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anno-117-docs/docs/systems/citizen-needs.md
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Citizen Needs

Entity Type: SystemEntity

The citizen needs system governs how population tiers advance. Each population tier has specific needs across categories like Food, Services, Fashion, Household, Marvels, and Culture. Meeting these needs allows citizens to upgrade housing and unlocks higher population tiers.

Core Concepts

Needs Points

Each type of good or service provides needs points. Higher tier citizens require more points per category. You can meet requirements by:

  • Providing multiple lower-tier goods/services
  • Providing a single higher-tier good/service
  • Mixing tiers to reach the required point threshold

Exceeding requirements grants additional city attributes.

Attributes

Goods and services provide attributes that improve your city:

  • Population - Increases housing capacity
  • Income - Generates gold
  • Happiness - Improves citizen satisfaction
  • Health - Reduces disease risk
  • Fire Safety - Reduces fire risk
  • Knowledge - Accelerates research
  • Belief - Contributes to deity exaltation
  • Prestige - Unlocks monuments and city status

Service Buildings

Service buildings provide benefits to surrounding houses within their radius. Larger buildings typically have larger service ranges. Position service buildings centrally to maximize coverage.

Radius Effects

Many buildings have area effects that boost or reduce attributes for nearby buildings:

  • Green arrow up = positive effect
  • Red arrow down = negative effect
  • Half green/half red diamond = mixed effects

Latium Region

Liberti (Tier I)

Liberti have simple needs requiring only basic buildings. No fertilities are required for this tier.

Requirements: 1 point each in Food, Services, and Fashion

Good/Service Building(s) Category Attributes Notes
Sardines Fishing Hut Food +1 Population, +1 Income With the right discovery, provides +3 Income to nearby houses
Porridge Oat Farm, Porridge Stand Food +2 Population Small buildings, easy to fit in spare spaces
Market - Service +1 Population, +1 Income Market Forces discovery increases range by +25%
Tavern - Service +1 Population, +1 Happiness Small service area; place centrally
Tunics Hemp Farm, Spinner Fashion +2 Income Spinner provides +1 Income in radius; with research +1 Knowledge
Pileus Sheep Farm, Pileus Felter Fashion +1 Income, +1 Happiness Pileus Felter provides +1 Income in radius

Plebeians (Tier II)

Plebeians require Tiles as a construction material (requires Clay from River Slots). Some goods require fertilities from other islands:

  • One island with Lavender and Mackerel (or skip Mackerel with Discovery)
  • Another with Resin and Olives

Requirements: 3 points each in Food, Services, Fashion; 2 in Household

Good/Service Building(s) Category Attributes Notes
Bread Wheat Farm, Grain Mill, Bakery, Charcoal Burner Food +2 Population, +1 Income Place Charcoal Burner away; Bakery increases income but reduces Fire Safety
Garum Scomber's Shack, Salt Ponds, Garum Works Food +2 Income, +1 Happiness Garum Works: +1 Income, -2 Happiness in radius
Sanctuary - Service +1 Happiness, +2 Belief Generous radius; can place towards edge of housing
Grammaticus - Service +3 Knowledge Small radius; position carefully to maximize Knowledge
Sandals Pig Farm, Salt Ponds, Tannery, Sandal Maker Fashion +1 Population, +2 Income Place Pig Farm and Tannery away; Sandal Maker close for +1 Income
Soap Pig Farm, Renderer, Charcoal Burner, Lavender Farm, Soap Maker Fashion +1 Population, +2 Health Complex chain; Lavender Farms give +1 Happiness; Soap Maker: +1 Health, -1 Happiness
Amphorae Clay Pit, Resin Tapper, Charcoal Burner, Potter Household +2 Population, +1 Fire Safety Resin Tapper needs forest; Clay Pit needs River slot
Olive Oil Olive Grower, Olive Press Household +1 Population, +1 Income, +1 Health Olive Press provides +1 Health in radius

Equites (Tier III)

Equites have expensive tastes including goods only found in Albion. They introduce Aqueducts and the Marvels category. Aqueducts provide irrigation, mine boosts, and Health/Fire Safety bonuses to buildings in radius.

