Anno 1701 Production Chains -
Wood is your primary construction material. Ensure the Forester has enough green space to replant trees, or your lumberjacks will run out of timber. Ratio: 2 Sheep Farms →right arrow 1 Weaver’s Hut Output: Cloth
Merchants demand luxury items that require cross-island shipping networks and high maintenance costs. A luxury beverage that drastically increases tax yields. 2 Cocoa Plantations →right arrow 1 Chocolatier
While striving for the perfect ratios listed above is a long-term goal, it's not always the best early-game strategy. The costs of each building—both in construction and high maintenance costs for advanced buildings like steelworks—can easily cripple a fledgling economy. A good rule of thumb: Use the in-game efficiency indicators on each building to see if they are receiving enough raw materials. If a building’s efficiency is below 100%, investigate the cause.
Which you are currently struggling to satisfy? What fertility types are available on your main island?
If you want to fine-tune a specific sector of your empire, let me know: Which you are currently optimizing If you need help with island fertility shortages Whether you want a visual grid layout for a specific chain anno 1701 production chains
Your population is divided into five tiers. As you meet their growing demands, they will upgrade their homes, paying more taxes and increasing your revenue:
: This is your first complex chain. You’ll need 1 Ore Mine, 1 Lumberjack, 1 Smelter, and 2 Tool Makers.
In the original 1701, it could be tricky to track where exactly a bottleneck was occurring. A modern feature could include:
If you want, I can draw these chains as or provide optimal building ratios (e.g., 1 wheat farm : 1 mill : 1 bakery). Just let me know. Wood is your primary construction material
A successful production chain depends on raw materials. These are gathered in resource extraction buildings like , Lumberjack’s Huts , or Clay Pits for basic construction materials. Many of these materials are tied to specific fertilities , meaning not every island can produce the same goods. For example, a northern-climate island might be ideal for growing hemp for cloth, while a southern-climate island is needed for tobacco and cocoa plantations. These geographical limitations are what force you to explore, settle, and trade across multiple islands from the very beginning.
Important conventions used below
: Choose the option that matches your island's starting fertility to save on shipping costs. Citizen Tier Chains
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Pure cultivation chain. Does not require a processing building, only direct delivery to a warehouse. Clothing (Whaling Station & Tailor's Shop) Ratio: 1 Whaling Station + 1 Crop Plantation (for Hemp) →right arrow 1 Tailor's Shop Output: Clothes
High maintenance cost. Only build once your Aristocrat population is large enough to generate high tax returns. Jewelry (Gold Mine) Ratio: 1 Gold Mine + 1 Gemstone Mine →right arrow 1 Goldsmith's Shop Output: Jewelry
The secret to a profitable island isn't just building more factories; it’s building the of buildings. If you have too many grain farms and not enough mills, your warehouses clog up with raw wheat while your people starve for bread. Bread Chain: 2 Grain Farms → 1 Flour Mill → 1 Bakery. Alcohol Chain: 2 Hop Farms → 1 Brewery.
: This chain bridges northern and southern resources. Silk grows in the south, while whales are hunted in northern waters. Aristocrat Tier Chains A luxury beverage that drastically increases tax yields