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Production buildings are one of the types of buildings in Anno 1800. They are the main source of goods which are necessary for your company to thrive. Almost all production buildings actively produce goods, some of them require resources to be delivered which get processed into produced goods. Some buildings also have special requirements that they need to function.

Groups of production buildings[]

Based on various aspects of production buildings, such as where they can be placed and what is required for them to function, they can be divided into several groups:

Animal farms[]

Animal farms are buildings which require several animal enclosures (modules) to be placed in their radius. Each farm needs different amount of enclosures and their size is different for each type of farm. Building the amount equal to the limit is necessary for full productivity, fewer enclosures would provide proportionally less productivity. All animal farms, except for the farms in The Arctic, can be improved by building silos, available in  Bright Harvest. None of the animal farms can benefit from electricity.

Icon Name Input Prod. time Output Region
Sheep Farm 00:30 Old World Cape Trelawney
Pig Farm 01:00 Old World Cape Trelawney
Cattle Farm 02:00

01:00
Old World Cape Trelawney

New World
Alpaca Farm 00:30 New World
Goat Farm 01:00 Enbesa
Sanga Farm 01:00 Enbesa
Goose Farm 02:00 The Arctic
Husky Farm 02:00 The Arctic


Crop farms[]

Crop farms are buildings which require many crop fields to be placed nearby. The field occupies one tile, each farm requires a different amount of fields. Building the amount equal to the limit is necessary for full productivity, fewer fields would provide proportionally less productivity. The fields have to be adjascent to the main building or to other connected fields. All crop farms can be improved by building tractor barns, available in  Bright Harvest. None of the crop farms can benefit from electricity.

Icon Name Input Prod. time Output Region
Potato Farm 00:30 Old World Cape Trelawney
Grain Farm 01:00 Old World Cape Trelawney
Hop Farm 01:30 Old World Cape Trelawney
Red Pepper Farm 02:00 Old World Cape Trelawney
Vineyard 02:00 Old World Cape Trelawney
Plantain Plantation 00:30 New World
Sugar Cane Plantation 00:30 New World
Cotton Plantation 01:00 New World
Caoutchouc Plantation 01:00 New World
Corn Farm 01:00 New World
Coffee Plantation 01:00 New World
Tobacco Plantation 02:00 New World
Cocoa Plantation 01:00 New World
Linseed Farm 01:00 Enbesa
Hibiscus Farm 01:00 Enbesa
Teff Farm 01:00 Enbesa
Indigo Farm 01:00 Enbesa
Spice Farm 01:00 Enbesa
Apiary 00:30 Enbesa


Deposit-based buildings[]

Deposit-based production buildings are buildings which require resource deposits in their radius. Special modules have to be placed on top of those deposits. Each covered deposit increases productivity of the building. None of the deposit-based buildings can benefit from electricity.

Icon Name Input Prod. time Output Region
Oil Refinery 00:15 Old World Cape Trelawney New World
Gas Mine 04:30 The Arctic


Forest buildings[]

Forest buildings are buildings which require trees to be located in their radius. Only certain amount of tiles has be to available within the radius of the building for full producitivity. Fewer free tiles would provide proportionally less productivity. The amount of tiles required can be reduced by using items which increase forest density. If there are not enough trees near those buildings, they will plant the trees but some time has to pass before the buildings would become operational - it is indicated by the timer above the building when you attempt to place it. None of the forest buildings, except for charcoal kilns, can benefit from electricity.

Icon Name Input Prod. time Output Region
Lumberjack's Hut 00:15 Old World Cape Trelawney New World The Arctic
Charcoal Kiln 00:30 Old World Cape Trelawney The Arctic
Hunting Cabin 01:00 Old World Cape Trelawney
Wanza Woodcutter 00:15 Enbesa
Caribou Hunting Cabin 01:00 The Arctic
Bear Hunting Cabin 01:30 The Arctic
Prime Hunting Cabin 00:15 The Arctic


Harbour production buildings[]

Harbour production buildings are those which have to be placed either on a free coastline or within the harbour area. They cannot be placed on the inland part of the islands. They require some harbour area in front of them to be free from other buildings in order to allow for their placement. Among the harbour buildings only sand mines and saltpetre works can benefit from electricity.

