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Anno 1800: The Complete Production Layout Guide

Optimize every production chain from farmers to investors. Warehouse placement, road density, and trade union radius explained with exact layouts.

22 min read5,200 words2025-11-30
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Anno 1800

This is the complete production chain reference for Anno 1800. Every chain across all 5 population tiers, all 4 regions (Old World, New World, Arctic, Enbesa), with verified optimal ratios, warehouse math, Trade Union item effects, and electricity optimization. All ratios assume 100% productivity unless otherwise noted.

🏭 Old World — Farmers

100% productivity. No electricity available at this tier.

GoodInputProcessingOptimal RatioPopulation Supported
FishCoastlineFishery (30s)1 fishery per 80 houses800 farmers
Work ClothesSheep Farm → Wool (30s)Framework Knitters (30s)2 sheep : 1 knitter3,250 farmers
SchnappsPotato Farm (30s)Schnapps Distillery (30s)2 potato : 1 distillery3,000 farmers

🏭 Old World — Workers

GoodInput ChainOptimal RatioPop Supported
SausagesPig Farm (60s) → Artisan Workshop (Sausage, 60s)2 pig : 1 workshop2,400 workers
BreadGrain Farm (60s) → Flour Mill (30s) → Bakery (60s)2 grain : 1 mill : 1 bakery2,880 workers
SoapPig Farm → Rendering Works (Tallow, 30s) → Soap Factory (30s)2 pig : 1 rendering : 1 soap1,800 workers
BeerGrain (60s) → Malthouse (30s) + Hops Farm (60s) → Brewery (60s)2 grain : 1 malt : 2 hops : 1 brewery1,920 workers
SailsSheep Farm (Wool, 30s) → Sailmakers (30s)3 sheep : 1 sailmakerShip construction

🏭 Old World — Artisans

GoodInput ChainOptimal RatioPop Supported
Canned FoodCattle (Beef, 60s) + Red Pepper Farm (60s) → Cannery (108s). Also consumes 1 Iron per cycle.2 cattle : 2 pepper : 1 cannery1,080 artisans
Fur CoatsHunting Cabin (Furs, 60s) + Cotton Fabric (New World import) → Fur Dealer (60s)1 hunter : 1 fur dealer (base). With TU item: 1 hunter = 2 fur dealers850 artisans per chain
Sewing MachinesLumberjack (Wood, 15s) + Iron Mine (15s) → Sewing Machine Factory (45s)1 wood : 1 iron : 1 factory1,500 artisans
RumImported from New World (Sugar Cane → Distillery). Ship on dedicated clipper route.8 sugar : 4 distillery (NW) serve ~3,000 Old World artisans3,000 artisans

Artisan Pivot Point

This is the tier where production chains go multi-island. Canned Food requires red pepper fertility AND cattle pastures. Fur Coats bridge Old and New World. Build a second Old World island dedicated to artisan production.

🏭 Old World — Engineers

GoodInput ChainOptimal RatioPop Supported
SpectaclesCopper Mine (30s) + Zinc Mine (60s) → Brass Smelter (60s) + Sand Mine (30s) → Glassmakers (30s) → Spectacle Factory (90s)4 copper : 2 zinc : 1 brass smelter : 2 sand : 1 glass : 1 spectacle factory1,200 engineers
CoffeeImported from New World (Coffee Plantation, 60s) → Coffee Roaster (30s)6 coffee plantations : 3 roasters (NW) → 1 clipper dedicated route2,000 engineers
Light BulbsGlass (from sand) + Coal (Carbon Filament) → Light Bulb Factory (60s)2 sand → 1 glass : 1 coal mine : 1 light bulb factory1,600 engineers
Pocket WatchesGold Mine (150s) + Glass + Brass → Watch Factory (90s)5 gold mines : 1 glass : 1 brass smelter : 1 watch factory1,800 engineers
PhonographsWood (15s) → Cabinet Maker (60s) + Copper (30s) → Gramophone Factory (90s)2 wood : 1 cabinet maker : 2 copper : 1 gramophone factory960 engineers

🏭 Old World — Investors

GoodInput ChainOptimal RatioPop Supported
ChampagneGlass (Sand, 30s) + Sugar Cane (NW) → Champagne Cellar (150s)1 glassmakers : 4 sugar (NW) : 1 champagne cellar900 investors
CigarsWood Veneers (Sawmill, 15s) + Tobacco (NW) → Cigar Factory (30s)1 sawmill : 4 tobacco (NW) : 1 cigar factory2,400 investors
ChocolateSugar (NW) + Cocoa (NW) → Chocolate Factory (30s)4 sugar : 4 cocoa : 1 chocolate factory2,000 investors
Steam CarriagesSteam Motors (Brass + Iron → Motor Factory, 60s) + Wood (15s) + Caoutchouc (NW) → Carriage Factory (60s)1 motor factory : 1 wood : 4 caoutchouc (NW) : 1 carriage factory750 investors

Investor Goods Are Luxury

Investors don't NEED all luxuries to stay happy. Prioritize Cigars + Chocolate (cheapest chains) before Champagne (glass bottleneck) and Steam Carriages (most complex chain in the game).

