Needs
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Introduction
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At the heart of Anno 1404's gameplay is the necessity to provide for your people's needs. Every inhabitant, including beggars, has a variety of needs ranging from the simple to the very complex, based on the sophistication level of your populace.
Needs can be broken down into two types: essential and non-essential. When essential needs are not met, your people become angry, revolt and move out of your realm. When non-essential needs are not met, your people remain calm, but they are never completely content with life. Whether a need is considered essential or non-essential depends upon the civilization class in question, since the lower classes have fewer essential needs than the uppper classes.
Meeting all the needs of your people has two primary purposes: 1) it allows them to advance to a higher civilization level; 2) it allows you to tax them more heavily without consequence, greatly boosting your coffers. Your overall goal is to meet all of the needs of all of your people so that your empire can expand and build its wealth.
Needs can also be broken down into goods-based and building-based. See the eight types of needs section for more information.
Also note two important factors regarding your people's needs. As more and more people move in to your cities: 1) new needs will develop for some classes of people; 2) the required amount of goods to meet existing needs increases.
Nearly all classes develop new needs as their numbers swell. The tastes of Citizens, Patricians, Noblemen, and Envoys evolve over time so that they may require additional goods or buildings to satisfy their needs. But until these needs are discovered, they are considered adequately satisfied at 0%. So there will be times when you're populace is fully satified and functioning effeciently, but, upon migratring to the next population class, they will suddenly become unhappy and start to provide you with less tax revenue than they were a moment ago. The game will notify you of this.
The tables below group needs according to civilization class and list both the initial needs and those that develop at certain population thresholds. Studying these tables will help you to become familiar with how needs develop so that you can plan and provide for them sooner in order to maximize your growth and tax revenue.
Need fulfillment levels
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There are three levels of fulfillment for all civilization levels: inadequately satisfied, adequately satisfied, and very well satisfied.
Inadequately satisfied
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A need that isn't provided at all will make your people get angry, revolt, move out, and downgrade their houses. The needs wheel will display "inadequately satisfied" when you hover over a need that's reached this point. This fulfillment level occurs when you run out of a good your people need or when your people are cut off from a needed building.
Adequately satisfied
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A need that is fulfilled partially but well enough to keep folks content is referred to as "adequately satisfied." For example, patricians initially need at least 15% of their food need to be met or they'll get hungry and upset. Some needs are adequately filled at 0%. For example, peasants don't *need* a chapel nearby; it would just make them happier if there was one.
Very well satisfied
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Needs that are abundantly fulfilled so that your people can partake to their heart's content are considered "very well satisfied." The main purpose of making all your people's needs very well satisfied is twofold, as discussed above: 1) to allow advancement of civilization levels; 2) to maximize your tax revenue.
Also note the requirements for very well satisfied increases as more and more people move in. For example, citizens can advance initially with only 55% of their food need met, but as more and more citizens move in the percentage goes all the way up to 95%.
The eight types of needs
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The following are all the different types of needs in Anno 1404. Not all civilization classes require all eight needs, in fact only patricians and nobles do. Please refer to the Needs for each civilization class section for detailed information about each class's needs.
The four goods-based needs
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There are four goods-based needs: food, drink, clothing, and property. These are produced by building certain combinations of buildings to grow, harvest, or otherwise produce such goods. Below is a list of all the different goods that make up the four goods-based needs:
Food
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Food is satisfied by supplying certain foods to a city's warehouse: |
Drink
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Drink is satisfied by supplying certain drinks to a city's warehouse: |
Clothing
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Clothing is satisfied by supplying certain clothing to a city's warehouse:
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Property
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Property is satisfied by supplying certain property to a city's warehouse:
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The four building-based needs
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There are four building-based needs: company, faith, amusement, and security. These represent the social needs and are fulfilled by connecting your houses to certain nearby social buildings. Below is a list of all the different types of buildings that make up the four building-based needs:
Company
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Company is satisfied by a road connection to a nearby:
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Faith
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Faith is satisfied by a road connection to a nearby:
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Amusement
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Amusement is satisfied by a road connection to a nearby:
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Security
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Security is satisfied by a road connection to a nearby:
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The unique imperial cathedral and sultan's mosque
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It's very useful to note that the two final Faith buildings, the imperial cathedral and sultan's mosque, both actually fulfill all the social needs of their respective cultures.
The imperial cathedral fulfills all the occidental social needs of company, faith, amusement, and security. This means you could technically demolish all other occidental buildings that meet these needs within the imperial cathedral area of influence. Those buildings are the marketplace, chapel, church, tavern, and debtor's prison. This can be useful to maximize land space since you can then build more houses at those locations.
The sultan's mosque fulfills all the oriental social needs of company, faith, and amusement (the orient has no need for security). This means you could technically demolish all other oriental buildings that meet these needs within the sultan's mosque area of influence. Those buildings are the bazaar, mosque, and bath house.
