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.
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 | |
---|---|
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. | |
Jornaleros | |
Low tier of New World' population - workers on plantation, woodcutters, etc. | |
Obreros | |
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
Workers needs
Artisans needs
Engineers needs
Engineers' Needs | ||||||
---|---|---|---|---|---|---|
Need | Consumption rate (per 1 inhabitant per 1 minute) | Number of people moving in: | Happiness | Income | Population requirement | |
Basic Needs: | Canned Food | 0,00051282 | 12 | - | ||
Sewing Machines | 0,0014285715 | 6 | - | |||
Fur Coats | 0,0013333335 | 6 | - | |||
University | 6 | - | ||||
Glasses | 0,000222222 | 4 | - | 1 | ||
Coffee | 0,001176471 | 2 | - | |||
File:Electric works oil 0.pngElectricity | 2 | - | ||||
Light Bulbs | 0,0003124995 | 2 | - | |||
Luxury Needs: | Variety Theatre | 6 | ||||
Rum | 0,002857143 | 4 | ||||
High Wheelers | 0,0006250005 | 5 | 1000 | |||
Pocket Watches | 0,0001960785 | 3 | 1750 | |||
Bank | 2 | 3000 |
Investors needs
Investors' Needs | ||||||
---|---|---|---|---|---|---|
Buildings / Goods | Amount | Money | Supply Weight / Happiness Value | Full Weight Population Count | No Weight Population Count | |
Basic Needs: | Glasses | 0.000296296 | 100 | 16 | ||
Coffee | 0.001568627 | 60 | 8 | |||
File:Electric works oil 0.pngElectric Works | 8 | |||||
Light Bulbs | 0.00041666 | 140 | 8 | |||
File:Champagne 0.pngChampagne | 0.000392 | 50 | 2 | 750 | ||
Cigars | 0.00037037 | 50 | 2 | 1750 | 749 | |
Chocolate | 0.000888889 | 50 | 2 | 3000 | 1749 | |
Steam Carriages | 0.000111111 | 300 | 4 | 5000 | 4999 | |
Luxury Needs: | High Wheelers | 0.000833333 | 120 | 4 | ||
Pocket Watch | 0.000261438 | 180 | 3 | |||
Bank | 200 | 2 | ||||
Club House | 50 | 5 | 1750 | 749 | ||
Jewlery | 0.000350877 | 250 | 2 | 3000 | 1749 | |
Phonographs | 8.77E-05 | 150 | 4 | 5000 | 2999 |
New World
Jornaleros needs
Jornaleros' Needs | ||||||
---|---|---|---|---|---|---|
Buildings / Goods | Amount | Money | Supply Weight / Happiness Value | Full Weight Population Count | No Weight Population Count | |
Basic Needs: | Market | 5 | ||||
Fried Bananas | 0.00047619 | 25 | 3 | 100 | 49 | |
Ponchos | 0.000416667 | 25 | 2 | 300 | 199 | |
Luxury Needs: | Rum | 0.000238095 | 25 | 6 | 200 | 99 |
Chapel | 14 | 300 | 299 |
Obreros needs
Obreros' Nuildings | ||||||
---|---|---|---|---|---|---|
Buildings / Goods | Amount | Money | Supply Weight / Happiness Value | Full Weight Population Count | No Weight Population Count | |
Basic Needs: | Market | 5 | ||||
Fried Bananas | 0.000952381 | 25 | 3 | |||
Ponchos | 0.000833333 | 25 | 2 | |||
Borrito | 0.00047619 | 10 | 4 | 300 | ||
Coffee | 0.000196079 | 10 | 2 | 600 | 299 | |
Bombín | 0.000444444 | 10 | 2 | 1000 | 599 | |
Sewing Machines | 0.000416667 | 25 | 2 | 1500 | 599 | |
Luxury Needs: | Rum | 0.000476191 | 25 | 3 | ||
Chapel | 7 | |||||
Boxing Arena | 10 | 4 | 600 | 299 | ||
Beer | 0.000444444 | 30 | 4 | 1000 | 599 | |
Cigars | 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.