🌴 New World — Complete Production Chains

GoodUsed InInput → ProcessingOptimal Ratio (NW)
Cotton FabricFur Coats (OW)Cotton Plantation (60s) → Cotton Mill (30s)2 cotton plantations : 1 mill
RumArtisans (OW)Sugar Cane (30s) → Rum Distillery (30s)1 sugar cane : 1 distillery
CoffeeEngineers (OW)Coffee Plantation (60s) → Coffee Roaster (30s)2 coffee : 1 roaster
CaoutchoucSteam Carriages, Bicycles (OW)Caoutchouc Plantation (60s)Raw good — no processing needed
SugarChampagne, Chocolate (OW)Sugar Cane (30s) — same plantation as rumSplit cane output between rum and sugar
TobaccoCigars (OW)Tobacco Plantation (120s)Raw good — 4 plantations per cigar factory
CocoaChocolate (OW)Cocoa Plantation (120s)Raw good — 4 plantations per chocolate factory
Gold OrePocket Watches, Jewelry (OW)Gold Mine (150s)5 mines per watch factory.
Fried PlantainsJornaleros (NW)Plantain Plantation (60s) → Fried Plantain Kitchen (30s)2 plantain : 1 kitchen
PonchosObreros (NW)Alpaca Farm (60s) → Poncho Darner (60s)1 alpaca : 1 darner
Bowler HatsObreros (NW)Cotton Fabric + Alpaca Wool → Hat Factory (60s)1 cotton mill + 1 alpaca : 1 hat factory
TortillasJornaleros (NW)Corn Farm (60s) → Tortilla Bakery (30s)2 corn : 1 bakery
Coffee (NW)Obreros Cafeteria (NW)Same coffee chain — also consumed in NW CafeteriaExtra capacity needed for local consumption

❄️ Arctic — Complete Production Chains

GoodUsed InInput ChainOptimal Ratio
ParkasExplorers (Arctic)Caribou Meat (120s) → Parka Factory (60s). Also consumes Whale Oil (Whaling Station, 60s).1 whaling station + 1 caribou : 1 parka factory
PemmicanExplorers (Arctic)Caribou Meat (120s) → Pemmican Processor (60s)2 caribou : 1 processor
Sleeping BagsExplorers (Arctic)Caribou Meat + Goose Feathers (60s) + Bear Fur (120s) → Sleeping Bag Factory (90s)2 caribou : 2 goose : 1 bear : 1 factory
Oil LampsTechnicians (Arctic)Whale Oil (60s) + Brass (OW import) → Lamp Factory (60s)1 whaling station + 1 brass smelter (OW) : 1 lamp factory
GasInvestors (OW) + ArcticGas Pump (on Crown Falls plateau glacier). Airship transport required.2 pumps on Crown Falls. Must use airship (4× faster than clipper).

Arctic Logistics

The Arctic has no fertility — all food must be imported or hunted. Caribou and Bears are finite resources on each plateau. Build a dedicated Old World supply island to feed your Arctic colonies. Airships carry 4× more than clippers over Arctic routes.

🏜️ Enbesa (Land of Lions) — Key Production Chains

GoodRequiresOptimal RatioNotes
TeaWater + Tea Plants2 tea : 1 water pump : 1 tea factoryWater canals must connect. Shepherds demand tea.
TapestriesWater + Indigo + Linen2 indigo : 2 linen : 1 tapestry workshopElders demand tapestries. High water consumption.
CeramicsWater + Clay2 clay pits : 1 ceramics workshopEnbesan building material. Elders demand as lifestyle need.
Illuminated ScriptsPaper (Wood) + Indigo + Ceramics1 paper mill : 2 indigo : 1 ceramics : 1 scriptoriumLuxury for Elders. Massive water demand — 3 pumps minimum.
Hibiscus TeaWater + Hibiscus Plantation2 hibiscus : 1 tea factory variantAlternative to regular tea. Higher value.