Icon Name Input Prod. time Output Region
Fishery 00:30 Old World Cape Trelawney
Sand Mine 00:30 Old World Cape Trelawney
Saltpetre Works 02:00 Old World Cape Trelawney
Fish Oil Factory 00:30 New World
Pearl Farm 01:30 New World
Salt Works 00:30 Enbesa
Lobster Fishery 01:00 Enbesa
Whaling Station 01:00 The Arctic
Seal Hunting Docks 00:30 The Arctic


Mines and quarries[]

Mines and quarries are production buildings which have to be placed on top of a specific resource deposit. Each island has limited amount of the deposits, therefore the amount of mines and quarries you can build is limited. All mines and quarries, except for the ones in New World or The Arctic, can benefit from electricity.

Icon Name Input Prod. time Output Region
Clay Pit 00:30 Old World Cape Trelawney New World
Iron Mine 00:15 Old World Cape Trelawney
Coal Mine 00:15 Old World Cape Trelawney
Limestone Quarry 00:30 Old World Cape Trelawney
Zinc Mine 00:30 Old World Cape Trelawney
Copper Mine 00:30 Old World Cape Trelawney
Gold Mine 02:30 New World
Deep Gold Mine 01:00 The Arctic


Power plants[]

Power plants might not be considered as production buildings as they do not produce goods, but they are listed under production buildings section in the statistics menu. They require input of goods (oil or gas), in exchange providing electricity to buildings in their street range.

Icon Name Input Prod. time Output Region
Oil Power Plant 00:05 Old World Cape Trelawney
Gas-Fired Power Plant 00:45 Old World Cape Trelawney


Regular factories[]

Regular factories are just typical production buildings, they require resources which they process into produced goods. Goods are delivered from warehouses in range of the building, or from other production buildings. While some factories require electricity to even function, many factories are simply much more productive if electricity is provided to them.

Icon Name Input Prod. time Output Region
Sawmill 00:15 Old World Cape Trelawney New World The Arctic
Schnapps Distillery 00:30 Old World Cape Trelawney
Framework Knitters 00:30 Old World Cape Trelawney
Brick Factory 01:00 Old World Cape Trelawney New World
Slaughterhouse 01:00 Old World Cape Trelawney
Flour Mill 00:30 Old World Cape Trelawney
Bakery 01:00 Old World Cape Trelawney
Sailmakers

00:30 Old World Cape Trelawney

New World
Furnace 00:30 Old World Cape Trelawney
Steelworks 00:45 Old World Cape Trelawney
Rendering Works 01:00 Old World Cape Trelawney
Soap Factory 00:30 Old World Cape Trelawney
Weapon Factory 01:30 Old World Cape Trelawney
Malthouse 00:30 Old World Cape Trelawney
Brewery 01:00 Old World Cape Trelawney
Glassmakers 00:30 Old World Cape Trelawney
Window Makers 01:00 Old World Cape Trelawney
Artisanal Kitchen 02:00 Old World Cape Trelawney
Cannery 01:30 Old World Cape Trelawney
Sewing Machine Factory 00:30 Old World Cape Trelawney
Fur Dealer 00:30 Old World Cape Trelawney
Concrete Factory 01:00 Old World Cape Trelawney
Brass Smeltery 01:00 Old World Cape Trelawney
Spectacle Factory 01:30 Old World Cape Trelawney
Dynamite Factory 01:00 Old World Cape Trelawney
Heavy Weapons Factory 01:00 Electricity Old World Cape Trelawney
Bicycle Factory 00:15 Electricity Old World Cape Trelawney
Motor Assembly Line 00:45 Electricity Old World Cape Trelawney
Fuel Station 00:15 Old World Cape Trelawney New World Enbesa
Goldsmiths 01:00 Old World Cape Trelawney
Clockmakers 00:45 Electricity Old World Cape Trelawney
Filament Factory 01:00 Old World Cape Trelawney
Light Bulb Factory 01:00 Old World Cape Trelawney
Champagne Cellar 00:30 Old World Cape Trelawney
Marquetry Workshop 01:00 Old World Cape Trelawney New World
Jewellers 00:30 Old World Cape Trelawney
Gramophone Factory 01:00 Electricity Old World Cape Trelawney
Coachmakers 02:00 Old World Cape Trelawney
Cab Assembly Line 00:30 Electricity Old World Cape Trelawney
Bootmakers 01:00 Old World Cape Trelawney
Tailor's Shop 01:00 Old World Cape Trelawney
Telephone Manufacturer 00:45 Electricity Old World Cape Trelawney
Advanced Coffee Roaster 00:30 Electricity Old World Cape Trelawney
Advanced Rum Distillery 00:30 Electricity Old World Cape Trelawney
Advanced Cotton Mill 00:30 Electricity Old World Cape Trelawney
Fried Plantain Kitchen 00:30 New World
Rum Distillery 00:30 New World
Cotton Mill 00:30 New World
Poncho Darner 00:30 New World
Tortilla Maker 00:30 New World
Coffee Roaster 00:30 New World
Felt Producer 00:30 New World
Bombín Weaver 00:30 New World
Cigar Factory 00:30 New World
Sugar Refinery 00:30 New World
Chocolate Factory 00:30 New World
Linen Mill 00:30 Enbesa
Embroiderer 01:00 Enbesa
Dry-House 00:30 Enbesa
Tea Spicer 01:30 Enbesa
Brick Dry-House 01:00 Enbesa
Ceramics Workshop 00:30 Enbesa
Tapestry Looms 00:30 Enbesa
Teff Mill 00:30 Enbesa
Wat Kitchen 01:00 Enbesa
Pipe Maker 01:30 Enbesa
Luminer 01:00 Enbesa
Chandler 00:30 Enbesa
Lanternsmith 01:00 Enbesa
Pemmican Cookhouse 01:00 The Arctic
Sleeping Bag Factory 01:00 The Arctic
Oil Lamp Factory 01:00 The Arctic
Parka Factory 01:30 The Arctic
Sled Frame Factory 01:00 The Arctic
Husky Sled Factory 01:00 The Arctic


