(Adding icons of the gas power plant, palace and local department) Tag: Visual edit |
m (Correcting the maintenance cost of the commuter pier) Tag: Visual edit |
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|Enables the transfer of workforce between two or more islands. |
|Enables the transfer of workforce between two or more islands. |
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|25000[[File:Credits.png|22px]]<br />50[[File:Steel beams.png|22px]]<br />40[[File:Windows.png|22px]]<br />30{{Infoicon Reinforced Concrete}} |
|25000[[File:Credits.png|22px]]<br />50[[File:Steel beams.png|22px]]<br />40[[File:Windows.png|22px]]<br />30{{Infoicon Reinforced Concrete}} |
||
− | | |
+ | |−1000[[File:Balance.png|20px]]<br />−15[[File:Influence.png|22px]] |
|5x4 |
|5x4 |
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|- |
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Revision as of 11:22, 1 April 2020
Buildings are the main element of Anno 1800. It's the base of every empire, constructing them is the main task of the player.
You can select a building from the construction menu at the bottom of your screen.
Old World Buildings
Farmers Buildings
Farmers Buildings | |||||
---|---|---|---|---|---|
Icon | Name | Description | Construction cost | Maintenance cost | Size |
Dirt Road | Connects buildings and allows for transportation of goods. | 3 | |||
Marketplace | A place that provides your inhabitants with all the necessities of daily life. | 500 10 |
−20 | 5x6 | |
Farmer Residence | Your residents live here. Residents provide income and workforce. | 2 | 3x3 | ||
Small Warehouse | Accepts and distributes goods from, and to your production buildings. | 500 10 |
−20 | 5x5 | |
Lumberjack's Hut |
Produces 1t of wood in 00:15. Requires undeveloped tiles within its radius. |
100 | −10 −5 |
4x4
(r:7) | |
Sawmill |
Produces 1t of timber in 00:15. Can be improved byelectricity. |
100 | −10 −10 |
3x4 | |
50 Farmers | |||||
Fishery |
Produces 1t of fish in 00:30. Requires free coastline. |
100 2 |
−40 −25 |
5x11
(5x16) | |
100 Farmers | |||||
Potato Farm |
Produces 1t of potatoes in 00:30. Requires potato fertility. |
100 2 |
−20 −20 |
3x3
(f:72) | |
Schnapps Distillery |
Produces 1t of schnapps in 00:30. Can be improved byelectricity. |
100 2 |
−40 −50 |
3x4 | |
Sheep Farm | Produces 1t of wool in 00:30. | 100 2 |
−20 −10 |
3x3
(f:3 of 3x3) | |
Framework Knitters |
Produces 1t of work clothes in 00:30. Can be improved byelectricity. |
400 2 |
−50 −50 |
4x4 | |
150 Farmers | |||||
Fire Station | Fights fire in its influence radius. Can mobilise additional special units if required. | 500 4 |
−25 | 3x5 | |
Pub | Provides a public service for your residents. | 500 10 |
−20 | 4x6 | |
Grass | Ornaments generate a small amount of attractiveness for the city. | 15 | 1x1 | ||
Shrubbery | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Mature Shrubbery | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Mature Tree | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Apple Tree | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Well | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
1602 Memorial | Ornaments generate a small amount of attractiveness for the city.
Available for pre-order versions of the game. |
200 | 2x2 | ||
Fountain Square | Ornaments generate a small amount of attractiveness for the city.
Available as Ubisoft Club reward. |
200 | 2x3 | ||
Bronze Lion | Ornaments generate a small amount of attractiveness for the city.
Available as Ubisoft Club reward. |
200 | 1x2 | ||
Chess Tables | Ornaments generate a small amount of attractiveness for the city.
Available as Ubisoft Club reward. |
200 | 2x2 |
Workers Buildings
Workers Buildings | |||||
---|---|---|---|---|---|
Icon | Name | Description | Construction cost | Maintenance cost | Size |
Paved Street | Improves street connections and allows for faster transportation of goods. | 13 1 |
|||
Clay Pit |
Produces 1t of clay in 00:30. Requires resource deposit. Can be improved byelectricity. |
500 4 |
−10 −50 |
5x5 | |
Brick Factory |
Produces 1t of bricks in 01:00. Can be improved byelectricity. |
500 8 |
−20 −25 |
5x5 | |
Pig Farm | Produces 1t of pigs in 01:00. | 500 4 |
−40 −30 −3 |
3x4
(f:5 of 2x3) | |
Slaughterhouse |
Produces 1t of sausages in 01:00. Can be improved byelectricity. |
500 4 5 |
−80 −50 −5 |
3x4 | |
Trade Union | Only useful if equipped with items. Attach items here to provide bonuses to production. | 2500 25 5 |
−50 −20 |
4x4 (r: 13) | |
150 Workers | |||||
Grain Farm |
Produces 1t of grain in 01:00. Requires grain fertility. |
500 4 |
−20 −20 |
3x4
(f:144) | |
Flour Mill |
Produces 1t of flour in 00:30. Can be improved byelectricity. |
500 4 5 |
−50 −10 |
3x4 | |
Bakery |
Produces 1t of bread in 01:00. Can be improved byelectricity. |
1000 4 5 |
−60 −50 |
3x4 | |
Church | Provides a public service for your residents. | 2500 20 25 |
−50 | 6x8 | |
Sailmakers |
Produces 1t of sails in 00:30. Can be improved byelectricity. |
500 8 10 |
−75 −50 |
5x5 | |
Quay |
Beautifies your harbour area. Requires free harbour area. |
5 1 |
|||
Sailing Shipyard |
Builds ships. Requires free coastline. Can be improved byelectricity. |
10000 20 25 |
−100 −100 |
6x17 | |
Depot |
Increases overall storage capacity by 50 tons. Requires free harbour area. |
2500 10 10 |
−20 | 4x10 | |
Harbourmaster's Office | Only useful if equipped with items. Attach items here to provide bonuses to harbour buildings.
