Anno 1404 Wiki
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Anno 1404 has many economic factors which overlap and interact. Here are a few of them, explored in depth.

Basics[]

The volumes that merchant fleets will buy depends on their Merchant Fleet Attainment level. They always buy at the same price, 2.5 times the active sale price (rounded down):

Merchant Fleet Attainment Level Merchant Fleet ID Low Tons High Tons Max. Number of Goods Max. Expenditure
0 ITF I 5 11 4 5,000
OTF I
CTF I
1 ITF II 8 17 6 10,000
OTF II
CTF II 4
2 ITF III 12 24 8 20,000
OTF III 25
CTF III 6
3 ITF IV 19 38 8 30,000
OTF IV 17 35
CTF IV 6
Merchant Fleet ID is the identity of the NPC fleet, if the ship is clicked on: "Imperial Trade Fleet I" is a Northburgh ship at Merchant Fleet attainment level 0/3, "Oriental Trade Fleet II" is an Al Zahir ship at attainment level 1/3, "Corsair Trade Fleet III" is one of Hassan's ships at level 2/3, etc.
Note: The text describing Merchant Fleet Attainments is incorrect in Anno 1404; Merchant Fleet attainment increases do not add 500, then 1,000, etc.; they add 10 times this amount, with purse expenditure limits increaased by 5,000 (for level 1/3), 10,000 (for level 2/3), etc. per attainment level, as shown above. Also note that in Easy games (Elector, Master Builder), higher Merchant Fleet attainments do not result in additional ships sent out. One must play at Medium difficulty or higher to see the additional Merchant Fleet ships at each attainment level.

The tonnages passively bought in the table above only apply if you use the default passive prices; for more detailed information (such as if you change default prices or want to passively buy), see the table below and the Goods bias table.

For the above table (i.e., default prices for passive buying in Anno 1404), Low Tons are always High Tons divided by 2 and rounded down. On average, there is a 50% increase in tonnage when you increase the Merchant Fleet status of an NPC in Anno 1404 (but it's more complicated when playing Venice; see the next table).

Even more important than the tonnage increase that accompanies each Merchant Fleet level is the number of ships the NPC sends out. For Anno 1404 at default passive buying prices, these effectively result in:

  • Attainment level 1 is a 300% increase over level 0 (50% more goods times twice as many ships),
  • Level 2 is a 225% increase over level 1 (1.5x goods x 1.5x ships),
  • Level 3 is a 200% increase (1.5x goods x 1.33x ships).

Thus, the first Merchant Fleet attainment level is the most significant relative increase, although the highest attainment level represents the highest absolute increase.

Here's a much more detailed table showing trade levels, including Venice information:

Merchant Fleet Attainment Level Merchant Fleet ID Fleet Size Cooldown (min) Min. Tons Base Tons Max. Good Max. Number of Goods Max. Expenditure Max. Revenue
0 ITF I 1 15 1 10 15 4 2,000 600
OTF I 20
CTF I
SVS 30 3 15 20 5 4,400 660
1 ITF II 2 30 2 15 25 6 8,000 1,100
OTF II 40
CTF II 4
SVS 50 4 20 35 7 11,250 1,625
2 ITF III 3 45 4 20 40 8 24,000 2850
OTF III 60 5
CTF III 30 6
SVS 6 35 45 8 9,500 1,050
3 ITF IV 4 60 8 30 60 8 24,000 2,800
OTF IV 80 5 8
CTF IV 40 6
LVS 2 90 9 45 70 9 32,500 3,750

The Venetian level 4 merchant fleet only spawns every 45 minutes, way longer compared to the level 3 fleet, which spawns every 20 minute. Hence, keeping the Venetian merchant fleet at level 3 is better.

At the moment you increase Attainment levels, ships of that NPC will use the new trade levels. However, any existing Merchant Fleet ship will continue its routing using the name it started out with, such as Imperial Trade Fleet I. Their next ship to appear will properly reflect the attainment level as of the moment it appears, e.g., Imperial Trade Fleet II.