River buildings[]

River buildings are unique to Enbesa. They have to be placed in river slots, roads can be connected to them on either side of the river. Water pumps technically might not be considered as production buildings as they produce no goods, filling canals with water instead, but they are listed under production buildings section in the statistics menu.

Icon Name Input Prod. time Output Region
Water Pump Enbesa
Clay Collector 00:15 Enbesa
Paper Mill 00:15 Enbesa


Similar building types[]

There are also types of buildings which strongly resemble production buildings, may even be listed as production buildings in the finance statistics, but they do not actually belong to that type of buildings (based on not being affected by items for all production building, or by palace's policies). Those types are:


Food & Drink Venues[]

For more details, see: Food & Drink Venues

Food & Drink Venues like many production buildings require resources to be delivered, but they do not produce any goods. Instead they fulfill tourists needs and provide bonuses to residences in a circular radius.


Modules[]

Modules technically can't be considered as production buildings (not affected by palace or items for all production buildings), but they are listed under production buildings section in the statistics menu. Those are modules which can be built within animal farms (silos) or crop farms (tractor barns), they are available in  Bright Harvest. If supplied with appropriate crop (silos) or fuel (tractor barns), they provide significant boosts for the farms they are located in. Those modules themselves cannot be affected by any items or improvements.

Icon Name Input Prod. time Output Region
Silo



05:00 Old World Cape Trelawney

New World

Enbesa
Tractor Barn 05:00 Old World Cape Trelawney New World Enbesa


Multifactories[]

For more details, see: Multifactories

Multifactories are similar to regular factories, the main difference is that they operate based on recipes, which can be switched at any time, and they usually require three different goods as input instead of requiring two. Goods are delivered from warehouses in range of the building, or from other production buildings. Some multifactories benefit from increased production from being provided electricity, one of them requires it to function. Despite multifactories being listed as production buildings in finance statistics, they are a separate building type, as multifactories are not affected by items for all production buildings, and palace's policies list the multifactories separately as well.


Shopping Arcades[]

For more details, see: Shopping Arcades

Shopping Arcades like many production buildings require resources to be delivered, they also require workforce and electricity, but they do not produce any goods. Instead they fulfill needs of the skyscrapers and provide bonuses to residences in a circular radius.


Items[]

Many items when equipped in trade unions can have an impact on production buildings. Most of them have their own sets of items which affect only specific buildings. There are also items which are not that specific and can affect all production buildings, the list of such items can be seen below. The only exceptions are water pumps or power plants (some of them are affected only by a smaller selection of the items for all production buildings, see their individual pages for details).