Needs wheel
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All eight types of needs are represented by needs wheels. There are also different needs wheels for each population level. The complexity of the needs wheel grows at each civilization level as more and more diverse needs make up each needs type. To view a needs wheel, left-click on any type of house and then left-click on any of the possible eight needs that are displayed.
The wheel itself can be anywhere from 0% and 100% full and is broken down into distinct portions when multiple factors affect a type of need. For instance, Citizens' food need requires both fish and spices, with fish making up 40% of the need and spices making up 60% of the need. If only fish was provided, the entire food need would only be met at 40%. The wheel gradually fills when either a good is in stock in the warehouse or a house has access to a needs building. The wheel is drained when a good is out of stock or access to a needs building is cut off.
An item can be denied to a population class by left-clicking the item on the needs wheel so that a red X appears on top of the item image. All people of that class will no longer have access to that item, even if it is in the warehouse, and that needs portion of the wheel will drain. Denying access to a good can be useful if you are not producing enough of that good to cover all your people. So you block access to a good that is only a minor need to one population class (as indicated by being a small portion of the wheel) to allow the good to not run out for other population classes that more highly value that good. Note that denying goods reduces the taxes you bring in, so it is not an advisable strategy and should only be used in emergency situations to prevent rioting.
Needs percentages
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Anno 1404 measures how well you are fulfilling the needs of your people by listing percentages in the tooltips when you hover over the needs wheel and the different needs icons while in the panel that displays when you click on a house. The three possible levels of fulfillment are inadequately satisfied (red text and need meter), adequately satisifed (yellow text and need meter), and very well satisifed (green text and need meter).
For building-based needs, the percentages never change since they either have access to the building or don't. However, the four goods-based needs required percentages to adequately and very well satisfy your people increases as your city grows. This represents your inhabitants wanting more and more goods to satisfy them. They keep wanting more and more until they reach a certain population level per class at which point they're so overflowing with goods, they'd have no use for more. Increasing needs percentages also is designed to make it harder and harder to keep growing your city since you need more and more goods to satisy your people.
Realistically, you can almost totally ignore all these percentages because it all tends to work out as you play. Most players naturally build more and more production of goods to have excesses. Still, it's worth understanding that this game mechanic exists. So keep in mind as you play that you'll want to gradually grow your production of all types of goods as your city population (and tax revenue) grows.
Needs for each civilization class
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Below is a detailed listing of all the needs for every civilization, including the new needs that develop at different population thresholds for certain civilization classes. For instance, the basic classes like peasants never grow to desire additional goods but others like noblemen will add new desires as more and more noblemen come to the city. These breaking points often correspond to when cities increase their population class, but not always.
How to read the class needs tables
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The following tables list the different goods or buildings required for each class's needs. If the "needs percentages" lists only one item at 100%, that means you only need that one thing to meet that entire need. Also, if the "food satisfaction percentages" indicates 0%+ for an "adequately satisfied" status, this means this need is non-essential and you don't absolutely have to meet this need for the class to remain calm. If the "adequately satisfied" percentage is anything over 0%, this means you must meet this need at least up to the listed percentage otherwise that need will be inadequately satisfied and that class will get angry or furious, revolt, and move out.
By studying the percentages and ratios of these tables, "micro-management" of needs is possible. Fine-tuning can provide short term income boosts, but overall it's always more beneficial to not block access to any goods and to provide all the needs at 100% to grow quickly and maximize tax revenue.