Water Is Enbesa's Currency

Every Enbesan chain requires water from irrigation canals. Each water pump supports ~12 tiles of irrigated land. Plan your pump placement BEFORE building farms.Canals can't cross roads without bridges — build roads LAST.

📦 Warehouse Placement: The Complete Reference

Warehouse LevelCartsLoading RampsMax RangeBuildings Supported
Level 12217 tiles (road distance)4-6 production buildings
Level 23317 tiles8-10 production buildings
Level 34417 tiles12-15 production buildings

The 17-Tile Rule

Carts travel at full speed for exactly 17 tiles of road distance from warehouse. Beyond 17 tiles, cart speed drops to walking speed — a 72% throughput loss. Paved roads add 0% range but increase cart speed by 50%. Always cluster production within 17 tiles of its warehouse.
Multi-Warehouse Strategy

For production clusters larger than 15 buildings, build a <b>second warehouse</b> in the center of the overflow cluster. Warehouses don&apos;t share cart pools — each has its own fleet.

Loading Ramp Math

A Level 3 warehouse has 4 ramps. Each ramp processes 1 cart at a time. If your queue consistently exceeds <b>100 tons</b>, add a second warehouse — the ramps are your throughput bottleneck, not the carts.

🔧 Trade Union: Best Items by Industry

IndustryBest SpecialistSourceEffect
Sewing MachinesDario the Mechanical EngineerEli Bleakworth (prison)All sewing factories +50% productivity, replaces cotton input with iron
BakeriesMrs. Mayson, Baking PioneerExpeditions (New World)Bakeries +60% productivity, grain input replaced with wood
Canned FoodChef MichelEli Bleakworth (prison)Canneries +50% productivity, replaces goulash with pigs
SpectaclesProfessor RazzaqIsabel Sarmento (NW)Spectacle factories +40%, replaces brass with wood
Light BulbsSeraphim PapadikasResearch InstituteLight bulb factories +50%, replaces glass filament with wood
ChampagneBrother HilariusExpeditions (Arctic)Champagne cellars +50% productivity
All Heavy IndustryFeras Alsarami, the PyrphorianGrand Gallery (Expeditions)+30% productivity for ALL heavy industry in radius when electrified
All AgricultureDr. Ali Al-Zahir, the BotanistGrand Gallery (Expeditions)All crop farms +30% productivity, -50% workforce needed

Stacking Multiplier Example

Dario + Printing Press + Feras Alsarami: Dario makes input iron instead of cotton. Printing Press (+25%). Feras (+30% when electrified). Total: +105% sewing machine output with zero cotton cost and reduced workforce. This single TU setup can supply sewing machines for 4,500+ artisans from 1 factory.

⚡ Electricity Optimization

Power Plant TypeRadiusFuelProductivity BonusBest Use
Oil Power Plant45 tilesOil (from Oil Refinery or NW import)+100%Engineers and above. Double all production in radius.
Gas Power Plant40 tilesGas (Arctic import)+100%Arctic colonies. Cleaner than oil but requires Arctic gas supply.

Electricity Math

A building under electricity produces at 200% (base 100% + 100% electricity bonus). This means a chain that required 4 buildings now requires 2. Electricity effectively doubles your island's production capacity. Always electrify your highest-value chains first: Spectacles, Light Bulbs, and Steam Motors.

Power Plant Placement

Place the power plant at the centerof your industrial district. The 45-tile radius covers roughly the entire buildable area of a medium island. Overlap from multiple plants does NOT stack — don't build two plants near each other. Use the oil from your first refinery in the New World.

FAQ

What's the most efficient farmer setup?+

4 fisheries + 2 framework knitters + 2 potato farms + 1 schnapps distillery. This feeds ~3,200 farmers. Add a second warehouse at 2,500+ farmers.

How do I know if I'm overproducing?+

Open Ctrl+Q (Production Stats). Green bar = production exceeds consumption. Blue bar = balanced (±10%). Red bar = shortage. Aim for blue on all goods. Green above 30% means you're wasting maintenance.

Best Trade Union specialist for beginners?+

Dario the Mechanical Engineer (Eli Bleakworth's prison). Eliminates cotton from sewing machines — saves 2+ cotton plantations, a shipping route, and a cotton mill. Best single-item ROI in the game.

When should I go to the New World?+

The moment the expedition unlocks (~2 hours). Delaying means your artisans stall on canned food and rum. Bring 50 timber, 50 steel beams, and 50 bricks on your first ship to build a colony immediately.