Items for all production buildings[]

Bag of Money
Common
Free money!
Trade Union Equipped in Trade Union

Affects All Production Buildings when activated
When activated
Chance of Riots -40%
Duration:50:00
Destroyed after use
Expedition Bonus
Diplomacy: +4
Hand-Blown Grenade
Common
Puts out fires.
Trade Union Equipped in Trade Union

Affects All Production Buildings when activated
When activated
Chance of Fire -40%
Duration:50:00
Destroyed after use
Expedition Bonus
Force: +4
Big Bag of Money
Uncommon
Lots of free money!
Trade Union Equipped in Trade Union

Affects All Production Buildings when activated
When activated
Chance of Riots -60%
Duration:01:20:00
Destroyed after use
Expedition Bonus
Diplomacy: +5
Certificate of Inspection
Uncommon
Makes it look like your premises are all above board.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: -10%
Chance of Fire: +20%
Dynamo
Uncommon
A volatile source of electric power.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: +100%
Explosion Chance: +70%
Provides electricity
Expedition Bonus
Crafting: +30
This item can provide electricity only to buildings that can normally be affected by power plants
Fire Safety Poster
Uncommon
Fewer fires, for little cost.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: +5%
Chance of Fire: -30%
Hall of Collective Property
Uncommon
DLC Required
The Anarchist
The people own what they produce! They should be free to join a great queue to collect their quota!
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Productivity: -10%
Maintenance Cost: -15%
Iron Grillwork
Uncommon
Reduces the risk of fire.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Chance of Fire: -30%
Old Factory Bell
Uncommon
The old toll of toil.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: +10%
Workforce Needed: -20%
Suspended Frosted Glass Grenade
Uncommon
Puts out fires well.
Trade Union Equipped in Trade Union

Affects All Production Buildings when activated
When activated
Chance of Fire -60%
Duration:01:20:00
Destroyed after use
Expedition Bonus
Force: +5
Writing Machine
Uncommon
DLC Required
The Anarchist
Workers are enthused by the new system of written labour notes to reward their efforts.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: +10%
Workforce Needed: -20%
Bureau of Worker-Owned Cooperatives
Rare
DLC Required
The Anarchist
The people need somewhere they feel comfortable sharing ideas to help economise during production!
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: -20%
Certificate of Industrial Standard
Rare
You can make everything on the cheap, and no-one has to know.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: -25%
Chance of Fire: +30%
Copperplate Printer
Rare
DLC Required
The Anarchist
A new and better printing machine helps distribute labour notes to workers at no maintenance cost!
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Workforce Needed: -30%
Double Iron Grillwork
Rare
Reduces the risk of fire, and looks nice.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Attractiveness: +2
Chance of Fire: -40%
Fire Prevention Directive
Rare
An investment that provides your people with the ways and means to combat a blaze.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: +10%
Chance of Fire: -50%
ForkTuN8 Mk.1
Rare
DLC Required
Sunken Treasures
This unpredictable prototype was originally built to gain an unfair advantage at steam car races.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Productivity: +15%
Expedition Bonus
Force: +10
Crafting Cost
10 Scrap
15 Wood
3 Chassis
Source: crafting at Old Nate's workshop in Cape Trelawney
Heat Activated CTC Grenade
Rare
Very good at putting out fires.
Trade Union Equipped in Trade Union

Affects All Production Buildings when activated
When activated
Chance of Fire -90%
Duration:02:00:00
Destroyed after use
Expedition Bonus
Force: +6
Huge Bag of Money
Rare
Life-changing sums of free money!
Trade Union Equipped in Trade Union