Requires free harbour area. |
2500 20 10 |
−50 −20 |
4x4 (r: 18) | |
Mounted Guns |
Attacks and slows enemies over a medium range. More accurate up close. Requires free harbour area. |
2000 10 10 5 |
−10 −3 |
4x4 | |
Cannon Tower |
Does solid damage to enemies at long range, with good all-round defense. Requires free harbour area. |
4000 10 10 8 10 |
−30 −7 |
4x4 | |
300 Workers | |||||
Iron Mine |
Produces 1t of iron in 00:15. Requires resource deposit. Can be improved byelectricity. |
800 4 5 |
−50 −50 |
3x3 | |
Charcoal Kiln |
Produces 1t of coal in 00:30. Requires undeveloped tiles within its radius. Can be improved byelectricity. |
500 4 5 |
−20 −10 −5 |
5x5
(r:9) | |
Furnace |
Produces 1t of steel in 00:30. Can be improved byelectricity. |
500 4 5 |
−100 −100 −5 |
4x7 | |
Steelworks |
Produces 1t of steel beams in 00:45. Can be improved byelectricity. |
1000 8 10 |
−200 −200 −10 |
5x10 | |
Rendering Works |
Produces 1t of tallow in 01:00. Can be improved byelectricity. |
500 4 5 4 |
−40 −40 −5 |
3x3 | |
Soap Factory |
Produces 1t of soap in 00:30. Can be improved byelectricity. |
500 4 5 4 |
−50 −50 −5 |
4x4 | |
Weapon Factory |
Produces 1t of weapons in 01:30. Can be improved byelectricity. |
700 8 10 8 |
−150 −50 −5 |
5x7 | |
500 Workers | |||||
Malthouse |
Produces 1t of malt in 00:30. Can be improved byelectricity. |
500 4 5 4 |
−150 −25 |
4x5 | |
Hop Farm |
Produces 1t of hops in 01:30. Requires hops fertility. |
500 4 |
−20 −20 |
3x4
(f:96) | |
Brewery |
Produces 1t of beer in 01:00. Can be improved byelectricity. |
1600 4 5 4 |
−200 −75 |
4x5 | |
Police Station | Fights riots in its influence radius. Can mobilise additional special units if required. | 2500 8 10 |
−50 | 4x6 | |
750 Workers | |||||
School | Provides a public service for your residents. | 2500 20 25 20 |
−50 | 5x6 | |
Temperate Grove | Ornaments generate a small amount of attractiveness for the city. | 60 | 1x1 | ||
Small Tree | Ornaments generate a small amount of attractiveness for the city. | 30 | 1x1 | ||
Poplar Grove | Ornaments generate a small amount of attractiveness for the city. | 60 | 1x1 | ||
Poplar | Ornaments generate a small amount of attractiveness for the city. | 60 | 1x1 | ||
Flower Bed | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Watering Hole | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Trembling Aspen | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Elm Tree | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 |
Artisans Buildings
Artisans Buildings | |||||
---|---|---|---|---|---|
Icon | Name | Description | Construction cost | Maintenance cost | Size |
Sand Mine |
Produces 1t of quartz sand in 00:30. Requires free coastline. Can be improved byelectricity. |
2000 6 5 |
−120 −25 |
6x7 (6x17) | |
Glassmakers |
Produces 1t of glass in 00:30. Can be improved byelectricity. |
5400 6 10 8 |
−100 −100 |
4x6 | |
Window Makers |
Produces 1t of windows in 01:00. Can be improved byelectricity. |
6500 12 20 16 |
−200 −100 |
5x5 | |
Cattle Farm | Produces 1t of beef in 02:00. | 2000 6 |
−50 −20 |
4x5
(f:4 of 3x4) | |
Red Pepper Farm |
Produces 1t of red peppers in 02:00. Requires red pepper fertility. |
2000 6 |
−100 −10 |
3x3
(f:108) | |
Artisanal Kitchen |
Produces 1t of goulash in 02:00. Can be improved byelectricity. |
7000 6 10 8 8 |
−100 −75 |
5x5 | |
Cannery |
Produces 1t of canned food in 01:30. Can be improved byelectricity. |
15000 6 10 8 8 |
−100 −75 |
6x7 | |
Town Hall | Only useful if equipped with items. Attach items here to provide bonuses to residences and public buildings. | 2500 20 25 20 5 |
−50 −20 |
4x4 | |
250 Artisans | |||||
Coal Mine |
Produces 1t of coal in 00:15. Requires resource deposit. Can be improved byelectricity. |
600 4 5 |
−50 −50 |
3x3 | |
Sewing Machine Factory |
Produces 1t of sewing machines in 00:30. Can be improved byelectricity. |
12000 6 10 8 8 |
−500 −150 |
6x9 | |
Variety Theatre | Provides a public service for your residents. | 10000 30 50 40 40 |
−100 | 4x5 | |
Public Mooring |
Enables visitors to make a stopover on your island. Requires free coastline. Limited to one per island. |
25000 20 20 10 8 |
−400 | 8x25 | |
Repair Crane |
Repairs nearby ships and buildings. Requires free harbour area. |
2500 15 15 25 |
−50 −3 |
5x5 | |
Pier |
Provides additional space for ships to load and unload goods. Requires free harbour area. |
2500 30 50 40 40 |
−50 | 7x6 | |
500 Artisans | |||||
Sugar Cane Plantation |
Produces 1t of sugar cane in 00:30. Requires sugar cane fertility. Construction only in The New World. |
500 6 |
−5 −10 |
3x4
(f:128) | |
Rum Distillery |