You can easily check the level of other players' Merchant Fleet attainments by seeing the roman numeral suffix to the ships that visit their warehouses. Vendor ships sent to other NPC players do not visit your warehouses, or vice versa; each vendor addresses each player (human or AI) entirely separately, depending on their attainment level, warehouses, relationship (for Corsairs), etc.

Routing[]

Merchant Fleet routing always stays the same, regardless of attainment level, as long as there are no changes in Warehouses. The fleet first starts by going to the nearest warehouse. It then moves to the next nearest unvisited warehouse. If you plot out their route, you will always know the future ports of call, and can use this knowledge to deliver goods you want Merchant Fleets to buy, just before they get there. If Warehouses are ever changed/destroyed, Merchant Fleet routes are liable to change, sometimes drastically, depending on what is changed. A given new Merchant Fleet ship will only visit warehouses that exist as of the moment it appears; new warehouses won't be visited until new trade ships have started their rounds.

Taxation[]

The taxes the population will pay depends mostly on the goods you give them and the number of inhabitants of the current civilization level on the island they live on. For example: If you give peasants cider, they will pay more taxes,but if a certain amount of peasants is passed, each peasant will pay less taxes until a minimum. There is a number for each civilization level that defines the population of each as Small or ExtraLarge[1]. They will pay maximum taxes until Small is passed, and pay minimum taxes after ExtraLarge is achieved. The taxes income from each civilization level will decline linear between Small and ExtraLarge. The following numbers are the results from experimenting with the population and needs, and are rounded.

Peasants[]

The population of Peasants are considered Small until 300 and ExtraLarge at 900.

Under 300 Peasants Above 900 Peasants
Euphoric +0.81 Gold/Peasant Euphoric +0.40 Gold/Peasant
Happy +0.90 Gold/Peasant Happy +0.45 Gold/Peasant
Calm +1.20 Gold/Peasant Calm +0.60 Gold/Peasant
Irritated +1.68 Gold/Peasant Irritated +0.85 Gold/Peasant
Enraged +2.00 Gold/Peasant Enraged +1.00 Gold/Peasant
Additional with 100% Cider Additional with 100% Cider
Euphoric +0.37 Gold/Peasant Euphoric +0.20 Gold/Peasant
Happy +0.56 Gold/Peasant Happy +0.28 Gold/Peasant
Calm +0.60 Gold/Peasant Calm +0.30 Gold/Peasant
Irritated +0.30 Gold/Peasant Irritated +0.15 Gold/Peasant
Enraged *Can't be enraged* Enraged *Can't be enraged*
Peasents

Diagram with the income for peasants. The taxes are set to calm. The orange one shows the tax income per peasant with 100% cider.

Citizens[]

The population of Citizens are considered Small until 600 and ExtraLarge at 2000.

Under 600 Citizens Above 3000 Citizens
Euphoric +0.95 Gold/Citizens Euphoric +0.72 Gold/Citizens
Happy +1.09 Gold/Citizens Happy +0.83 Gold/Citizens
Calm +1.26 Gold/Citizens Calm +0.96 Gold/Citizens
Irritated +1.53 Gold/Citizens Irritated +1.17 Gold/Citizens
Enraged +1.89 Gold/Citizens Enraged +1.44 Gold/Citizens
Additional with 100% linen garments Additional with 100% linen garments
Euphoric +0.22 Gold/Citizens Euphoric +0.17 Gold/Citizens
Happy +0.22 Gold/Citizens Happy +0.17 Gold/Citizens
Calm +0.24 Gold/Citizens Calm +0.18 Gold/Citizens
Irritated +0.19 Gold/Citizens Irritated +0.14 Gold/Citizens
Enraged +0.00 Gold/Citizens Enraged +0.00 Gold/Citizens

Patricians[]

The population of Patricians are considered Small until 1500 and ExtraLarge at 4000.