Affects All Production Buildings when activated
When activated
Workforce Needed -15%
Chance of Riots -90%
Duration:02:00:00
Destroyed after use
Expedition Bonus
Diplomacy: +6
ImpersoN8r Nr. 531
Rare
DLC Required
Sunken Treasures
Some say there's a tiny boy inside pulling the levers...
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Workforce Needed: -15%
Crafting Cost
15 Scrap
3 Light Bulbs
10 Filaments
Source: crafting at Old Nate's workshop in Cape Trelawney
Iron Factory Bell
Rare
Once heard, cannot be unheard.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Workforce Needed: -30%
Steam Turbine
Rare
A safe source of electric power.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: +75%
Explosion Chance: +50%
Provides electricity
Expedition Bonus
Crafting: +45
This item can provide electricity only to buildings that can normally be affected by power plants
Bekonin, Spirit of Liberty
Epic
DLC Required
The Anarchist
A man with an infectious, impetuous and impassioned urge for action.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Productivity: +25%
Maintenance Cost: -20%
Workforce Needed: -25%
Expedition Bonus
Diplomacy: +50
Extremely Loud Bell
Epic
A worker's gift. "Just in case you have to wake us up, boss. We can be bunch of sleepyheads sometimes..."
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: -25%
Workforce Needed: -50%
Feras Alsarami, the Persuader
Epic
Feras' voice puts people in a comforting trance, letting them lead happier, more focused and productive lives.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Productivity: +50%
Maintenance Cost: -10%
Workforce Needed: -10%
Chance of Riots: -20%
Expedition Bonus
Diplomacy: +20
Trait: Hypnotist
Fizgig's Fabulous Fireproofing Failsafe
Epic
Better factory materials cost more money, but it's bound to be worth it in the end, argues Lord Fizgig.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: +15%
Chance of Fire: -70%
ForkTuN8 Mk.2
Epic
DLC Required
Sunken Treasures
A reinforced variant, which in spite of the minor combustion risk, takes all the labour out of warehouse work.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Productivity: +25%
Expedition Bonus
Force: +20
Crafting Cost
20 Scrap
10 Wood
5 Chassis
10 Caoutchouc
Source: crafting at Old Nate's workshop in Cape Trelawney
Hall of Mutualist Ideologies
Epic
DLC Required
The Anarchist
An airy space, not at all empty, but brimming with ideas for economisation! Self-sufficiency; over-abundance! Those are the topics for discussion at this venue's very functional table.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: -25%
Workforce Needed: -40%
Iron and Glass Grillwork
Epic
Reduces the risk of fire, and looks divine.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Attractiveness: +3
Chance of Fire: -50%
Oxford Electrical Bell
Epic
Shirkers begone! The shrill cry of a new day has sounded!
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: -20%
Workforce Needed: -40%
Pertwee's Turbo Generator
Epic
A highly-efficient and safe source of electrical power!
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: +50%
Provides electricity
Expedition Bonus
Crafting: +60
This item can provide electricity only to buildings that can normally be affected by power plants
Printing Press
Epic
DLC Required
The Anarchist
The labour notes are now so beautifully typeset and presented, they really look like they're worth something! A sign of the wonders of anarchy to come!
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Productivity: +25%
Workforce Needed: -40%
SubordiN8 Nr. 360
Epic
DLC Required
Sunken Treasures
Compensates for its faithfulness in performing simple human tasks by being wilfully blind.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Workforce Needed: -30%
Crafting Cost
15 Nice Scrap
5 Light Bulbs
5 Work Clothes
15 Filaments
Source: crafting at Old Nate's workshop in Cape Trelawney
Von Malching's Labour Law Proposal
Epic
Von Malching fought hard at the council to ensure children might also enjoy supervisory roles in factories.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Maintenance Cost: -50%
Chance of Fire: +40%
Angela "Meg" Iver, The Polyvalent
Legendary
Angela has an astonishing intellect, but it's her capacity to improvise that makes her really sparkle.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Workforce Needed: -20%
Provides electricity
Expedition Bonus
Crafting: +55
Medicine: +25
Trait: Diver
This item can provide electricity only to buildings that can normally be affected by power plants
ForkTuN8 Mk.3 - Very ForktuN8 Indeed
Legendary
DLC Required
Sunken Treasures
Old Nate's baby. Prone to the odd tantrum, but provides the lift everyone needs in times of logistical disconsolation.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Productivity: +35%
Expedition Bonus
Force: +30
Crafting Cost
20 Nice Scrap
20 Timber
10 Chassis
3 Steam Motors
Source: crafting at Old Nate's workshop in Cape Trelawney
Human IncarN8 Nr. 9
Legendary
DLC Required
Sunken Treasures
The nearest thing Nate has to a companion. Unlike a human servant, it won't complain when he kicks it for setting things on fire.
Trade Union Equipped in Trade Union

Affects All Production Buildings
Effects
Workforce Needed: -50%
Crafting Cost
15 Special Scrap
5 Light Bulbs
10 Work Clothes
15 Filaments
Source: crafting at Old Nate's workshop in Cape Trelawney


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