Waders
Waders live in the Wader Residence and have 7 needs: 5 goods and 2 public services. Their next tier is Mercators or Smiths. One Cockle Picker supplies 66 Waders residences with Cockles.
- Residents per residence, base-game needs
- 4
- Workforce type
- Wader
- Goods needs
- 5
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 | 0.02 | 67 per Cockle Picker | +1 Population, +1 Happiness | Base game | |
| 1 | 0.0179 | 56 per Eel Grabber | +1 Population, +1 Income | Base game | |
| 2 | 0.0111 | 60 per Garum Works (Latium) | +2 Income, +1 Happiness | Base game |
| 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 |
| Need | Supply value | t/min per residence | Residences per building | Effect per residence | Condition |
|---|---|---|---|---|---|
| 1 | 0.0085 | 59 per Shoe Weaver | +1 Income, +1 Health | Base game | |
| 1 | 0.0179 | 56 per Spinner | +2 Income | Base game |
Upgrade
A Wader Residence can upgrade to Mercators (Roman path) or Smiths (Celtic path) once every need category reaches its supply threshold. A category's threshold is lower than the sum of its needs, so partly supplied needs can combine to reach it; services count when the residence is inside the building's range.
Needs and upgrades for every tier compares all three provinces.
Goods made in another province
Albion has no production building for these Waders needs; they come by trade route.
Garum from Latium (Garum Works)
Guides that cover Waders
Needs by tier: what every resident needs to upgradeSection: Albion. 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.
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.