Noblemen[]

The population of Noblemen are considered Small until 1000 and ExtraLarge at 4000.

Nomads[]

The population of Nomads are considered Small until 750 and ExtraLarge at 2100.

Under 750 Nomads Above 2100 Nomads
Euphoric +0.42 Gold/Citizens Euphoric +0.30 Gold/Citizens
Happy +0.50 Gold/Citizens Happy +0.35 Gold/Citizens
Calm +0.61 Gold/Citizens Calm +0.43 Gold/Citizens
Irritated +0.74 Gold/Citizens Irritated +0.52 Gold/Citizens
Enraged +0.90 Gold/Citizens Enraged +0.63 Gold/Citizens
Additional with 100% milk Additional with 100% milk
Euphoric +0.14 Gold/Citizens Euphoric +0.09 Gold/Citizens
Happy +0.16 Gold/Citizens Happy +0.12 Gold/Citizens
Calm +0.13 Gold/Citizens Calm +0.09 Gold/Citizens
Irritated +0.10 Gold/Citizens Irritated +0.07 Gold/Citizens
Enraged +0.00 Gold/Citizens Enraged +0.00 Gold/Citizens
Additional with 100% carpets Additional with 100% carpets
Euphoric +0.14 Gold/Citizens Euphoric +0.10 Gold/Citizens
Happy +0.08 Gold/Citizens Happy +0.05 Gold/Citizens
Calm +0.07 Gold/Citizens Calm +0.05 Gold/Citizens
Irritated +0.06 Gold/Citizens Irritated +0.04 Gold/Citizens
Enraged +0.00 Gold/Citizens Enraged +0.00 Gold/Citizens

Envoys[]

The population of Envoys are considered Small until 2050 and ExtraLarge at 7950.

Under 1040 Envoys Above 7950 Envoys
Additional with 100% coffee Additional with 100% coffee
Euphoric +0.53 Gold/Envoy Euphoric null
Happy +0.60 Gold/Envoy Happy null
Calm +0.74 Gold/Envoy Calm null
Irritated +0.96 Gold/Envoy Irritated null
Enraged +1.20 Gold/Envoy Enraged null
Under 2600 Envoys Above 7950 Envoys
Additional with 100% pearl necklaces Additional with 100% pearl necklaces
Euphoric +0.26 Gold/Envoy Euphoric null
Happy +0.30 Gold/Envoy Happy null
Calm +0.38 Gold/Envoy Calm null
Irritated +0.48 Gold/Envoy Irritated null
Enraged +0.60 Gold/Envoy Enraged null
Under 4360 Envoys Above 7950 Envoys
Additional with 100% perfume Additional with 100% perfume
Euphoric +0.12 Gold/Envoy Euphoric null
Happy +0.13 Gold/Envoy Happy null
Calm +0.16 Gold/Envoy Calm null
Irritated +0.21 Gold/Envoy Irritated null
Enraged +0.26 Gold/Envoy Enraged null
Above 4360 Envoys Above 7950 Envoys
Additional with 100% marzipan Additional with 100% marzipan
Euphoric +0.08 Gold/Envoy Euphoric null
Happy +0.09 Gold/Envoy Happy null
Calm +0.11 Gold/Envoy Calm null
Irritated +0.14 Gold/Envoy Irritated null
Enraged +0.18 Gold/Envoy Enraged null
SUM Above 4360 Envoys SUM Above 7950 Envoys
Euphoric 0.99 Gold/Envoy Euphoric null
Happy 1.12 Gold/Envoy Happy null
Calm 1.39 Gold/Envoy Calm null
Irritated 1.79 Gold/Envoy Irritated null
Enraged 2.24 Gold/Envoy Enraged null

Beggars[]

The population of Beggars on the street are considered ExtraLarge at 2500.

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