Anno 1800

Anno 1800

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Exbeer Apr 30, 2019 @ 5:52am
uppgrading houses and needs question ?
wen a row of houses is uppgraded and they no longer have lets say fish or bread do they still need it ? do that building still consume the fomer items that is no longer visebul ?
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Showing 1-11 of 11 comments
Just.One.Sec Apr 30, 2019 @ 6:00am 
If the need is no longer visible in the overview of the house, then the residences no longer require that specific need. So Artisans for example won't require fish, a market, a pub etc. but they will require other products / buidlings. :)
Last edited by Just.One.Sec; Apr 30, 2019 @ 6:07am
Exbeer Apr 30, 2019 @ 6:07am 
Originally posted by Just.One.Sec:
If the need is no longer visible in the overview of the house, than the residences no longer require that specific need. So Artisans for example won't require fish, a market, a pub etc. but they will require other products / buidlings. :)

hmm ye ok, to my idea is correct then, im sorta preicky about how i build but i cant relly seem to get everything i want on each island, so im back to rebuilding and maby do spesific island builds, tir 1 and 2 on one island and next tirs ond 2nd island and jsut ferry the stuff around instead, i know i can get up to engeneers but after that i relly cant expand trying to get as mutch as possible on each island,,
Magni Apr 30, 2019 @ 5:41pm 
It's generally a good diea to seperate farmers+workers into their own settlement or city quarter, and then have an investor/engineer/artisan quarter with the artisans in a corner so you can give them a church without wasting space in the engineer/investor public square.

Also, you will have to create transport routes and ship goods between islands anyway. From artisans on you will need some new world-exclusive goods for your old world population for example.

Once you're at engineers, you also get a building that allows you to link islands in the old world together to share their workforce.
Last edited by Magni; Apr 30, 2019 @ 5:41pm
Ebin398 Apr 30, 2019 @ 5:52pm 
Yeah the population tiers will stop needing stuff that the tier two below them need.

Artisans do not need fish, schnapps, or work clothes.

Engineers do not need sausages, soap, bread, beer, or a church.

Investors do not need canned food, sewing machines, fur coats, rum, variety theater.

The exception is that everyone seems to need access to a marketplace/pub to get their needs/luxury items. Unlike farmers who enjoy the buildings just for existing on top of being able to access the goods.
Last edited by Ebin398; Apr 30, 2019 @ 5:52pm
Exbeer May 1, 2019 @ 9:05am 
Originally posted by Magni:
It's generally a good diea to seperate farmers+workers into their own settlement or city quarter, and then have an investor/engineer/artisan quarter with the artisans in a corner so you can give them a church without wasting space in the engineer/investor public square.

Also, you will have to create transport routes and ship goods between islands anyway. From artisans on you will need some new world-exclusive goods for your old world population for example.

Once you're at engineers, you also get a building that allows you to link islands in the old world together to share their workforce.


Originally posted by Ebin398:
Yeah the population tiers will stop needing stuff that the tier two below them need.

Artisans do not need fish, schnapps, or work clothes.

Engineers do not need sausages, soap, bread, beer, or a church.

Investors do not need canned food, sewing machines, fur coats, rum, variety theater.

The exception is that everyone seems to need access to a marketplace/pub to get their needs/luxury items. Unlike farmers who enjoy the buildings just for existing on top of being able to access the goods.


nice nice thank you ,and ye i was wondering about that workforce building , good that you explaind that one ,i was kinda thinking it sent a ferry across to other island :D but linking is way better, ye i have 3 island ,i mean relly dont ceare if the first island has all the dirty jobs, tehy will complain eanyways so hehe
RavensDaemon May 4, 2019 @ 9:33pm 
Artisans and UP don't need a market place or pub as their goods teleport to them.
Ebin398 May 5, 2019 @ 2:37am 
Really? I didn't know that. Thanks.
Tankfriend May 5, 2019 @ 2:44am 
Yes, I was also slightly surprised about that. It does allow you to design those parts of the city very differently, because you don't have to fit market places in there.
By the way, I don't think the goods teleport to them. They probably just have servants / slaves get them for them.... ;)
Strandly Feb 18, 2024 @ 11:12am 
What a great question, I was just wondering about this 5 years later. Pretty stupid design choice because it makes zero sense, imo, but whatever.
kmmacman Feb 18, 2024 @ 7:23pm 
Originally posted by RavensDaemon:
Artisans and UP don't need a market place or pub as their goods teleport to them.
Actually the idea here is that there are shop, etc below the Artisans, Engineer buildings (houses) where they, supposedly, shop for the items they need. sans the no need for markets or pubs.
Aegyssus Feb 18, 2024 @ 11:02pm 
It has all the answers you need:
https://anno1800.fandom.com/wiki/Needs
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Date Posted: Apr 30, 2019 @ 5:52am
Posts: 11