minute) Number of people moving in: Happiness Income Population requirement
Basic Needs: Canned foodCanned Food 0,00051282 12 -
Sewing machinesSewing Machines 0,0014285715 6 -
Fur CoatsFur Coats 0,0013333335 6 -
UniversityUniversity 6 -
Glasses 0Glasses 0,000222222 4 - 1
CoffeeCoffee 0,001176471 2 -
File:Electric works oil 0.pngElectricity 2 -
Light bulb 0Light Bulbs 0,0003124995 2 -
Luxury Needs: Variety theatreVariety Theatre 6
RumRum 0,002857143 4
High wheeler 0High Wheelers 0,0006250005 5 1000
Pocket watch 0Pocket Watches 0,0001960785 3 1750
Bank 0Bank 2 3000

Investors needs

Investors-0Investors Investors' Needs
Buildings / Goods Amount Money Supply Weight / Happiness Value Full Weight Population Count No Weight Population Count
Basic Needs: Glasses 0Glasses 0.000296296 100 16
CoffeeCoffee 0.001568627 60 8
File:Electric works oil 0.pngElectric Works 8
Light bulb 0Light Bulbs 0.00041666 140 8
File:Champagne 0.pngChampagne 0.000392 50 2 750
CigarsCigars 0.00037037 50 2 1750 749
ChocolateChocolate 0.000888889 50 2 3000 1749
Steam carriage 0Steam Carriages 0.000111111 300 4 5000 4999
Luxury Needs: High wheeler 0High Wheelers 0.000833333 120 4
Pocket watch 0Pocket Watch 0.000261438 180 3
Bank 0Bank 200 2
Club house 0 Club House 50 5 1750 749
Jewelry 0Jewlery 0.000350877 250 2 3000 1749
Phonographs 0Phonographs 8.77E-05 150 4 5000 2999

New World

Jornaleros needs

Workforce - jornalerosJornaleros Jornaleros' Needs
Buildings / Goods Amount Money Supply Weight / Happiness Value Full Weight Population Count No Weight Population Count
Basic Needs: MarketplaceMarket 5
Fried plantainsFried Bananas 0.00047619 25 3 100 49
PonchoPonchos 0.000416667 25 2 300 199
Luxury Needs: RumRum 0.000238095 25 6 200 99
ChurchChapel 14 300 299

Obreros needs

Workforce - obrerosObreros Obreros' Nuildings
Buildings / Goods Amount Money Supply Weight / Happiness Value Full Weight Population Count No Weight Population Count
Basic Needs: MarketplaceMarket 5
Fried plantainsFried Bananas 0.000952381 25 3
PonchoPonchos 0.000833333 25 2
TortillaBorrito 0.00047619 10 4 300
CoffeeCoffee 0.000196079 10 2 600 299
Bowler hatsBombín 0.000444444 10 2 1000 599
Sewing machinesSewing Machines 0.000416667 25 2 1500 599
Luxury Needs: RumRum 0.000476191 25 3
ChurchChapel 7
Boxing ArenaBoxing Arena 10 4 600 299
Beer-0Beer 0.000444444 30 4 1000 599
CigarsCigars 0.000185185 35 2 1500 999

Happiness

People don't need to be happy in order to advance to the next tier, only their basic needs have to be fulfilled. Happy population pays higher taxes, is less likely to riot and can organise festivals which boost city attractiveness. Happiness is influenced by five factors:

  • Luxury - people want to be supplied with luxury goods like schnapps for farmers and have access to certain public buildings like church for workers
  • Island peace - people are happy when the island is safe and there is no war. When island is under attack happiness gets lower and lower the longer a war goes on.
  • Working conditions - it's possible to exploit your workers and make them work harder which negatively impacts their happiness; you can also shorten their working time to make them happy
  • Pollution - Heavy industry factories generate pollution which lowers both population's happiness and city attractiveness
  • News - Newspaper Articles can influence the Happiness of your people. For example, if a fire breaks out, there could be an Article about it which has negative influence on the happiness. However you do have control over those Articles, and can change them if you want, but this may result in protests or even Riots.
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