Produces 1t of rum in 00:30. Construction only in The New World. |
2500 6 |
−50 −30 |
6x7 | |
Zoo | The finest selection of animals will make your city far more attractive. | 10000 30 30 10 5 |
−100 | 4x7
(c:4x6) | |
Straight Path | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Path End | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Path Angle | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Path Crossing | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Path Junction | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Straight Hedge | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Hedge End | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Hedge Angle | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Hedge Crossing | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Hedge Junction | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Entrance | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Garden Benches | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Memorial Statue | Ornaments generate a small amount of attractiveness for the city. | 150 | 1x1 | ||
Newsstand | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Fountain Garden | Ornaments generate a small amount of attractiveness for the city. | 150 | 2x2 | ||
Garden | Ornaments generate a small amount of attractiveness for the city. | 125 | 2x2 | ||
Gazebo Garden | Ornaments generate a small amount of attractiveness for the city. | 250 | 2x2 | ||
Straight Hedge | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Hedge End | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Hedge Angle | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Hedge Crossing | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Hedge Junction | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Wide Entrance | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Piazza Benches | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Newsstand | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Memorial Statue | Ornaments generate a small amount of attractiveness for the city. | 175 | 1x1 | ||
900 Artisans | |||||
Hunting Cabin |
Produces 1t of furs in 01:00. Requires furs fertility. Requires undeveloped tiles within its radius. |
2000 6 |
−50 −10 |
5x5
(r:9) | |
Cotton Plantation |
Produces 1t of cotton in 01:00. Requires cotton fertility. Construction only in The New World. |
500 6 |
−5 −10 |
4x4
(f:144) | |
Cotton Mill |
Produces 1t of cotton fabric in 00:30. Construction only in The New World. |
500 6 |
−10 −10 |
4x4 | |
Fur Dealer |
Produces 1t of fur coats in 00:30. Can be improved byelectricity. |
2000 6 10 8 5 |
−500 −200 |
4x6 | |
Hospital | Fights illness in its influence radius. Can mobilise additional special units if required. | 10000 12 20 16 40 |
−100 | 6x6 | |
1500 Artisans | |||||
University | Provides a public service for your residents. | 15000 30 50 40 40 |
−400 | 6x9 | |
Museum | Artefacts from the past can be exposed here to attract curious travellers. | 10000 30 30 10 5 |
−100 | 5x8
(e:4x5) |
Engineers Buildings
Engineers Buildings | |||||
---|---|---|---|---|---|
Icon | Name | Description | Construction cost | Maintenance cost | Size |
Limestone Quarry |
Produces 1t of cement in 00:30. Requires resource deposit. Can be improved byelectricity. |
6000 8 15 12 10 |
−250 −25 |
3x3 | |
Concrete Factory |
Produces 1t of reinforced concrete in 01:00. Can be improved byelectricity. |
15000 20 30 24 25 |
−400 −75 |
5x6 | |
Oil Refinery |
Produces 1t of oil in 00:15. Requires oil fields in its influence radius. |
25000 8 15 12 10 10 |
−250 −100 −20 |
5x5
(r:?) | |
Oil Well |
Extracts raw oil from oil fields. Requires resource deposit. |
4000 6 10 8 |
3x3 | ||
Railway | Allows for transportation of oil by trains. | 50 1 1 |
|||
Small Oil Harbour |
Provides trains for transportation and allows you to store and trade oil (+500 oil storage). Requires free coastline. Limited to one per island. |
10000 20 25 20 15 15 |
−100 | 7x8 | |
Oil Storage |
Increases island storage for oil by 200. Requires free harbour area. |
8000 8 15 12 10 10 |
−50 | 4x8 | |
Oil Power Plant | Burns oil to provide electricity to surrounding factories. Requires 1t of oil every 5 seconds. | 25000 30 50 40 30 25 |
−400 −150 −15 |
5x5 | |
Zinc Mine |
Produces 1t of zinc in 00:30. Requires resource deposit. Can be improved byelectricity. |
5000 8 15 12 10 10 |
−250 −25 |
3x3 | |
Copper Mine |
Produces 1t of copper in 00:30. Requires resource deposit. Can be improved byelectricity. |
5000 8 15 12 10 10 |
−250 −25 |
3x3 | |
Brass Smeltery |
Produces 1t of brass in 01:00. Can be improved byelectricity. |
