Anno 1800 Production and Population Guide
If you've read our other Anno 1800 guides, you already know how population works and what they require. Now you'll need to learn how to meet their needs and you do that with production. In this In-Depth Population and Production Guide for Anno 1800 you will learn the best ways to setup your production for resources and goods, as well as making the most optimal layout for carts to load and unload items.
Other Anno 1800 Guides
- Ultimate New Player Starter Guide
- How to get Electricity, Oil and Trains
- In-depth Island Shares and War Guide
- Dealing with natural disasters and diseases in Anno 1800
- New World Guide, Tips and Tricks
- Trade Routes, Items and Expeditions Guide
- Managing Island Items Inventory and Harbor
- How to Advance Population Tiers, Deal with Needs and Happiness
- [Popular] Top City Layouts and Best Production Chain Setups
As a basic example houses cost timber to be built so let's set up your first production chain so you can build more. Now I know this might come across is really simple, but the fundamental rules explained here will apply to every production chain in the game when building any production chain, you want to factor into three things: the time it takes to make the item, the workforce needed to make it and the load that's going to be placed on the warehouse. Just like houses connecting to a market, production buildings connect to a warehouse. Both markets and warehouses then connect back to the harbor and it never really gets any more complex than that. Taking wood as an example and going through our three rules we can see that wood gets refined into timber. Wood takes 15 seconds to produce and timber takes 15 seconds to refine this means it's a one-to-one connection for every lumberjack hut we have, we should have a sawmill if we want to just even out the chain. If we do want to store more raw wood for whatever reason, then we'd need more lumberjack huts than sawmills.
The next big thing is workforce. You know that a lumberjack Hut needs five farmers and a sawmill needs 10 so to get one timber you’ll need 15 farmers to work in the building chains at any time. You can see your available workforce at the top of the screen, so you can predict if you're going to have enough people at work or not before you build your buildings. Blueprint mode again is your friend here as you can map the production chains out then just click the button to have them upgrade when you're happy and you have the population to do. If you do end up over building, you'll have a shortage of workers and they'll spread out evenly between the buildings reducing the efficiency of everything and increasing the time it takes to produce the items. The final rule was the load on the warehouse, as mentioned all production buildings need to connect to a warehouse and that warehouse needs to be close by or they won't function. A warehouse contains all of your Island's storage and it works like a magic chest, they are all linked together and what goes in one can come out of any of the others. A Lumberjack Hut creates one wood every 15 seconds and then a little cart will take that wood to the sawmill where it'll take 15 seconds to produce one timber then a little cart will take that timber back to the warehouse to put it in your Island storage. The loading and unloading process actually takes time here and your warehouse has a certain number of loading base. If you have too many production buildings bringing stuff to the one warehouse it may get backed up with carts waiting to load and unload. In order to cut down on that travel time having the sawmill next to the lumberjack hut means that the cart will take it right where it needs to go. It won't go to the warehouse first so you're essentially saving on the time it takes to load and unload things and freeing up that slot. Ideally you want to do this as much as possible and avoid taking things to warehouses if you can take them straight to the refineries instead.
You don't have to do things the way we explained before, you could also have all of your wood cutters in one place and all of your sawmills in another place but that does create a dependency on warehouses to load and unload and the cost of maintaining the warehouses themselves. You can cut down on all of that by trying to bring things directly to where they need to go this can then be repeated for most chains at Tier one potato farms-- schnapps is one-to-one production time so they can easily fit next to each other. Wool to clothes is also one to one ratio so they can go next to each other as well and when you start to get something like bricks you can see that a clay mine - a brick factory is two to one production time which means you can have one clay mine and two brick factories and then they'll even out. So just remember to check those production times, work them into each other and check that you have the work force and check that you have enough room for a warehouse that's not going to be overloaded. This way you'll always be good to go in the production side of things in Anno 1800.
We hope that you've found our In-Depth Population and Production Guide for Anno 1800 useful, if you have, don't forget to share it around and leave a comment if you have a question.