Anno 1701 Production Chains __hot__
Each building has a specific production time (e.g., 0:15 or 0:30), which dictates how many support buildings are needed for a processing plant. Building Materials (Basic) : 1 Clay Pit → 2 Brickworks. : 1 Marble Quarry → 2 Marble Stonemasons. : 1 Forest Ranger → 1 Woodcutter. Civilian Goods (Advanced) : 1 Gold Mine + 1 Gem Mine → 2 Goldsmiths.
By memorizing these ratios—2:1 for soil-based farms, 1:1 for mines and plantations, and the multi-island logistics for aristocrats—you transform from a panicked settler into a Viceroy. Build your forester early, respect the cart rider, and always keep a buffer.
Anno 1701 is not a game about speed; it is a game about equilibrium. The production chains are the circulatory system of your empire. If you constrict the flow of wood, the heart (housing) stops. If you clog the flow of spices, the brain (taxes) fails.
Fish is the easiest food source. Space your huts out along the coast so their fishing radii do not overlap, which reduces efficiency. Optimal Ratio: 1 Sheep Farm : 1 Weaver’s Hut anno 1701 production chains
: Always build according to the perfect mathematical ratios.
Processing buildings (like Weavers or Bakers) can pull raw materials directly from nearby supplier farms if they are within the supplier's radius. This bypasses the need for market carts, drastically reducing traffic on your roads and speeding up production. 2. Centralized Production Hubs
—clay, iron, and marble can run out, requiring you to find "inexhaustible" deposits or expand to new islands. Each building has a specific production time (e
| Resource/Product | Building(s) | Crucial Ratio(s) | | -------------------------- | ------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------- | | | 2 Tobacco Plantations → 1 Tobacco Processing building | 2:1 This ratio is fixed for this chain to function without shortages. | | Meat (Beef) | 2 Cattle Farms → 1 Butcher | 2:1 Requires cattle, a livestock farm. | | Tools | Ore Mine → Ore Smelter → 2 Tool Shops | 1:2 A single ore mine can supply two tool shops, but only if the smelter is constantly fed. | | General Rule of Thumb | For many basic 2-tier chains (Raw → Finished) | 2 Raw Buildings : 1 Production Building . This is a good starting point for chains like cloth or bread. |
Production complexity scales directly with your population's social tier. As citizens advance, their "Wants" transition into "Needs," requiring you to establish increasingly intricate supply lines.
: Requires southern island fertility. Set up a trade route early to bring tobacco to your northern capital. Ratio : 1 Spice Plantation. : 1 Forest Ranger → 1 Woodcutter
: Requires Cocoa from southern (tropical) islands and Honey from northern islands, forcing you to maintain specialized colonies and transport the raw goods to a central factory.
is a classic city-building and real-time strategy game where success hinges on managing complex production chains. Efficiently transforming raw resources into finished goods is essential for satisfying the evolving needs of your population, from pioneering settlers to wealthy aristocrats.
, mastering production chains is the difference between a thriving empire and a bankrupt colony. Efficiency relies on understanding —the balance between raw material producers and finishing facilities—to ensure your warehouses are full without wasting gold on unnecessary upkeep. The Golden Rules of Production
Place your processing buildings (like the Bakery) closer to your Market Buildings than the farms. This ensures the finished product reaches your citizens faster. 3. Management of Raw Materials