17000 8 15 12 10 10 |
−250 −25 −10 |
5x5 | |
Spectacle Factory |
Produces 1t of glasses in 01:30. Can be improved byelectricity. |
17000 8 15 12 10 10 |
−1000 −100 |
4x6 | |
Straight Fence | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Fence End | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Fence Angle | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Fence Crossing | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Fence Junction | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Archway | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Memorial Garden | Ornaments generate a small amount of attractiveness for the city. | 200 | 2x2 | ||
Equestrian Statue Garden | Ornaments generate a small amount of attractiveness for the city. | 250 | 2x2 | ||
Cypress | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Tall Cypress | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Commuter Pier | Enables the transfer of workforce between two or more islands. | 25000 50 40 30 |
−1000 −15 |
5x4 | |
500 Engineers | |||||
Steam Shipyard |
Produces steam-powered ships. Requires free coastline. Requires electricity. |
90000 50 100 80 75 75 |
−400 −200 |
7x17 | |
Big Betty |
Deals huge area damage to enemies over a very long range, at the cost of long reload times. Requires free coastline. |
22000 40 75 60 60 50 20 |
−350 −14 |
4x6 | |
Saltpeter Works |
Produces 1t of saltpeter in 02:00. Requires saltpeter fertility. Requires free coastline. Can be improved byelectricity. |
12500 10 20 16 |
−500 −25 |
4x6 | |
Dynamite Factory |
Produces 1t of dynamite in 01:00. Can be improved byelectricity. |
54000 10 20 16 15 15 |
−1000 −250 |
5x6 | |
Heavy Weapons Factory |
Produces 1t of advanced weapons in 01:00. Requireselectricity. |
85000 20 40 32 30 30 |
−2200 −250 −15 |
9x10 | |
Caoutchouc Plantation |
Produces 1t of caoutchouc in 01:00. Requires caoutchouc fertility. Construction only in The New World. |
2500 8 |
−25 −10 |
3x3
(fields: 144) | |
Bicycle Factory |
Produces 1t of penny farthings in 00:15. Requireselectricity. |
42000 8 15 12 10 10 |
−1200 −150 |
6x6 | |
Motor Assembly Line |
Produces 1t of steam motors in 00:45. Requireselectricity. |
75000 16 30 24 20 20 |
−1800 −250 −10 |
6x9 | |
1000 Engineers | |||||
Coffee Plantation |
Produces 1t of coffee beans in 01:00. Requires coffee fertility. Construction only in The New World. |
2500 5 |
−25 −10 |
3x4
(f:168) | |
Coffee Roaster |
Produces 1t of coffee in 00:30. Construction only in The New World. |
9000 5 3 |
−150 −150 |
5x6 | |
Gold Mine |
Produces 1t of gold ore in 02:30. Requires resource deposit. Construction only in The New World. |
2500 8 15 |
−250 −100 |
3x3 | |
Goldsmiths |
Produces 1t of gold in 01:00. Can be improved byelectricity. |
27000 8 15 12 10 10 |
−750 −125 |
4x5 | |
Clockmakers |
Produces 1t of pocket watches in 00:45. Requireselectricity. |
48000 8 15 12 10 10 |
−1400 −150 |
5x7 | |
1750 Engineers | |||||
Filament Factory |
Produces 1t of filaments in 01:00. Can be improved byelectricity. |
30000 8 15 12 10 10 |
−725 −150 |
6x7 | |
Light Bulb Factory |
Produces 1t of light bulbs in 01:00. Can be improved byelectricity. |
45000 8 15 12 10 10 |
−1000 −150 |
6x6 | |
Straight Fence | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Fence End | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Fence Angle | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Fence Crossing | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Fence Junction | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Archway | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
3000 Engineers | |||||
Bank | Provides a public service for your residents. | 100000 40 75 60 60 50 |
−1000 | 12x10 |
Investors Buildings
Investors Buildings | |||||
---|---|---|---|---|---|
Icon | Name | Description | Construction cost | Maintenance cost | Size |
World's Fair: Foundations |
The World's Fair is an exhibition space. Constructed in multiple phases, it can host sumptuous events that reward good organisation with unique items. Limited to one per island. |
−500 | 18x22 | ||
Palace |
The palace is not only a unique symbol of your empire's grandeur, but a place to improve and elevate your favourite city. Limited to one per savegame. Seat of Power DLC is required. |
−5000+150 | 9x9 | ||
Local Department |
Local departments allow you to issue the policies and effects of the palace in your other cities. Limited to one per island. Seat of Power DLC is required. |
−1000 | 5x8 | ||
Gas Power Plant |
Burns gas to provide electricity to surrounding buildings. Requires 1t of gas every 45 seconds. The Passage DLC is required. |
