Your residents will consume a variety of goods, while various public buildings will increase the number of residents in a residence.
Goods like food, drinks and clothing are bought by your residents, thus being your primary source of income. See income for more information.
Your residents will consume goods like fish, bread, spices and meat. While most of them can be produced, spices are trade goods and cannot be produced. Instead of producing spices, you obtain it through trade with Northburgh.
Not lacking for thirst, your residents will consume a variety of drinks.
Your residents will need clothes on their backs.
Higher tier residences like the Merchant and Imperial residences also require literature and property items.
Consumables - Overview
Below is a consolidated list of consumable needs for the different tiers of residences.
While these buildings lack any direct financial benefit, they are required for more residents to move in. Some of these buildings can be removed under certain conditions or in certain situations, but normally needed to ensure that your residents stay with you.
Your residents need to be connected via road to your marketplace. There is no substitute for having a marketplace, but as you advance through the game, you'll have access to different types.
| x 1.7k
+ 15 Wood
|-2||2 x 2||9|
| x 13.5k
+ 50 Stone
|-7||4 x 5||16|
|95 k Coins
+ 80 Wood
|-20||8 x 8|
|1050 k Coins
+ 180 Wood
Your residents have need of various services in the game. The well and carpenter's workshop each adds 2 residents to every residence within its radius of influence, the barber and fire station each adds 3 residents, the debtor's prison adds 4 residents while the surgery adds 5 residents.
While your residents will never get angry and rebel, nor is there any mechanics for happiness, they do require certain entertainment. The tavern adds 3 residents to every residence within its radius of influence, while the tournament arena adds 4 residents.
Public buildings - Overview
Below is a consolidated list of all the public building needs for the different tiers of residences.