Aldermen
Aldermen live in the Alderman Residence and have 31 needs: 22 goods and 9 public services. They upgrade from Smiths. One Earth Oven supplies 96 Aldermen residences with Roast Beef.
- Residents per residence, base-game needs
- 18
- Workforce type
- Alderman
- Goods needs
- 22
Residents per residence add up the Population value of every supplied need and service, as listed in the game data. Item-unlocked needs are not counted.
Needs by category
Consumption is per residence at the base rate (Low setting, ×1). Multiply by 1.25, 1.5 or 1.75 for the Medium, High or Very High consumption settings. Supply value is what the need adds toward its category's upgrade threshold. "Residences per building" uses one producer at 100% productivity.
| Need | Supply value | t/min per residence | Residences per building | Effect per residence | Condition |
|---|---|---|---|---|---|
| 1 | 0.0132 | 101 per Cockle Picker | +1 Population, +1 Happiness | Base game | |
| 1 | 0.0112 | 89 per Eel Grabber | +1 Population, +1 Income | Base game | |
| 2 | 0.0061 | 110 per Garum Works (Latium) | +2 Income, +1 Happiness | Base game | |
| 2 | 0.0052 | 95 per Dairy | +2 Population, +1 Income | Base game | |
| 2 | 0.0097 | 103 per Brewery | +1 Population, +1 Income, +2 Happiness, −1 Knowledge | Base game | |
| 4 | 0.0052 | 96 per Earth Oven | +3 Population, +2 Income | Base game | |
| 4 | 0.0129 | 103 per Vintner | +3 Income, +3 Happiness, +2 Belief, −1 Knowledge | Dawn of the Delta | |
| 4 | 0.007 | 95 per House of Infusion (Aegyptus) | +3 Income, +2 Happiness, +2 Belief | Dawn of the Delta |
| Need | Supply value | t/min per residence | Residences per building | Effect per residence | Condition |
|---|---|---|---|---|---|
| 1 | In range | Market building in range | +1 Population, +1 Income | Base game | |
| 1 | In range | Bardic Hearth building in range | +1 Population, +1 Happiness | Base game | |
| 2 | In range | Recreation Ground building in range | +1 Happiness, +1 Health, +1 Prestige | Base game | |
| 2 | In range | Fanum building in range | +2 Belief, +1 Knowledge | Base game | |
| 4 | In range | Alder Council building in range | +2 Population, +1 Belief, +2 Knowledge | Base game | |
| 4 | In range | Theatre building in range | +3 Happiness, +1 Knowledge, +1 Prestige | Base game | |
| 4 | In range | Gambling House building in range | +2 Population, +3 Income, −2 Happiness | Base game |
| Need | Supply value | t/min per residence | Residences per building | Effect per residence | Condition |
|---|---|---|---|---|---|
| 1 | 0.0054 | 92 per Shoe Weaver | +1 Income, +1 Health | Base game | |
| 1 | 0.0112 | 89 per Spinner | +2 Income | Base game | |
| 2 | 0.0074 | 90 per Hosier | +1 Population, +2 Income | Base game | |
| 2 | 0.0074 | 90 per Wire-Twister | +2 Income, +1 Prestige | Base game | |
| 2 | 0.0061 | 109 per Kollyrist (Aegyptus) | +2 Income, +1 Health, +2 Belief | Dawn of the Delta | |
| 4 | 0.0087 | 114 per Birrus Stitcher | +2 Population, +2 Income, +2 Health | Base game | |
| 4 | 0.0053 | 94 per Beaver Hatter | +3 Income, +2 Happiness, +1 Health | Base game | |
| 8 | 0.0055 | 122 per Jeweller (Latium) | +6 Income, +2 Prestige | Needs the item Sláinga Gaileanga, Man Of The Forest |
| Need | Supply value | t/min per residence | Residences per building | Effect per residence | Condition |
|---|---|---|---|---|---|
| 2 | 0.005 | 100 per Horner | +1 Population, +2 Happiness | Base game | |
| 2 | 0.0059 | 113 per Shieldbeater | +1 Belief, +2 Prestige | Base game | |
| 2 | 0.0053 | 125 per Artisan Glazier (Aegyptus) | +2 Income, +3 Belief | Dawn of the Delta | |
| 4 | 0.0051 | 98 per Chariot Workshop | +3 Income, +1 Happiness, +2 Prestige | Base game | |
| 4 | 0.0053 | 94 per Glassblower (Latium) | +5 Income, +3 Prestige | Base game | |
| 4 | 0.0053 | 125 per Latrunculi Workshop (Latium) | +4 Income, +3 Happiness, +3 Knowledge | Prophecies of Ash |
| Need | Supply value | t/min per residence | Residences per building | Effect per residence | Condition |
|---|---|---|---|---|---|
| 4 | In range | Barrow building in range | +2 Health, +3 Belief, +2 Prestige | Base game | |
| 4 | In range | Sacred Grove building in range | +4 Belief, +3 Knowledge | Base game |
Upgrade
Aldermen are the last tier of the celtic path. More needs raise the residents and income of each residence.
Reaching tier 3 on one Albion path also unlocks the other path.
Needs and upgrades for every tier compares all three provinces.
Goods made in another province
Albion has no production building for these Aldermen needs; they come by trade route.
Garum from Latium (Garum Works)
Kollurion from Aegyptus (Kollyrist)Dawn of the Delta
Apotropaic Talismans from Aegyptus (Artisan Glazier)Dawn of the Delta
Blue Lotus Tea from Aegyptus (House of Infusion)Dawn of the Delta
Necklaces from Latium (Jeweller)
Fine Glass from Latium (Glassblower)
Latrunculi Sets from Latium (Latrunculi Workshop)Prophecies of Ash
Guides that cover Aldermen
Needs by tier: what every resident needs to upgradeSection: How the threshold works. Every Anno 117 tier's new goods and services in Latium, Albion and Aegyptus, the category thresholds that unlock an upgrade, and the goods a province must import.
How to make money: income per tier, upkeep and tradeSection: Income by tier. Anno 117 income comes from residences: a fully supplied Patrician residence carries 66 Income from base-game needs, a Libertus 6. Which needs pay most, what upkeep costs and what to sell.
Dawn of the Delta: Aegyptus zones, floods, irrigation and pathsSection: New needs in Latium and Albion. Aegyptus in Anno 117: Farmland, Floodplains and the Arid Zone, the flood and harvest seasons, canals and the Granary, Threshers' two paths and the new goods for Latium and Albion.
Happiness, fire safety and health: needs that raise or lower themSection: Needs that lower them. Which Anno 117 needs and services raise Happiness, Health and Fire Safety, which lower them, and how City Status penalties grow with a city's size after Update 3.0.
Albion: Celtic or Roman path for your WadersWaders in Albion upgrade to Mercators and Nobles (Roman) or Smiths and Aldermen (Celtic). What each path needs, what Albion must import, and why tier 3 on one path unlocks the other.
Sources
- Game data: anno-mods Anno 117 Calculator params.js, release 4.0 (5 Nov 2026): consumption rates, attributes, DLC and item conditions (Update 3.0 with Dawn of the Delta (5 November 2026)).
- Anno Union dev blog: Fulfil needs your way: category thresholds and tier 1 upgrade rule.
- Ubisoft: A guide to Albion, part 1: the Celtic and Roman paths.