Beggars
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| Food | ||
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Needs percentages:
Food satisfaction percentages:
Notes:
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| Drink | ||
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Needs percentages:
Drink satisfaction percentages:
Notes:
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| Company | ||
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Needs percentages:
Company satisfaction percentages:
Notes:
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| Faith | ||
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Needs percentages: Faith satisfaction percentages:
Notes:
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Peasants
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| Food | ||
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Needs percentages:
Food satisfaction percentages:
Notes:
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| Drink | ||
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Needs percentages:
Drink satisfaction percentages:
Notes:
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| Company | ||
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Needs percentages:
Company satisfaction percentages:
Notes:
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| Faith | ||
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Needs percentages: Faith satisfaction percentages:
Notes:
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Citizens
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| Food | ||
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Needs percentages: Food satisfaction percentages:
Notes:
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| Drink | ||
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Needs percentages:
Drink satisfaction percentages:
Notes:
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| Clothing | ||
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Needs percentages:
Clothing satisfaction percentages:
Notes:
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| Company | ||
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Needs percentages:
Company satisfaction percentages:
Notes:
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| Faith | ||
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Needs percentages: Faith satisfaction percentages:
Notes:
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Additional Needs at 355 Citizens (Amusement)
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| Amusement | ||
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Needs percentages: Amusement satisfaction percentages:
Notes:
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Patricians
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| Food | ||
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Needs percentages: Food satisfaction percentages:
Notes:
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| Drink | ||
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Needs percentages: Drink satisfaction percentages:
Notes:
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| Clothing | ||
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Needs percentages:
Clothing satisfaction percentages:
Notes:
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| Company | ||
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Needs percentages:
Company satisfaction percentages:
Notes:
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| Faith | ||
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Needs percentages:
Faith satisfaction percentages:
Notes:
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| Amusement | ||
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Needs percentages: Amusement satisfaction percentages:
Notes:
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Additional Needs at 940 Patricians (Books)
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| Property | ||
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Needs percentages:
Property satisfaction percentages:
Notes:
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Additional Needs at 1,190 Patricians (Security)
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| Security | ||
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Needs percentages:
Security satisfaction percentages:
Notes:
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Additional Needs at 3,000 Noblemen (Candlesticks)
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| Property | ||
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Needs percentages:
Property satisfaction percentages:
Notes:
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Noblemen
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Since noblemen are the highest occidental class, all their goods-based needs require 95% fulfillment to be very well satisfied. Since noblemen can't advance any more classes, the sole purpose in increasing the very well satisfied level to ideally 100% is to maximize tax revenue.
| Food | ||
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Needs percentages: Food satisfaction percentages:
Notes:
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| Drink | ||
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Needs percentages: Drink satisfaction percentages:
Notes:
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| Clothing | ||
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Needs percentages:
Clothing satisfaction percentages:
Notes:
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| Property | ||
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Needs percentages:
Property satisfaction percentages:
Notes:
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| Company | ||
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Needs percentages:
Company satisfaction percentages:
Notes:
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| Faith | ||
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Needs percentages: Faith satisfaction percentages:
Notes:
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| Amusement | ||
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Needs percentages: Amusement satisfaction percentages:
Notes:
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| Security | ||
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Needs percentages:
Security satisfaction percentages:
Notes:
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Additional Needs at 950 Noblemen (Fur coats)
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| Clothing | ||
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Needs percentages:
Clothing satisfaction percentages:
Notes:
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Additional Needs at 1,500 Noblemen (Wine)
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| Drink | ||
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Needs percentages: Drink satisfaction percentages:
Notes:
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Additional Needs at 2,200 Noblemen (Glasses)
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| Property | ||
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Needs percentages: Property satisfaction percentages:
Notes:
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Additional Needs at 3,000 Noblemen (Candlesticks)
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| Property | ||
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Needs percentages:
Property satisfaction percentages:
Notes:
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Additional Needs at 4,000 Noblemen (Brocade robes)
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| Clothing | ||
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Needs percentages:
Clothing satisfaction percentages:
Notes:
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Nomads
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| Food | ||
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Needs percentages:
Food satisfaction percentages:
Notes:
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| Company | ||
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Needs percentages:
Company satisfaction percentages:
Notes:
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Additional Needs at 145 Nomads (Milk)
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| Drink | ||
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Needs percentages:
Drink satisfaction percentages:
Notes:
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Additional Needs at 295 Nomads (Carpets)
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| Property | ||
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Needs percentages:
Property satisfaction percentages:
Notes:
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Additional Needs at 440 Nomads (Faith)
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| Faith | ||
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Needs percentages:
Faith satisfaction percentages:
Notes:
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Envoys
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Since envoys are the highest oriental class, all their goods-based needs require 95% fulfillment to be very well satisfied. Since envoys can't advance any more classes, the sole purpose in increasing the very well satisfied level to ideally 100% is to maximize tax revenue.
Also note that the game incorrectly lists the drink and property needs adequate satisfaction level at 0%. This isn't true. Envoys will get angry at 0% for those needs. The correct percents have been given below.
| Food | ||
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Needs percentages:
Food satisfaction percentages:
Notes:
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| Drink | ||
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Needs percentages: Drink satisfaction percentages:
Notes:
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| Property | ||
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Needs percentages:
Property satisfaction percentages:
Notes:
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| Company | ||
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Needs percentages:
Company satisfaction percentages:
Notes:
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| Faith | ||
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Needs percentages:
Faith satisfaction percentages:
Notes:
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Additional Needs at 1,040 Envoys (Pearl necklaces)
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| Property | ||
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Needs percentages:
Property satisfaction percentages:
Notes:
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Additional Needs at 2,600 Envoys (Perfume & Amusement)
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| Property | ||
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Needs percentages:
Property satisfaction percentages:
Notes:
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| Amusement | ||
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Needs percentages:
Amusement satisfaction percentages:
Notes:
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Additional Needs at 4,360 Envoys (Marzipan)
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| Food | ||
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Needs percentages: Food satisfaction percentages:
Notes:
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