Anno 1800

Anno 1800

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clif9710 Dec 14, 2022 @ 6:26pm
loss of a need vs number of needs of a population type
I'm having trouble getting enough work clothes. Work clothes are one of only 3 needs for farmers, while for workers work clothes are one of 7 needs. With a need lost, population takes a dive.

My assumption is that if I run out of work clothes, my population will lose more farmers than workers because farmers are losing 1/3 of their needs while workers are only losing 1/7 of their needs. Am I right?
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Showing 1-6 of 6 comments
Tankfriend Dec 15, 2022 @ 12:15am 
You can go through some of these calculators to find out, I guess:
https://anno1800.fandom.com/wiki/Anno_1800_Needs_Calculators_Overview

Apparently, workers use the same amount or more work clothes per 100 population than farmers. Also keep in mind that worker houses have more population capacity than farmer houses. All in all, you'd probably lose more workers than farmers if you cut work clothes supply.

General recommendation, though: Either supply enough of something, or nothing at all. Makes your system more stable overall.
Chompman Dec 15, 2022 @ 12:53am 
If you use the statistics menu, Ctrl Q , this will help you figure things out also while in the game as there are many things that can adjust the crafting speed or requirements of certain resources and this screen will give you a general overview.
Witski Dec 15, 2022 @ 5:34am 
Originally posted by Chompman:
If you use the statistics menu, Ctrl Q , this will help you figure things out also while in the game as there are many things that can adjust the crafting speed or requirements of certain resources and this screen will give you a general overview.
actually is detailed,it exactly tells you what you need/how much,until you use the docks dlc for import/export, there , you need to do a lot of math.
Last edited by Witski; Dec 15, 2022 @ 5:35am
clif9710 Dec 15, 2022 @ 2:20pm 
Originally posted by Tankfriend:
You can go through some of these calculators to find out, I guess:
https://anno1800.fandom.com/wiki/Anno_1800_Needs_Calculators_Overview

Apparently, workers use the same amount or more work clothes per 100 population than farmers. Also keep in mind that worker houses have more population capacity than farmer houses. All in all, you'd probably lose more workers than farmers if you cut work clothes supply.

General recommendation, though: Either supply enough of something, or nothing at all. Makes your system more stable overall.

I think you are right about more workers being lost. When I run out of work clothes, the worker population is what takes the biggest dive. Since they man the basic services, that hurts!
XceptOne Dec 15, 2022 @ 2:55pm 
Originally posted by clif9710:
I'm having trouble getting enough work clothes. Work clothes are one of only 3 needs for farmers, while for workers work clothes are one of 7 needs. With a need lost, population takes a dive.

My assumption is that if I run out of work clothes, my population will lose more farmers than workers because farmers are losing 1/3 of their needs while workers are only losing 1/7 of their needs. Am I right?

When you click a building and hover the cursor over a need a tooltip will appear. It'll tell you what you get when the need is fulfilled and what you are currently getting out of it.

So if it tells you for example the need provides +2 Citizens and +5 Income you multiply that by the amount of buildings (statistics screen knows) and get what you will lose when the need is lost.


Edit:
Originally posted by clif9710:
...
I think you are right about more workers being lost. When I run out of work clothes, the worker population is what takes the biggest dive. Since they man the basic services, that hurts!
Looks like work clothes provide +2 citizens for both tiers - farmers and workers (but workers will pay more for it and use more as well).
So, if your worker population took a bigger hit that simply means you also have more worker buildings.

With later population tiers that will change. For example sausages will provide 3 workers or 6 artisans. So, losing sausages will indeed hit an artisan building harder than it'll hit a worker building.
Last edited by XceptOne; Dec 15, 2022 @ 3:11pm
clif9710 Dec 15, 2022 @ 4:20pm 
As mentioned the stats screen (thank you Chompman) on population tells exactly how each group of citizens changes over time and I see there that in my case with the work clothes running out, each higher level group loses less pop than the one below it but not by a great deal. I've found that if I overbuild the farmers, I will still have enough to cover all the jobs they do even with a big drop in population. I can keep the money coming in even with a population hit.
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Date Posted: Dec 14, 2022 @ 6:26pm
Posts: 6