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| rowspan="2" align="center" valign="middle" | <span style="font-size: small;">Residents</span>
 
| rowspan="2" align="center" valign="middle" | <span style="font-size: small;">Residents</span>
 
| rowspan="2" align="center" valign="middle" text-align: center;" | <span style="font-size: small;">Goods consumed/ Attractions</span>
 
| rowspan="2" align="center" valign="middle" text-align: center;" | <span style="font-size: small;">Goods consumed/ Attractions</span>
| colspan="4" align="center" valign="middle" | Population level required<span style="font-size: small;"> to produce/build</span>
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| colspan="4" align="center" valign="middle" | Population level required to produce/build
 
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| align="center" valign="middle" width="95pt" | Time taken to produce 1 unit from 1 workyard
 
| align="center" valign="middle" width="95pt" | Time taken to produce 1 unit from 1 workyard

Revision as of 02:28, 4 September 2014

Residences are built to increase your population and is the main way to earn money, at least before the player could trade.

Ascension costs

Type Costs
B rger 1 Vassal residence Gold 2.0K Wood 60
Patrizier 1 Merchant residence Gold 15.0K Stone 100
Adlige 1 Imperial residence Gold 100.0K Tools 500

Requirements

Do note that attractions are no longer required for a residence to ascend. Also, residents will now only move out if the residence is not linked to a marketplace. Higher level residents will buy all goods that are bought by lower level residents, but in lesser quantities. Attractions will also increase the population of ALL residences within their influence

Residents Goods consumed/ Attractions Population level required to produce/build
Time taken to produce 1 unit from 1 workyard Selling price per unit / production cost per unit @100% efficiency Population increase per residence within radius of influence
Bauern 1 Food Fish (1) (110s) 104/ 7.333~ N/A
Drinks Milk (25) (235s) 118/ 15.666~ N/A
Clothing Woolen garments (250) (200s) 234/ 26.666~ N/A
Community Well (2) (N/A) N/A +2
Services Carpenter's Workshop (60) (N/A) N/A +2
Faith Chapel (120)

(N/A)

N/A +2
B rger 1 Food Bread (100) (220s) 438/ 146.666~ N/A
Drinks Cider (500) (190s) 418/ 152 N/A
Clothing Linen Garments (1500) (210s) 1000 / 399 N/A
Community Barber (1)

(N/A)

N/A +3
Services Fire Station (900) (N/A) N/A +3
Faith - - -
Entertainment Tavern (300) (N/A) N/A +3
Patrizier 1

Food Spices (250) (trade item) 500/ varies N/A
Drinks Beer (250) (330s) 1250/ 839.666~ N/A
Clothing Leather Jerkins (2000) (420s)

Fur Coats (3000) (600s)

1750/ 1159.666~

2000/ 1520

N/A
Property Books (1000) (630s) 1000/ varies (469 + cost of indigo per unit) N/A
Community - - -
Services Debtor's Prison (1500) N/A +4
Faith Church (2500) N/A +4
Entertainment Tournament arena (500) N/A +4
Adlige 1 Food Meat (1) (630s) 2480 / 1985.6666~
-
Drinks Wine (500) (1260s) 6650 / 5334 N/A
Clothing Brocade Robes (4000) (3150s) 18800/ varies (9310 + cost of silk per unit) N/A
Property Candlesticks (1000) (840s)

Glasses (2500) (1260s)

6200/ 4552.333~

6000/ 4664.333~

N/A
Community Surgery (1500) (N/A) N/A +5
Services - -
-
Faith - -
-
Entertainment - -
-

Notes