Anno-online Wiki

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Income[]

There are no taxes in Anno Online. Your income (in Coin) comes primarily from your residents buying the goods they need. They will only buy what they need and only as much as they need, so producing more goods than what your population will consume will not automatically generate you any extra income. To see the income per residence, simply click a residence.

Below are some examples of the different tiers when all their needs are met.

Pioneer residence

Vassal residence

Merchant residence

Income per resident[]

Below is a table showing the income per resident. It shows the income for a single resident per tier.

Food Food Drinks Drinks Clothing Clothing Property Property Max [1]
Fish Bread Spices Meat Goat milk Cider Beer Wine Woollen garments Linen garments Leather jerkins Fur coats Brocade robes Books Candlesticks Glasses Maximum income
Pioneers 0.0433[2] N/A N/A N/A 0.0586. N/A N/A N/A 0.06266 N/A N/A N/A N/A N/A N/A N/A
Vassals 0.031 0.1088 N/A N/A 0.0433 0.0915 N/A N/A 0.0465 0.15 N/A N/A N/A N/A N/A N/A
Merchants 0.025 0.087 0.06 N/A 0.035 0.075 0.06 N/A 0.0371 0.12 N/A 0.12 N/A N/A
Imperials
  1. As the capacity of residences are no longer fixed, the maximum income will vary.
  2. See Income Study

Quickly satisfy new needs[]

Note that each population tier will buy fewer goods of the lower tiers, i.e. Imperials will buy fewer spice than merchants, merchants will buy fewer bread than vassals, vassals will buy fewer fish than pioneers and so on. However, this lower income per citizen per tier is offset by the fact that higher tier citizens will buy more expensive products (i.e. vassals buy bread, cider and linen garments that aren't available to peasants), and each tier has a higher base population per house. So make sure you supply your newly ascended population their new needs as soon as possible, to not only recover your former income but increase it.

Spend Your Coin![]

Remember that once your Coin reaches your Treasury's limit, your income becomes 0! Spend your Coin regularly, on items which you are likely to need in the future (e.g. captains for your ships).

Upkeep[]

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Almost all your buildings have some sort of cost (in Coin) for running called upkeep. This is the cost for having this building, and is measured in intervals of 30 seconds, just like your income.
Workyard paused A workyard that goes idle or that is intentionally paused enters what is called sleep mode. In this state, it will not produce anything and will have its upkeep lowered to roughly half of its original upkeep cost.

Scaling upkeep[]

When buildings are upgraded and their efficiency improved, their upkeep is also increased. However, an exception is the Distribution House, which has a consistent upkeep regardless of its level.

Workshops automatically shut down[]

When a workshop cannot produce any more goods, either due to their own storage being full or the island's warehouse being full, they automatically shut down and hit sleep mode (with their upkeep reduced).

This means that you don't have to micromanage your buildings much at all. The game will automatically put them into sleep mode when they aren't needed. There might be times where you might want to turn certain workshops off manually, like if you wanted some flour then you could temporarily shut down the bakeries, but for the purpose of saving on upkeep, there's no reason to do this yourself.

Buildings with no upkeep[]

The following buildings do not have any upkeep costs, even when upgraded:

Fluctuating income[]

Sometimes your income goes up and down, which can be explained by a number of things. Below are a list of common things making your income go up and down:

  • Increase in population (income will go up as the populace purchases goods).
  • Residence newly ascended (will cause some slight deviations in your income due to averages).
  • Workyards stopped working due to full stores/warehouse (upkeep reduces, overall income increased).
  • Workyards started working again due to room in stores/warehouse (increased upkeep, overall income reduced).
  • New goods being introduced (income will slowly climb up as they buy the new goods initially).
  • You run out of goods for your residents to buy (less goods to buy means lowered income).
  • You built more workyards, launched a ship or upgraded a building (increases your upkeep, lower overall income).

Trade[]

Naturally, you could augment that by selling goods via trade, but that is not always as easy or lucrative as simply not building extra stuff and having reduced upkeep, thus saving on lower costs as opposed to increased income.

That said, you could sometimes earn a lot of money trading the right goods, at the right price. But you're relying on other players buying your goods, so your mileage may vary.