−1200 −250 |
5x6 | ||
Vineyard |
Produces 1t of grapes in 02:00. Requires grape fertility. |
8000 10 |
−200 −10 |
3x4 (f:128) | |
Champagne Cellar |
Produces 1t of champagne in 00:30. Can be improved byelectricity. |
35000 10 20 16 15 15 |
−1000 −150 |
5x6 | |
Fountain Plaza | Ornaments generate a small amount of attractiveness for the city. | 400 | 3x3 | ||
Gazebo Plaza | Ornaments generate a small amount of attractiveness for the city. | 500 | 3x3 | ||
750 Investors | |||||
Tobacco Plantation |
Produces 1t of tobacco in 02:00. Requires tobacco fertility. Construction only in The New World. |
2500 10 |
−25 −10 |
3x4
(f:192) | |
Marquetry Workshop |
Produces 1t of wood veneers in 01:00. Can be improved byelectricity. |
22000 10 20 16 15 15 |
−750 −150 |
5x5 | |
Cigar Factory |
Produces 1t of cigars in 00:30. Construction only in The New World. |
2500 10 20 |
−250 −175 |
7x7 | |
Members Club | Provides a public service for your residents. | 50000 50 100 80 75 75 |
−350 | 6x6 | |
1750 Investors | |||||
Pearl Farm |
Produces 1t of pearls in 01:30. Requires pearls fertility. Requires free coastline. Construction only in The New World. |
8500 10 |
−25 −50 |
6x14 | |
Jewellers |
Produces 1t of jewellery in 00:30. Can be improved byelectricity. |
33000 10 20 16 15 15 |
−2500 −150 |
5x5 | |
3000 Investors | |||||
Gramophone Factory |
Produces 1t of gramophones in 01:00. Requires electricity. |
60000 10 20 16 15 15 |
−1600 −150 |
7x7 | |
5000 Investors | |||||
Coachmakers |
Produces 1t of chassis in 02:00. Can be improved byelectricity. |
55000 10 20 16 15 15 |
−1200 −150 |
6x9 | |
Cab Assembly Line |
Produces 1t of steam carriages in 00:30. Requires electricity. |
115000 20 40 32 30 30 |
−3000 −500 −10 |
8x12 |
New World Buildings
Jornaleros Buildings
Jornaleros Buildings | |||||
---|---|---|---|---|---|
Icon | Name | Description | Construction cost | Maintenance cost | Size |
Dirt Road | Connects buildings and allows for transportation of goods. | 3 | |||
Marketplace | A place that provides your inhabitants with all the necessities of daily life. | 500 10 |
−20 | 5x6 | |
Jornalero Residence | Your residents live here. Residents provide income and workforce. | 1 | 3x3 | ||
Small Warehouse | Accepts and distributes goods from and to your production buildings. | 500 10 |
−10 | 5x5 | |
Lumberjack's Hut |
Produces 1t of wood in 00:15. Requires undeveloped tiles within its radius. |
500 | −10 −10 |
4x4
(r:7) | |
Sawmill | Produces 1t of timber in 00:15. | 500 | −10 −20 |
3x4 | |
50 Jornaleros | |||||
Fish Oil Factory |
Produces 1t of fish oil in 00:30. Requires free coastline. |
500 6 |
−5 −15 −5 |
5x8
(5x16) | |
Plantain Plantation |
Produces 1t of plantains in 00:30. Requires plantain fertility. |
500 6 |
−5 −10 |
3x3
(f:128) | |
Fried Plantain Kitchen | Produces 1t of fried plantains in 00:30. | 500 2 |
−15 −25 |
3x4 | |
Trade Union | Only useful if equipped with items. Attach items here to provide bonuses to production. | 2500 25 5 |
−50 −20 |
4x4 | |
100 Jornaleros | |||||
Sugar Cane Plantation |
Produces 1t of sugar cane in 00:30. Requires sugar cane fertility. |
500 6 |
−5 −10 |
3x4
(f:128) | |
Rum Distillery | Produces 1t of rum in 00:30. | 2500 6 |
−50 −30 |
6x7 | |
Cotton Plantation |
Produces 1t of cotton in 01:00. Requires cotton fertility. |
500 6 |
−5 −10 |
4x4
(f:144) | |
Cotton Mill | Produces 1t of cotton fabric in 00:30. | 500 6 |
−10 −10 |
4x4 | |
Sailmakers | Produces 1t of sails in 00:30. | 500 8 |
−15 −20 |
5x5 | |
Quay |
Beautifies your harbour area. Requires free harbour area. |
20 | |||
Sailing Shipyard |
Builds ships. Requires free coastline. |
10000 20 |
−100 −100 |
6x17 | |
Depot |
Increases overall storage capacity by 50 tons. Requires free harbour area. |
2500 10 10 |
−20 | 4x10 | |
Harbourmaster's Office |
Only useful if equipped with items. Attach items here to provide bonuses to harbour buildings. Requires free harbour area. |
2500 20 10 |
−50 −20 |
4x4 | |
200 Jornaleros | |||||
Repair Crane |
Repairs nearby ships and buildings. Requires free harbour area. |
500 50 75 |
−50 −3 |
5x5 | |
Mounted Guns |
Attacks and slows enemies over a medium range. More accurate up close. Requires free harbour area. |
5000 20 10 5 |
−10 −3 |
4x4 | |
Alpaca Farm | Produces 1t of alpaca wool in 00:30. | 500 6 |
−5 −10 |
3x3
(f:4 of 3x3) | |
Poncho Darner | Produces 1t of ponchos in 00:30. | 500 6 |
−15 −30 |
4x5 | |
Caoutchouc Plantation |
Produces 1t of caoutchouc in 01:00. Requires caoutchouc fertility. |
2500 8 |
−25 −10 |
3x3
(f:144) | |
Fire Station | Fights fire in its influence radius. Can mobilise additional special units if required. | 500 4 |