Requirements: 7 points each in Food, Services, Fashion; 6 in Household; 4 in Marvels

New Materials: Concrete, Marble (for some Marvels)

Good/Service Building(s) Category Attributes Notes
Wine Vineyard, Apiary, Vintner Food +3 Income, +1 Happiness, +2 Belief, -1 Knowledge Vintner: +1 Income, +1 Prestige in radius; Apiaries can go in Lavender fields
Cheese Ochs Farm, Dairy Food +2 Population, +3 Income, +2 Prestige Must be imported from Albion
Aqueduct Source, Aqueduct, Cistern Service +3 Health, +3 Fire Safety Essential for managing Health and Fire Safety
Theatre - Service +3 Happiness, +1 Knowledge, +1 Prestige Large building with generous radius
Gambling House - Service +2 Population, +3 Income, -2 Happiness Requires discovery to unlock
Togas Flax Farm, Snailery, Weaver, Dye Works, Loom Weavery Fashion +2 Population, +3 Prestige Keep Dye Works away; Loom Weavery: +2 Income bonus
Brooches Silver Mine, Silver Forge, Fibularium, Charcoal Burner Fashion +4 Income, +3 Belief Must be imported from Albion
Writing Tablets Sandarac Nursery, Apiary, Tabulus Household +2 Income, +3 Knowledge Tabulus: +1 Knowledge in radius
Fine Glass Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower Household +3 Income, +2 Prestige Resource-intensive; also needed by Elders and Nobles in Albion
Forum - Marvel +2 Population, +2 Income, +3 Prestige Requires Aqueduct Cistern connection
Baths - Marvel +2 Population, +2 Health, +3 Fire Safety Requires Aqueduct Cistern connection

Patricians (Tier IV)

Patricians are the wealthiest class in Latium with complex, demanding supply chains. They unlock the Amphitheatre Marvel, which provides island-wide bonuses and enables Gladiatorial games.

Requirements: 15 points each in Food, Service, Fashion; 14 in Household; 12 in Marvel; 8 in Culture

Rare Resources: Gold (high Mercury-Lugus devotion helps)

Good/Service Building(s) Category Attributes Notes
Amphitheatre - Marvel +3 Population, +3 Happiness, +7 Prestige Island-wide bonus; requires hundreds of materials and workers
Oysters with Caviar Sturgeon Hatchery, Fish Gutter, Oyster Bed, Epicure of Water Food +3 Income, +3 Population, +2 Health Epicure of Water: +1 Population, +1 Health in radius
Bird Tongue in Aspic Bird Charmer, Tongue Plucker, Pig Farm, Renderer, Charcoal Burner, Epicure of Air Food +6 Income, -2 Happiness, +6 Prestige Must be imported from Albion
Temple - Service +2 Population, +6 Belief Unlocks Exalted Veneration
Library - Service -2 Fire Safety, +7 Knowledge, +3 Prestige Great for research; watch Fire Safety penalty
Necklaces Mineral Quarry, Gold Sifter/Mine, Goldsmith, Charcoal Burner, Jeweler Fashion +6 Income, +2 Prestige Requires high Mercury-Lugus devotion for gold
Cloaks Weld Crop, Copper, Greenhands, Sheep Farm, Birrus Stitcher Fashion +2 Population, +4 Income, +2 Happiness, +2 Health Must be imported from Albion
Loungers Snailery, Dye Works, Sheep Farm, Cushion Stuffer, Sandarac Nursery, Chair Maker Household +1 Population, +5 Income, +1 Happiness, -1 Fire Safety, +2 Prestige Involved but worthwhile chain
Handmirrors Silver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium Household +4 Income, +2 Health, +2 Knowledge, +2 Prestige Must be imported from Albion
Lyres Gold Washer/Mine, Goldsmith, Charcoal Burner, Sandarac Nursery, Gilder, Sheep Farm, Stringer, Lythier Culture +4 Income, +2 Belief, +2 Knowledge Difficult due to gold; Lythier: +1 Income, +1 Happiness in radius
Chariots Woodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop Culture +5 Income, +2 Happiness, -1 Health, +4 Prestige Must be imported from Albion

Albion Region

Albion has limited space, requiring smaller populations. You must choose between the Celtic Path or Roman Path when advancing from Waders.

Waders (Tier I)

Base tier for all Albion populations. No specific fertilities required.

