Introduction

This guide provides an in-depth look at the Tourist and Hotel mechanics in Anno 1800. We’ll compare Tourists vs. Investors, explore their needs, income potential, happiness factors, workforce contribution, and cover public service buildings, bus networks, and debuff systems.


Tourists vs. Investors: Which is Better?

Basic Comparison

  • Tourist Hotel:
    • Can accommodate 500 people.
    • Generates up to 8,525 income.
    • Cannot be boosted by items or cultural set pieces.
  • Investor Residence:
    • Starts with 50 population and 870 income.
    • Can be boosted up to 90 population per house.
    • Certain Town Hall items and Cultural Set bonuses significantly increase income potential.

Tile Efficiency Comparison

  • Tourist Hotel:
    • 7.93 people per tile135.29 income per tile.
  • Investor Residence:
    • 5.5 people per tile (unupgraded), 96.6 income per tile.
    • 10 people per tile with max upgrades.
    • 164.35+ income per tile with full buffs (can be even higher with bonuses).

🔹 Conclusion: Tourist Hotels outperform unbuffed investors in both population and income, but boosted investors(with the right items) will far exceed tourists in profitability and efficiency.


Tourist Workforce & Needs

Unlike investors, tourists are their own workforce and do not contribute to the general labor pool. Their workforce is used for Restaurants, Cafés, the Iron Tower, and other amenities.

Essential Needs & Their Population Impact

  • Fulfilling all needs increases hotel workforce and income.
  • Shampoo is the most critical need, providing 105 additional tourists.
  • The more needs met, the higher your income and population cap.

Tourist Happiness & Optional Needs

The happiness system is divided into:

  1. Base Game Happiness Needs: (Fur Coats, Rings, Lemonade, Souvenirs)
  2. Optional DLC-Based Needs: (Zoo, Museum, Palace, Botanical Gardens, Docklands)
    • Base game needs provide higher income and happiness bonuses.
    • DLC needs are less powerful but add flexibility.
    • Not fulfilling base game needs results in penalties (-3 happiness each).
    • DLC needs do not penalize you if left unfulfilled.

💡 Maximizing Happiness = Increased Income.


Bus System & Public Services

To function properly, Tourist Hotels must be connected to essential buildings via bus stops.

How the Bus System Works

  • Green Roads: Indicate an active bus network.
  • Blue Circles: Denote the range of a specific public service (Cafés, Restaurants, Variety Theaters, etc.).
  • Connected Hotels can receive service benefits, but range limits apply.
  • Some buildings provide island-wide coverage (e.g., Public Mooring, Iron Tower, Docklands, World’s Fair, Palace).

Placement Considerations

  • Restaurants, Cafés, and Bars: Need to be within the blue range of both a bus stop and the hotel to provide consumption boosts.
  • Cultural Set Pieces: Coverage varies. As distance increases, happiness and income decline.
  • Public Mooring & Major Attractions: Provide full coverage as long as one exists on the island.

💡 Pro Tip: Placing multiple cafés and restaurants allows overlapping bonuses!


Understanding Tourist Debuffs

If tourists aren’t reaching their full capacity, debuffs may be in effect.

Common Debuff Causes

  • Happiness Deficit: Needs are not met, reducing population.
  • Chappiness Debuff: (Affecting variety theater & iron tower effectiveness)
  • Tourist Soft Cap Reduction: Unmet needs limit maximum population growth.

🛑 If buildings are fully covered but still underperform, check the debuff system at the top of the UI.


Final Thoughts

  • Tourists can be profitable, but investors (with buffs) remain the best income generators.
  • The bus system is essential for maintaining service efficiency.
  • Understanding range limits and happiness boosts can make a massive difference in effectiveness.
  • Proper placement of amenities and tourist buildings will maximize profit and efficiency.
  • Managing debuffs ensures maximum population and income from hotels.

By mastering these mechanics, you can create a thriving tourism industry in Anno 1800!


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