−25 | 3x5 | |
300 Jornaleros | |||||
Pearl Farm |
Produces 1t of pearls in 01:30. Requires pearl fertility. Requires free coastline. |
8500 10 |
−25 −50 |
6x14 | |
Chapel | Provides a public service for your residents. | 500 10 |
−10 | 3x4 | |
Police Station | Fights riots in its influence radius. Can mobilise additional special units if required. | 2500 6 |
−50 | 4x5 | |
Straight Path | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Path End | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Path Angle | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Path Crossing | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Path Wall | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Straight Hedge | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Hedge End | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Hedge Angle | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Hedge Crossing | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Hedge Wall | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Entrance | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Grass | Ornaments generate a small amount of attractiveness for the city. | 15 | 1x1 | ||
Philodendron | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Small Tree | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Ferns | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Bush | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Shrub | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Small Palm Tree | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Palm Tree | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Well | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
1602 Memorial | Ornaments generate a small amount of attractiveness for the city.
Available for pre-order versions of the game. |
200 | 2x2 | ||
Fountain Square | Ornaments generate a small amount of attractiveness for the city.
Available as Ubisoft Club reward. |
200 | 2x3 | ||
Bronze Lion | Ornaments generate a small amount of attractiveness for the city.
Available as Ubisoft Club reward. |
200 | 1x2 | ||
Chess Tables | Ornaments generate a small amount of attractiveness for the city.
Available as Ubisoft Club reward. |
200 | 2x2 |
Obreros Buildings
Obreros Buildings | |||||
---|---|---|---|---|---|
Icon | Name | Description | Construction cost | Maintenance cost | Size |
Paved Street | Improves street connections and allows for faster transportation of goods. | 13 1 |
|||
Clay Pit |
Produces 1t of clay in 00:30. Requires resource deposit. |
2500 4 |
−10 −100 |
5x5 | |
Brick Factory | Produces 1t of bricks in 01:00. | 2500 8 |
−20 −50 |
5x5 | |
Cattle Farm | Produces 1t of beef in 01:00. | 2500 6 |
−25 −20 |
4x5
(f:6 of 3x4) | |
Corn Farm |
Produces 1t of corn in 01:00. Requires corn fertility. |
2500 3 |
−25 −10 |
3x3
(f:168) | |
Tortilla Maker | Produces 1t of tortillas in 00:30. | 4500 3 2 |
−100 −100 |
3x5 | |
Town Hall | Only useful if equipped with items. Attach items here to provide bonuses to residences and public buildings. | 2500 25 25 |
−50 −20 |
4x4 | |
300 Obreros | |||||
Coffee Plantation |
Produces 1t of coffee beans in 01:00. Requires coffee fertility. |
2500 5 |
−25 −10 |
3x4
(f:168) | |
Coffee Roaster | Produces 1t of coffee in 00:30. | 9000 5 3 |
−150 −150 |
5x6 | |
Boxing Arena | Provides a public service for your residents. | 2500 20 25 |
−20 | 5x6 | |
Gold Mine |
Produces 1t of gold ore in 02:30. Requires resource deposit. |
2500 8 15 |
−250 −100 |
3x3 | |
Public Mooring |
Enables visitors to make a stopover on your island. Requires free coastline. Limited to one per island. |
2500 20 10 |
−250 | 8x25 | |
Pier |
Provides additional space for ships to load and unload goods. Requires free harbour area. |
2500 30 50 |
−50 | 6x7 | |
Cannon Tower |
Does solid damage to enemies at long range, with good all-round defense. Requires free harbour area. |
10000 40 40 10 |
−30 | 4x4 | |
600 Obreros | |||||
Small Oil Harbour |
Provides trains for transportation and allows you to store and trade oil (+500 oil storage). Requires free coastline. Limited to one per island. |
10000 20 25 |
−100 | 7x8 | |
Oil Storage |
Increases island storage for oil by 200. Requires free harbour area. |
8000 8 15 |
−50 | 4x8 | |
Felt Producer | Produces 1t of felt in 00:30. | 2500 3 2 |
−10 −10 |
4x4 | |
Bombín Weaver | Produces 1t of bowler hats in 00:30. | 9000 3 2 |
−50 −20 |
4x6 | |
Hospital | Fights illness in its influence radius. Can mobilise additional special units if required. | 10000 12 20 |
−100 | 5x6 | |
Oil Refinery |