Requirements: 1 point each in Food, Services, and Fashion

Good/Service Building(s) Category Attributes Notes
Cockles Cockle Picker Food +1 Population, +1 Happiness With discovery: +3 Income to nearby houses
Eels Eel Grabber Food +1 Population, +1 Income Must be built on Marshland
Market - Service +1 Population, +1 Income Market Forces: +25% range
Bardic Hearth - Service +1 Population, +1 Happiness Small radius; place near city center
Reed Shoes Reed Gatherer, Shoe Weaver Fashion +1 Income, +1 Health Reed Gatherer on Marshland; Shoe Weaver: +1 Happiness
Tunics Hemp Farm, Spinner Fashion +2 Income Spinner: +1 Income (with tech: +1 Knowledge) in radius

Celtic Path (Albion)

The Celtic path provides greater faith bonuses and unique Celtic marvels. Requires local Albion resources with some fertilities from different islands.

Smiths (Tier II)

Requirements: 3 points each in Food, Service, Fashion; 2 in Household

Construction Materials: Wattle & Daub (Clay + Reeds), Tiles

Key Fertilities: Dye Plants, Barley, Tin

Good/Service Building(s) Category Attributes Notes
Cheese Ochs Farm, Dairy Food +2 Population, +1 Income Dairy: +2 Happiness; overproduce to export to Latium
Beer Barley Farm, Malthouse, Charcoal Burner, Brewery Food +1 Population, +1 Income, +2 Happiness, -1 Knowledge Place Charcoal Burner away; Brewery: -2 Fire Safety
Recreation Ground - Service +1 Happiness, +1 Health, +1 Prestige Funeral Games of Tailteann: +20% radius
Fanum - Service +2 Belief, +1 Knowledge Generous radius
Trousers Sheep Farm, Weld Crop, Hosier Fashion +1 Population, +2 Income Hosier: +1 Income, +1 Health in radius
Torcs Copper Mine, Charcoal Burner, Wire-Twister Fashion +2 Income, +1 Prestige All buildings have negative radius effects; Copper Mine needs mountain
Drinking Horns Ochs Farm, Tin Mine, Horner Household +1 Population, +2 Happiness Horner: +1 Income, +1 Happiness; Ochs on marshland; Tin on mountain
Clan Shields Weld Crop, Tin Mine, Copper Mine, Bronze Smelter, Charcoal Burner, Shieldbeater Household +1 Belief, +2 Prestige Complex chain with weak bonuses; skip until established

Elders (Tier III)

Elders unlock Cloaks and Chariots (valued in Latium), plus Celtic marvels: Sacred Grove and Barrow.

Requirements: 7 points each in Food, Service, Fashion; 6 in Household; 4 in Marvels

Construction Materials: Granite blocks, Concrete

Good/Service Building(s) Category Attributes Notes
Roast Beef Ochs Farm, Saltwort Picker, Charcoal Burner, Earthen Oven Food +3 Population, +2 Income Earthen Oven: -2 Fire Safety, +1 Population, +1 Income
Wine Vineyard, Apiary, Vintner Food +3 Income, +3 Happiness, +2 Belief, -1 Knowledge Requires Grapes from Latium; often better to import finished product
Alder Council - Service +2 Population, +1 Belief, +2 Knowledge Large radius
Theatre - Service +3 Happiness, +1 Knowledge, +1 Prestige Large radius; shared with Roman path
Gambling House - Service +2 Population, +3 Income, -2 Happiness Requires discovery
Cloaks Weld Crop, Copper Mine, Greenhands, Sheep Farm, Birrus Stitcher Fashion +2 Population, +2 Health, +2 Income Birrus Stitcher: +2 Income, +2 Health in radius
Fur Hats Saltwort Picker, Saltwort Burner, Charcoal Burner, Beaver Trapper, Beaver Hatter Fashion +3 Income, +2 Happiness, +1 Health Mixed/negative radius effects; place away from housing
Chariots Woodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop Household +3 Income, +1 Happiness, +2 Prestige Requires significant Elders population for staffing
Fine Glass Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower Household +5 Income, +3 Prestige Must be imported from Latium
Barrow - Marvel +2 Health, +3 Belief, +2 Prestige Large radius, small footprint; easy to fit between blocks
Sacred Grove - Marvel +4 Belief, +3 Knowledge Larger footprint; harder to place than Barrow

Roman Path (Albion)

The Roman path provides greater knowledge bonuses and access to Roman marvels and aqueducts. Requires many goods imported from Latium. May have diplomatic consequences.

