Sometimes playing Anno feels like being a bird parent trying to fulfil the needs of the ever-demanding offspring: Your citizens want clothes, they want sausages, beer, carpets, pasta and energy drinks. Let’s also not forget the marketplace, tavern, laboratory or the concert hall.
Granted, your citizens pay taxes (usually) to make up for the hassle, but they really make you work for that.
In short: needs are a core aspect of Anno gameplay loop, you fulfil them to make money, to make your people happy and to level up residences in order to progress through the game.
Needs in general
This hasn’t changed much in Anno 117: Pax Romana, on first glance: We still separate needs into two types: consumption needs and service needs.
The former require the player to produce goods (e.g. Porridge) in certain quantities which are then consumed by the residence. As long as enough goods are produced, the need fulfilment slowly rises to 100% and ...
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