Produces 1t of oil in 00:15. Requires oil fields in its influence radius. |
2500 8 15 12 10 10 |
−250 −75 −20 |
5x5
(r:9) | |
Oil Well |
Extracts raw oil from oil fields. Requires resource deposit. |
4000 6 10 8 |
3x3 | ||
Railway | Allows for transportation of oil by trains. | 50 1 1 |
|||
1000 Obreros | |||||
Tobacco Plantation |
Produces 1t of tobacco in 02:00. Requires tobacco fertility. |
7000 10 |
−25 −10 |
3x4
(f:192) | |
Marquetry Workshop | Produces 1t of wood veneers in 01:00. | 2500 10 20 |
−100 −100 |
5x5 | |
Cigar Factory | Produces 1t of cigars in 00:30. | 2500 10 20 |
−250 −175 |
7x7 | |
Zoo | The finest selection of animals will make your city far more attractive. | 10000 30 30 10 5 |
−100 | 4x7
(c:4x6) | |
1500 Obreros | |||||
Cocoa Plantation |
Produces 1t of cocoa in 01:00. Requires cocoa fertility. |
7600 6 |
−5 −10 |
4x5
(f:128) | |
Sugar Refinery | Produces 1t of sugar in 00:30. | 500 6 |
−10 −50 |
4x6 | |
Chocolate Factory | Produces 1t of chocolate in 00:30. | 24000 6 |
−50 −100 |
5x7 | |
Museum | Artefacts from the past can be exposed here to attract curious travellers. | 10000 30 30 10 5 |
−100 | 5x8
(e:4x5) | |
Straight Fence | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Fence End | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Fence Angle | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Fence Crossing | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Fence Wall | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Archway | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Garden Benches | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Memorial Statue | Ornaments generate a small amount of attractiveness for the city. | 150 | 1x1 | ||
Newsstand | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Tropical Forest | Ornaments generate a small amount of attractiveness for the city. | 60 | 1x1 | ||
Flowering Shrub | Ornaments generate a small amount of attractiveness for the city. | 25 | 1x1 | ||
Equestrian Statue Garden | Ornaments generate a small amount of attractiveness for the city. | 250 | 2x2 | ||
Watering Hole | Ornaments generate a small amount of attractiveness for the city. | 50 | 1x1 | ||
Memorial Garden | Ornaments generate a small amount of attractiveness for the city. | 200 | 2x2 | ||
Fountain Garden | Ornaments generate a small amount of attractiveness for the city. | 150 | 2x2 | ||
Garden | Ornaments generate a small amount of attractiveness for the city. | 125 | 2x2 | ||
Gazebo Garden | Ornaments generate a small amount of attractiveness for the city. | 250 | 2x2 | ||
Fountain Plaza | Ornaments generate a small amount of attractiveness for the city. | 400 | 3x3 | ||
Gazebo Plaza | Ornaments generate a small amount of attractiveness for the city. | 500 | 3x3 | ||
Straight Hedge | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Hedge End | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Hedge Angle | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Hedge Crossing | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Hedge Wall | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Wide Entrance | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Fence | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Fence | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Fence | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Fence | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Fence | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Archway | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Piazza Benches | Ornaments generate a small amount of attractiveness for the city. | 75 | 1x1 | ||
Newsstand | Ornaments generate a small amount of attractiveness for the city. | 100 | 1x1 | ||
Memorial Statue | Ornaments generate a small amount of attractiveness for the city. | 175 | 1x1 |
The Arctic Buildings
Explorers Buildings
Explorers Buildings | |||||
---|---|---|---|---|---|
Icon | Name | Description | Construction cost | Maintenance cost | Size |
Road | Connects buildings and allows for transportation of goods. | 5 | |||
Canteen |
Provides a public service for your residents. |
1000 5 |
−100 | 5x6 | |
Explorer Shelter | Your residents live here. Residents provide income and workforce. | 2 | 3x3 | ||
Small Warehouse | Accepts and distributes goods from, and to your production buildings. | 500 5 |
−20 | 5x5 | |
Charcoal Kiln |
Produces 1t of coal in 00:30. Requires forest fertility. |
500 2 |
−20 −10 |
5x5
(r:9) | |
Heater | Burns coal (1t every 30 seconds) to provide heating to other buildings in its influence radius. | 1000 5 |
−50 | 3x4 | |
Lumberjack's Hut | Produces 1t of wood in 00:15.