Mercators (Tier II)

Requirements: 3 points each in Food, Service, Fashion; 2 in Household

Good/Service Building(s) Category Attributes Notes
Bread Wheat Farm, Donkey Mill, Charcoal Burner, Kitchen Food +2 Population, +1 Income Place Charcoal Burner away; Kitchen placement depends on Fire Safety
Sausages Herb Garden, Pig Farm, Charcoal Burner, Salisium Food +2 Population, +1 Happiness Pig Farm/Charcoal Burner penalties; Salisium: +1 Pop, +1 Income, -2 Fire Safety
Grammaticus - Service +3 Knowledge Important if settling Albion first
Fanum - Service +2 Belief, +1 Knowledge Generous radius
Brooches Silver Mine, Silver Forge, Fibularium, Charcoal Burner Fashion +2 Income, +1 Belief Overproduce to export to Latium
Soap Pig Farm, Renderer, Charcoal Burner, Lavender Farm, Soap Maker Fashion +1 Population, +2 Health, +2 Prestige Must be imported from Latium
Amphorae Mud Drier, Resin Tapper, Charcoal Burner, Amphorae Household +2 Population, +1 Fire Safety Import from Latium or produce locally with Resin fertility
Olive Oil Olive Grower, Olive Press Household +1 Population, +3 Income, +1 Health Must be imported from Latium

Nobles (Tier III)

Nobles unlock Roman aqueducts for Health and Fire Safety. Notable production chains include Bird Tongue in Aspic and Handmirrors (demanded by Patricians in Latium).

Requirements: 7 points each in Food, Service, Fashion; 6 in Household; 4 in Marvels

Good/Service Building(s) Category Attributes Notes
Bird Tongues in Aspic Bird Charmer, Tongue Plucker, Pig Farm, Renderer, Charcoal Burner, Epicure of Air Food +4 Income, -2 Happiness, +3 Prestige Complex chain; requires Mercators and Nobles; worth exporting to Latium
Wine Vineyard, Apiary, Vintner Food +3 Income, +3 Happiness, +2 Belief, -1 Knowledge Requires Grapes from Latium; often better to import
Aqueduct Source, Aqueduct, Cistern Service +3 Health, +3 Fire Safety Solves Health and Fire Safety issues
Theatre - Service +3 Happiness, +1 Knowledge, +1 Prestige Large radius; shared with Celtic path
Gambling House - Service +2 Population, +3 Income, -2 Happiness Requires discovery
Wigs Flax Farm, Resin Tapper, Headpiece Maker, Horse Breeder, Wig Maker Fashion +3 Income, -1 Fire Safety, +3 Prestige Requires significant Mercators/Nobles for staffing
Togas Flax Farm, Snailery, Weaver, Dye Works, Loom Weavery Fashion +2 Population, +5 Prestige Must be imported from Latium
Handmirrors Silver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium Household +2 Income, +2 Health, +2 Knowledge Requires significant population; Shell Gatherer needed
Fine Glass Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower Household +5 Income, +3 Prestige Must be imported from Latium
Temple - Marvel +2 Population, +6 Belief Huge radius; significant Belief for Exaltation
Baths - Marvel +2 Population, +2 Health, +3 Fire Safety Requires Aqueduct Cistern

Strategic Tips

Supply Chain Basics

  • Most production chains: raw material building + processing building
  • Connect chains to supply network via Trading Post or Warehouses
  • Check production ratios for efficiency

Placement Guidelines

  • Service buildings: Place centrally for maximum coverage
  • Positive radius buildings: Place near housing (e.g., Spinners, Olive Press)
  • Negative radius buildings: Place away from housing (e.g., Charcoal Burner, Pig Farm, Tannery)

Multi-Island Strategy

  • Higher tier citizens require goods from multiple regions
  • Set up trade routes between Latium and Albion
  • Target islands with complementary fertilities:
    • Latium: Lavender + Mackerel, Resin + Olives, Grapes
    • Albion: Dye Plants, Barley, Tin

Specialists

Place specialists in your Villa or Officium for powerful city-wide effects that can supplement citizen needs.