Requires undeveloped tiles within its radius. Requires heating. |
100 | −20 −10 |
4x4
(r:7) | |
Sawmill |
Produces 1t of timber in 00:15. Requires heating. |
100 | −20 −10 |
3x4 | |
100 Explorers | |||||
Whaling Station | Produces 1t of whale oil in 01:00.
Requires whale fertility. Requires free coastline. Requires heating. |
200 5 |
−40 −30 |
6x17 | |
Caribou Hunting Cabin | Produces 1t of caribou meat in 01:00.
Requires undeveloped tiles within its radius. Requires caribou fertility. Requires heating. |
200 2 |
−40 −25 |
5x5
(r:9) | |
Pemmican Cookhouse | Produces 1t of pemmican in 01:00.
Requires heating. |
1000 5 |
−60 −30 |
4x5 | |
250 Explorers | |||||
Ranger Station | Fights fire and arctic flu in its influence radius.
Requires heating. |
4000 10 5 |
−75 | 4x4 | |
Seal Hunting Docks | Produces 1t of seal skin in 00:30.
Requires seal fertility. Requires free coastline. Requires heating. |
200 5 |
−50 −20 |
5x7 | |
Goose Farm | Produces 1t of goose feathers in 02:00.
Requires heating. |
200 10 |
−70 −35 |
3x3
(f:5 of 2x3) | |
Sleeping Bag Factory | Produces 1t of sleeping bags in 01:00.
Requires heating. |
1500 15 |
−120 −50 |
4x4 | |
500 Explorers | |||||
Oil Lamp Factory | Produces 1t of oil lamps in 01:00.
Requires heating. |
2000 15 |
−200 −70 |
4x4 |
Technicians Buildings
Technicians Buildings | |||||
---|---|---|---|---|---|
Icon | Name | Description | Construction cost | Maintenance cost | Size |
Airship Hangar: Foundations | ? 30 10 |
−150 | 12x16 | ||
Depot |
Increases overall storage capacity by 50 tons. Requires free harbour area. |
4000 10 5 |
−? | ?x? | |
Cannon Tower | Does solid damage to enemies at long range, with good all-round defense.
Requires free harbour area. |
4000 10 10 8 10 |
−30 −7 |
4x4 | |
Pier | Provides additional space for ships to load and unload goods.
Requires free harbour area. |
4000 10 5 |
−? | 6x7 | |
100 Technicians | |||||
Post Office |
Provides a public service for your residents. |
4000 10 5 |
−? | 3x4 | |
Arctic Lodge | Only useful if equipped with items. Attach items here to provide bonuses to production and residences. | 4000 10 5 |
−30 −20 |
4x4
(r:?) | |
300 Technicians | |||||
Bear Hunting Cabin | Produces 1t of bear furs in 01:30.
Requires undeveloped tiles within its radius. Requires heating. |
4000 10 5 |
−20 −10 |
5x5
(r:9) | |
Parka Factory |
Produces 1t of parkas in 01:30. Requires heating. |
4000 10 5 |
−70 −35 |
4x4 | |
Pristine Hunting Cabin | Produces 1t of furs in 00:15.
Requires furs fertility. Requires undeveloped tiles within radius. Requires heating. |
4000 10 5 |
−40 −30 |
5x5
(r:9) | |
750 Technicians | |||||
Husky Farm | Produces 1t of huskies in 02:00.
Requires heating. |
4000 10 5 |
−70 −35 |
3x3
(f:5 of 2x3) | |
Sled Frame Factory | Produces 1t of sleds in 01:00.
Requires heating. |
4000 10 5 |
−70 −35 |
4x5 | |
Husky Sled Factory | Produces 1t of husky sleds in 01:00.
Requires heating. |
4000 10 5 |
−70 −35 |
4x4 | |
Deep Gold Mine | Produces 1t of gold ore in 01:00.
Requires gold deposits. Requires heating. |
5000 20 5 |
−400 −100 |
3x3 | |
Gas Mine | Produces 1t of gas in 04:30.
Requires gas deposits in its influence radius. Requires heating. |
8000 20 5 |
−1000 −250 |
4x4
(r:8) |